Ejemplo n.º 1
0
void CMobController::DoCombatTick(time_point tick)
{
    HandleEnmity();
    PTarget = static_cast<CBattleEntity*>(PMob->GetEntity(PMob->GetBattleTargetID()));

    if (TryDeaggro())
    {
        Disengage();
        return;
    }

    TryLink();

    float currentDistance = distance(PMob->loc.p, PTarget->loc.p);

    luautils::OnMobFight(PMob, PTarget);

    // Try to spellcast (this is done first so things like Chainspell spam is prioritised over TP moves etc.
    if (IsSpecialSkillReady(currentDistance) && TrySpecialSkill())
    {
        return;
    }
    else if (IsSpellReady(currentDistance) && TryCastSpell())
    {
        return;
    }
    else if (m_Tick >= m_LastMobSkillTime && dsprand::GetRandomNumber(100) < PMob->TPUseChance() && MobSkill())
    {
        return;
    }

    Move();
}
Ejemplo n.º 2
0
void CMobController::DoCombatTick(time_point tick)
{
    HandleEnmity();
    PTarget = static_cast<CBattleEntity*>(PMob->GetEntity(PMob->GetBattleTargetID()));

    if (TryDeaggro())
    {
        Disengage();
        return;
    }

    TryLink();

    float currentDistance = distance(PMob->loc.p, PTarget->loc.p);

    if (!(PMob->m_Behaviour & BEHAVIOUR_NO_TURN))
    {
        PMob->PAI->PathFind->LookAt(PTarget->loc.p);
    }

    luautils::OnMobFight(PMob, PTarget);

    // Try to spellcast (this is done first so things like Chainspell spam is prioritised over TP moves etc.
    if (IsSpecialSkillReady(currentDistance) && TrySpecialSkill())
    {
        return;
    }
    else if (IsSpellReady(currentDistance) && TryCastSpell())
    {
        return;
    }
    else if (m_Tick >= m_LastMobSkillTime && dsprand::GetRandomNumber(100) < PMob->TPUseChance() && MobSkill())
    {
        return;
    }

    if (PMob->PAI->PathFind->IsFollowingScriptedPath() && PMob->PAI->CanFollowPath())
    {
        PMob->PAI->PathFind->FollowPath();
        return;
    }

    // attempt to teleport
    if (PMob->getMobMod(MOBMOD_TELEPORT_TYPE) == 1)
    {
        if (m_Tick >= m_LastSpecialTime + std::chrono::milliseconds(PMob->getBigMobMod(MOBMOD_TELEPORT_CD)))
        {
            CMobSkill* teleportBegin = battleutils::GetMobSkill(PMob->getMobMod(MOBMOD_TELEPORT_START));

            if (teleportBegin)
            {
                m_LastSpecialTime = m_Tick;
                MobSkill(PMob->targid, teleportBegin->getID());
            }
        }
    }

    bool move = PMob->PAI->PathFind->IsFollowingPath();
    float attack_range = PMob->m_ModelSize;

    if (PMob->getMobMod(MOBMOD_ATTACK_SKILL_LIST) > 0)
    {
        auto skillList {battleutils::GetMobSkillList(PMob->getMobMod(MOBMOD_ATTACK_SKILL_LIST))};

        if (!skillList.empty())
        {
            auto skill {battleutils::GetMobSkill(skillList.front())};
            if (skill)
            {
                attack_range = skill->getDistance();
            }
        }
    }

    if (PMob->getMobMod(MOBMOD_SHARE_POS) > 0)
    {
        CMobEntity* posShare = (CMobEntity*)PMob->GetEntity(PMob->getMobMod(MOBMOD_SHARE_POS) + PMob->targid, TYPE_MOB);
        PMob->loc = posShare->loc;
    }
    else if (((distance(PMob->loc.p, PTarget->loc.p) > attack_range - 0.2f) || move) && PMob->PAI->CanFollowPath())
    {
        //#TODO: can this be moved to scripts entirely?
        if (PMob->getMobMod(MOBMOD_DRAW_IN) > 0)
        {
            if (currentDistance >= PMob->m_ModelSize * 2)
                battleutils::DrawIn(PTarget, PMob, PMob->m_ModelSize - 0.2f);
        }
        if (PMob->speed != 0 && m_Tick >= m_LastSpecialTime)
        {
            // attempt to teleport to target (if in range)
            if (PMob->getMobMod(MOBMOD_TELEPORT_TYPE) == 2)
            {
                CMobSkill* teleportBegin = battleutils::GetMobSkill(PMob->getMobMod(MOBMOD_TELEPORT_START));

                if (teleportBegin && currentDistance <= teleportBegin->getDistance())
                {
                    MobSkill(PMob->targid, teleportBegin->getID());
                    m_LastSpecialTime = m_Tick;
                    return;
                }
            }
            else if (CanMoveForward(currentDistance))
            {
                if (!PMob->PAI->PathFind->IsFollowingPath())
                {
                    //path to the target if we don't have a path already
                    PMob->PAI->PathFind->PathInRange(PTarget->loc.p, attack_range - 0.2f, PATHFLAG_WALLHACK | PATHFLAG_RUN);
                }
                PMob->PAI->PathFind->FollowPath();
                if (!PMob->PAI->PathFind->IsFollowingPath())
                {
                    //arrived at target - move if there is another mob under me
                    if (PTarget->objtype == TYPE_PC)
                    {
                        for (auto PSpawnedMob : static_cast<CCharEntity*>(PTarget)->SpawnMOBList)
                        {
                            if (PSpawnedMob.second != PMob && !PSpawnedMob.second->PAI->PathFind->IsFollowingPath() && distance(PSpawnedMob.second->loc.p, PMob->loc.p) < 1.f)
                            {
                                auto angle = getangle(PMob->loc.p, PTarget->loc.p) + 64;
                                position_t new_pos {0, PMob->loc.p.x - (cosf(rotationToRadian(angle)) * 1.5f),
                                    PTarget->loc.p.y, PMob->loc.p.z + (sinf(rotationToRadian(angle)) * 1.5f), 0};
                                if (PMob->PAI->PathFind->ValidPosition(new_pos))
                                {
                                    PMob->PAI->PathFind->PathTo(new_pos, PATHFLAG_WALLHACK | PATHFLAG_RUN);
                                }
                                break;
                            }
                        }
                    }
                }
            }
        }
    }
}
Ejemplo n.º 3
0
void CAIController::DoCombatTick(time_point tick)
{
    HandleEnmity();
    PTarget = static_cast<CBattleEntity*>(PMob->loc.zone->GetEntity(PMob->GetBattleTargetID()));

