예제 #1
0
void CAIPetDummy::CheckCurrentAction(uint32 tick)
{
	m_Tick = tick;


	//uncharm any pets if time is up
	if(tick > m_PPet->charmTime && m_PPet->isCharmed)
	{
		petutils::DespawnPet(m_PPet->PMaster);
		return;
	}

	switch(m_ActionType)
	{
		case ACTION_NONE:							break;
		case ACTION_ROAMING:	ActionRoaming();	break;
		case ACTION_DEATH:		ActionDeath();		break;
		case ACTION_SPAWN:		ActionSpawn();		break;
		case ACTION_FALL:		ActionFall();		break;
		case ACTION_ENGAGE:		ActionEngage();		break;
		case ACTION_ATTACK:		ActionAttack();		break;
		case ACTION_SLEEP:		ActionSleep();		break;
		case ACTION_DISENGAGE:	ActionDisengage();	break;
		case ACTION_MOBABILITY_START:	ActionAbilityStart();	break;
		case ACTION_MOBABILITY_USING: ActionAbilityUsing(); break;
		case ACTION_MOBABILITY_FINISH: ActionAbilityFinish(); break;
		case ACTION_MOBABILITY_INTERRUPT: ActionAbilityInterrupt(); break;
		case ACTION_MAGIC_START: ActionMagicStart(); break;
		case ACTION_MAGIC_CASTING: ActionMagicCasting(); break;
		case ACTION_MAGIC_FINISH: ActionMagicFinish(); break;

		default : DSP_DEBUG_BREAK_IF(true);
	}
}
예제 #2
0
void CAIAutomatonDummy::CheckCurrentAction(uint32 tick)
{
    m_Tick = tick;

    CBattleEntity* PSelf = m_PPet;

    switch (m_ActionType)
    {
    case ACTION_NONE:							                    break;
    case ACTION_ROAMING:	            ActionRoaming();	        break;
    case ACTION_DEATH:		            ActionDeath();		        break;
    case ACTION_SPAWN:		            ActionSpawn();		        break;
    case ACTION_FALL:		            ActionFall();		        break;
    case ACTION_ENGAGE:		            ActionEngage();		        break;
    case ACTION_ATTACK:		            ActionAttack();		        break;
    case ACTION_SLEEP:		            ActionSleep();		        break;
    case ACTION_DISENGAGE:	            ActionDisengage();	        break;
    case ACTION_MOBABILITY_START:	    ActionAbilityStart();	    break;
    case ACTION_MOBABILITY_USING:       ActionAbilityUsing();       break;
    case ACTION_MOBABILITY_FINISH:      ActionAbilityFinish();      break;
    case ACTION_MOBABILITY_INTERRUPT:   ActionAbilityInterrupt();   break;
    case ACTION_MAGIC_START:            ActionMagicStart();         break;
    case ACTION_MAGIC_CASTING:          ActionMagicCasting();       break;
    case ACTION_MAGIC_FINISH:           ActionMagicFinish();        break;

    default: DSP_DEBUG_BREAK_IF(true);
    }

    //check if this AI was replaced (the new AI will update if this is the case)
    if (m_PPet && PSelf->PBattleAI == this)
    {
        m_PPet->UpdateEntity();
    }
}
예제 #3
0
void CAIUltimateSummon::CheckCurrentAction(uint32 tick)
{
	m_Tick = tick;

	switch(m_ActionType)
	{
		case ACTION_NONE:							break;
		case ACTION_ROAMING:	ActionRoaming();	break;
		case ACTION_DEATH:		ActionDeath();		break;
		case ACTION_SPAWN:		ActionSpawn();		break;
		case ACTION_FALL:		ActionFall();		break;
		case ACTION_ENGAGE:		ActionEngage();		break;
		case ACTION_ATTACK:		ActionAttack();		break;
		case ACTION_SLEEP:		ActionSleep();		break;
		case ACTION_MOBABILITY_START:	ActionAbilityStart();	break;
		case ACTION_MOBABILITY_USING: ActionAbilityUsing(); break;
		case ACTION_MOBABILITY_FINISH: ActionAbilityFinish(); break;
		case ACTION_MOBABILITY_INTERRUPT: ActionAbilityInterrupt(); break;

		default : DSP_DEBUG_BREAK_IF(true);
	}
}
예제 #4
0
void CAIMobDummy::CheckCurrentAction(uint32 tick)
{
	m_Tick = tick;

	switch(m_ActionType)
	{
		case ACTION_NONE:                                           break;
		case ACTION_ROAMING:			  ActionRoaming();          break;
		case ACTION_ENGAGE:				  ActionEngage();           break;
		case ACTION_DISENGAGE:			  ActionDisengage();        break;
		case ACTION_FALL:				  ActionFall();             break;
		case ACTION_DROPITEMS:			  ActionDropItems();        break;
		case ACTION_DEATH:				  ActionDeath();            break;
		case ACTION_FADE_OUT:			  ActionFadeOut();          break;
		case ACTION_SPAWN:				  ActionSpawn();            break;
		case ACTION_ATTACK:				  ActionAttack();           break;
		case ACTION_MOBABILITY_START:     ActionAbilityStart();     break;
		case ACTION_MOBABILITY_FINISH:	  ActionAbilityFinish();    break;
        case ACTION_MOBABILITY_INTERRUPT: ActionAbilityInterrupt(); break;

