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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "NPC_AI.h"
- #include "Combat.h"
- #include "zoneserver.h"
- #include "Spells.h"
- #include "../common/Log.h"
- #include "LuaInterface.h"
- #include "World.h"
- #include "Rules/Rules.h"
- extern RuleManager rule_manager;
- extern LuaInterface* lua_interface;
- extern World world;
- /* The NEW AI code */
- Brain::Brain(NPC* npc) {
- // Set the npc this brain will controll
- m_body = npc;
- // Set the default time between calls to think to 250 miliseconds (1/4 a second)
- m_tick = 250;
- m_lastTick = Timer::GetCurrentTime2();
- m_spellRecovery = 0;
- m_playerInEncounter = false;
- // Set up the mutex for the hate list
- MHateList.SetName("Brain::m_hatelist");
- // Set up the mutex for the encounter list
- MEncounter.SetName("Brain::m_encounter");
- }
- Brain::~Brain() {
- }
- void Brain::Think() {
- // Get the entity this NPC hates the most,
- // GetMostHated() will handle dead spawns so no need to check the health in this function
- Entity* target = GetMostHated();
- // If mezzed, stunned or feared we can't do anything so skip
- if (!m_body->IsMezzedOrStunned()) {
- // Not mezzed or stunned
- // Get the distance to the runback location
- float run_back_distance = m_body->GetRunbackDistance();
- if (target) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s has %s targeted.", m_body->GetName(), target->GetName());
- // NPC has an entity that it hates
- // Set the NPC's target to the most hated entity if it is not already.
- if (m_body->GetTarget() != target) {
- m_body->SetTarget(target);
- }
- m_body->FaceTarget(target, false);
- // target needs to be set before in combat is engaged
- // If the NPC is not in combat then put them in combat
- if (!m_body->EngagedInCombat()) {
- m_body->ClearRunningLocations();
- m_body->InCombat(true);
- m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AGGRO, target);
- }
- bool breakWaterPursuit = false;
- if (m_body->IsWaterCreature() && !m_body->IsFlyingCreature() && !target->InWater())
- breakWaterPursuit = true;
- // Check to see if the NPC has exceeded the max chase distance
- if (run_back_distance > MAX_CHASE_DISTANCE || breakWaterPursuit) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
- // Over the max chase distance, Check to see if the target is is a client
- Client* client = target->GetZone()->GetClientBySpawn(target);
- if (client)
- {
- // Target is a client so send encounter break messages
- if (m_body->HasSpawnGroup())
- client->SimpleMessage(CHANNEL_NARRATIVE, "This encounter will no longer give encounter rewards.");
- else
- client->Message(CHANNEL_NARRATIVE, "%s is no longer worth any experience or treasure.", m_body->GetName());
- }
- // Clear the hate list for this NPC
- ClearHate();
- // Clear the encounter list
- ClearEncounter();
- }
- else {
- // Still within max chase distance lets to the combat stuff now
- float distance = m_body->GetDistance(target);
- if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
- m_body->FaceTarget(target, false);
- ProcessMelee(target, distance);
- }
- }
- }
- else {
- // Nothing in the hate list
- bool wasInCombat = m_body->EngagedInCombat();
- // Check to see if the NPC is still flagged as in combat for some reason
- if (m_body->EngagedInCombat()) {
- // If it is set the combat flag to false
- m_body->InCombat(false);
- // Do not set a players pet to full health once they stop combat
- if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
- m_body->SetHP(m_body->GetTotalHP());
- }
- CheckBuffs();
- // If run back distance is greater then 0 then run back
- if(!m_body->EngagedInCombat() && !m_body->IsPauseMovementTimerActive())
- {
- if (run_back_distance > 1) {
- m_body->Runback(run_back_distance);
- }
- else if (m_body->GetRunbackLocation())
- {
- switch(m_body->GetRunbackLocation()->stage)
- {
- case 0:
- m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
- m_body->ClearRunningLocations();
- m_body->SetX(m_body->GetRunbackLocation()->x,false);
- m_body->SetZ(m_body->GetRunbackLocation()->z,false);
- m_body->SetY(m_body->GetRunbackLocation()->y,false);
- m_body->CalculateRunningLocation(true);
- m_body->GetRunbackLocation()->stage = 1;
- m_body->GetZone()->AddChangedSpawn(m_body);
- break;
- case 6: // artificially 1500ms per 250ms Think() call
- if (m_body->GetRunbackLocation()->gridid > 0)
- m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
- if(m_body->GetTempActionState() == 0)
- m_body->SetTempActionState(-1);
- m_body->SetHeading(m_body->m_runbackHeadingDir1,m_body->m_runbackHeadingDir2,false);
- if(m_body->GetRunbackLocation()->reset_hp_on_runback)
- m_body->SetHP(m_body->GetTotalHP());
- m_body->ClearRunback();
- m_body->GetZone()->AddChangedSpawn(m_body);
- break;
