NPC_AI.cpp 22 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC_AI.h"
  17. #include "Combat.h"
  18. #include "zoneserver.h"
  19. #include "Spells.h"
  20. #include "../common/Log.h"
  21. #include "LuaInterface.h"
  22. #include "World.h"
  23. #include "Rules/Rules.h"
  24. extern RuleManager rule_manager;
  25. extern LuaInterface* lua_interface;
  26. extern World world;
  27. /* The NEW AI code */
  28. Brain::Brain(NPC* npc) {
  29. // Set the npc this brain will controll
  30. m_body = npc;
  31. // Set the default time between calls to think to 250 miliseconds (1/4 a second)
  32. m_tick = 250;
  33. m_lastTick = Timer::GetCurrentTime2();
  34. m_spellRecovery = 0;
  35. m_playerInEncounter = false;
  36. // Set up the mutex for the hate list
  37. MHateList.SetName("Brain::m_hatelist");
  38. // Set up the mutex for the encounter list
  39. MEncounter.SetName("Brain::m_encounter");
  40. }
  41. Brain::~Brain() {
  42. }
  43. void Brain::Think() {
  44. // Get the entity this NPC hates the most,
  45. // GetMostHated() will handle dead spawns so no need to check the health in this function
  46. Entity* target = GetMostHated();
  47. // If mezzed, stunned or feared we can't do anything so skip
  48. if (!m_body->IsMezzedOrStunned()) {
  49. // Not mezzed or stunned
  50. // Get the distance to the runback location
  51. float run_back_distance = m_body->GetRunbackDistance();
  52. if (target) {
  53. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s has %s targeted.", m_body->GetName(), target->GetName());
  54. // NPC has an entity that it hates
  55. // Set the NPC's target to the most hated entity if it is not already.
  56. if (m_body->GetTarget() != target) {
  57. m_body->SetTarget(target);
  58. }
  59. m_body->FaceTarget(target);
  60. // target needs to be set before in combat is engaged
  61. // If the NPC is not in combat then put them in combat
  62. if (!m_body->EngagedInCombat()) {
  63. m_body->ClearRunningLocations();
  64. m_body->InCombat(true);
  65. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AGGRO, target);
  66. }
  67. bool breakWaterPursuit = false;
  68. if (m_body->IsWaterCreature() && !m_body->IsFlyingCreature() && !target->InWater())
  69. breakWaterPursuit = true;
  70. // Check to see if the NPC has exceeded the max chase distance
  71. if (run_back_distance > MAX_CHASE_DISTANCE || breakWaterPursuit) {
  72. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  73. // Over the max chase distance, Check to see if the target is is a client
  74. Client* client = target->GetZone()->GetClientBySpawn(target);
  75. if (client)
  76. {
  77. // Target is a client so send encounter break messages
  78. if (m_body->HasSpawnGroup())
  79. client->SimpleMessage(CHANNEL_NARRATIVE, "This encounter will no longer give encounter rewards.");
  80. else
  81. client->Message(CHANNEL_NARRATIVE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  82. }
  83. // Clear the hate list for this NPC
  84. ClearHate();
  85. // Clear the encounter list
  86. ClearEncounter();
  87. }
  88. else {
  89. // Still within max chase distance lets to the combat stuff now
  90. float distance = m_body->GetDistance(target);
  91. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  92. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  93. m_body->FaceTarget(target);
  94. ProcessMelee(target, distance);
  95. }
  96. }
  97. }
  98. else {
  99. // Nothing in the hate list
  100. bool wasInCombat = m_body->EngagedInCombat();
  101. // Check to see if the NPC is still flagged as in combat for some reason
  102. if (m_body->EngagedInCombat()) {
  103. // If it is set the combat flag to false
  104. m_body->InCombat(false);
  105. // Do not set a players pet to full health once they stop combat
  106. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  107. m_body->SetHP(m_body->GetTotalHP());
  108. }
  109. CheckBuffs();
  110. // If run back distance is greater then 0 then run back
  111. if(!m_body->EngagedInCombat() && !m_body->IsPauseMovementTimerActive())
  112. {
  113. if (run_back_distance > 1) {
  114. m_body->Runback(run_back_distance);
  115. }
  116. else if (m_body->GetRunbackLocation())
  117. {
  118. switch(m_body->GetRunbackLocation()->stage)
  119. {
  120. case 0:
  121. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  122. m_body->ClearRunningLocations();
  123. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  124. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  125. m_body->SetY(m_body->GetRunbackLocation()->y,false);
