NPC_AI.cpp 23 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, false);
  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->cast_on_aggro_completed = false;
  66. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AGGRO, target);
  67. }
  68. bool breakWaterPursuit = false;
  69. if (m_body->IsWaterCreature() && !m_body->IsFlyingCreature() && !target->InWater())
  70. breakWaterPursuit = true;
  71. // Check to see if the NPC has exceeded the max chase distance
  72. if (run_back_distance > MAX_CHASE_DISTANCE || breakWaterPursuit) {
  73. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  74. // Over the max chase distance, Check to see if the target is is a client
  75. Client* client = target->GetZone()->GetClientBySpawn(target);
  76. if (client)
  77. {
  78. // Target is a client so send encounter break messages
  79. if (m_body->HasSpawnGroup())
  80. client->SimpleMessage(CHANNEL_NARRATIVE, "This encounter will no longer give encounter rewards.");
  81. else
  82. client->Message(CHANNEL_NARRATIVE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  83. }
  84. // Clear the hate list for this NPC
  85. ClearHate();
  86. // Clear the encounter list
  87. ClearEncounter();
  88. }
  89. else {
  90. // Still within max chase distance lets to the combat stuff now
  91. float distance = m_body->GetDistance(target);
  92. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  93. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  94. m_body->FaceTarget(target, false);
  95. ProcessMelee(target, distance);
  96. }
  97. }
  98. }
  99. else {
  100. // Nothing in the hate list
  101. bool wasInCombat = m_body->EngagedInCombat();
  102. // Check to see if the NPC is still flagged as in combat for some reason
  103. if (m_body->EngagedInCombat()) {
  104. // If it is set the combat flag to false
  105. m_body->InCombat(false);
  106. // Do not set a players pet to full health once they stop combat
  107. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  108. m_body->SetHP(m_body->GetTotalHP());
  109. }
  110. CheckBuffs();
  111. // If run back distance is greater then 0 then run back
  112. if(!m_body->EngagedInCombat() && !m_body->IsPauseMovementTimerActive())
  113. {
  114. if (run_back_distance > 1 || (m_body->m_call_runback && !m_body->following)) {
  115. m_body->Runback(run_back_distance);
  116. m_body->m_call_runback = false;
  117. }
  118. else if (m_body->GetRunbackLocation())
  119. {
  120. switch(m_body->GetRunbackLocation()->stage)
  121. {
  122. case 0:
  123. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  124. m_body->ClearRunningLocations();
  125. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  126. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  127. m_body->SetY(m_body->GetRunbackLocation()->y,false);
  128. m_body->CalculateRunningLocation(true);
  129. m_body->GetRunbackLocation()->stage = 1;
  130. m_body->GetZone()->AddChangedSpawn(m_body);
  131. break;
  132. case 6: // artificially 1500ms per 250ms Think() call
  133. if (m_body->GetRunbackLocation()->gridid > 0)
  134. m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
  135. if(m_body->GetTempActionState() == 0)
  136. m_body->SetTempActionState(-1);
  137. m_body->SetHeading(m_body->m_runbackHeadingDir1,m_body->m_runbackHeadingDir2,false);
  138. if(m_body->GetRunbackLocation()->reset_hp_on_runback)
  139. m_body->SetHP(m_body->GetTotalHP());
  140. m_body->ClearRunback();
  141. m_body->GetZone()->AddChangedSpawn(m_body);
  142. break;
  143. default: // captures case 1 up to case 5 to turn around / reset hp
  144. m_body->GetRunbackLocation()->stage++; // artificially delay
  145. break;
  146. }
  147. }
  148. }
  149. // If encounter size is greater then 0 then clear it
  150. if (GetEncounterSize() > 0)
  151. ClearEncounter();
  152. }
  153. }
  154. }
  155. sint32 Brain::GetHate(Entity* entity) {
  156. // We will use this variable to return the value, default to 0
  157. sint32 ret = 0;
  158. // Lock the hate list, not altering it so do a read lock
  159. MHateList.readlock(__FUNCTION__, __LINE__);
  160. // First check to see if the given entity is even in the hate list
  161. if (m_hatelist.count(entity->GetID()) > 0)
  162. // Entity in the hate list so get the hate value for the entity
  163. ret = m_hatelist[entity->GetID()];
  164. // Unlock the hate list
