mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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249 lines
8.9 KiB
C#
249 lines
8.9 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_Map_Server.Actors;
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using FFXIVClassic.Common;
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// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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/// <summary> todo: what even do i summarise this as? </summary>
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[Flags]
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enum TargetFindFlags
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{
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None,
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/// <summary> Able to target <see cref="Player"/>s even if not in target's party </summary>
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All,
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/// <summary> Able to target all <see cref="Player"/>s in target's party/alliance </summary>
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Alliance,
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/// <summary> Able to target any <see cref="Pet"/> in target's party/alliance </summary>
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Pets,
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/// <summary> Target all in zone, regardless of distance </summary>
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ZoneWide,
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/// <summary> Able to target dead <see cref="Player"/>s </summary>
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Dead,
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}
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/// <summary> Targeting from/to different entity types </summary>
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enum TargetFindCharacterType
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{
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None,
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/// <summary> Player can target all <see cref="Player">s in party </summary>
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PlayerToPlayer,
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/// <summary> Player can target all <see cref="BattleNpc"/>s (excluding player owned <see cref="Pet"/>s) </summary>
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PlayerToBattleNpc,
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/// <summary> BattleNpc can target other <see cref="BattleNpc"/>s </summary>
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BattleNpcToBattleNpc,
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/// <summary> BattleNpc can target <see cref="Player"/>s and their <see cref="Pet"/>s </summary>
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BattleNpcToPlayer,
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}
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/// <summary> Type of AOE region to create </summary>
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enum TargetFindAOEType
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{
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None,
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/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
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Circle,
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/// <summary> Create a cone with angle in radians </summary>
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Cone,
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/// <summary> Box using self/target coords and </summary>
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Box
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}
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/// <summary> Set AOE around self or target </summary>
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enum TargetFindAOERadiusType
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{
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/// <summary> Set AOE's origin at target's position </summary>
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Target,
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/// <summary> Set AOE's origin to own position. </summary>
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Self
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}
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/// <summary> Target finding helper class </summary>
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class TargetFind
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{
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private Character owner;
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private Character target;
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private TargetFindCharacterType findType;
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private TargetFindFlags findFlags;
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private TargetFindAOEType aoeType;
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private TargetFindAOERadiusType radiusType;
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private Vector3 targetPosition;
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private float extents;
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private float angle;
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private List<Character> targets;
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public TargetFind(Character owner)
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{
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this.owner = owner;
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Reset();
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}
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public void Reset()
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{
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this.target = null;
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this.findType = TargetFindCharacterType.None;
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this.findFlags = TargetFindFlags.None;
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this.aoeType = TargetFindAOEType.None;
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this.radiusType = TargetFindAOERadiusType.Self;
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this.targetPosition = null;
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this.extents = 0.0f;
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this.angle = 0.0f;
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this.targets = new List<Character>();
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}
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/// <summary>
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/// Call this before <see cref="FindWithinArea"/> <para/>
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/// </summary>
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/// <param name="extents">
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/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
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/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
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/// <see cref="TargetFindAOEType.Box"/> - width of box / 2
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/// </param>
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/// <param name="angle"> Angle in radians of cone </param>
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public void SetAOEType(TargetFindAOERadiusType radiusType, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
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{
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this.radiusType = TargetFindAOERadiusType.Target;
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this.aoeType = aoeType;
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this.extents = extents != -1.0f ? extents : 0.0f;
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this.angle = angle != -1.0f ? angle : 0.0f;
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}
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/// <summary>
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/// Find and try to add a single target to target list
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/// </summary>
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public void FindTarget(Character target, TargetFindFlags flags)
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{
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findFlags = flags;
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this.target = null;
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// todo: maybe this should only be set if successfully added?
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this.targetPosition = target.GetPosAsVector3();
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AddTarget(target, false);
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}
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/// <summary>
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/// <para> Call SetAOEType before calling this </para>
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/// Find targets within area set by <see cref="SetAOEType"/>
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/// </summary>
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/// <param name="withPet">Include pets?</param>
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public void FindWithinArea(Character target, TargetFindFlags flags, bool withPet)
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{
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// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
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// are we creating aoe circles around target or self
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if ((aoeType & TargetFindAOEType.Circle) != 0 && radiusType != TargetFindAOERadiusType.Self)
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this.targetPosition = owner.GetPosAsVector3();
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else
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this.targetPosition = new Vector3(target.positionX, target.positionY, target.positionZ);
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this.findFlags = flags;
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if (aoeType == TargetFindAOEType.Box)
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{
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FindWithinBox(withPet);
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}
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else if (aoeType == TargetFindAOEType.Circle)
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{
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FindWithinCircle(withPet);
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}
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}
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/// <summary>
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/// Find targets within a box using owner's coordinates and target's coordinates as length
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/// with corners being `extents` yalms to either side of self and target
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/// </summary>
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private void FindWithinBox(bool withPet)
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{
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// todo: loop over party members
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if ((findFlags & TargetFindFlags.All) != 0)
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{
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// if we have flag set to hit all characters in zone, do it
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// todo: make the distance check modifiable
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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var myPos = owner.GetPosAsVector3();
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var angle = Vector3.GetAngle(myPos, targetPosition);
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// todo: actually check this works..
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var myCorner = myPos.NewHorizontalVector(angle, extents);
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var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
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var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
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var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
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foreach (Character actor in actors)
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{
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// dont wanna add static actors
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if (actor is Player || actor is BattleNpc)
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{
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if (actor.GetPosAsVector3().IsWithinBox(myCorner2, targetCorner))
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{
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if (CanTarget(actor))
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AddTarget(actor, withPet);
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}
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}
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}
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}
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}
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/// <summary>
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/// Find targets within circle area. <para/>
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/// As the name implies, it only checks horizontal coords, not vertical -
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/// effectively creating cylinder with infinite height
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/// </summary>
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private void FindWithinCircle(bool withPet)
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{
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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foreach (Character target in actors)
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{
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if (target is Player || target is BattleNpc)
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{
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if (target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
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AddTarget(target, withPet);
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}
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}
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}
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private void AddTarget(Character target, bool withPet)
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{
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if (CanTarget(target))
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{
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// todo: add pets too
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targets.Add(target);
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}
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}
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private void AddAllInParty(Character target, bool withPet)
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{
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// todo:
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}
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private void AddAllInAlliance(Character target, bool withPet)
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{
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// todo:
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}
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public bool CanTarget(Character target)
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{
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// already targeted, dont target again
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if (targets.Contains(target))
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return false;
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// cant target dead
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if ((findFlags & TargetFindFlags.Dead) == 0 && target.IsDead())
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return false;
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// cant target if player is zoning
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if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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return false;
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return true;
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}
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}
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}
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