- default: // captures case 1 up to case 5 to turn around / reset hp
- m_body->GetRunbackLocation()->stage++; // artificially delay
- break;
- }
- }
- }
- // If encounter size is greater then 0 then clear it
- if (GetEncounterSize() > 0)
- ClearEncounter();
- }
- }
- }
- sint32 Brain::GetHate(Entity* entity) {
- // We will use this variable to return the value, default to 0
- sint32 ret = 0;
- // Lock the hate list, not altering it so do a read lock
- MHateList.readlock(__FUNCTION__, __LINE__);
- // First check to see if the given entity is even in the hate list
- if (m_hatelist.count(entity->GetID()) > 0)
- // Entity in the hate list so get the hate value for the entity
- ret = m_hatelist[entity->GetID()];
- // Unlock the hate list
- MHateList.releasereadlock(__FUNCTION__, __LINE__);
- // return the hate
- return ret;
- }
- void Brain::AddHate(Entity* entity, sint32 hate) {
- // do not aggro when running back, despite taking damage
- if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
- return;
- if(m_body->IsImmune(IMMUNITY_TYPE_TAUNT))
- {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is immune to taunt from entity %s.", m_body->GetName(), entity ? entity->GetName() : "(null)");
- if(entity && entity->IsPlayer())
- ((Player*)entity)->GetClient()->GetCurrentZone()->SendDamagePacket((Spawn*)entity, (Spawn*)m_body, DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG, DAMAGE_PACKET_RESULT_IMMUNE, 0, 0, "Hate");
- return;
- }
-
- // Lock the hate list, we are altering the list so use write lock
- MHateList.writelock(__FUNCTION__, __LINE__);
- if (m_hatelist.count(entity->GetID()) > 0)
- m_hatelist[entity->GetID()] += hate;
- else
- m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
- entity->MHatedBy.lock();
- if (entity->HatedBy.count(m_body->GetID()) == 0)
- entity->HatedBy.insert(m_body->GetID());
- entity->MHatedBy.unlock();
- // Unlock the list
- MHateList.releasewritelock(__FUNCTION__, __LINE__);
- }
- void Brain::ClearHate() {
- // Lock the hate list, we are altering the list so use a write lock
- MHateList.writelock(__FUNCTION__, __LINE__);
- map<int32, sint32>::iterator itr;
- for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
- Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
- if (spawn && spawn->IsEntity())
- {
- ((Entity*)spawn)->MHatedBy.lock();
- ((Entity*)spawn)->HatedBy.erase(m_body->GetID());
- ((Entity*)spawn)->MHatedBy.unlock();
- }
- }
- // Clear the list
- m_hatelist.clear();
- // Unlock the hate list
- MHateList.releasewritelock(__FUNCTION__, __LINE__);
- }
- void Brain::ClearHate(Entity* entity) {
- // Lock the hate list, we could potentially modify the list so use write lock
- MHateList.writelock(__FUNCTION__, __LINE__);
- // Check to see if the given entity is in the hate list
- if (m_hatelist.count(entity->GetID()) > 0)
- // Erase the entity from the hate list
- m_hatelist.erase(entity->GetID());
- entity->MHatedBy.lock();
- entity->HatedBy.erase(m_body->GetID());
- entity->MHatedBy.unlock();
- // Unlock the hate list
- MHateList.releasewritelock(__FUNCTION__, __LINE__);
- }
- Entity* Brain::GetMostHated() {
- map<int32, sint32>::iterator itr;
- int32 ret = 0;
- sint32 hate = 0;
- // Lock the hate list, not going to alter it so use a read lock
- MHateList.readlock(__FUNCTION__, __LINE__);
- if (m_hatelist.size() > 0) {
- // Loop through the list looking for the entity that this NPC hates the most
- for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
- // Compare the hate value for the current iteration to our stored highest value
- if(itr->second > hate) {
- // New high value store the entity
- ret = itr->first;
- // Store the value to compare with the rest of the entities
- hate = itr->second;
- }
- }
- }
- // Unlock the list
- MHateList.releasereadlock(__FUNCTION__, __LINE__);
- Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
- // Check the reult to see if it is still alive
- if(hated && hated->GetHP() <= 0) {
- // Entity we got was dead so remove it from the list
- ClearHate(hated);
- // Call this function again now that we removed the dead entity
- hated = GetMostHated();
- }
- // Return our result
- return hated;
- }
- sint8 Brain::GetHatePercentage(Entity* entity) {
- float percentage = 0.0;
- MHateList.readlock(__FUNCTION__, __LINE__);
- if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
- sint32 total_hate = 0;
- map<int32, sint32>::iterator itr;
- for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
- total_hate += itr->second;
- percentage = m_hatelist[entity->GetID()] / total_hate;
- }
- MHateList.releasereadlock(__FUNCTION__, __LINE__);
- return (sint8)(percentage * 100);
- }
- vector<Entity*>* Brain::GetHateList() {
- vector<Entity*>* ret = new vector<Entity*>;
- map<int32, sint32>::iterator itr;
- // Lock the list
- MHateList.readlock(__FUNCTION__, __LINE__);
