NPC_AI.cpp 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707
  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. m_body->SetHeading(m_body->m_runbackHeadingDir1,m_body->m_runbackHeadingDir2,false);
  134. m_body->ClearRunback();
  135. m_body->SetHP(m_body->GetTotalHP());
  136. m_body->GetZone()->AddChangedSpawn(m_body);
  137. break;
  138. default: // captures case 1 up to case 5 to turn around / reset hp
  139. m_body->GetRunbackLocation()->stage++; // artificially delay
  140. break;
  141. }
  142. }
  143. }
  144. // If encounter size is greater then 0 then clear it
  145. if (GetEncounterSize() > 0)
  146. ClearEncounter();
  147. }
  148. }
  149. }
  150. sint32 Brain::GetHate(Entity* entity) {
  151. // We will use this variable to return the value, default to 0
  152. sint32 ret = 0;
  153. // Lock the hate list, not altering it so do a read lock
  154. MHateList.readlock(__FUNCTION__, __LINE__);
  155. // First check to see if the given entity is even in the hate list
  156. if (m_hatelist.count(entity->GetID()) > 0)
  157. // Entity in the hate list so get the hate value for the entity
  158. ret = m_hatelist[entity->GetID()];
  159. // Unlock the hate list
  160. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  161. // return the hate
  162. return ret;
  163. }
  164. void Brain::AddHate(Entity* entity, sint32 hate) {
  165. // do not aggro when running back, despite taking damage
  166. if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
  167. return;
  168. if(m_body->IsImmune(IMMUNITY_TYPE_TAUNT))
  169. {
  170. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is immune to taunt from entity %s.", m_body->GetName(), entity ? entity->GetName() : "(null)");
  171. if(entity && entity->IsPlayer())
  172. ((Player*)entity)->GetClient()->GetCurrentZone()->SendDamagePacket((Spawn*)entity, (Spawn*)m_body, DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG, DAMAGE_PACKET_RESULT_IMMUNE, 0, 0, "Hate");
  173. return;
  174. }
  175. // Lock the hate list, we are altering the list so use write lock
  176. MHateList.writelock(__FUNCTION__, __LINE__);
  177. if (m_hatelist.count(entity->GetID()) > 0)
  178. m_hatelist[entity->GetID()] += hate;
  179. else
  180. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  181. entity->MHatedBy.lock();
  182. if (entity->HatedBy.count(m_body->GetID()) == 0)
  183. entity->HatedBy.insert(m_body->GetID());
  184. entity->MHatedBy.unlock();
  185. // Unlock the list
  186. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  187. }
  188. void Brain::ClearHate() {
  189. // Lock the hate list, we are altering the list so use a write lock
  190. MHateList.writelock(__FUNCTION__, __LINE__);
  191. map<int32, sint32>::iterator itr;
  192. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  193. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  194. if (spawn && spawn->IsEntity())
  195. {
  196. ((Entity*)spawn)->MHatedBy.lock();
  197. ((Entity*)spawn)->HatedBy.erase(m_body->GetID());
  198. ((Entity*)spawn)->MHatedBy.unlock();
  199. }
  200. }
  201. // Clear the list
  202. m_hatelist.clear();
  203. // Unlock the hate list
  204. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  205. }
  206. void Brain::ClearHate(Entity* entity) {
  207. // Lock the hate list, we could potentially modify the list so use write lock
  208. MHateList.writelock(__FUNCTION__, __LINE__);
  209. // Check to see if the given entity is in the hate list
  210. if (m_hatelist.count(entity->GetID()) > 0)
  211. // Erase the entity from the hate list
  212. m_hatelist.erase(entity->GetID());
  213. entity->MHatedBy.lock();
  214. entity->HatedBy.erase(m_body->GetID());
  215. entity->MHatedBy.unlock();
  216. // Unlock the hate list
  217. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  218. }
  219. Entity* Brain::GetMostHated() {
  220. map<int32, sint32>::iterator itr;
  221. int32 ret = 0;
  222. sint32 hate = 0;
  223. // Lock the hate list, not going to alter it so use a read lock
  224. MHateList.readlock(__FUNCTION__, __LINE__);
  225. if (m_hatelist.size() > 0) {
  226. // Loop through the list looking for the entity that this NPC hates the most
  227. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  228. // Compare the hate value for the current iteration to our stored highest value
  229. if(itr->second > hate) {
  230. // New high value store the entity
  231. ret = itr->first;
  232. // Store the value to compare with the rest of the entities
