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	Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
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								Map Server/Actors/Chara/Ai/Controllers/BattleNpcController.cs
									
									
									
									
									
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								Map Server/Actors/Chara/Ai/Controllers/BattleNpcController.cs
									
									
									
									
									
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							| @@ -0,0 +1,430 @@ | ||||
| /* | ||||
| =========================================================================== | ||||
| Copyright (C) 2015-2019 Project Meteor Dev Team | ||||
|  | ||||
| This file is part of Project Meteor Server. | ||||
|  | ||||
| Project Meteor Server is free software: you can redistribute it and/or modify | ||||
| it under the terms of the GNU Affero General Public License as published by | ||||
| the Free Software Foundation, either version 3 of the License, or | ||||
| (at your option) any later version. | ||||
|  | ||||
| Project Meteor Server 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 Affero General Public License for more details. | ||||
|  | ||||
| You should have received a copy of the GNU Affero General Public License | ||||
| along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>. | ||||
| =========================================================================== | ||||
| */ | ||||
|  | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using Meteor.Common; | ||||
| using Meteor.Map.Actors; | ||||
| using Meteor.Map.packets.send.actor; | ||||
| using Meteor.Map.actors.area; | ||||
| using Meteor.Map.utils; | ||||
| using Meteor.Map.actors.chara.ai.state; | ||||
| using Meteor.Map.actors.chara.npc; | ||||
|  | ||||
| namespace Meteor.Map.actors.chara.ai.controllers | ||||
| { | ||||
|     class BattleNpcController : Controller | ||||
|     { | ||||
|         protected DateTime lastActionTime; | ||||
|         protected DateTime lastSpellCastTime; | ||||
|         protected DateTime lastSkillTime; | ||||
|         protected DateTime lastSpecialSkillTime; // todo: i dont think monsters have "2hr" cooldowns like ffxi | ||||
|         protected DateTime deaggroTime; | ||||
|         protected DateTime neutralTime; | ||||
|         protected DateTime waitTime; | ||||
|  | ||||
|         private bool firstSpell = true; | ||||
|         protected DateTime lastRoamUpdate; | ||||
|         protected DateTime battleStartTime; | ||||
|  | ||||
|         protected new BattleNpc owner; | ||||
|         public BattleNpcController(BattleNpc owner) : | ||||
|             base(owner) | ||||
|         { | ||||
|             this.owner = owner; | ||||
|             this.lastUpdate = DateTime.Now; | ||||
|             this.waitTime = lastUpdate.AddSeconds(5); | ||||
|         } | ||||
|  | ||||
|         public override void Update(DateTime tick) | ||||
|         { | ||||
|             lastUpdate = tick; | ||||
|             if (!owner.IsDead()) | ||||
|             { | ||||
|                 // todo: handle aggro/deaggro and other shit here | ||||
|                 if (!owner.aiContainer.IsEngaged()) | ||||
|                 { | ||||
|                     TryAggro(tick); | ||||
|                 } | ||||
|  | ||||
|                 if (owner.aiContainer.IsEngaged()) | ||||
|                 { | ||||
|                     DoCombatTick(tick); | ||||
|                 } | ||||
|                 //Only move if owner isn't dead and is either too far away from their spawn point or is meant to roam and isn't in combat | ||||
|                 else if (!owner.IsDead() && (owner.isMovingToSpawn || owner.GetMobMod((uint)MobModifier.Roams) > 0)) | ||||
|                 { | ||||
|                     DoRoamTick(tick); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public bool TryDeaggro() | ||||
|         { | ||||
|             if (owner.hateContainer.GetMostHatedTarget() == null || !owner.aiContainer.GetTargetFind().CanTarget(owner.target as Character)) | ||||
|             { | ||||
|                 return true; | ||||
|             } | ||||
|             else if (!owner.IsCloseToSpawn()) | ||||
|             { | ||||
|                 return true; | ||||
|             } | ||||
|             return false; | ||||
|         } | ||||
|  | ||||
|         //If the owner isn't moving to spawn, iterate over nearby enemies and  | ||||
|         //aggro the first one that is within 10 levels and can be detected, then engage | ||||
|         protected virtual void TryAggro(DateTime tick) | ||||
|         { | ||||
|             if (tick >= neutralTime && !owner.isMovingToSpawn) | ||||
|             { | ||||
|                 if (!owner.neutral && owner.IsAlive()) | ||||
|                 { | ||||
|                     foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 50)) | ||||
|                     { | ||||
|                         if (chara.allegiance == owner.allegiance) | ||||
