using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
using FFXIVClassic_Map_Server.actors.group;
using FFXIVClassic_Map_Server.packets.send.actor;
// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
// https://github.com/Windower/POLUtils/blob/master/PlayOnline.FFXI/Enums.cs
[Flags]
public enum ValidTarget : ushort
{
None = 0x00,
Self = 0x01,
Player = 0x02,
PartyMember = 0x04,
Ally = 0x08,
NPC = 0x10,
Enemy = 0x20,
Unknown = 0x40,
Object = 0x60,
CorpseOnly = 0x80,
Corpse = 0x9D // CorpseOnly + NPC + Ally + Partymember + Self
}
/// Targeting from/to different entity types
enum TargetFindCharacterType : byte
{
None,
/// Player can target all s in party
PlayerToPlayer,
/// Player can target all s (excluding player owned s)
PlayerToBattleNpc,
/// BattleNpc can target other s
BattleNpcToBattleNpc,
/// BattleNpc can target s and their s
BattleNpcToPlayer,
}
/// Type of AOE region to create
enum TargetFindAOEType : byte
{
None,
/// Really a cylinder, uses maxDistance parameter in SetAOEType
Circle,
/// Create a cone with param in radians
Cone,
/// Box using self/target coords and
Box
}
/// Set AOE around self or target
enum TargetFindAOETarget : byte
{
/// Set AOE's origin at target's position
Target,
/// Set AOE's origin to own position.
Self
}
/// Target finding helper class
class TargetFind
{
private Character owner;
private Character masterTarget; // if target is a pet, this is the owner
private TargetFindCharacterType findType;
private ValidTarget validTarget;
private TargetFindAOETarget aoeTarget;
private TargetFindAOEType aoeType;
private Vector3 targetPosition;
private float maxDistance;
private float param;
private List targets;
public TargetFind(Character owner)
{
this.owner = owner;
Reset();
}
public void Reset()
{
this.findType = TargetFindCharacterType.None;
this.validTarget = ValidTarget.Enemy;
this.aoeType = TargetFindAOEType.None;
this.aoeTarget = TargetFindAOETarget.Target;
this.targetPosition = null;
this.maxDistance = 0.0f;
this.param = 0.0f;
this.targets = new List();
}
public List GetTargets() where T : Character
{
return new List(targets.OfType());
}
public List GetTargets()
{
return targets;
}
///
/// Call this before
///
///
/// - radius of circle
/// - height of cone
/// - width of box / 2 (todo: set box length not just between user and target)
///
/// param in degrees of cone (todo: probably use radians and forget converting at runtime)
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, TargetFindAOETarget aoeTarget, float maxDistance = -1.0f, float param = -1.0f)
{
this.validTarget = validTarget;
this.aoeType = aoeType;
this.maxDistance = maxDistance != -1.0f ? maxDistance : 0.0f;
this.param = param != -1.0f ? param : 0.0f;
}
///
/// Call this to prepare Box AOE
///
///
///
///
///
public void SetAOEBox(ValidTarget validTarget, TargetFindAOETarget aoeTarget, float length, float width)
{
this.validTarget = validTarget;
this.aoeType = TargetFindAOEType.Box;
this.aoeTarget = aoeTarget;
float x = owner.positionX - (float)Math.Cos(owner.rotation + (float)(Math.PI / 2)) * (length);
float z = owner.positionZ + (float)Math.Sin(owner.rotation + (float)(Math.PI / 2)) * (length);
this.targetPosition = new Vector3(x, owner.positionY, z);
this.maxDistance = width;
}
///
/// Find and try to add a single target to target list
///
public void FindTarget(Character target, ValidTarget flags)
{
validTarget = flags;
// todo: maybe this should only be set if successfully added?