  233. hate = itr->second;
  234. }
  235. }
  236. }
  237. // Unlock the list
  238. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  239. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  240. // Check the reult to see if it is still alive
  241. if(hated && hated->GetHP() <= 0) {
  242. // Entity we got was dead so remove it from the list
  243. ClearHate(hated);
  244. // Call this function again now that we removed the dead entity
  245. hated = GetMostHated();
  246. }
  247. // Return our result
  248. return hated;
  249. }
  250. sint8 Brain::GetHatePercentage(Entity* entity) {
  251. float percentage = 0.0;
  252. MHateList.readlock(__FUNCTION__, __LINE__);
  253. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  254. sint32 total_hate = 0;
  255. map<int32, sint32>::iterator itr;
  256. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  257. total_hate += itr->second;
  258. percentage = m_hatelist[entity->GetID()] / total_hate;
  259. }
  260. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  261. return (sint8)(percentage * 100);
  262. }
  263. vector<Entity*>* Brain::GetHateList() {
  264. vector<Entity*>* ret = new vector<Entity*>;
  265. map<int32, sint32>::iterator itr;
  266. // Lock the list
  267. MHateList.readlock(__FUNCTION__, __LINE__);
  268. // Loop over the list storing the values into the new list
  269. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  270. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  271. if (ent)
  272. ret->push_back(ent);
  273. }
  274. // Unlock the list
  275. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  276. // Return the copy of the list
  277. return ret;
  278. }
  279. void Brain::MoveCloser(Spawn* target) {
  280. if (target && m_body->GetFollowTarget() != target)
  281. m_body->SetFollowTarget(target, rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat());
  282. if (m_body->GetFollowTarget() && !m_body->following) {
  283. m_body->CalculateRunningLocation(true);
  284. //m_body->ClearRunningLocations();
  285. m_body->following = true;
  286. }
  287. }
  288. bool Brain::ProcessSpell(Entity* target, float distance) {
  289. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  290. return false;
  291. Spell* spell = m_body->GetNextSpell(distance);
  292. if(spell){
  293. Spawn* spell_target = 0;
  294. if(spell->GetSpellData()->friendly_spell == 1){
  295. vector<Spawn*>* group = m_body->GetSpawnGroup();
  296. if(group && group->size() > 0){
  297. vector<Spawn*>::iterator itr;
  298. for(itr = group->begin(); itr != group->end(); itr++){
  299. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  300. spell_target = *itr;
  301. }
  302. }
  303. if(!spell_target)
  304. spell_target = m_body;
  305. safe_delete(group);
  306. }
  307. else
  308. spell_target = target;
  309. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  310. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  311. return true;
  312. }
  313. return false;
  314. }
  315. bool Brain::CheckBuffs() {
  316. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  317. return false;
  318. Spell* spell = m_body->GetNextBuffSpell();
  319. if (spell) {
  320. m_body->CalculateRunningLocation(true);
  321. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  322. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  323. return true;
  324. }
  325. return false;
  326. }
  327. void Brain::ProcessMelee(Entity* target, float distance) {
  328. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  329. MoveCloser((Spawn*)target);
  330. else {
  331. if (target) {
  332. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  333. if (m_body->AttackAllowed(target)) {
  334. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  335. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  336. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  337. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  338. m_body->MeleeAttack(target, distance, true);
  339. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  340. }
  341. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  342. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  343. m_body->MeleeAttack(target, distance, false);
  344. }
  345. }
  346. }
  347. }
  348. }
  349. bool Brain::HasRecovered() {
  350. if(m_spellRecovery > Timer::GetCurrentTime2())
  351. return false;
  352. m_spellRecovery = 0;
  353. return true;
  354. }
  355. void Brain::AddToEncounter(Entity* entity) {