  165. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  166. // return the hate
  167. return ret;
  168. }
  169. void Brain::AddHate(Entity* entity, sint32 hate) {
  170. // do not aggro when running back, despite taking damage
  171. if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
  172. return;
  173. if(m_body->IsImmune(IMMUNITY_TYPE_TAUNT))
  174. {
  175. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is immune to taunt from entity %s.", m_body->GetName(), entity ? entity->GetName() : "(null)");
  176. if(entity && entity->IsPlayer())
  177. ((Player*)entity)->GetClient()->GetCurrentZone()->SendDamagePacket((Spawn*)entity, (Spawn*)m_body, DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG, DAMAGE_PACKET_RESULT_IMMUNE, 0, 0, "Hate");
  178. return;
  179. }
  180. // Lock the hate list, we are altering the list so use write lock
  181. MHateList.writelock(__FUNCTION__, __LINE__);
  182. if (m_hatelist.count(entity->GetID()) > 0)
  183. m_hatelist[entity->GetID()] += hate;
  184. else
  185. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  186. entity->MHatedBy.lock();
  187. if (entity->HatedBy.count(m_body->GetID()) == 0)
  188. entity->HatedBy.insert(m_body->GetID());
  189. entity->MHatedBy.unlock();
  190. // Unlock the list
  191. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  192. }
  193. void Brain::ClearHate() {
  194. // Lock the hate list, we are altering the list so use a write lock
  195. MHateList.writelock(__FUNCTION__, __LINE__);
  196. map<int32, sint32>::iterator itr;
  197. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  198. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  199. if (spawn && spawn->IsEntity())
  200. {
  201. ((Entity*)spawn)->MHatedBy.lock();
  202. ((Entity*)spawn)->HatedBy.erase(m_body->GetID());
  203. ((Entity*)spawn)->MHatedBy.unlock();
  204. }
  205. }
  206. // Clear the list
  207. m_hatelist.clear();
  208. // Unlock the hate list
  209. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  210. }
  211. void Brain::ClearHate(Entity* entity) {
  212. // Lock the hate list, we could potentially modify the list so use write lock
  213. MHateList.writelock(__FUNCTION__, __LINE__);
  214. // Check to see if the given entity is in the hate list
  215. if (m_hatelist.count(entity->GetID()) > 0)
  216. // Erase the entity from the hate list
  217. m_hatelist.erase(entity->GetID());
  218. entity->MHatedBy.lock();
  219. entity->HatedBy.erase(m_body->GetID());
  220. entity->MHatedBy.unlock();
  221. // Unlock the hate list
  222. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  223. }
  224. Entity* Brain::GetMostHated() {
  225. map<int32, sint32>::iterator itr;
  226. int32 ret = 0;
  227. sint32 hate = 0;
  228. // Lock the hate list, not going to alter it so use a read lock
  229. MHateList.readlock(__FUNCTION__, __LINE__);
  230. if (m_hatelist.size() > 0) {
  231. // Loop through the list looking for the entity that this NPC hates the most
  232. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  233. // Compare the hate value for the current iteration to our stored highest value
  234. if(itr->second > hate) {
  235. // New high value store the entity
  236. ret = itr->first;
  237. // Store the value to compare with the rest of the entities
  238. hate = itr->second;
  239. }
  240. }
  241. }
  242. // Unlock the list
  243. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  244. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  245. // Check the reult to see if it is still alive
  246. if(hated && hated->GetHP() <= 0) {
  247. // Entity we got was dead so remove it from the list
  248. ClearHate(hated);
  249. // Call this function again now that we removed the dead entity
  250. hated = GetMostHated();
  251. }
  252. // Return our result
  253. return hated;
  254. }
  255. sint8 Brain::GetHatePercentage(Entity* entity) {
  256. float percentage = 0.0;
  257. MHateList.readlock(__FUNCTION__, __LINE__);
  258. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  259. sint32 total_hate = 0;
  260. map<int32, sint32>::iterator itr;
  261. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  262. total_hate += itr->second;
  263. percentage = m_hatelist[entity->GetID()] / total_hate;
  264. }
  265. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  266. return (sint8)(percentage * 100);
  267. }
