EQ2EMu/EQ2/source/WorldServer/NPC_AI.cpp

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C++

/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#include "NPC_AI.h"
#include "Combat.h"
#include "zoneserver.h"
#include "Spells.h"
#include "../common/Log.h"
#include "LuaInterface.h"
#include "World.h"
#include "Rules/Rules.h"
extern RuleManager rule_manager;
extern LuaInterface* lua_interface;
extern World world;
/* The NEW AI code */
Brain::Brain(NPC* npc) {
// Set the npc this brain will controll
m_body = npc;
// Set the default time between calls to think to 250 miliseconds (1/4 a second)
m_tick = 250;
m_lastTick = Timer::GetCurrentTime2();
m_spellRecovery = 0;
m_playerInEncounter = false;
// Set up the mutex for the hate list
MHateList.SetName("Brain::m_hatelist");
// Set up the mutex for the encounter list
MEncounter.SetName("Brain::m_encounter");
}
Brain::~Brain() {
}
void Brain::Think() {
// Get the entity this NPC hates the most,
// GetMostHated() will handle dead spawns so no need to check the health in this function
Entity* target = GetMostHated();
// If mezzed, stunned or feared we can't do anything so skip
if (!m_body->IsMezzedOrStunned()) {
// Not mezzed or stunned
// Get the distance to the runback location
float run_back_distance = m_body->GetRunbackDistance();
if (target) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s has %s targeted.", m_body->GetName(), target->GetName());
// NPC has an entity that it hates
// If the NPC is not in combat then put them in combat
if (!m_body->EngagedInCombat()) {
m_body->ClearRunningLocations();
m_body->InCombat(true);
m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AGGRO, target);
}
// Set the NPC's target to the most hated entity if it is not already.
if (m_body->GetTarget() != target) {
m_body->SetTarget(target);
m_body->FaceTarget(target);
}
// Check to see if the NPC has exceeded the max chase distance
if (run_back_distance > MAX_CHASE_DISTANCE) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
// Over the max chase distance, Check to see if the target is is a client
Client* client = target->GetZone()->GetClientBySpawn(target);
if (client)
{
// Target is a client so send encounter break messages
if (m_body->HasSpawnGroup())
client->SimpleMessage(CHANNEL_COLOR_WHITE, "This encounter will no longer give encounter rewards.");
else
client->Message(CHANNEL_COLOR_WHITE, "%s is no longer worth any experience or treasure.", m_body->GetName());
}
// Clear the hate list for this NPC
ClearHate();
// Clear the encounter list
ClearEncounter();
}
else {
// Still within max chase distance lets to the combat stuff now
float distance = m_body->GetDistance(target);
if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
m_body->FaceTarget(target);
ProcessMelee(target, distance);
}
}
}
else {
// Nothing in the hate list
bool wasInCombat = m_body->EngagedInCombat();
// Check to see if the NPC is still flagged as in combat for some reason
if (m_body->EngagedInCombat()) {
// If it is set the combat flag to false
m_body->InCombat(false);
// Do not set a players pet to full health once they stop combat
if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
m_body->SetHP(m_body->GetTotalHP());
}
CheckBuffs();
// If run back distance is greater then 0 then run back
if ((wasInCombat || m_body->m_runningBack) && run_back_distance > 1) {
m_body->Runback();
}
else if (m_body->m_runningBack)
{
m_body->SetX(m_body->GetRunbackLocation()->x,false);
m_body->SetZ(m_body->GetRunbackLocation()->z,false);
m_body->SetY(m_body->GetRunbackLocation()->y,true);
if (m_body->GetRunbackLocation()->gridid > 0)
m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
m_body->ClearRunback();
m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
m_body->ClearRunningLocations();
}
// If encounter size is greater then 0 then clear it
if (GetEncounterSize() > 0)
ClearEncounter();
}
}
}
sint32 Brain::GetHate(Entity* entity) {
// We will use this variable to return the value, default to 0
sint32 ret = 0;
// Lock the hate list, not altering it so do a read lock
MHateList.readlock(__FUNCTION__, __LINE__);
// First check to see if the given entity is even in the hate list
if (m_hatelist.count(entity->GetID()) > 0)
// Entity in the hate list so get the hate value for the entity
ret = m_hatelist[entity->GetID()];
// Unlock the hate list
MHateList.releasereadlock(__FUNCTION__, __LINE__);
// return the hate
return ret;
}
void Brain::AddHate(Entity* entity, sint32 hate) {
// do not aggro when running back, despite taking damage
if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
return;
// Lock the hate list, we are altering the list so use write lock
MHateList.writelock(__FUNCTION__, __LINE__);
if (m_hatelist.count(entity->GetID()) > 0)
m_hatelist[entity->GetID()] += hate;
else
m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
if (entity->HatedBy.count(m_body->GetID()) == 0)
entity->HatedBy.insert(m_body->GetID());
// Unlock the list
MHateList.releasewritelock(__FUNCTION__, __LINE__);
}
void Brain::ClearHate() {
// Lock the hate list, we are altering the list so use a write lock
MHateList.writelock(__FUNCTION__, __LINE__);
map<int32, sint32>::iterator itr;
for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
if (spawn && spawn->IsEntity())
((Entity*)spawn)->HatedBy.erase(itr->first);
}
// Clear the list
m_hatelist.clear();
// Unlock the hate list
MHateList.releasewritelock(__FUNCTION__, __LINE__);
}
void Brain::ClearHate(Entity* entity) {
// Lock the hate list, we could potentially modify the list so use write lock