  356. // If player pet then set the entity to the pets owner
  357. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  358. entity = ((NPC*)entity)->GetOwner();
  359. // If player or bot then get the group
  360. int32 group_id = 0;
  361. if (entity->IsPlayer() || entity->IsBot()) {
  362. m_playerInEncounter = true;
  363. if (entity->GetGroupMemberInfo())
  364. group_id = entity->GetGroupMemberInfo()->group_id;
  365. }
  366. // Insert the entity into the encounter list, if there is a group add all group members as well
  367. // TODO: add raid members
  368. MEncounter.writelock(__FUNCTION__, __LINE__);
  369. if (group_id > 0) {
  370. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  371. deque<GroupMemberInfo*>::iterator itr;
  372. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  373. if (group)
  374. {
  375. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  376. deque<GroupMemberInfo*>* members = group->GetMembers();
  377. for (itr = members->begin(); itr != members->end(); itr++) {
  378. if ((*itr)->client)
  379. {
  380. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  381. m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
  382. }
  383. }
  384. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  385. }
  386. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  387. }
  388. else {
  389. m_encounter.push_back(entity->GetID());
  390. if (entity->IsPlayer())
  391. {
  392. Player* plyr = (Player*)entity;
  393. m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
  394. }
  395. }
  396. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  397. }
  398. bool Brain::CheckLootAllowed(Entity* entity) {
  399. bool ret = false;
  400. vector<int32>::iterator itr;
  401. if(m_body)
  402. {
  403. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByDropTime)->GetInt8()
  404. && m_body->GetChestDropTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeDrop)->GetInt32()*1000))
  405. return true;
  406. if(rule_manager.GetGlobalRule(R_Loot, AllowChestUnlockByTrapTime)->GetInt8()
  407. && m_body->GetTrapOpenedTime() > 0 && Timer::GetCurrentTime2() >= m_body->GetChestDropTime()+(rule_manager.GetGlobalRule(R_Loot, ChestUnlockedTimeTrap)->GetInt32()*1000))
  408. return true;
  409. }
  410. // Check the encounter list to see if the given entity is in it, if so return true.
  411. MEncounter.readlock(__FUNCTION__, __LINE__);
  412. if (entity->IsPlayer())
  413. {
  414. Player* plyr = (Player*)entity;
  415. map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
  416. if (itr != m_encounter_playerlist.end())
  417. {
  418. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  419. return true;
  420. }
  421. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  422. return false;
  423. }
  424. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  425. if ((*itr) == entity->GetID()) {
  426. // found the entity in the encounter list, set return value to true and break the loop
  427. ret = true;
  428. break;
  429. }
  430. }
  431. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  432. return ret;
  433. }
  434. int8 Brain::GetEncounterSize() {
  435. int8 ret = 0;
  436. MEncounter.readlock(__FUNCTION__, __LINE__);
  437. ret = (int8)m_encounter.size();
  438. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  439. return ret;
  440. }
  441. vector<int32>* Brain::GetEncounter() {
  442. vector<int32>* ret = new vector<int32>;
  443. vector<int32>::iterator itr;
  444. // Lock the list
  445. MEncounter.readlock(__FUNCTION__, __LINE__);
  446. // Loop over the list storing the values into the new list
  447. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  448. ret->push_back(*itr);
  449. // Unlock the list
  450. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  451. // Return the copy of the list
  452. return ret;
  453. }
  454. void Brain::ClearEncounter() {
  455. MEncounter.writelock(__FUNCTION__, __LINE__);
  456. m_encounter.clear();
  457. m_encounter_playerlist.clear();
  458. m_playerInEncounter = false;
  459. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  460. }
  461. /* Example of how to extend the default AI */
  462. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  463. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  464. // to set up the AI properly
  465. }
  466. CombatPetBrain::~CombatPetBrain() {
  467. }
  468. void CombatPetBrain::Think() {
  469. // We are extending the base brain so make sure to call the parent Think() function.
