project-meteor-server/FFXIVClassic Map Server/actors/chara/ai/TargetFind.cs
2017-08-26 06:47:07 +01:00

431 lines
15 KiB
C#

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.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
}
/// <summary> Targeting from/to different entity types </summary>
enum TargetFindCharacterType : byte
{
None,
/// <summary> Player can target all <see cref="Player">s in party </summary>
PlayerToPlayer,
/// <summary> Player can target all <see cref="BattleNpc"/>s (excluding player owned <see cref="Pet"/>s) </summary>
PlayerToBattleNpc,
/// <summary> BattleNpc can target other <see cref="BattleNpc"/>s </summary>
BattleNpcToBattleNpc,
/// <summary> BattleNpc can target <see cref="Player"/>s and their <see cref="Pet"/>s </summary>
BattleNpcToPlayer,
}
/// <summary> Type of AOE region to create </summary>
enum TargetFindAOEType : byte
{
None,
/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
Circle,
/// <summary> Create a cone with angle in radians </summary>
Cone,
/// <summary> Box using self/target coords and </summary>
Box
}
/// <summary> Set AOE around self or target </summary>
enum TargetFindAOETarget : byte
{
/// <summary> Set AOE's origin at target's position </summary>
Target,
/// <summary> Set AOE's origin to own position. </summary>
Self
}
/// <summary> Target finding helper class </summary>
class TargetFind
{
private Character owner;
private Character target;
private Character masterTarget; // if target is a pet, this is the owner
private TargetFindCharacterType findType;
private ValidTarget validTarget;
private TargetFindAOEType aoeType;
private Vector3 targetPosition;
private float extents;
private float angle;
private List<Character> targets;
public TargetFind(Character owner)
{
this.owner = owner;
Reset();
}
public void Reset()
{
this.target = null;
this.findType = TargetFindCharacterType.None;
this.validTarget = ValidTarget.Enemy;
this.aoeType = TargetFindAOEType.None;
this.targetPosition = null;
this.extents = 0.0f;
this.angle = 0.0f;
this.targets = new List<Character>();
}
public List<T> GetTargets<T>() where T : Character
{
return new List<T>(targets.OfType<T>());
}
public List<Character> GetTargets()
{
return targets;
}
/// <summary>
/// Call this before <see cref="FindWithinArea"/> <para/>
/// </summary>
/// <param name="extents">
/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
/// <see cref="TargetFindAOEType.Box"/> - width of box / 2 (todo: set box length not just between user and target)
/// </param>
/// <param name="angle"> Angle in radians of cone </param>
public void SetAOEType(ValidTarget validTarget, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
{
this.validTarget = validTarget;
this.aoeType = aoeType;
this.extents = extents != -1.0f ? extents : 0.0f;
this.angle = angle != -1.0f ? angle : 0.0f;
}
public void SetAOEBox(ValidTarget validTarget, float length, float width)
{
this.validTarget = validTarget;
this.aoeType = TargetFindAOEType.Box;
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.extents = width;
}
/// <summary>
/// Find and try to add a single target to target list
/// </summary>
public void FindTarget(Character target, ValidTarget flags)
{
validTarget = flags;
this.target = null;
// todo: maybe this should only be set if successfully added?
this.targetPosition = target.GetPosAsVector3();
AddTarget(target, false);
}
/// <summary>
/// <para> Call SetAOEType before calling this </para>
/// Find targets within area set by <see cref="SetAOEType"/>
/// </summary>
public void FindWithinArea(Character target, ValidTarget flags)
{
validTarget = 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 && validTarget != ValidTarget.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 & ValidTarget.Ally) != 0 || masterTarget.allegiance != owner.allegiance;
if (masterTarget != null)
targets.Add(masterTarget);
if (IsPlayer(owner))
{
if (masterTarget is Player)
{
findType = TargetFindCharacterType.PlayerToPlayer;
// todo: handle player parties
if (masterTarget.currentParty != null)
{
if ((validTarget & ValidTarget.Ally) != 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();
}
}
}
/// <summary>
/// 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
/// </summary>
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)
{
var actors = owner.zone.GetActorsAroundActor<BattleNpc>(owner, 50);
// 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<Character>();
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, bool retarget = false)
{
// already targeted, dont target again
if (target == null || !retarget && targets.Contains(target))
return false;
// cant target dead
if ((validTarget & ValidTarget.Corpse) == 0 && target.IsDead())
return false;
bool targetingPlayer = target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER;
if ((validTarget & ValidTarget.Ally) != 0 && target.currentSubState != owner.currentSubState)
return false;
if ((validTarget & ValidTarget.Enemy) != 0 && target.currentSubState != (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER ?
SetActorStatePacket.SUB_STATE_PLAYER : SetActorStatePacket.SUB_STATE_MONSTER))
return false;
if ((validTarget & ValidTarget.NPC) != 0 && target.currentSubState != SetActorStatePacket.SUB_STATE_NONE)
return false;
// todo: why is player always zoning?
// cant target if zoning
if (targetingPlayer && ((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;
// hit everything within zone or within aoe region
if (extents == 255.0f || aoeType == TargetFindAOEType.Circle && target.GetPosAsVector3().IsWithinCircle(targetPosition ?? target.GetPosAsVector3(), extents))
return true;
if (aoeType == TargetFindAOEType.Cone && IsWithinCone(target, withPet))
return true;
if (aoeType == TargetFindAOEType.Box && IsWithinBox(target, withPet))
return true;
if (aoeType == TargetFindAOEType.None && targets.Count != 0)
return false;
return true;
}
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.currentSubState != SetActorStatePacket.SUB_STATE_PLAYER || target.currentSubState == SetActorStatePacket.SUB_STATE_PLAYER)
return true;
// todo: check hate list
if (owner.currentSubState == SetActorStatePacket.SUB_STATE_MONSTER && ((BattleNpc)owner).hateContainer.GetMostHatedTarget() != target)
{
return false;
}
return false;
}
public Character GetValidTarget(Character target, ValidTarget findFlags)
{
if (target == null || target.currentSubState == SetActorStatePacket.SUB_STATE_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;
}
}
}