  268. vector<Entity*>* Brain::GetHateList() {
  269. vector<Entity*>* ret = new vector<Entity*>;
  270. map<int32, sint32>::iterator itr;
  271. // Lock the list
  272. MHateList.readlock(__FUNCTION__, __LINE__);
  273. // Loop over the list storing the values into the new list
  274. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  275. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  276. if (ent)
  277. ret->push_back(ent);
  278. }
  279. // Unlock the list
  280. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  281. // Return the copy of the list
  282. return ret;
  283. }
  284. void Brain::MoveCloser(Spawn* target) {
  285. if (target && m_body->GetFollowTarget() != target)
  286. m_body->SetFollowTarget(target, rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat());
  287. if (m_body->GetFollowTarget() && !m_body->following) {
  288. m_body->CalculateRunningLocation(true);
  289. //m_body->ClearRunningLocations();
  290. m_body->following = true;
  291. }
  292. }
  293. bool Brain::ProcessSpell(Entity* target, float distance) {
  294. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  295. return false;
  296. Spell* spell = m_body->GetNextSpell(target, distance);
  297. if(spell){
  298. Spawn* spell_target = 0;
  299. if(spell->GetSpellData()->friendly_spell == 1){
  300. vector<Spawn*>* group = m_body->GetSpawnGroup();
  301. if(group && group->size() > 0){
  302. vector<Spawn*>::iterator itr;
  303. for(itr = group->begin(); itr != group->end(); itr++){
  304. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  305. spell_target = *itr;
  306. }
  307. }
  308. if(!spell_target)
  309. spell_target = m_body;
  310. safe_delete(group);
  311. }
  312. else
  313. spell_target = target;
  314. BrainCastSpell(spell, spell_target, false);
  315. return true;
  316. }
  317. return false;
  318. }
  319. bool Brain::BrainCastSpell(Spell* spell, Spawn* cast_on, bool calculate_run_loc) {
  320. if (spell) {
  321. if(calculate_run_loc) {
  322. m_body->CalculateRunningLocation(true);
  323. }
  324. m_body->GetZone()->ProcessSpell(spell, m_body, cast_on);
  325. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  326. return true;
  327. }
  328. return false;
  329. }
  330. bool Brain::CheckBuffs() {
  331. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  332. return false;
  333. Spell* spell = m_body->GetNextBuffSpell(m_body);
  334. bool casted_on = false;
  335. if(!(casted_on = BrainCastSpell(spell, m_body)) && m_body->IsNPC() && ((NPC*)m_body)->HasSpells()) {
  336. Spawn* target = nullptr;
  337. vector<Spawn*>* group = m_body->GetSpawnGroup();
  338. if(group && group->size() > 0){
  339. vector<Spawn*>::iterator itr;
  340. for(itr = group->begin(); itr != group->end(); itr++){
  341. Spawn* spawn = (*itr);
  342. if(spawn->IsEntity() && spawn != m_body) {
  343. if(target) {
  344. Spell* spell = m_body->GetNextBuffSpell(spawn);
  345. SpellEffects* se = ((Entity*)spawn)->GetSpellEffect(spell->GetSpellData()->id);
  346. if(!se && BrainCastSpell(spell, spawn)) {
  347. casted_on = true;
  348. break;
  349. }
  350. }
  351. }
  352. }
  353. }
  354. safe_delete(group);
  355. }
  356. return casted_on;
  357. }
  358. void Brain::ProcessMelee(Entity* target, float distance) {
  359. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  360. MoveCloser((Spawn*)target);
  361. else {
  362. if (target) {
  363. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  364. if (m_body->AttackAllowed(target)) {
  365. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  366. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  367. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  368. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  369. m_body->MeleeAttack(target, distance, true);
  370. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  371. }
  372. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  373. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  374. m_body->MeleeAttack(target, distance, false);
  375. }
  376. }
  377. }
  378. }
  379. }
  380. bool Brain::HasRecovered() {
  381. if(m_spellRecovery > Timer::GetCurrentTime2())
  382. return false;
  383. m_spellRecovery = 0;
  384. return true;
  385. }
  386. void Brain::AddToEncounter(Entity* entity) {
  387. // If player pet then set the entity to the pets owner