|                            continue; | ||||
|  | ||||
|                         if (owner.aiContainer.pathFind.AtPoint() && owner.detectionType != DetectionType.None) | ||||
|                         { | ||||
|                             uint levelDifference = (uint)Math.Abs(owner.GetLevel() - chara.GetLevel()); | ||||
|  | ||||
|                             if (levelDifference <= 10 || (owner.detectionType & DetectionType.IgnoreLevelDifference) != 0 && CanAggroTarget(chara)) | ||||
|                             { | ||||
|                                 owner.hateContainer.AddBaseHate(chara); | ||||
|                                 break; | ||||
|                             } | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             if (owner.hateContainer.GetHateList().Count > 0) | ||||
|             { | ||||
|                 Engage(owner.hateContainer.GetMostHatedTarget()); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         public override bool Engage(Character target) | ||||
|         { | ||||
|             var canEngage = this.owner.aiContainer.InternalEngage(target); | ||||
|             if (canEngage) | ||||
|             { | ||||
|                 //owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE); | ||||
|  | ||||
|                 // reset casting | ||||
|                 firstSpell = true; | ||||
|                 // todo: find a better place to put this? | ||||
|                 if (owner.GetState() != SetActorStatePacket.MAIN_STATE_ACTIVE) | ||||
|                     owner.ChangeState(SetActorStatePacket.MAIN_STATE_ACTIVE); | ||||
|  | ||||
|                 lastActionTime = DateTime.Now; | ||||
|                 battleStartTime = lastActionTime; | ||||
|                 // todo: adjust cooldowns with modifiers | ||||
|             } | ||||
|             return canEngage; | ||||
|         } | ||||
|  | ||||
|         protected bool TryEngage(Character target) | ||||
|         { | ||||
|             // todo: | ||||
|             return true; | ||||
|         } | ||||
|  | ||||
|         public override void Disengage() | ||||
|         { | ||||
|             var target = owner.target; | ||||
|             base.Disengage(); | ||||
|             // todo: | ||||
|             lastActionTime = lastUpdate.AddSeconds(5); | ||||
|             owner.isMovingToSpawn = true; | ||||
|             owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None); | ||||
|             owner.aiContainer.pathFind.PreparePath(owner.spawnX, owner.spawnY, owner.spawnZ, 1.5f, 10); | ||||
|             neutralTime = lastActionTime; | ||||
|             owner.hateContainer.ClearHate(); | ||||
|             lua.LuaEngine.CallLuaBattleFunction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(lastUpdate)); | ||||
|         } | ||||
|  | ||||
|         public override void Cast(Character target, uint spellId) | ||||
|         { | ||||
|             // todo: | ||||
|             if(owner.aiContainer.CanChangeState()) | ||||
|                 owner.aiContainer.InternalCast(target, spellId); | ||||
|         } | ||||
|  | ||||
|         public override void Ability(Character target, uint abilityId) | ||||
|         { | ||||
|             // todo: | ||||
|             if (owner.aiContainer.CanChangeState()) | ||||
|                 owner.aiContainer.InternalAbility(target, abilityId); | ||||
|         } | ||||
|  | ||||
|         public override void RangedAttack(Character target) | ||||
|         { | ||||
|             // todo: | ||||
|         } | ||||
|  | ||||
|         public override void MonsterSkill(Character target, uint mobSkillId) | ||||
|         { | ||||
|             // todo: | ||||
|         } | ||||
|  | ||||
|         protected virtual void DoRoamTick(DateTime tick, List<Character> contentGroupCharas = null) | ||||
|         { | ||||
|             if (tick >= waitTime) | ||||
|             { | ||||
|                 neutralTime = tick.AddSeconds(5); | ||||
|                 if (owner.aiContainer.pathFind.IsFollowingPath()) | ||||
|                 { | ||||
|                     owner.aiContainer.pathFind.FollowPath(); | ||||
|                     lastActionTime = tick.AddSeconds(-5); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     if (tick >= lastActionTime) | ||||
|                     { | ||||
|                          | ||||
|                     } | ||||
|                 } | ||||
|                 waitTime = tick.AddSeconds(owner.GetMobMod((uint) MobModifier.RoamDelay)); | ||||
|                 owner.OnRoam(tick); | ||||
|  | ||||
|                 if (CanMoveForward(0.0f) && !owner.aiContainer.pathFind.IsFollowingPath()) | ||||
|                 { | ||||
|                     // will move on next tick | ||||
|                     owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None); | ||||
|                     owner.aiContainer.pathFind.PathInRange(owner.spawnX, owner.spawnY, owner.spawnZ, 1.5f, 50.0f); | ||||
