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;
// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
namespace FFXIVClassic_Map_Server.actors.chara.ai
{
/// todo: what even do i summarise this as?
[Flags]
enum TargetFindFlags
{
None,
/// Able to target s even if not in target's party
HitAll,
/// Able to target all s in target's party/alliance
Alliance,
/// Able to target any in target's party/alliance
Pets,
/// Target all in zone, regardless of distance
ZoneWide,
/// Able to target dead s
Dead,
}
/// Targeting from/to different entity types
enum TargetFindCharacterType
{
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
{
None,
/// Really a cylinder, uses extents parameter in SetAOEType
Circle,
/// Create a cone with angle in radians
Cone,
/// Box using self/target coords and
Box
}
/// Set AOE around self or target
enum TargetFindAOERadiusType
{
/// 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 target;
private Character masterTarget; // if target is a pet, this is the owner
private TargetFindCharacterType findType;
private TargetFindFlags findFlags;
private TargetFindAOEType aoeType;
private TargetFindAOERadiusType radiusType;
private Vector3 targetPosition;
private float extents;
private float angle;
private List targets;
public TargetFind(Character owner)
{
this.owner = owner;
Reset();
}
public void Reset()
{
this.target = null;
this.findType = TargetFindCharacterType.None;
this.findFlags = TargetFindFlags.None;
this.aoeType = TargetFindAOEType.None;
this.radiusType = TargetFindAOERadiusType.Self;
this.targetPosition = null;
this.extents = 0.0f;
this.angle = 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
///
/// Angle in radians of cone
public void SetAOEType(TargetFindAOERadiusType radiusType, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
{
this.radiusType = TargetFindAOERadiusType.Target;
this.aoeType = aoeType;
this.extents = extents != -1.0f ? extents : 0.0f;
this.angle = angle != -1.0f ? angle : 0.0f;
}
///
/// Find and try to add a single target to target list
///
public void FindTarget(Character target, TargetFindFlags flags)
{
findFlags = flags;
this.target = null;
// todo: maybe this should only be set if successfully added?
this.targetPosition = target.GetPosAsVector3();
AddTarget(target, false);
}
///
/// Call SetAOEType before calling this
/// Find targets within area set by
///
public void FindWithinArea(Character target, TargetFindFlags flags)
{
findFlags = flags;
// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
// are we creating aoe circles around target or self
if ((aoeType & TargetFindAOEType.Circle) != 0 && radiusType != TargetFindAOERadiusType.Self)
this.targetPosition = owner.GetPosAsVector3();
else
this.targetPosition = target.GetPosAsVector3();
masterTarget = TryGetMasterTarget(target) ?? target;
// todo: should i set this yet or wait til checked if valid target
this.target = target;
// todo: this is stupid
bool withPet = (flags & TargetFindFlags.Pets) != 0 || masterTarget.allegiance != owner.allegiance;
if (IsPlayer(owner))
{
if (masterTarget is Player)
{
findType = TargetFindCharacterType.PlayerToPlayer;
// todo: handle player parties
if (masterTarget.currentParty != null)
{
if ((findFlags & TargetFindFlags.Alliance) != 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 & TargetFindFlags.HitAll) != 0)
//{
// AddAllInZone(masterTarget, withPet);
//}
AddAllInAlliance(target, withPet);
if (findType == TargetFindCharacterType.BattleNpcToPlayer)
{
if (owner.allegiance == CharacterTargetingAllegiance.Player)
AddAllInZone(masterTarget, withPet);
else
AddAllInHateList();
}
}
}
///
/// Find targets within a box using owner's coordinates and target's coordinates as length
/// with corners being `extents` yalms to either side of self and target
///
private bool IsWithinBox(Character target, bool withPet)
{
var myPos = owner.GetPosAsVector3();
var angle = Vector3.GetAngle(myPos, targetPosition);
// todo: actually check this works..
var myCorner = myPos.NewHorizontalVector(angle, extents);
var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
return target.GetPosAsVector3().IsWithinBox(targetCorner2, myCorner);
}
private bool IsWithinCone(Character target, bool withPet)
{
// todo:
return false;
}
private void AddTarget(Character target, bool withPet)
{
if (CanTarget(target))
{
// todo: add pets too
targets.Add(target);
}
}
private void AddAllInParty(Character target, bool withPet)
{
// todo:
/*
* foreach (var actor in target.currentParty.GetMembers())
* {
* AddTarget(actor, withPet);
* }
*/
AddTarget(target, withPet);
}
private void AddAllInAlliance(Character target, bool withPet)
{
// todo:
/*
* foreach (var actor in target.currentParty.GetAllianceMembers())
* {
* AddTarget(actor, withPet);
* }
*/
AddTarget(target, withPet);
}
private void AddAllBattleNpcs(Character target, bool withPet)
{
// 70 is client render distance so we'll go with that
var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 70);
// todo: should we look for Characters instead in case player is charmed by BattleNpc
foreach (BattleNpc actor in actors)
{
// todo:
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 AddAllInHateList()
{
if (!(owner is BattleNpc))
Program.Log.Error($"TargetFind.AddAllInHateList() owner [{owner.actorId}] {owner.customDisplayName} {owner.actorName} is not a BattleNpc");
foreach (var hateEntry in ((BattleNpc)owner).hateContainer.GetHateList())
{
AddTarget(hateEntry.Value.actor, false);
}
}
public bool CanTarget(Character target, bool withPet = false)
{
// already targeted, dont target again
if (targets.Contains(target))
return false;
// cant target dead
if ((findFlags & TargetFindFlags.Dead) == 0 && target.IsDead())
return false;
bool targetingPlayer = target is Player;
// cant target if zoning
if (target.isZoning || owner.isZoning || target.zone != owner.zone || targetingPlayer && ((Player)target).playerSession.isUpdatesLocked)
return false;
// hit everything within zone or within aoe region
if ((findFlags & TargetFindFlags.ZoneWide) != 0 || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
return true;
if (aoeType == TargetFindAOEType.Cone && IsWithinCone(target, withPet))
return true;
if (aoeType == TargetFindAOEType.Box && IsWithinBox(target, withPet))
return true;
return false;
}
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 && controller is PetController)
return ((PetController)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
return false;
}
}
}