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- #include "BotBrain.h"
- #include "../Combat.h"
- #include "../Spells.h"
- #include "../../common/Log.h"
- #include "../Rules/Rules.h"
- extern RuleManager rule_manager;
- BotBrain::BotBrain(Bot* body) : Brain(body) {
- Body = body;
- }
- BotBrain::~BotBrain() {
- }
- void BotBrain::Think() {
- // No ownder do nothing, probably despawn as owner should never be empty for bots
- if (!m_body->GetOwner())
- return;
- // Not in a group yet then do nothing
- if (!m_body->GetGroupMemberInfo())
- return;
- if (!Body->Alive())
- return;
- if (Body->IsMezzedOrStunned())
- return;
- // If combat was processed we can return out
- if (ProcessCombat())
- return;
- // Combat failed to process so do out of combat tasks like follow the player
- if (ProcessOutOfCombatSpells())
- return;
- // put htis here so bots don't try to follow the owner while in combat
- if (Body->EngagedInCombat())
- return;
- // Set target to owner
- Spawn* target = GetBody()->GetFollowTarget();
- if(target)
- {
- // Get distance from the owner
- float distance = GetBody()->GetDistance(target);
- // If out of melee range then move closer
- if (distance > rule_manager.GetZoneRule(GetBody()->GetZoneID(), R_Combat, MaxCombatRange)->GetFloat())
- MoveCloser(target);
- }
- }
- bool BotBrain::ProcessCombat() {
- SetTarget();
- if (Body->GetTarget() && Body->EngagedInCombat()) {
- if (Body->GetTarget() && Body->GetTarget()->IsEntity() && Body->AttackAllowed((Entity*)Body->GetTarget())) {
- Entity* target = (Entity*)Body->GetTarget();
- float distance = Body->GetDistance(target);
- if (!ProcessSpell(target, distance)) {
- if (Body->ShouldMelee())
- ProcessMelee(target, distance);
- }
- NPC* pet = (NPC*)Body->GetPet();
- if (pet) {
- if (pet->Brain()->GetHate(target) == 0)
- pet->AddHate(target, 1);
- }
- }
- return true;
- }
- return false;
- }
- void BotBrain::SetTarget() {
- // The target issued from /bot attack
- if (Body->GetCombatTarget() && Body->GetCombatTarget()->Alive()) {
- Body->SetTarget(Body->GetCombatTarget());
- Body->InCombat(true);
- return;
- }
- // Assist
- Entity* owner = Body->GetOwner();
- if (owner && owner->EngagedInCombat()) {
- if (owner->GetTarget() && owner->GetTarget()->IsEntity() && owner->GetTarget()->Alive() && owner->AttackAllowed((Entity*)owner->GetTarget())) {
- Body->SetTarget(owner->GetTarget());
- Body->InCombat(true);
- // Add some hate to keep the bot attacking if
- // the player toggles combat off
- if (GetHate((Entity*)Body->GetTarget()) == 0)
- AddHate((Entity*)Body->GetTarget(), 1);
- return;
- }
- }
- // Most hated
- Entity* hated = GetMostHated();
- if (hated && hated->Alive()) {
- if (hated == Body->GetOwner()) {
- ClearHate(hated);
- }
- else {
- Body->SetTarget(hated);
- Body->InCombat(true);
- return;
- }
- }
- // None of the above true so clear target and turn combat off
- Body->SetTarget(0);
- Body->InCombat(false);
- }
- bool BotBrain::ProcessSpell(Entity* target, float distance) {
- if (Body->IsStifled() || Body->IsFeared())
- return false;
-
- if (Body->IsCasting())
- return false;
- if (!HasRecovered())
- return false;
- Spell* spell = Body->SelectSpellToCast(distance);
- if (spell) {
- // Target can change (heals for example) so recalculate distance and if out of range move closer
- float distance = Body->GetDistance(Body->GetTarget());
- if (distance > spell->GetSpellData()->range) {
- if (Body->GetTarget()->IsEntity())
- MoveCloser((Spawn*)Body->GetTarget());
- }
- else {
- // stop movement if spell can't be cast while moving
- if (!spell->GetSpellData()->cast_while_moving)
- Body->CalculateRunningLocation(true);
- Body->GetZone()->ProcessSpell(spell, Body, Body->GetTarget());
- m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
- // recast time
- int32 time = Timer::GetCurrentTime2() + (spell->CalculateRecastTimer(Body));
- Body->SetRecast(spell, time);
- string str = "I am casting ";
- str += spell->GetName();
- Body->MessageGroup(str);
- }
- return true;
- }
- return false;
- }
- bool BotBrain::ProcessOutOfCombatSpells() {
- if (Body->IsStifled() || Body->IsFeared())
- return false;
- if (Body->IsCasting())
- return false;
- if (!HasRecovered())
- return false;
- Spell* spell = Body->GetHealSpell();
- if (!spell)
- spell = Body->GetRezSpell();
- if (!spell)
- spell = Body->GetNextBuffSpell();
- if (spell) {
- // stop movement if spell can't be cast while moving
- if (!spell->GetSpellData()->cast_while_moving)
- Body->CalculateRunningLocation(true);
- // See if we are in range of target, if not move closer
- float distance = Body->GetDistance(Body->GetTarget());
- if (distance > spell->GetSpellData()->range) {
- if (Body->GetTarget()->IsEntity())
- MoveCloser((Spawn*)Body->GetTarget());
- }
- else {
- Body->GetZone()->ProcessSpell(spell, Body, Body->GetTarget());
- m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
- // recast time
- int32 time = Timer::GetCurrentTime2() + (spell->CalculateRecastTimer(Body));
- Body->SetRecast(spell, time);
- string str = "I am casting ";
- str += spell->GetName();
- Body->MessageGroup(str);
- }
- return true;
- }
- return false;
- }
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