|                 } | ||||
|                 //lua.LuaEngine.CallLuaBattleFunction(owner, "onRoam", owner, contentGroupCharas); | ||||
|             } | ||||
|  | ||||
|             if (owner.aiContainer.pathFind.IsFollowingPath() && owner.aiContainer.CanFollowPath()) | ||||
|             { | ||||
|                 owner.aiContainer.pathFind.FollowPath(); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         protected virtual void DoCombatTick(DateTime tick, List<Character> contentGroupCharas = null) | ||||
|         { | ||||
|             HandleHate(); | ||||
|             // todo: magic/attack/ws cooldowns etc | ||||
|             if (TryDeaggro()) | ||||
|             { | ||||
|                 Disengage(); | ||||
|                 return; | ||||
|             } | ||||
|             owner.SetMod((uint)Modifier.MovementSpeed, 5); | ||||
|             if ((tick - lastCombatTickScript).TotalSeconds > 3) | ||||
|             { | ||||
|                 Move(); | ||||
|                 //if (owner.aiContainer.CanChangeState()) | ||||
|                     //owner.aiContainer.WeaponSkill(owner.zone.FindActorInArea<Character>(owner.target.actorId), 27155); | ||||
|                 //lua.LuaEngine.CallLuaBattleFunction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC(tick), contentGroupCharas); | ||||
|                 lastCombatTickScript = tick; | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         protected virtual void Move() | ||||
|         { | ||||
|             if (!owner.aiContainer.CanFollowPath() || owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventMovement)) | ||||
|             { | ||||
|                 return; | ||||
|             } | ||||
|  | ||||
|             if (owner.aiContainer.pathFind.IsFollowingScriptedPath()) | ||||
|             { | ||||
|                 owner.aiContainer.pathFind.FollowPath(); | ||||
|                 return; | ||||
|             } | ||||
|  | ||||
|             var vecToTarget = owner.target.GetPosAsVector3() - owner.GetPosAsVector3(); | ||||
|             vecToTarget /= vecToTarget.Length(); | ||||
|             vecToTarget = (Utils.Distance(owner.GetPosAsVector3(), owner.target.GetPosAsVector3()) - owner.GetAttackRange() + 0.2f) * vecToTarget; | ||||
|  | ||||
|             var targetPos = vecToTarget + owner.GetPosAsVector3(); | ||||
|             var distance = Utils.Distance(owner.GetPosAsVector3(), owner.target.GetPosAsVector3()); | ||||
|             if (distance > owner.GetAttackRange() - 0.2f) | ||||
|             { | ||||
|                 if (CanMoveForward(distance)) | ||||
|                 { | ||||
|                     if (!owner.aiContainer.pathFind.IsFollowingPath() && distance > 3) | ||||
|                     { | ||||
|                         // pathfind if too far otherwise jump to target | ||||
|                         owner.aiContainer.pathFind.SetPathFlags(PathFindFlags.None); | ||||
|                         owner.aiContainer.pathFind.PreparePath(targetPos, 1.5f, 5); | ||||
|                     } | ||||
|                     owner.aiContainer.pathFind.FollowPath(); | ||||
|                     if (!owner.aiContainer.pathFind.IsFollowingPath()) | ||||
|                     { | ||||
|                         if (owner.target is Player) | ||||
|                         { | ||||
|                             foreach (var chara in owner.zone.GetActorsAroundActor<Character>(owner, 1)) | ||||
|                             { | ||||
|                                 if (chara == owner) | ||||
|                                     continue; | ||||
|  | ||||
|                                 float mobDistance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, chara.positionX, chara.positionY, chara.positionZ); | ||||
|                                 if (mobDistance < 0.50f && (chara.updateFlags & ActorUpdateFlags.Position) == 0) | ||||
|                                 { | ||||
|                                     owner.aiContainer.pathFind.PathInRange(targetPos, 1.3f, chara.GetAttackRange()); | ||||
|                                     break; | ||||
|                                 } | ||||
|                             } | ||||
|                         } | ||||
|                         FaceTarget(); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 FaceTarget(); | ||||
|             } | ||||
|             lastRoamUpdate = DateTime.Now; | ||||
|         } | ||||
|  | ||||
|         protected void FaceTarget() | ||||
|         { | ||||
|             // todo: check if stunned etc | ||||
|             if (owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventTurn) ) | ||||
|             { | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 owner.LookAt(owner.target); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|         protected bool CanMoveForward(float distance) | ||||
|         { | ||||
|             // todo: check spawn leash and stuff | ||||