MHateList.writelock(__FUNCTION__, __LINE__);
// Check to see if the given entity is in the hate list
if (m_hatelist.count(entity->GetID()) > 0)
// Erase the entity from the hate list
m_hatelist.erase(entity->GetID());
entity->HatedBy.erase(m_body->GetID());
// Unlock the hate list
MHateList.releasewritelock(__FUNCTION__, __LINE__);
}
Entity* Brain::GetMostHated() {
map<int32, sint32>::iterator itr;
int32 ret = 0;
sint32 hate = 0;
// Lock the hate list, not going to alter it so use a read lock
MHateList.readlock(__FUNCTION__, __LINE__);
if (m_hatelist.size() > 0) {
// Loop through the list looking for the entity that this NPC hates the most
for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
// Compare the hate value for the current iteration to our stored highest value
if(itr->second > hate) {
// New high value store the entity
ret = itr->first;
// Store the value to compare with the rest of the entities
hate = itr->second;
}
}
}
// Unlock the list
MHateList.releasereadlock(__FUNCTION__, __LINE__);
Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
// Check the reult to see if it is still alive
if(hated && hated->GetHP() <= 0) {
// Entity we got was dead so remove it from the list
ClearHate(hated);
// Call this function again now that we removed the dead entity
hated = GetMostHated();
}
// Return our result
return hated;
}
sint8 Brain::GetHatePercentage(Entity* entity) {
float percentage = 0.0;
MHateList.readlock(__FUNCTION__, __LINE__);
if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
sint32 total_hate = 0;
map<int32, sint32>::iterator itr;
for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
total_hate += itr->second;
percentage = m_hatelist[entity->GetID()] / total_hate;
}
MHateList.releasereadlock(__FUNCTION__, __LINE__);
return (sint8)(percentage * 100);
}
vector<Entity*>* Brain::GetHateList() {
vector<Entity*>* ret = new vector<Entity*>;
map<int32, sint32>::iterator itr;
// Lock the list
MHateList.readlock(__FUNCTION__, __LINE__);
// Loop over the list storing the values into the new list
for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
if (ent)
ret->push_back(ent);
}
// Unlock the list
MHateList.releasereadlock(__FUNCTION__, __LINE__);
// Return the copy of the list
return ret;
}
void Brain::MoveCloser(Entity* target) {
if (target && m_body->GetFollowTarget() != target)
m_body->SetFollowTarget(target);
if (m_body->GetFollowTarget() && !m_body->following) {
m_body->CalculateRunningLocation(true);
//m_body->ClearRunningLocations();
m_body->following = true;
}
}
bool Brain::ProcessSpell(Entity* target, float distance) {
if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
return false;
Spell* spell = m_body->GetNextSpell(distance);
if(spell){
Spawn* spell_target = 0;
if(spell->GetSpellData()->friendly_spell == 1){
vector<Spawn*>* group = m_body->GetSpawnGroup();
if(group && group->size() > 0){
vector<Spawn*>::iterator itr;
for(itr = group->begin(); itr != group->end(); itr++){
if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
spell_target = *itr;
}
}
if(!spell_target)
spell_target = m_body;
safe_delete(group);
}
else
spell_target = target;
m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
return true;
}
return false;
}
bool Brain::CheckBuffs() {
if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
return false;
Spell* spell = m_body->GetNextBuffSpell();
if (spell) {
m_body->CalculateRunningLocation(true);
m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
return true;
}
return false;
}
void Brain::ProcessMelee(Entity* target, float distance) {
if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
MoveCloser(target);
else {
if (target) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
if (m_body->AttackAllowed(target)) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
m_body->MeleeAttack(target, distance, true);
m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
}
if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
m_body->MeleeAttack(target, distance, false);
}
}
}
}
}
bool Brain::HasRecovered() {
if(m_spellRecovery > Timer::GetCurrentTime2())
return false;
m_spellRecovery = 0;
return true;
}
void Brain::AddToEncounter(Entity* entity) {
// If player pet then set the entity to the pets owner
if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
entity = ((NPC*)entity)->GetOwner();
// If player or bot then get the group
int32 group_id = 0;
if (entity->IsPlayer() || entity->IsBot()) {
m_playerInEncounter = true;
if (entity->GetGroupMemberInfo())
group_id = entity->GetGroupMemberInfo()->group_id;
}
// Insert the entity into the encounter list, if there is a group add all group members as well
// TODO: add raid members
MEncounter.writelock(__FUNCTION__, __LINE__);
if (group_id > 0) {
world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
deque<GroupMemberInfo*>::iterator itr;
deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(group_id);
for (itr = members->begin(); itr != members->end(); itr++) {
if ((*itr)->client)
{
m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
}
}
world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
}
else {
m_encounter.push_back(entity->GetID());
if (entity->IsPlayer())
{
Player* plyr = (Player*)entity;
m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
}
}
MEncounter.releasewritelock(__FUNCTION__, __LINE__);
}
bool Brain::CheckLootAllowed(Entity* entity) {
bool ret = false;
vector<int32>::iterator itr;
// Check the encounter list to see if the given entity is in it, if so return true.