- // Loop over the list storing the values into the new list
- for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
- Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
- if (ent)
- ret->push_back(ent);
- }
- // Unlock the list
- MHateList.releasereadlock(__FUNCTION__, __LINE__);
- // Return the copy of the list
- return ret;
- }
- void Brain::MoveCloser(Spawn* target) {
- if (target && m_body->GetFollowTarget() != target)
- m_body->SetFollowTarget(target, rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat());
- if (m_body->GetFollowTarget() && !m_body->following) {
- m_body->CalculateRunningLocation(true);
- //m_body->ClearRunningLocations();
- m_body->following = true;
- }
- }
- bool Brain::ProcessSpell(Entity* target, float distance) {
- if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
- return false;
- Spell* spell = m_body->GetNextSpell(distance);
- if(spell){
- Spawn* spell_target = 0;
- if(spell->GetSpellData()->friendly_spell == 1){
- vector<Spawn*>* group = m_body->GetSpawnGroup();
- if(group && group->size() > 0){
- vector<Spawn*>::iterator itr;
- for(itr = group->begin(); itr != group->end(); itr++){
- if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
- spell_target = *itr;
- }
- }
- if(!spell_target)
- spell_target = m_body;
- safe_delete(group);
- }
- else
- spell_target = target;
- m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
- m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
- return true;
- }
- return false;
- }
- bool Brain::CheckBuffs() {
- if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
- return false;
- Spell* spell = m_body->GetNextBuffSpell();
- if (spell) {
- m_body->CalculateRunningLocation(true);
- m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
- m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
- return true;
- }
- return false;
- }
- void Brain::ProcessMelee(Entity* target, float distance) {
- if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
- MoveCloser((Spawn*)target);
- else {
- if (target) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
- if (m_body->AttackAllowed(target)) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
- if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
- m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
- m_body->MeleeAttack(target, distance, true);
- m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
- }
- if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
- m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
- m_body->MeleeAttack(target, distance, false);
- }
- }
- }
- }
- }
- bool Brain::HasRecovered() {
- if(m_spellRecovery > Timer::GetCurrentTime2())
- return false;
- m_spellRecovery = 0;
- return true;
- }
- void Brain::AddToEncounter(Entity* entity) {
- // If player pet then set the entity to the pets owner
- if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
- entity = ((NPC*)entity)->GetOwner();
- // If player or bot then get the group
- int32 group_id = 0;
- if (entity->IsPlayer() || entity->IsBot()) {
- m_playerInEncounter = true;
- if (entity->GetGroupMemberInfo())
- group_id = entity->GetGroupMemberInfo()->group_id;
- }
- // Insert the entity into the encounter list, if there is a group add all group members as well
- // TODO: add raid members
- MEncounter.writelock(__FUNCTION__, __LINE__);
- if (group_id > 0) {
- world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
- deque<GroupMemberInfo*>::iterator itr;
- PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
- if (group)
- {
- group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
- deque<GroupMemberInfo*>* members = group->GetMembers();
- for (itr = members->begin(); itr != members->end(); itr++) {
- if ((*itr)->client)
- {
- m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
- m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
- }
- }
- group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
- }
- world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
- }
- else {
- m_encounter.push_back(entity->GetID());
- if (entity->IsPlayer())
- {
- Player* plyr = (Player*)entity;
- m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
- }
- }
- MEncounter.releasewritelock(__FUNCTION__, __LINE__);
- }
- bool Brain::CheckLootAllowed(Entity* entity) {
- bool ret = false;
- vector<int32>::iterator itr;
- if(m_body)
- {
- if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByDropTime)->GetInt8()
- && m_body->GetChestDropTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeDrop)->GetInt32()*1000))
- return true;
- if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByTrapTime)->GetInt8()
- && m_body->GetTrapOpenedTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeTrap)->GetInt32()*1000))
- return true;
- }
- // Check the encounter list to see if the given entity is in it, if so return true.