|             if (!owner.IsCloseToSpawn()) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|             if (owner.GetSpeed() == 0) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|             return true; | ||||
|         } | ||||
|  | ||||
|         public virtual bool CanAggroTarget(Character target) | ||||
|         { | ||||
|             if (owner.neutral || owner.detectionType == DetectionType.None || owner.IsDead()) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|  | ||||
|             // todo: can mobs aggro mounted targets? | ||||
|             if (target.IsDead() || target.currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|  | ||||
|             if (owner.aiContainer.IsSpawned() && !owner.aiContainer.IsEngaged() && CanDetectTarget(target)) | ||||
|             { | ||||
|                 return true; | ||||
|             } | ||||
|             return false; | ||||
|         } | ||||
|  | ||||
|         public virtual bool CanDetectTarget(Character target, bool forceSight = false) | ||||
|         { | ||||
|             if (owner.IsDead()) | ||||
|                 return false; | ||||
|  | ||||
|             // todo: this should probably be changed to only allow detection at end of path? | ||||
|             if (owner.aiContainer.pathFind.IsFollowingScriptedPath() || owner.aiContainer.pathFind.IsFollowingPath() && !owner.aiContainer.pathFind.AtPoint()) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|  | ||||
|             // todo: handle sight/scent/hp etc | ||||
|             if (target.IsDead() || target.currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED) | ||||
|                 return false; | ||||
|  | ||||
|             float verticalDistance = Math.Abs(target.positionY - owner.positionY); | ||||
|             if (verticalDistance > 8) | ||||
|                 return false; | ||||
|  | ||||
|             var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ); | ||||
|  | ||||
|             bool detectSight = forceSight || (owner.detectionType & DetectionType.Sight) != 0; | ||||
|             bool hasSneak = false; | ||||
|             bool hasInvisible = false; | ||||
|             bool isFacing = owner.IsFacing(target); | ||||
|  | ||||
|             // use the mobmod sight range before defaulting to 20 yalms | ||||
|             if (detectSight && !hasInvisible && isFacing && distance < owner.GetMobMod((uint)MobModifier.SightRange)) | ||||
|                 return CanSeePoint(target.positionX, target.positionY, target.positionZ); | ||||
|  | ||||
|             // todo: check line of sight and aggroTypes | ||||
|             if (distance > 20) | ||||
|             { | ||||
|                 return false; | ||||
|             } | ||||
|  | ||||
|             // todo: seems ffxiv doesnt even differentiate between sneak/invis? | ||||
|             { | ||||
|                 hasSneak = target.GetMod(Modifier.Stealth) > 0; | ||||
|                 hasInvisible = hasSneak; | ||||
|             } | ||||
|  | ||||
|  | ||||
|  | ||||
|             if ((owner.detectionType & DetectionType.Sound) != 0 && !hasSneak && distance < owner.GetMobMod((uint)MobModifier.SoundRange)) | ||||
|                 return CanSeePoint(target.positionX, target.positionY, target.positionZ); | ||||
|  | ||||
|             if ((owner.detectionType & DetectionType.Magic) != 0 && target.aiContainer.IsCurrentState<MagicState>()) | ||||
|                 return CanSeePoint(target.positionX, target.positionY, target.positionZ); | ||||
|  | ||||
|             if ((owner.detectionType & DetectionType.LowHp) != 0 && target.GetHPP() < 75) | ||||
|                 return CanSeePoint(target.positionX, target.positionY, target.positionZ); | ||||
|  | ||||
|             return false; | ||||
|         } | ||||
|  | ||||
|         public virtual bool CanSeePoint(float x, float y, float z) | ||||
|         { | ||||
|             return NavmeshUtils.CanSee((Zone)owner.zone, owner.positionX, owner.positionY, owner.positionZ, x, y, z); | ||||
|         } | ||||
|  | ||||
|         protected virtual void HandleHate() | ||||
|         { | ||||
|             ChangeTarget(owner.hateContainer.GetMostHatedTarget()); | ||||
|         } | ||||
|  | ||||
|         public override void ChangeTarget(Character target) | ||||
|         { | ||||
|             if (target != owner.target) | ||||
|             { | ||||
|                 owner.target = target; | ||||
|                 owner.currentLockedTarget = target?.actorId ?? Actor.INVALID_ACTORID; | ||||
|                 owner.currentTarget = target?.actorId ?? Actor.INVALID_ACTORID; | ||||
|  | ||||
|                  foreach (var player in owner.zone.GetActorsAroundActor<Player>(owner, 50)) | ||||
|                     player.QueuePacket(owner.GetHateTypePacket(player)); | ||||
|  | ||||
|                 base.ChangeTarget(target); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
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