  126. m_body->CalculateRunningLocation(true);
  127. m_body->GetRunbackLocation()->stage = 1;
  128. m_body->GetZone()->AddChangedSpawn(m_body);
  129. break;
  130. case 6: // artificially 1500ms per 250ms Think() call
  131. if (m_body->GetRunbackLocation()->gridid > 0)
  132. m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
  133. if(m_body->GetTempActionState() == 0)
  134. m_body->SetTempActionState(-1);
  135. m_body->SetHeading(m_body->m_runbackHeadingDir1,m_body->m_runbackHeadingDir2,false);
  136. m_body->ClearRunback();
  137. m_body->SetHP(m_body->GetTotalHP());
  138. m_body->GetZone()->AddChangedSpawn(m_body);
  139. break;
  140. default: // captures case 1 up to case 5 to turn around / reset hp
  141. m_body->GetRunbackLocation()->stage++; // artificially delay
  142. break;
  143. }
  144. }
  145. }
  146. // If encounter size is greater then 0 then clear it
  147. if (GetEncounterSize() > 0)
  148. ClearEncounter();
  149. }
  150. }
  151. }
  152. sint32 Brain::GetHate(Entity* entity) {
  153. // We will use this variable to return the value, default to 0
  154. sint32 ret = 0;
  155. // Lock the hate list, not altering it so do a read lock
  156. MHateList.readlock(__FUNCTION__, __LINE__);
  157. // First check to see if the given entity is even in the hate list
  158. if (m_hatelist.count(entity->GetID()) > 0)
  159. // Entity in the hate list so get the hate value for the entity
  160. ret = m_hatelist[entity->GetID()];
  161. // Unlock the hate list
  162. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  163. // return the hate
  164. return ret;
  165. }
  166. void Brain::AddHate(Entity* entity, sint32 hate) {
  167. // do not aggro when running back, despite taking damage
  168. if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
  169. return;
  170. if(m_body->IsImmune(IMMUNITY_TYPE_TAUNT))
  171. {
  172. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is immune to taunt from entity %s.", m_body->GetName(), entity ? entity->GetName() : "(null)");
  173. if(entity && entity->IsPlayer())
  174. ((Player*)entity)->GetClient()->GetCurrentZone()->SendDamagePacket((Spawn*)entity, (Spawn*)m_body, DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG, DAMAGE_PACKET_RESULT_IMMUNE, 0, 0, "Hate");
  175. return;
  176. }
  177. // Lock the hate list, we are altering the list so use write lock
  178. MHateList.writelock(__FUNCTION__, __LINE__);
  179. if (m_hatelist.count(entity->GetID()) > 0)
  180. m_hatelist[entity->GetID()] += hate;
  181. else
  182. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  183. entity->MHatedBy.lock();
  184. if (entity->HatedBy.count(m_body->GetID()) == 0)
  185. entity->HatedBy.insert(m_body->GetID());
  186. entity->MHatedBy.unlock();
  187. // Unlock the list
  188. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  189. }
  190. void Brain::ClearHate() {
  191. // Lock the hate list, we are altering the list so use a write lock
  192. MHateList.writelock(__FUNCTION__, __LINE__);
  193. map<int32, sint32>::iterator itr;
  194. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  195. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  196. if (spawn && spawn->IsEntity())
  197. {
  198. ((Entity*)spawn)->MHatedBy.lock();
  199. ((Entity*)spawn)->HatedBy.erase(m_body->GetID());
  200. ((Entity*)spawn)->MHatedBy.unlock();
  201. }
  202. }
  203. // Clear the list
  204. m_hatelist.clear();
  205. // Unlock the hate list
  206. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  207. }
  208. void Brain::ClearHate(Entity* entity) {
  209. // Lock the hate list, we could potentially modify the list so use write lock
  210. MHateList.writelock(__FUNCTION__, __LINE__);
  211. // Check to see if the given entity is in the hate list
  212. if (m_hatelist.count(entity->GetID()) > 0)
  213. // Erase the entity from the hate list
  214. m_hatelist.erase(entity->GetID());
  215. entity->MHatedBy.lock();
  216. entity->HatedBy.erase(m_body->GetID());
  217. entity->MHatedBy.unlock();
  218. // Unlock the hate list
  219. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  220. }
  221. Entity* Brain::GetMostHated() {
  222. map<int32, sint32>::iterator itr;
  223. int32 ret = 0;
  224. sint32 hate = 0;
  225. // Lock the hate list, not going to alter it so use a read lock
  226. MHateList.readlock(__FUNCTION__, __LINE__);
  227. if (m_hatelist.size() > 0) {
  228. // Loop through the list looking for the entity that this NPC hates the most
  229. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  230. // Compare the hate value for the current iteration to our stored highest value