AddTarget(target, false);
}
///
/// Call SetAOEType before calling this
/// Find targets within area set by
///
public void FindWithinArea(Character target, ValidTarget flags, TargetFindAOETarget aoeTarget)
{
targets.Clear();
validTarget = flags;
// are we creating aoe circles around target or self
if (aoeTarget == TargetFindAOETarget.Self)
this.targetPosition = owner.GetPosAsVector3();
else
this.targetPosition = target.GetPosAsVector3();
masterTarget = TryGetMasterTarget(target) ?? target;
// todo: this is stupid
bool withPet = (flags & ValidTarget.Ally) != 0 || masterTarget.allegiance != owner.allegiance;
if (masterTarget != null && CanTarget(masterTarget))
targets.Add(masterTarget);
if (aoeType != TargetFindAOEType.None)
{
AddAllInRange(target, withPet);
}
/*
if (aoeType != TargetFindAOEType.None)
{
if (IsPlayer(owner))
{
if (masterTarget is Player)
{
findType = TargetFindCharacterType.PlayerToPlayer;
if (masterTarget.currentParty != null)
{
if ((validTarget & (ValidTarget.Ally | ValidTarget.PartyMember)) != 0)
AddAllInAlliance(masterTarget, withPet);
else
AddAllInParty(masterTarget, withPet);
}
else
{
AddTarget(masterTarget, withPet);
}
}
else
{
findType = TargetFindCharacterType.PlayerToBattleNpc;
AddAllBattleNpcs(masterTarget, false);
}
}
else
{
// todo: this needs checking..
if (masterTarget is Player || owner.allegiance == CharacterTargetingAllegiance.Player)
findType = TargetFindCharacterType.BattleNpcToPlayer;
else
findType = TargetFindCharacterType.BattleNpcToBattleNpc;
// todo: configurable pet aoe buff
if (findType == TargetFindCharacterType.BattleNpcToBattleNpc && TryGetMasterTarget(target) != null)
withPet = true;
// todo: does ffxiv have call for help flag?
//if ((findFlags & ValidTarget.HitAll) != 0)
//{
// AddAllInZone(masterTarget, withPet);
//}
AddAllInAlliance(target, withPet);
if (findType == TargetFindCharacterType.BattleNpcToPlayer)
{
if (owner.allegiance == CharacterTargetingAllegiance.Player)
AddAllInZone(masterTarget, withPet);
else
AddAllInHateList();
}
}
}*/
if (targets.Count > 8)
targets.RemoveRange(8, targets.Count - 8);
//Curaga starts with lowest health players, so the targets are definitely sorted at least for some abilities
//Other aoe abilities might be sorted by distance?
//Protect is random
targets.Sort(delegate (Character a, Character b) { return a.GetHP().CompareTo(b.GetHP()); });
}
///
/// Find targets within a box using owner's coordinates and target's coordinates as length
/// with corners being `maxDistance` yalms to either side of self and target
///
private bool IsWithinBox(Character target, bool withPet)
{
if (aoeTarget == TargetFindAOETarget.Self)
targetPosition = owner.GetPosAsVector3();
else
targetPosition = target.GetPosAsVector3();
var myPos = owner.GetPosAsVector3();
var angle = Vector3.GetAngle(myPos, targetPosition);
// todo: actually check this works..
var myCorner = myPos.NewHorizontalVector(angle, maxDistance);
var myCorner2 = myPos.NewHorizontalVector(angle, -maxDistance);
var targetCorner = targetPosition.NewHorizontalVector(angle, maxDistance);
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -maxDistance);
return target.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner);
}
private bool IsWithinCone(Character target, bool withPet)
{
// todo: make this actual cone
return owner.IsFacing(target, param) && Utils.Distance(owner.positionX, owner.positionY, owner.positionZ, target.positionX, target.positionY, target.positionZ) < maxDistance;
}
private void AddTarget(Character target, bool withPet)
{
if (CanTarget(target))
{
// todo: add pets too
targets.Add(target);
}
}
private void AddAllInParty(Character target, bool withPet)
{
var party = target.currentParty as Party;
if (party != null)
{
foreach (var actorId in party.members)
{
AddTarget(owner.zone.FindActorInArea(actorId), withPet);
}
}
}
private void AddAllInAlliance(Character target, bool withPet)
{
// todo:
AddAllInParty(target, withPet);
}
private void AddAllBattleNpcs(Character target, bool withPet)
{
int dist = (int)maxDistance;
var actors = owner.zone.GetActorsAroundActor(target, dist);
foreach (BattleNpc actor in actors)
{
AddTarget(actor, false);
}
}
private void AddAllInZone(Character target, bool withPet)
{
