mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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466 lines
17 KiB
C#
466 lines
17 KiB
C#
/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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using System.Collections.Generic;
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using Meteor.Common;
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using Meteor.Map.actors.chara.npc;
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using Meteor.Map.actors.chara;
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using Meteor.Map.actors.chara.ai;
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using Meteor.Map.actors.chara.ai.controllers;
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using Meteor.Map.actors.chara.ai.state;
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using Meteor.Map.utils;
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using Meteor.Map.packets.send.actor.battle;
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using Meteor.Map.actors.chara.ai.utils;
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using Meteor.Map.actors.group;
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using Meteor.Map.Actors.Chara;
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namespace Meteor.Map.Actors
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{
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[Flags]
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enum DetectionType
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{
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None = 0x00,
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Sight = 0x01,
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Scent = 0x02,
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Sound = 0x04,
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LowHp = 0x08,
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IgnoreLevelDifference = 0x10,
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Magic = 0x20,
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}
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enum KindredType
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{
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Unknown = 0,
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Beast = 1,
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Plantoid = 2,
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Aquan = 3,
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Spoken = 4,
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Reptilian = 5,
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Insect = 6,
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Avian = 7,
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Undead = 8,
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Cursed = 9,
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Voidsent = 10,
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}
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class BattleNpc : Npc
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{
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public HateContainer hateContainer;
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public DetectionType detectionType;
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public KindredType kindredType;
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public bool neutral;
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protected uint despawnTime;
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protected uint respawnTime;
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protected uint spawnDistance;
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protected uint bnpcId;
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public Character lastAttacker;
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public uint spellListId, skillListId, dropListId;
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public Dictionary<uint, BattleCommand> skillList = new Dictionary<uint, BattleCommand>();
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public Dictionary<uint, BattleCommand> spellList = new Dictionary<uint, BattleCommand>();
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public uint poolId, genusId;
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public ModifierList poolMods;
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public ModifierList genusMods;
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public ModifierList spawnMods;
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protected Dictionary<MobModifier, Int64> mobModifiers = new Dictionary<MobModifier, Int64>();
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public BattleNpc(int actorNumber, ActorClass actorClass, string uniqueId, Area spawnedArea, float posX, float posY, float posZ, float rot,
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ushort actorState, uint animationId, string customDisplayName)
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: base(actorNumber, actorClass, uniqueId, spawnedArea, posX, posY, posZ, rot, actorState, animationId, customDisplayName)
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{
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this.aiContainer = new AIContainer(this, new BattleNpcController(this), new PathFind(this), new TargetFind(this));
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//this.currentSubState = SetActorStatePacket.SUB_STATE_MONSTER;
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//this.currentMainState = SetActorStatePacket.MAIN_STATE_ACTIVE;
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//charaWork.property[2] = 1;
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//npcWork.hateType = 1;
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this.hateContainer = new HateContainer(this);
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this.allegiance = CharacterTargetingAllegiance.BattleNpcs;
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spawnX = posX;
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spawnY = posY;
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spawnZ = posZ;
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despawnTime = 10;
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CalculateBaseStats();
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}
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public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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if (IsAlive())
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{
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subpackets.Add(CreateAddActorPacket());
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subpackets.AddRange(GetEventConditionPackets());
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subpackets.Add(CreateSpeedPacket());
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subpackets.Add(CreateSpawnPositonPacket(0x0));
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subpackets.Add(CreateAppearancePacket());
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subpackets.Add(CreateNamePacket());
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subpackets.Add(CreateStatePacket());
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subpackets.Add(CreateSubStatePacket());
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subpackets.Add(CreateInitStatusPacket());
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subpackets.Add(CreateSetActorIconPacket());
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subpackets.Add(CreateIsZoneingPacket());
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subpackets.Add(CreateScriptBindPacket(player));
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subpackets.Add(GetHateTypePacket(player));
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}
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return subpackets;
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}
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//This might need more work
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//I think there migh be something that ties mobs to parties
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//and the client checks if any mobs are tied to the current party
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//and bases the color on that. Adding mob to party obviously doesn't work
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//Based on depictionjudge script:
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//HATE_TYPE_NONE is for passive
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//HATE_TYPE_ENGAGED is for aggroed mobs
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//HATE_TYPE_ENGAGED_PARTY is for claimed mobs, client uses occupancy group to determine if mob is claimed by player's party
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//for now i'm just going to assume that occupancygroup will be BattleNpc's currentparties when they're in combat,
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//so if party isn't null, they're claimed.
