using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using FFXIVClassic.Common; using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.packets.send.actor; using FFXIVClassic_Map_Server.actors.area; using FFXIVClassic_Map_Server.utils; namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers { class BattleNpcController : Controller { private DateTime lastActionTime; private DateTime lastSpellCastTime; private DateTime lastSkillTime; private DateTime lastSpecialSkillTime; // todo: i dont think monsters have "2hr" cooldowns like ffxi private DateTime deaggroTime; private DateTime neutralTime; private DateTime waitTime; private bool firstSpell = true; private DateTime lastRoamUpdate; private DateTime battleStartTime; private 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) { // todo: handle aggro/deaggro and other shit here if (owner.aiContainer.IsEngaged()) { DoCombatTick(tick); } else if (!owner.IsDead()) { 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; } public override bool Engage(Character target) { // todo: check distance, last swing time, status effects 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); // todo: check speed/is able to move // todo: too far, path to player if mob, message if player // owner.ResetMoveSpeeds(); owner.moveState = 2; lastActionTime = DateTime.Now; battleStartTime = lastActionTime; // todo: adjust cooldowns with modifiers } return canEngage; } private bool TryEngage(Character target) { // todo: return true; } public override void Disengage() { var target = owner.target; base.Disengage(); owner.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnDeath, true); // 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(); owner.moveState = 1; lua.LuaEngine.CallLuaBattleFunction(owner, "onDisengage", owner, target, Utils.UnixTimeStampUTC(battleStartTime)); } public override void Cast(Character target, uint spellId) { // todo: } public override void Ability(Character target, uint abilityId) { // todo: } public override void RangedAttack(Character target) { // todo: } public override void MonsterSkill(Character target, uint mobSkillId) { // todo: } private void DoRoamTick(DateTime tick) { if (owner.hateContainer.GetHateList().Count > 0) { Engage(owner.hateContainer.GetMostHatedTarget()); return; } //else if (owner.currentLockedTarget != 0) //{ // ChangeTarget(Server.GetWorldManager().GetActorInWorld(owner.currentLockedTarget).GetAsCharacter()); //} if (tick >= waitTime) { // todo: aggro cooldown neutralTime = tick.AddSeconds(3); if (owner.aiContainer.pathFind.IsFollowingPath()) { owner.aiContainer.pathFind.FollowPath(); lastActionTime = tick.AddSeconds(-5); } else { if (tick >= lastActionTime) { } } // todo: waitTime = tick.AddSeconds(10); owner.OnRoam(tick); if (!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, 20.0f); } } if (tick >= neutralTime) { foreach (var player in owner.zone.GetActorsAroundActor(owner, 50)) { if (!owner.isMovingToSpawn && owner.aiContainer.pathFind.AtPoint() && owner.aggroType != AggroType.None) { uint levelDifference = (uint)Math.Abs(owner.charaWork.parameterSave.state_mainSkillLevel - player.charaWork.parameterSave.state_mainSkillLevel); if (levelDifference <= 10 || (owner.aggroType & AggroType.IgnoreLevelDifference) != 0 && CanAggroTarget(player)) { owner.hateContainer.AddBaseHate(player); break; } } } } if (owner.aiContainer.pathFind.IsFollowingPath()) { owner.aiContainer.pathFind.FollowPath(); } } private void DoCombatTick(DateTime tick) { HandleHate(); // todo: magic/attack/ws cooldowns etc if (TryDeaggro()) { Disengage(); return; } Move(); lua.LuaEngine.CallLuaBattleFunction(owner, "onCombatTick", owner, owner.target, Utils.UnixTimeStampUTC(tick)); } private void Move() { if (!owner.aiContainer.CanFollowPath()) { return; } if (owner.aiContainer.pathFind.IsFollowingScriptedPath()) { owner.aiContainer.pathFind.FollowPath(); return; } var targetPos = new Vector3(owner.target.positionX, owner.target.positionY, owner.target.positionZ); var distance = Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, targetPos.X, targetPos.Y, targetPos.Z); if (distance > owner.GetAttackRange() - 0.2f || owner.aiContainer.CanFollowPath()) { 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(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(); } } private void FaceTarget() { // todo: check if stunned etc if (owner.statusEffects.HasStatusEffectsByFlag(StatusEffectFlags.PreventAction)) { } else { owner.LookAt(owner.target); } } private bool CanMoveForward(float distance) { // todo: check spawn leash and stuff if (!owner.IsCloseToSpawn()) { return false; } if (owner.GetSpeed() == 0) { return false; } return true; } public bool CanAggroTarget(Character target) { if (owner.neutral || owner.aggroType == AggroType.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 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.aggroType & AggroType.Sight) != 0; bool hasSneak = false; bool hasInvisible = false; bool isFacing = owner.IsFacing(target); // todo: check line of sight and aggroTypes if (distance > 20) { return false; } // todo: seems ffxiv doesnt even differentiate between sneak/invis? { hasSneak = target.statusEffects.HasStatusEffectsByFlag((uint)StatusEffectFlags.Stealth); hasInvisible = hasSneak; } if ((owner.aggroType & AggroType.LowHp) != 0 && target.GetHPP() < 75) return CanSeePoint(target.positionX, target.positionY, target.positionZ); if (detectSight && !hasInvisible && isFacing) return CanSeePoint(target.positionX, target.positionY, target.positionZ); return false; } public bool CanSeePoint(float x, float y, float z) { return NavmeshUtils.CanSee((Zone)owner.zone, owner.positionX, owner.positionY, owner.positionZ, x, y, z); } private void HandleHate() { ChangeTarget(owner.hateContainer.GetMostHatedTarget()); } public override void ChangeTarget(Character target) { owner.target = target; owner.currentLockedTarget = target != null ? target.actorId : 0xC0000000; owner.currentTarget = target != null ? target.actorId : 0xC0000000; base.ChangeTarget(target); } } }