  388. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  389. entity = ((NPC*)entity)->GetOwner();
  390. // If player or bot then get the group
  391. int32 group_id = 0;
  392. if (entity->IsPlayer() || entity->IsBot()) {
  393. m_playerInEncounter = true;
  394. if (entity->GetGroupMemberInfo())
  395. group_id = entity->GetGroupMemberInfo()->group_id;
  396. }
  397. // Insert the entity into the encounter list, if there is a group add all group members as well
  398. // TODO: add raid members
  399. MEncounter.writelock(__FUNCTION__, __LINE__);
  400. if (group_id > 0) {
  401. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  402. deque<GroupMemberInfo*>::iterator itr;
  403. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  404. if (group)
  405. {
  406. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  407. deque<GroupMemberInfo*>* members = group->GetMembers();
  408. for (itr = members->begin(); itr != members->end(); itr++) {
  409. if ((*itr)->client)
  410. {
  411. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  412. m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
  413. }
  414. }
  415. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  416. }
  417. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  418. }
  419. else {
  420. m_encounter.push_back(entity->GetID());
  421. if (entity->IsPlayer())
  422. {
  423. Player* plyr = (Player*)entity;
  424. m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
  425. }
  426. }
  427. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  428. }
  429. bool Brain::CheckLootAllowed(Entity* entity) {
  430. bool ret = false;
  431. vector<int32>::iterator itr;
  432. if(m_body)
  433. {
  434. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByDropTime)->GetInt8()
  435. && m_body->GetChestDropTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeDrop)->GetInt32()*1000))
  436. return true;
  437. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByTrapTime)->GetInt8()
  438. && m_body->GetTrapOpenedTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeTrap)->GetInt32()*1000))
  439. return true;
  440. }
  441. // Check the encounter list to see if the given entity is in it, if so return true.
  442. MEncounter.readlock(__FUNCTION__, __LINE__);
  443. if (entity->IsPlayer())
  444. {
  445. Player* plyr = (Player*)entity;
  446. map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
  447. if (itr != m_encounter_playerlist.end())
  448. {
  449. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  450. return true;
  451. }
  452. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  453. return false;
  454. }
  455. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  456. if ((*itr) == entity->GetID()) {
  457. // found the entity in the encounter list, set return value to true and break the loop
  458. ret = true;
  459. break;
  460. }
  461. }
  462. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  463. return ret;
  464. }
  465. int8 Brain::GetEncounterSize() {
  466. int8 ret = 0;
  467. MEncounter.readlock(__FUNCTION__, __LINE__);
  468. ret = (int8)m_encounter.size();
  469. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  470. return ret;
  471. }
  472. vector<int32>* Brain::GetEncounter() {
  473. vector<int32>* ret = new vector<int32>;
  474. vector<int32>::iterator itr;
  475. // Lock the list
  476. MEncounter.readlock(__FUNCTION__, __LINE__);
  477. // Loop over the list storing the values into the new list
  478. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  479. ret->push_back(*itr);
  480. // Unlock the list
  481. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  482. // Return the copy of the list
  483. return ret;
  484. }
  485. void Brain::ClearEncounter() {
  486. MEncounter.writelock(__FUNCTION__, __LINE__);
  487. m_encounter.clear();
  488. m_encounter_playerlist.clear();
  489. m_playerInEncounter = false;
  490. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  491. }
  492. /* Example of how to extend the default AI */
  493. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  494. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  495. // to set up the AI properly
  496. }
  497. CombatPetBrain::~CombatPetBrain() {
  498. }
  499. void CombatPetBrain::Think() {
  500. // We are extending the base brain so make sure to call the parent Think() function.