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public SubPacket GetHateTypePacket(Player player)
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{
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npcWork.hateType = NpcWork.HATE_TYPE_NONE;
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if (player != null)
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{
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if (aiContainer.IsEngaged())
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{
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npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED;
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if (this.currentParty != null)
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{
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npcWork.hateType = NpcWork.HATE_TYPE_ENGAGED_PARTY;
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}
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}
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}
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npcWork.hateType = 3;
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var propPacketUtil = new ActorPropertyPacketUtil("npcWork/hate", this);
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propPacketUtil.AddProperty("npcWork.hateType");
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return propPacketUtil.Done()[0];
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}
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public uint GetDetectionType()
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{
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return (uint)detectionType;
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}
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public void SetDetectionType(uint detectionType)
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{
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this.detectionType = (DetectionType)detectionType;
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}
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public override void Update(DateTime tick)
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{
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this.aiContainer.Update(tick);
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this.statusEffects.Update(tick);
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}
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public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
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{
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// todo: should probably add another flag for battleTemp since all this uses reflection
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packets = new List<SubPacket>();
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if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
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{
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var propPacketUtil = new ActorPropertyPacketUtil("charaWork/stateAtQuicklyForAll", this);
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
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propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
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propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[0]");
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propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
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packets.AddRange(propPacketUtil.Done());
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}
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base.PostUpdate(tick, packets);
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}
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public override bool CanAttack()
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{
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// todo:
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return true;
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}
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public override bool CanUse(Character target, BattleCommand spell, CommandResult error = null)
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{
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// todo:
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if (target == null)
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{
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// Target does not exist.
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return false;
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}
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if (Utils.Distance(positionX, positionY, positionZ, target.positionX, target.positionY, target.positionZ) > spell.range)
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{
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// The target is out of range.
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return false;
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}
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if (!IsValidTarget(target, spell.mainTarget) || !spell.IsValidMainTarget(this, target))
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{
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// error packet is set in IsValidTarget
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return false;
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}
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return true;
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}
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public uint GetDespawnTime()
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{
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return despawnTime;
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}
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public void SetDespawnTime(uint seconds)
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{
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despawnTime = seconds;
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}
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public uint GetRespawnTime()
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{
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return respawnTime;
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}
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public void SetRespawnTime(uint seconds)
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{
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respawnTime = seconds;
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}
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///<summary> // todo: create an action object? </summary>
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public bool OnAttack(AttackState state)
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{
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return false;
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}
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public override void Spawn(DateTime tick)
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{
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if (respawnTime > 0)
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{
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ForceRespawn();
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}
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}
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public void ForceRespawn()
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{
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base.Spawn(Program.Tick);
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this.isMovingToSpawn = false;
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this.hateContainer.ClearHate();
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CurrentArea.BroadcastPacketsAroundActor(this, GetSpawnPackets(null, 0x01));
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CurrentArea.BroadcastPacketsAroundActor(this, GetInitPackets());
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RecalculateStats();
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OnSpawn();
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updateFlags |= ActorUpdateFlags.AllNpc;
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}
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public override void Die(DateTime tick, CommandResultContainer actionContainer = null)
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{
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if (IsAlive())
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{
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// todo: does retail
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if (lastAttacker is Pet && lastAttacker.aiContainer.GetController<PetController>() != null && lastAttacker.aiContainer.GetController<PetController>().GetPetMaster() is Player)
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{
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lastAttacker = lastAttacker.aiContainer.GetController<PetController>().GetPetMaster();
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}
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if (lastAttacker is Player)
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{
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//I think this is, or should be odne in DoBattleAction. Packet capture had the message in the same packet as an attack
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// <actor> defeat/defeats <target>
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if (actionContainer != null)
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actionContainer.AddEXPAction(new CommandResult(Id, 30108, 0));
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if (lastAttacker.currentParty != null && lastAttacker.currentParty is Party)
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{
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foreach (var memberId in ((Party)lastAttacker.currentParty).members)
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{
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var partyMember = CurrentArea.FindActorInArea<Character>(memberId);
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// onDeath(monster, player, killer)
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lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, partyMember, lastAttacker);
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// todo: add actual experience calculation and exp bonus values.
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if (partyMember is Player)
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BattleUtils.AddBattleBonusEXP((Player)partyMember, this, actionContainer);
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}
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}
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else
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{
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// onDeath(monster, player, killer)
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lua.LuaEngine.CallLuaBattleFunction(this, "onDeath", this, lastAttacker, lastAttacker);
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//((Player)lastAttacker).QueuePacket(BattleActionX01Packet.BuildPacket(lastAttacker.actorId, 0, 0, new BattleAction(actorId, 30108, 0)));
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}
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}
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if (positionUpdates != null)
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positionUpdates.Clear();
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aiContainer.InternalDie(tick, despawnTime);
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//this.ResetMoveSpeeds();
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// todo: reset cooldowns
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lua.LuaEngine.GetInstance().OnSignal("mobkill");
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}
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else
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{
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var err = String.Format("[{0}][{1}] {2} {3} {4} {5} tried to die ded", Id, GetUniqueId(), positionX, positionY, positionZ, CurrentArea.GetName());
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Program.Log.Error(err);
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//throw new Exception(err);
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}
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}
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public override void Despawn(DateTime tick)
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{
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// todo: probably didnt need to make a new state...