- MEncounter.readlock(__FUNCTION__, __LINE__);
- if (entity->IsPlayer())
- {
- Player* plyr = (Player*)entity;
- map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
- if (itr != m_encounter_playerlist.end())
- {
- MEncounter.releasereadlock(__FUNCTION__, __LINE__);
- return true;
- }
- MEncounter.releasereadlock(__FUNCTION__, __LINE__);
- return false;
- }
- for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
- if ((*itr) == entity->GetID()) {
- // found the entity in the encounter list, set return value to true and break the loop
- ret = true;
- break;
- }
- }
- MEncounter.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
- int8 Brain::GetEncounterSize() {
- int8 ret = 0;
- MEncounter.readlock(__FUNCTION__, __LINE__);
- ret = (int8)m_encounter.size();
- MEncounter.releasereadlock(__FUNCTION__, __LINE__);
- return ret;
- }
- vector<int32>* Brain::GetEncounter() {
- vector<int32>* ret = new vector<int32>;
- vector<int32>::iterator itr;
- // Lock the list
- MEncounter.readlock(__FUNCTION__, __LINE__);
- // Loop over the list storing the values into the new list
- for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
- ret->push_back(*itr);
- // Unlock the list
- MEncounter.releasereadlock(__FUNCTION__, __LINE__);
- // Return the copy of the list
- return ret;
- }
- void Brain::ClearEncounter() {
- MEncounter.writelock(__FUNCTION__, __LINE__);
- m_encounter.clear();
- m_encounter_playerlist.clear();
- m_playerInEncounter = false;
- MEncounter.releasewritelock(__FUNCTION__, __LINE__);
- }
- /* Example of how to extend the default AI */
- CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
- // Make sure to have the " : Brain(body)" so it calls the parent class constructor
- // to set up the AI properly
- }
- CombatPetBrain::~CombatPetBrain() {
- }
- void CombatPetBrain::Think() {
- // We are extending the base brain so make sure to call the parent Think() function.
- // If we want to override then we could remove Brain::Think()
- Brain::Think();
- // All this Brain does is make the pet follow its owner, the combat comes from the default brain
- if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
- return;
-
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
- // If owner is a player and player has stay set then return out
- if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
- return;
- // Set target to owner
- Entity* target = GetBody()->GetOwner();
- GetBody()->SetTarget(target);
- // Get distance from the owner
- float distance = GetBody()->GetDistance(target);
- // If out of melee range then move closer
- if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
- MoveCloser((Spawn*)target);
- }
- /* Example of how to override the default AI */
- NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
- // Make sure to have the " : Brain(body)" so it calls the parent class constructor
- // to set up the AI properly
- }
- NonCombatPetBrain::~NonCombatPetBrain() {
- }
- void NonCombatPetBrain::Think() {
- // All this Brain does is make the pet follow its owner
- if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
- return;
-
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
- // Set target to owner
- Entity* target = GetBody()->GetOwner();
- GetBody()->SetTarget(target);
- // Get distance from the owner
- float distance = GetBody()->GetDistance(target);
- // If out of melee range then move closer
- if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
- MoveCloser((Spawn*)target);
- }
- BlankBrain::BlankBrain(NPC* body) : Brain(body) {
- // Make sure to have the " : Brain(body)" so it calls the parent class constructor
- // to set up the AI properly
- SetTick(50000);
- }
- BlankBrain::~BlankBrain() {
- }
- void BlankBrain::Think() {
-
- }
- LuaBrain::LuaBrain(NPC* body) : Brain(body) {
- }
- LuaBrain::~LuaBrain() {
- }
- void LuaBrain::Think() {
- if (!lua_interface)
- return;
- const char* script = GetBody()->GetSpawnScript();
- if(script) {
- if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
- lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
- }
- }
- else {
- LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
- }
- }
- DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
- m_expireTime = Timer::GetCurrentTime2() + expire_time;
- AddHate(target, INT_MAX);
- }
- DumbFirePetBrain::~DumbFirePetBrain() {
- }
- void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
- if (!GetMostHated())
- Brain::AddHate(entity, hate);
- }
- void DumbFirePetBrain::Think() {
- Entity* target = GetMostHated();
- if (target) {
- if (!GetBody()->IsMezzedOrStunned()) {
- // Set the NPC's target to the most hated entity if it is not already.
- if (GetBody()->GetTarget() != target) {
- GetBody()->SetTarget(target);
- GetBody()->FaceTarget(target, false);
- }
- // target needs to be identified before combat setting
- // If the NPC is not in combat then put them in combat
- if (!GetBody()->EngagedInCombat()) {
- //GetBody()->ClearRunningLocations();
- GetBody()->CalculateRunningLocation(true);
- GetBody()->InCombat(true);
- }
- float distance = GetBody()->GetDistance(target);
- if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
- LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
- GetBody()->FaceTarget(target, false);
- ProcessMelee(target, distance);
- }
- }
- }
- else {
- // No hated target or time expired, kill this mob
- if (GetBody()->GetHP() > 0) {
- GetBody()->KillSpawn(GetBody());
- LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
- }
- }
- if (Timer::GetCurrentTime2() > m_expireTime) {
- if (GetBody()->GetHP() > 0) {
- GetBody()->KillSpawn(GetBody());
- LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
- }
- }
- }
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