    if (TryDeaggro())
    {
        Disengage();
        return;
    }

    TryLink();

    float currentDistance = distance(PMob->loc.p, PTarget->loc.p);

    if (!(PMob->m_Behaviour & BEHAVIOUR_NO_TURN))
    {
        PMob->PAI->PathFind->LookAt(PTarget->loc.p);
    }
    luautils::OnMobFight(PMob, PTarget);
    // Try to spellcast (this is done first so things like Chainspell spam is prioritised over TP moves etc.
    if (PMob->getMobMod(MOBMOD_SPECIAL_SKILL) != 0 && !PMob->StatusEffectContainer->HasStatusEffect(EFFECT_CHAINSPELL) &&
            (m_Tick >= m_LastSpecialTime + std::chrono::milliseconds(PMob->getBigMobMod(MOBMOD_SPECIAL_COOL))) && TrySpecialSkill())
    {
        return;
    }
    else if ((m_Tick >= m_LastMagicTime + std::chrono::milliseconds(PMob->getBigMobMod(MOBMOD_MAGIC_COOL))) && TryCastSpell())
    {
        return;
    }
    else if (m_Tick >= m_LastMobSkillTime && dsprand::GetRandomNumber(100) < PMob->TPUseChance() && MobSkill())
    {
        return;
    }

    if (PMob->PAI->PathFind->IsFollowingScriptedPath() && PMob->PAI->CanFollowPath())
    {
        PMob->PAI->PathFind->FollowPath();
        return;
    }

    // attempt to teleport
    if (PMob->getMobMod(MOBMOD_TELEPORT_TYPE) == 1)
    {
        if (m_Tick >= m_LastSpecialTime + std::chrono::milliseconds(PMob->getBigMobMod(MOBMOD_TELEPORT_CD)))
        {
            CMobSkill* teleportBegin = battleutils::GetMobSkill(PMob->getMobMod(MOBMOD_TELEPORT_START));

            if (teleportBegin)
            {
                MobSkill(PMob->targid, teleportBegin->getID());
            }
        }
    }

    bool move = PMob->PAI->PathFind->IsFollowingPath();

    //If using mobskills instead of attacks, calculate distance to move and ability to use here
    if (PMob->getMobMod(MOBMOD_ATTACK_SKILL_LIST))
    {
        auto WeaponDelay = std::chrono::milliseconds(PMob->GetWeaponDelay(false));
        if (IsAutoAttackEnabled() && m_Tick > m_LastActionTime + WeaponDelay)
        {
            MobSkill(PMob->getMobMod(MOBMOD_ATTACK_SKILL_LIST));
        }
    }

    if (PMob->getMobMod(MOBMOD_SHARE_POS) > 0)
    {
        CMobEntity* posShare = (CMobEntity*)PMob->GetEntity(PMob->getMobMod(MOBMOD_SHARE_POS) + PMob->targid, TYPE_MOB);
        PMob->loc = posShare->loc;
    }
    else if (((distance(PMob->loc.p, PTarget->loc.p) > PMob->m_ModelSize) || move) && PMob->PAI->CanFollowPath())
    {
        //#TODO: can this be moved to scripts entirely?
        if (PMob->getMobMod(MOBMOD_DRAW_IN) > 0)
        {
            if (currentDistance >= PMob->m_ModelSize * 2)
                battleutils::DrawIn(PTarget, PMob, PMob->m_ModelSize - 0.2f);
        }
        if (PMob->speed != 0 && m_Tick >= m_LastSpecialTime)
        {
            // attempt to teleport to target (if in range)
            if (PMob->getMobMod(MOBMOD_TELEPORT_TYPE) == 2)
            {
                CMobSkill* teleportBegin = battleutils::GetMobSkill(PMob->getMobMod(MOBMOD_TELEPORT_START));

                if (teleportBegin && currentDistance <= teleportBegin->getDistance())
                {
                    MobSkill(PMob->targid, teleportBegin->getID());
                    return;
                }
            }
            else if (!(PMob->m_Behaviour & BEHAVIOUR_STANDBACK && currentDistance < 20) &&
                     !(PMob->getMobMod(MOBMOD_HP_STANDBACK) == 1 && currentDistance < 20 && PMob->GetHPP() > 70) &&
                     !(PMob->getMobMod(MOBMOD_SPAWN_LEASH) > 0 && distance(PMob->loc.p, PMob->m_SpawnPoint) > PMob->getMobMod(MOBMOD_SPAWN_LEASH)))
            {
                PMob->PAI->PathFind->PathAround(PTarget->loc.p, 2.0f, PATHFLAG_WALLHACK | PATHFLAG_RUN);
                PMob->PAI->PathFind->FollowPath();
            }
        }
    }
}