  501. // If we want to override then we could remove Brain::Think()
  502. Brain::Think();
  503. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  504. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  505. return;
  506. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  507. // If owner is a player and player has stay set then return out
  508. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
  509. return;
  510. // Set target to owner
  511. Entity* target = GetBody()->GetOwner();
  512. GetBody()->SetTarget(target);
  513. // Get distance from the owner
  514. float distance = GetBody()->GetDistance(target);
  515. // If out of melee range then move closer
  516. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  517. MoveCloser((Spawn*)target);
  518. }
  519. /* Example of how to override the default AI */
  520. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  521. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  522. // to set up the AI properly
  523. }
  524. NonCombatPetBrain::~NonCombatPetBrain() {
  525. }
  526. void NonCombatPetBrain::Think() {
  527. // All this Brain does is make the pet follow its owner
  528. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  529. return;
  530. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  531. // Set target to owner
  532. Entity* target = GetBody()->GetOwner();
  533. GetBody()->SetTarget(target);
  534. // Get distance from the owner
  535. float distance = GetBody()->GetDistance(target);
  536. // If out of melee range then move closer
  537. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  538. MoveCloser((Spawn*)target);
  539. }
  540. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  541. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  542. // to set up the AI properly
  543. SetTick(50000);
  544. }
  545. BlankBrain::~BlankBrain() {
  546. }
  547. void BlankBrain::Think() {
  548. }
  549. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  550. }
  551. LuaBrain::~LuaBrain() {
  552. }
  553. void LuaBrain::Think() {
  554. if (!lua_interface)
  555. return;
  556. const char* script = GetBody()->GetSpawnScript();
  557. if(script) {
  558. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  559. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  560. }
  561. }
  562. else {
  563. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  564. }
  565. }
  566. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  567. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  568. AddHate(target, INT_MAX);
  569. }
  570. DumbFirePetBrain::~DumbFirePetBrain() {
  571. }
  572. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  573. if (!GetMostHated())
  574. Brain::AddHate(entity, hate);
  575. }
  576. void DumbFirePetBrain::Think() {
  577. Entity* target = GetMostHated();
  578. if (target) {
  579. if (!GetBody()->IsMezzedOrStunned()) {
  580. // Set the NPC's target to the most hated entity if it is not already.
  581. if (GetBody()->GetTarget() != target) {
  582. GetBody()->SetTarget(target);
  583. GetBody()->FaceTarget(target, false);
  584. }
  585. // target needs to be identified before combat setting
  586. // If the NPC is not in combat then put them in combat
  587. if (!GetBody()->EngagedInCombat()) {
  588. //GetBody()->ClearRunningLocations();
  589. GetBody()->CalculateRunningLocation(true);
  590. GetBody()->InCombat(true);
  591. }
  592. float distance = GetBody()->GetDistance(target);
  593. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  594. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  595. GetBody()->FaceTarget(target, false);
  596. ProcessMelee(target, distance);
  597. }
  598. }
  599. }
  600. else {
  601. // No hated target or time expired, kill this mob
  602. if (GetBody()->GetHP() > 0) {
  603. GetBody()->KillSpawn(GetBody());
  604. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  605. }
  606. }
  607. if (Timer::GetCurrentTime2() > m_expireTime) {
  608. if (GetBody()->GetHP() > 0) {
  609. GetBody()->KillSpawn(GetBody());
  610. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  611. }
  612. }
  613. }