mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
164 lines
5.2 KiB
C#
164 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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using FFXIVClassic_Map_Server.actors;
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using FFXIVClassic_Map_Server.actors.chara;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.actors.chara.ai.state;
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namespace FFXIVClassic_Map_Server.Actors
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{
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[Flags]
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enum AggroType
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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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LowHp = 0x04,
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IgnoreLevelDifference = 0x08
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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 AggroType aggroType;
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public bool neutral;
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private uint despawnTime;
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private uint spawnDistance;
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private float spawnX, spawnY, spawnZ;
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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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// todo: read this from db
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aggroType = AggroType.Sight;
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this.moveState = 2;
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ResetMoveSpeeds();
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this.meleeRange = 1.5f;
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despawnTime = 10;
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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 bool CanAttack()
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{
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return true;
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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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base.Spawn(tick);
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this.isMovingToSpawn = false;
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this.ResetMoveSpeeds();
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this.ChangeState(SetActorStatePacket.MAIN_STATE_PASSIVE);
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}
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public override void Die(DateTime tick)
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{
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if (IsAlive())
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{
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aiContainer.InternalDie(tick, despawnTime);
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this.ResetMoveSpeeds();
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this.positionX = oldPositionX;
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this.positionY = oldPositionY;
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this.positionZ = oldPositionZ;
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this.isAtSpawn = true;
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}
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else
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{
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var err = $"[{actorId}][{customDisplayName}] {positionX} {positionY} {positionZ} {GetZoneID()} tried to die ded";
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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 void OnRoam(DateTime tick)
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{
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// todo: move this to battlenpccontroller..
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bool foundActor = false;
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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, 1.0f, 15.0f);
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}
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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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// dont bother checking for any in-range players if going back to spawn
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if (!this.isMovingToSpawn && this.aggroType != AggroType.None)
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{
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foreach (var player in zone.GetActorsAroundActor<Player>(this, 50))
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{
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uint levelDifference = (uint)Math.Abs(this.charaWork.parameterSave.state_mainSkillLevel - player.charaWork.parameterSave.state_mainSkillLevel);
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if (levelDifference < 10 && ((BattleNpcController)aiContainer.GetController()).CanAggroTarget(player))
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hateContainer.AddBaseHate(player);
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}
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}
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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 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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}
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}
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