  231. if(itr->second > hate) {
  232. // New high value store the entity
  233. ret = itr->first;
  234. // Store the value to compare with the rest of the entities
  235. hate = itr->second;
  236. }
  237. }
  238. }
  239. // Unlock the list
  240. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  241. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  242. // Check the reult to see if it is still alive
  243. if(hated && hated->GetHP() <= 0) {
  244. // Entity we got was dead so remove it from the list
  245. ClearHate(hated);
  246. // Call this function again now that we removed the dead entity
  247. hated = GetMostHated();
  248. }
  249. // Return our result
  250. return hated;
  251. }
  252. sint8 Brain::GetHatePercentage(Entity* entity) {
  253. float percentage = 0.0;
  254. MHateList.readlock(__FUNCTION__, __LINE__);
  255. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  256. sint32 total_hate = 0;
  257. map<int32, sint32>::iterator itr;
  258. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  259. total_hate += itr->second;
  260. percentage = m_hatelist[entity->GetID()] / total_hate;
  261. }
  262. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  263. return (sint8)(percentage * 100);
  264. }
  265. vector<Entity*>* Brain::GetHateList() {
  266. vector<Entity*>* ret = new vector<Entity*>;
  267. map<int32, sint32>::iterator itr;
  268. // Lock the list
  269. MHateList.readlock(__FUNCTION__, __LINE__);
  270. // Loop over the list storing the values into the new list
  271. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  272. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  273. if (ent)
  274. ret->push_back(ent);
  275. }
  276. // Unlock the list
  277. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  278. // Return the copy of the list
  279. return ret;
  280. }
  281. void Brain::MoveCloser(Spawn* target) {
  282. if (target && m_body->GetFollowTarget() != target)
  283. m_body->SetFollowTarget(target, rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat());
  284. if (m_body->GetFollowTarget() && !m_body->following) {
  285. m_body->CalculateRunningLocation(true);
  286. //m_body->ClearRunningLocations();
  287. m_body->following = true;
  288. }
  289. }
  290. bool Brain::ProcessSpell(Entity* target, float distance) {
  291. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  292. return false;
  293. Spell* spell = m_body->GetNextSpell(distance);
  294. if(spell){
  295. Spawn* spell_target = 0;
  296. if(spell->GetSpellData()->friendly_spell == 1){
  297. vector<Spawn*>* group = m_body->GetSpawnGroup();
  298. if(group && group->size() > 0){
  299. vector<Spawn*>::iterator itr;
  300. for(itr = group->begin(); itr != group->end(); itr++){
  301. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  302. spell_target = *itr;
  303. }
  304. }
  305. if(!spell_target)
  306. spell_target = m_body;
  307. safe_delete(group);
  308. }
  309. else
  310. spell_target = target;
  311. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  312. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  313. return true;
  314. }
  315. return false;
  316. }
  317. bool Brain::CheckBuffs() {
  318. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  319. return false;
  320. Spell* spell = m_body->GetNextBuffSpell();
  321. if (spell) {
  322. m_body->CalculateRunningLocation(true);
  323. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  324. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  325. return true;
  326. }
  327. return false;
  328. }
  329. void Brain::ProcessMelee(Entity* target, float distance) {
  330. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  331. MoveCloser((Spawn*)target);
  332. else {
  333. if (target) {
  334. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  335. if (m_body->AttackAllowed(target)) {
  336. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  337. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  338. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  339. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  340. m_body->MeleeAttack(target, distance, true);
  341. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  342. }
  343. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  344. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  345. m_body->MeleeAttack(target, distance, false);
  346. }
  347. }
  348. }
  349. }
  350. }
  351. bool Brain::HasRecovered() {
  352. if(m_spellRecovery > Timer::GetCurrentTime2())