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aiContainer.InternalDespawn(tick, respawnTime);
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lua.LuaEngine.CallLuaBattleFunction(this, "onDespawn", this);
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this.isAtSpawn = true;
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}
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public void OnRoam(DateTime tick)
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{
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// leash back to spawn
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if (!IsCloseToSpawn())
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{
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if (!isMovingToSpawn)
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{
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aiContainer.Reset();
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isMovingToSpawn = true;
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}
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else
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{
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if (target == null && !aiContainer.pathFind.IsFollowingPath())
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aiContainer.pathFind.PathInRange(spawnX, spawnY, spawnZ, 1.5f, 15.0f);
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}
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}
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else
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{
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// recover hp
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if (GetHPP() < 100)
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{
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AddHP(GetMaxHP() / 10);
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}
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else
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{
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this.isMovingToSpawn = false;
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}
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}
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}
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public bool IsCloseToSpawn()
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{
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return this.isAtSpawn = Utils.DistanceSquared(positionX, positionY, positionZ, spawnX, spawnY, spawnZ) <= 2500.0f;
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}
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public override void OnAttack(State state, CommandResult action, ref CommandResult error)
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{
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base.OnAttack(state, action, ref error);
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// todo: move this somewhere else prolly and change based on model/appearance (so maybe in Character.cs instead)
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action.animation = 0x11001000; // (temporary) wolf anim
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if (GetMobMod((uint)MobModifier.AttackScript) != 0)
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lua.LuaEngine.CallLuaBattleFunction(this, "onAttack", this, state.GetTarget(), action.amount);
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}
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public override void OnCast(State state, CommandResult[] actions, BattleCommand spell, ref CommandResult[] errors)
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{
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base.OnCast(state, actions, spell, ref errors);
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if (GetMobMod((uint)MobModifier.SpellScript) != 0)
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foreach (var action in actions)
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lua.LuaEngine.CallLuaBattleFunction(this, "onCast", this, CurrentArea.FindActorInArea<Character>(action.targetId), ((MagicState)state).GetSpell(), action);
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}
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public override void OnAbility(State state, CommandResult[] actions, BattleCommand ability, ref CommandResult[] errors)
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{
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base.OnAbility(state, actions, ability, ref errors);
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/*
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if (GetMobMod((uint)MobModifier.AbilityScript) != 0)
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foreach (var action in actions)
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lua.LuaEngine.CallLuaBattleFunction(this, "onAbility", this, zone.FindActorInArea<Character>(action.targetId), ((AbilityState)state).GetAbility(), action);
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*/
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}
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public override void OnWeaponSkill(State state, CommandResult[] actions, BattleCommand skill, ref CommandResult[] errors)
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{
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base.OnWeaponSkill(state, actions, skill, ref errors);
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if (GetMobMod((uint)MobModifier.WeaponSkillScript) != 0)
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foreach (var action in actions)
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lua.LuaEngine.CallLuaBattleFunction(this, "onWeaponSkill", this, CurrentArea.FindActorInArea<Character>(action.targetId), ((WeaponSkillState)state).GetWeaponSkill(), action);
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}
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public override void OnSpawn()
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{
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base.OnSpawn();
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lua.LuaEngine.CallLuaBattleFunction(this, "onSpawn", this);
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}
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public override void OnDeath()
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{
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base.OnDeath();
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}
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public override void OnDespawn()
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{
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base.OnDespawn();
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}
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public uint GetBattleNpcId()
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{
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return bnpcId;
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}
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public void SetBattleNpcId(uint id)
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{
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this.bnpcId = id;
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}
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public Int64 GetMobMod(MobModifier mobMod)
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{
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return GetMobMod((uint)mobMod);
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}
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public Int64 GetMobMod(uint mobModId)
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{
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Int64 res;
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if (mobModifiers.TryGetValue((MobModifier)mobModId, out res))
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return res;
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return 0;
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}
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public void SetMobMod(uint mobModId, Int64 val)
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{
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if (mobModifiers.ContainsKey((MobModifier)mobModId))
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mobModifiers[(MobModifier)mobModId] = val;
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else
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mobModifiers.Add((MobModifier)mobModId, val);
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}
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public override void OnDamageTaken(Character attacker, BattleCommand skill, CommandResult action, CommandResultContainer actionContainer = null)
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{
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if (GetMobMod((uint)MobModifier.DefendScript) != 0)
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lua.LuaEngine.CallLuaBattleFunction(this, "onDamageTaken", this, attacker, action.amount);
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base.OnDamageTaken(attacker, skill, action, actionContainer);
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}
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}
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}
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