Beispiel #1
0
static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
	struct block_list *target = NULL;
	int master_dist, view_range, mode;

	nullpo_ret(ed);
	nullpo_ret(sd);

	if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
		return 0;

	// Check if caster can sustain the summoned elemental
	if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
		int sp = 5;

		switch(ed->vd->class_){
			case ELEMENTALID_AGNI_M:	case ELEMENTALID_AQUA_M:
			case ELEMENTALID_VENTUS_M:	case ELEMENTALID_TERA_M:
				sp = 8;
				break;
			case ELEMENTALID_AGNI_L:	case ELEMENTALID_AQUA_L:
			case ELEMENTALID_VENTUS_L:	case ELEMENTALID_TERA_L:
				sp = 11;
				break;
		}

		if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
			elemental_delete(sd->ed,0);
			return 0;
		}

		status_zap(&sd->bl,0,sp);
		ed->last_spdrain_time = tick;
	}

	if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
		return 0;

	ed->last_thinktime = tick;

	if( ed->ud.skilltimer != INVALID_TIMER )
		return 0;

	if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
		return 0; //No thinking when you just started to walk.

	if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
		return 0; //No thinking until be near the master.

	if( ed->sc.count && ed->sc.data[SC_BLIND] )
		view_range = 3;
	else
		view_range = ed->db->range2;

	mode = status_get_mode(&ed->bl);

	master_dist = distance_bl(&sd->bl, &ed->bl);
	if( master_dist > AREA_SIZE ) {	// Master out of vision range.
		elemental_unlocktarget(ed);
		unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
		clif_elemental_updatestatus(sd,SP_HP);
		clif_elemental_updatestatus(sd,SP_SP);
		return 0;
	} else if( master_dist > MAX_ELEDISTANCE ) {	// Master too far, chase.
		short x = sd->bl.x, y = sd->bl.y;
		if( ed->target_id )
			elemental_unlocktarget(ed);
		if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
			return 0; //Already walking to him
		if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
			return 0; //Can't move yet.
		if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
		   && unit_walktoxy(&ed->bl, x, y, 0) )
			return 0;
	}

	if( mode == EL_MODE_AGGRESSIVE ) {
		target = map_id2bl(ed->ud.target);

		if( !target )
			map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));

		if( !target ) { //No targets available.
			elemental_unlocktarget(ed);
			return 1;
		}

		if( battle_check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
			if(	elemental_action(ed,target,tick) )
				return 1;
		}

		//Attempt to attack.
		//At this point we know the target is attackable, we just gotta check if the range matches.
		if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
			return 1;

		if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
			unit_attack(&ed->bl,target->id,1);
			return 1;
		}

		//Follow up if possible.
		if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
			elemental_unlocktarget(ed);
	}

	return 0;
}
Beispiel #2
0
static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick)
{
	struct block_list *target = NULL;
	int master_dist, view_range, mode;

	nullpo_ret(ed);
	nullpo_ret(sd);

	if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
		return 0;

	if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
		return 0;

	ed->last_thinktime = tick;

	if( ed->ud.skilltimer != -1 )
		return 0;

	if( ed->ud.walktimer != -1 && ed->ud.walkpath.path_pos <= 2 )
		return 0; //No thinking when you just started to walk.
	
	if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
		return 0; //No thinking until be near the master.

	if( ed->sc.count && ed->sc.data[SC_BLIND] )
		view_range = 3;
	else
		view_range = ed->db->range2;

	mode = status_get_mode(&ed->bl);
	
	master_dist = distance_bl(&sd->bl, &ed->bl);
	if( master_dist > AREA_SIZE )
	{	// Master out of vision range.
		elemental_unlocktarget(ed);
		unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,3);
		return 0;
	}
	else if( master_dist > MAX_ELEDISTANCE )
	{	// Master too far, chase.
		short x = sd->bl.x, y = sd->bl.y;
		if( ed->target_id )
			elemental_unlocktarget(ed);
		if( ed->ud.walktimer != -1 && ed->ud.target == sd->bl.id )
			return 0; //Already walking to him
		if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
			return 0; //Can't move yet.
		if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1) 
			&& unit_walktoxy(&ed->bl, x, y, 0) )
		return 0;
	}
	
	if( mode == EL_MODE_AGGRESSIVE )
	{
		target = map_id2bl(ed->ud.target);

		if( !target )
			map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, ed->db->range2, BL_CHAR, ed, &target, status_get_mode(&ed->bl));

		if( !target )
		{ //No targets available.
			elemental_unlocktarget(ed);
			return 1;
		}
		
		if( battle_check_range(&ed->bl,target,ed->db->range2) && rand()%100 < 2 ) // 2% chance to cast attack skill.
		{
			if(	elemental_action(ed,target,tick) )
				return 1;
		}
	
		//Attempt to attack.
		//At this point we know the target is attackable, we just gotta check if the range matches.
		if( ed->ud.target == target->id && ed->ud.attacktimer != -1 ) //Already locked.
			return 1;
	
		if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) )
		{	//Target within range, engage
			unit_attack(&ed->bl,target->id,1);
			return 1;
		}

		//Follow up if possible.
		if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
			elemental_unlocktarget(ed);
	}

	return 0;
}