MEncounter.readlock(__FUNCTION__, __LINE__);
if (entity->IsPlayer())
{
Player* plyr = (Player*)entity;
map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
if (itr != m_encounter_playerlist.end())
{
MEncounter.releasereadlock(__FUNCTION__, __LINE__);
return true;
}
MEncounter.releasereadlock(__FUNCTION__, __LINE__);
return false;
}
for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
if ((*itr) == entity->GetID()) {
// found the entity in the encounter list, set return value to true and break the loop
ret = true;
break;
}
}
MEncounter.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
int8 Brain::GetEncounterSize() {
int8 ret = 0;
MEncounter.readlock(__FUNCTION__, __LINE__);
ret = (int8)m_encounter.size();
MEncounter.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
vector<int32>* Brain::GetEncounter() {
vector<int32>* ret = new vector<int32>;
vector<int32>::iterator itr;
// Lock the list
MEncounter.readlock(__FUNCTION__, __LINE__);
// Loop over the list storing the values into the new list
for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
ret->push_back(*itr);
// Unlock the list
MEncounter.releasereadlock(__FUNCTION__, __LINE__);
// Return the copy of the list
return ret;
}
void Brain::ClearEncounter() {
MEncounter.writelock(__FUNCTION__, __LINE__);
m_encounter.clear();
m_encounter_playerlist.clear();
m_playerInEncounter = false;
MEncounter.releasewritelock(__FUNCTION__, __LINE__);
}
/* Example of how to extend the default AI */
CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
// Make sure to have the " : Brain(body)" so it calls the parent class constructor
// to set up the AI properly
}
CombatPetBrain::~CombatPetBrain() {
}
void CombatPetBrain::Think() {
// We are extending the base brain so make sure to call the parent Think() function.
// If we want to override then we could remove Brain::Think()
Brain::Think();
// All this Brain does is make the pet follow its owner, the combat comes from the default brain
if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
return;
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
// If owner is a player and player has stay set then return out
if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->pet_movement == 1)
return;
// Set target to owner
Entity* target = GetBody()->GetOwner();
GetBody()->SetTarget(target);
// Get distance from the owner
float distance = GetBody()->GetDistance(target);
// If out of melee range then move closer
if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
MoveCloser(target);
}
/* Example of how to override the default AI */
NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
// Make sure to have the " : Brain(body)" so it calls the parent class constructor
// to set up the AI properly
}
NonCombatPetBrain::~NonCombatPetBrain() {
}
void NonCombatPetBrain::Think() {
// All this Brain does is make the pet follow its owner
if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
return;
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
// Set target to owner
Entity* target = GetBody()->GetOwner();
GetBody()->SetTarget(target);
// Get distance from the owner
float distance = GetBody()->GetDistance(target);
// If out of melee range then move closer
if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
MoveCloser(target);
}
BlankBrain::BlankBrain(NPC* body) : Brain(body) {
// Make sure to have the " : Brain(body)" so it calls the parent class constructor
// to set up the AI properly
SetTick(50000);
}
BlankBrain::~BlankBrain() {
}
void BlankBrain::Think() {
}
LuaBrain::LuaBrain(NPC* body) : Brain(body) {
}
LuaBrain::~LuaBrain() {
}
void LuaBrain::Think() {
if (!lua_interface)
return;
const char* script = GetBody()->GetSpawnScript();
if(script) {
if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
}
}
else {
LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
}
}
DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
m_expireTime = Timer::GetCurrentTime2() + expire_time;
AddHate(target, INT_MAX);
}
DumbFirePetBrain::~DumbFirePetBrain() {
}
void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
if (!GetMostHated())
Brain::AddHate(entity, hate);
}
void DumbFirePetBrain::Think() {
Entity* target = GetMostHated();
if (target) {
if (!GetBody()->IsMezzedOrStunned()) {
// If the NPC is not in combat then put them in combat
if (!GetBody()->EngagedInCombat()) {
//GetBody()->ClearRunningLocations();
GetBody()->CalculateRunningLocation(true);
GetBody()->InCombat(true);
}
// Set the NPC's target to the most hated entity if it is not already.
if (GetBody()->GetTarget() != target) {
GetBody()->SetTarget(target);
GetBody()->FaceTarget(target);
}
float distance = GetBody()->GetDistance(target);
if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
GetBody()->FaceTarget(target);
ProcessMelee(target, distance);
}
}
}
else {
// No hated target or time expired, kill this mob
if (GetBody()->GetHP() > 0) {
GetBody()->KillSpawn(GetBody());
LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
}
}
if (Timer::GetCurrentTime2() > m_expireTime) {
if (GetBody()->GetHP() > 0) {
GetBody()->KillSpawn(GetBody());
LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
}
}
}