  470. // If we want to override then we could remove Brain::Think()
  471. Brain::Think();
  472. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  473. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  474. return;
  475. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  476. // If owner is a player and player has stay set then return out
  477. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
  478. return;
  479. // Set target to owner
  480. Entity* target = GetBody()->GetOwner();
  481. GetBody()->SetTarget(target);
  482. // Get distance from the owner
  483. float distance = GetBody()->GetDistance(target);
  484. // If out of melee range then move closer
  485. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  486. MoveCloser((Spawn*)target);
  487. }
  488. /* Example of how to override the default AI */
  489. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  490. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  491. // to set up the AI properly
  492. }
  493. NonCombatPetBrain::~NonCombatPetBrain() {
  494. }
  495. void NonCombatPetBrain::Think() {
  496. // All this Brain does is make the pet follow its owner
  497. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  498. return;
  499. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  500. // Set target to owner
  501. Entity* target = GetBody()->GetOwner();
  502. GetBody()->SetTarget(target);
  503. // Get distance from the owner
  504. float distance = GetBody()->GetDistance(target);
  505. // If out of melee range then move closer
  506. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  507. MoveCloser((Spawn*)target);
  508. }
  509. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  510. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  511. // to set up the AI properly
  512. SetTick(50000);
  513. }
  514. BlankBrain::~BlankBrain() {
  515. }
  516. void BlankBrain::Think() {
  517. }
  518. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  519. }
  520. LuaBrain::~LuaBrain() {
  521. }
  522. void LuaBrain::Think() {
  523. if (!lua_interface)
  524. return;
  525. const char* script = GetBody()->GetSpawnScript();
  526. if(script) {
  527. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  528. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  529. }
  530. }
  531. else {
  532. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  533. }
  534. }
  535. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  536. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  537. AddHate(target, INT_MAX);
  538. }
  539. DumbFirePetBrain::~DumbFirePetBrain() {
  540. }
  541. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  542. if (!GetMostHated())
  543. Brain::AddHate(entity, hate);
  544. }
  545. void DumbFirePetBrain::Think() {
  546. Entity* target = GetMostHated();
  547. if (target) {
  548. if (!GetBody()->IsMezzedOrStunned()) {
  549. // Set the NPC's target to the most hated entity if it is not already.
  550. if (GetBody()->GetTarget() != target) {
  551. GetBody()->SetTarget(target);
  552. GetBody()->FaceTarget(target);
  553. }
  554. // target needs to be identified before combat setting
  555. // If the NPC is not in combat then put them in combat
  556. if (!GetBody()->EngagedInCombat()) {
  557. //GetBody()->ClearRunningLocations();
  558. GetBody()->CalculateRunningLocation(true);
  559. GetBody()->InCombat(true);
  560. }
  561. float distance = GetBody()->GetDistance(target);
  562. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  563. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  564. GetBody()->FaceTarget(target);
  565. ProcessMelee(target, distance);
  566. }
  567. }
  568. }
  569. else {
  570. // No hated target or time expired, kill this mob
  571. if (GetBody()->GetHP() > 0) {
  572. GetBody()->KillSpawn(GetBody());
  573. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  574. }
  575. }
  576. if (Timer::GetCurrentTime2() > m_expireTime) {
  577. if (GetBody()->GetHP() > 0) {
  578. GetBody()->KillSpawn(GetBody());
  579. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  580. }
  581. }
  582. }