var actors = owner.zone.GetAllActors();
foreach (Character actor in actors)
{
AddTarget(actor, withPet);
}
}
private void AddAllInRange(Character target, bool withPet)
{
int dist = (int)maxDistance;
var actors = owner.zone.GetActorsAroundActor(target, dist);
foreach (Character actor in actors)
{
AddTarget(actor, false);
}
}
private void AddAllInHateList()
{
if (!(owner is BattleNpc))
{
Program.Log.Error($"TargetFind.AddAllInHateList() owner [{owner.actorId}] {owner.customDisplayName} {owner.actorName} is not a BattleNpc");
}
else
{
foreach (var hateEntry in ((BattleNpc)owner).hateContainer.GetHateList())
{
AddTarget(hateEntry.Value.actor, false);
}
}
}
public bool CanTarget(Character target, bool withPet = false, bool retarget = false, bool ignoreAOE = false)
{
// already targeted, dont target again
if (target == null || !retarget && targets.Contains(target))
return false;
if ((validTarget & ValidTarget.Player) != 0 && target is Player)
return true;
if ((validTarget & ValidTarget.PartyMember) != 0 && target.currentParty == owner.currentParty)
return true;
// cant target dead
if ((validTarget & ValidTarget.Corpse) == 0 && target.IsDead())
return false;
if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != owner.allegiance)
return false;
if ((validTarget & ValidTarget.Enemy) != 0 && target.allegiance == owner.allegiance)
return false;
if (((validTarget & ValidTarget.PartyMember) == 0) && ((validTarget & ValidTarget.Self) == 0) && target.currentParty == owner.currentParty)
return false;
if ((validTarget & ValidTarget.PartyMember) != 0 && target.currentParty != owner.currentParty)
return false;
if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
return false;
// todo: why is player always zoning?
// cant target if zoning
if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
{
owner.aiContainer.ChangeTarget(null);
return false;
}
if (/*target.isZoning || owner.isZoning || */target.zone != owner.zone)
return false;
if (validTarget == ValidTarget.Self && aoeType == TargetFindAOEType.None && owner != target)
return false;
if ((validTarget & ValidTarget.Self) == 0 && target == owner)
return false;
// this is fuckin retarded, think of a better way l8r
if (!ignoreAOE)
{
// hit everything within zone or within aoe region
if (maxDistance == -1.0f || aoeType == TargetFindAOEType.Circle && !IsWithinCircle(target, maxDistance))
return false;
if (aoeType == TargetFindAOEType.Cone && !IsWithinCone(target, withPet))
return false;
if (aoeType == TargetFindAOEType.Box && !IsWithinBox(target, withPet))
return false;
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
return false;
}
return true;
}
private bool IsWithinCircle(Character target, float maxDistance)
{
// todo: make y diff modifiable?
//if (Math.Abs(owner.positionX - target.positionY) > 6.0f)
// return false;
if (this.targetPosition == null)
this.targetPosition = aoeTarget == TargetFindAOETarget.Self ? owner.GetPosAsVector3() : masterTarget.GetPosAsVector3();
return target.GetPosAsVector3().IsWithinCircle(targetPosition, maxDistance);
}
private bool IsPlayer(Character target)
{
if (target is Player)
return true;
// treat player owned pets as players too
return TryGetMasterTarget(target) is Player;
}
private Character TryGetMasterTarget(Character target)
{
// if character is a player owned pet, treat as a player
if (target.aiContainer != null)
{
var controller = target.aiContainer.GetController();
if (controller != null)
return controller.GetPetMaster();
}
return null;
}
private bool IsBattleNpcOwner(Character target)
{
// i know i copied this from dsp but what even
if (!(owner is Player) || target is Player)
return true;
// todo: check hate list
if (owner is BattleNpc && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
{
return false;
}
return false;
}
public Character GetValidTarget(Character target, ValidTarget findFlags)
{
if (target == null || target is Player && ((Player)target).playerSession.isUpdatesLocked)
return null;
if ((findFlags & ValidTarget.Ally) != 0)
{
return owner.pet;
}
// todo: this is beyond retarded
var oldFlags = this.validTarget;
this.validTarget = findFlags;
if (CanTarget(target, false, true))
{
this.validTarget = oldFlags;
return target;
}
this.validTarget = oldFlags;
return null;
}
}
}