  353. return false;
  354. m_spellRecovery = 0;
  355. return true;
  356. }
  357. void Brain::AddToEncounter(Entity* entity) {
  358. // If player pet then set the entity to the pets owner
  359. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  360. entity = ((NPC*)entity)->GetOwner();
  361. // If player or bot then get the group
  362. int32 group_id = 0;
  363. if (entity->IsPlayer() || entity->IsBot()) {
  364. m_playerInEncounter = true;
  365. if (entity->GetGroupMemberInfo())
  366. group_id = entity->GetGroupMemberInfo()->group_id;
  367. }
  368. // Insert the entity into the encounter list, if there is a group add all group members as well
  369. // TODO: add raid members
  370. MEncounter.writelock(__FUNCTION__, __LINE__);
  371. if (group_id > 0) {
  372. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  373. deque<GroupMemberInfo*>::iterator itr;
  374. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  375. if (group)
  376. {
  377. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  378. deque<GroupMemberInfo*>* members = group->GetMembers();
  379. for (itr = members->begin(); itr != members->end(); itr++) {
  380. if ((*itr)->client)
  381. {
  382. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  383. m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
  384. }
  385. }
  386. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  387. }
  388. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  389. }
  390. else {
  391. m_encounter.push_back(entity->GetID());
  392. if (entity->IsPlayer())
  393. {
  394. Player* plyr = (Player*)entity;
  395. m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
  396. }
  397. }
  398. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  399. }
  400. bool Brain::CheckLootAllowed(Entity* entity) {
  401. bool ret = false;
  402. vector<int32>::iterator itr;
  403. if(m_body)
  404. {
  405. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByDropTime)->GetInt8()
  406. && m_body->GetChestDropTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeDrop)->GetInt32()*1000))
  407. return true;
  408. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByTrapTime)->GetInt8()
  409. && m_body->GetTrapOpenedTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeTrap)->GetInt32()*1000))
  410. return true;
  411. }
  412. // Check the encounter list to see if the given entity is in it, if so return true.
  413. MEncounter.readlock(__FUNCTION__, __LINE__);
  414. if (entity->IsPlayer())
  415. {
  416. Player* plyr = (Player*)entity;
  417. map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
  418. if (itr != m_encounter_playerlist.end())
  419. {
  420. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  421. return true;
  422. }
  423. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  424. return false;
  425. }
  426. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  427. if ((*itr) == entity->GetID()) {
  428. // found the entity in the encounter list, set return value to true and break the loop
  429. ret = true;
  430. break;
  431. }
  432. }
  433. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  434. return ret;
  435. }
  436. int8 Brain::GetEncounterSize() {
  437. int8 ret = 0;
  438. MEncounter.readlock(__FUNCTION__, __LINE__);
  439. ret = (int8)m_encounter.size();
  440. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  441. return ret;
  442. }
  443. vector<int32>* Brain::GetEncounter() {
  444. vector<int32>* ret = new vector<int32>;
  445. vector<int32>::iterator itr;
  446. // Lock the list
  447. MEncounter.readlock(__FUNCTION__, __LINE__);
  448. // Loop over the list storing the values into the new list
  449. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  450. ret->push_back(*itr);
  451. // Unlock the list
  452. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  453. // Return the copy of the list
  454. return ret;
  455. }
  456. void Brain::ClearEncounter() {
  457. MEncounter.writelock(__FUNCTION__, __LINE__);
  458. m_encounter.clear();
  459. m_encounter_playerlist.clear();
  460. m_playerInEncounter = false;
  461. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  462. }
  463. /* Example of how to extend the default AI */
  464. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  465. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  466. // to set up the AI properly
  467. }
  468. CombatPetBrain::~CombatPetBrain() {
  469. }
  470. void CombatPetBrain::Think() {
  471. // We are extending the base brain so make sure to call the parent Think() function.
  472. // If we want to override then we could remove Brain::Think()
  473. Brain::Think();
  474. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  475. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  476. return;
  477. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  478. // If owner is a player and player has stay set then return out
  479. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
  480. return;
  481. // Set target to owner
  482. Entity* target = GetBody()->GetOwner();
  483. GetBody()->SetTarget(target);
  484. // Get distance from the owner
  485. float distance = GetBody()->GetDistance(target);
  486. // If out of melee range then move closer
  487. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  488. MoveCloser((Spawn*)target);
  489. }
  490. /* Example of how to override the default AI */
  491. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  492. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  493. // to set up the AI properly
  494. }
  495. NonCombatPetBrain::~NonCombatPetBrain() {
  496. }
  497. void NonCombatPetBrain::Think() {
  498. // All this Brain does is make the pet follow its owner
  499. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  500. return;
  501. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  502. // Set target to owner
  503. Entity* target = GetBody()->GetOwner();
  504. GetBody()->SetTarget(target);
  505. // Get distance from the owner
  506. float distance = GetBody()->GetDistance(target);
  507. // If out of melee range then move closer
  508. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  509. MoveCloser((Spawn*)target);
  510. }
  511. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  512. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  513. // to set up the AI properly
  514. SetTick(50000);
  515. }
  516. BlankBrain::~BlankBrain() {
  517. }
  518. void BlankBrain::Think() {
  519. }
  520. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  521. }
  522. LuaBrain::~LuaBrain() {
  523. }
  524. void LuaBrain::Think() {
  525. if (!lua_interface)
  526. return;
  527. const char* script = GetBody()->GetSpawnScript();
  528. if(script) {
  529. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  530. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  531. }
  532. }
  533. else {
  534. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  535. }
  536. }
  537. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  538. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  539. AddHate(target, INT_MAX);
  540. }
  541. DumbFirePetBrain::~DumbFirePetBrain() {
  542. }
  543. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  544. if (!GetMostHated())
  545. Brain::AddHate(entity, hate);
  546. }
  547. void DumbFirePetBrain::Think() {
  548. Entity* target = GetMostHated();
  549. if (target) {
  550. if (!GetBody()->IsMezzedOrStunned()) {
  551. // Set the NPC's target to the most hated entity if it is not already.
  552. if (GetBody()->GetTarget() != target) {
  553. GetBody()->SetTarget(target);
  554. GetBody()->FaceTarget(target);
  555. }
  556. // target needs to be identified before combat setting
  557. // If the NPC is not in combat then put them in combat
  558. if (!GetBody()->EngagedInCombat()) {
  559. //GetBody()->ClearRunningLocations();
  560. GetBody()->CalculateRunningLocation(true);
  561. GetBody()->InCombat(true);
  562. }
  563. float distance = GetBody()->GetDistance(target);
  564. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  565. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  566. GetBody()->FaceTarget(target);
  567. ProcessMelee(target, distance);
  568. }
  569. }
  570. }
  571. else {
  572. // No hated target or time expired, kill this mob
  573. if (GetBody()->GetHP() > 0) {
  574. GetBody()->KillSpawn(GetBody());
  575. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  576. }
  577. }
  578. if (Timer::GetCurrentTime2() > m_expireTime) {
  579. if (GetBody()->GetHP() > 0) {
  580. GetBody()->KillSpawn(GetBody());
  581. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  582. }
  583. }
  584. }