		default : DSP_DEBUG_BREAK_IF(true);
	}
}
예제 #5
0
void CAIPetDummy::ActionAttack()
{
    if (m_PPet->PMaster == nullptr || m_PPet->PMaster->isDead() || m_PPet->isDead()){
        m_ActionType = ACTION_FALL;
        ActionFall();
        return;
    }


    //if 2 bsts are in party, make sure their pets cannot fight eachother
    if (m_PBattleTarget != nullptr && m_PBattleTarget->objtype == TYPE_MOB && m_PBattleTarget->PMaster != nullptr && m_PBattleTarget->PMaster->objtype == TYPE_PC)
    {
        m_ActionType = ACTION_DISENGAGE;
        ActionDisengage();
        return;
    }


    //wyvern behaviour
    if (m_PPet->getPetType() == PETTYPE_WYVERN && m_PPet->PMaster->PBattleAI->GetBattleTarget() == nullptr){
        m_PBattleTarget = nullptr;
    }

    //handle death of target
    if (m_PBattleTarget == nullptr || m_PBattleTarget->isDead() ||
        m_PBattleTarget->animation == ANIMATION_CHOCOBO)
    {
        m_ActionType = ACTION_DISENGAGE;
        ActionDisengage();
        return;
    }

    if (m_queueSic && m_PPet->health.tp >= 1000)
    {
        // now use my tp move
        m_queueSic = false;
        m_MasterCommand = MASTERCOMMAND_SIC;
        m_ActionType = ACTION_MOBABILITY_START;
        ActionAbilityStart();
        return;
    }

    m_PPathFind->LookAt(m_PBattleTarget->loc.p);

    float currentDistance = distance(m_PPet->loc.p, m_PBattleTarget->loc.p);

    //go to target if its too far away
    if (currentDistance > m_PBattleTarget->m_ModelSize && m_PPet->speed != 0)
    {
        if (m_PPathFind->PathAround(m_PBattleTarget->loc.p, 2.0f, PATHFLAG_RUN | PATHFLAG_WALLHACK))
        {
            m_PPathFind->FollowPath();

            // recalculate
            currentDistance = distance(m_PPet->loc.p, m_PBattleTarget->loc.p);
        }
    }

    if (currentDistance <= m_PBattleTarget->m_ModelSize)
    {
        int32 WeaponDelay = m_PPet->m_Weapons[SLOT_MAIN]->getDelay();
        //try to attack
        if (m_Tick > m_LastActionTime + WeaponDelay){
            if (battleutils::IsParalyzed(m_PPet))
            {
                m_PPet->loc.zone->PushPacket(m_PPet, CHAR_INRANGE, new CMessageBasicPacket(m_PPet, m_PBattleTarget, 0, 0, 29));
            }
            else if (battleutils::IsIntimidated(m_PPet, m_PBattleTarget))
            {
                m_PPet->loc.zone->PushPacket(m_PPet, CHAR_INRANGE, new CMessageBasicPacket(m_PPet, m_PBattleTarget, 0, 0, 106));
            }
            else
            {
                apAction_t Action;
                m_PPet->m_ActionList.clear();

                Action.ActionTarget = m_PBattleTarget;

                uint8 numAttacks = battleutils::CheckMultiHits(m_PPet, m_PPet->m_Weapons[SLOT_MAIN]);

                for (uint8 i = 0; i < numAttacks; i++){
                    Action.reaction = REACTION_EVADE;
                    Action.speceffect = SPECEFFECT_NONE;
                    Action.animation = 0;
                    Action.param = 0;
                    Action.messageID = 15;
                    Action.knockback = 0;
                    //ShowDebug("pet hp %i and atk %i def %i eva is %i \n",m_PPet->health.hp,m_PPet->ATT(),m_PPet->DEF(),m_PPet->getMod(MOD_EVA));
                    int32 damage = 0;

                    if (m_PBattleTarget->StatusEffectContainer->HasStatusEffect(EFFECT_PERFECT_DODGE))
                    {
                        Action.messageID = 32;
                    }
                    else if ((dsprand::GetRandomNumber(100) < battleutils::GetHitRate(m_PPet, m_PBattleTarget)) &&
                        !m_PBattleTarget->StatusEffectContainer->HasStatusEffect(EFFECT_ALL_MISS))
                    {
                        if (battleutils::IsAbsorbByShadow(m_PBattleTarget))
                        {
                            Action.messageID = 31;
                            Action.param = 1;
                            Action.reaction = REACTION_EVADE;
                        }
                        else
                        {
                            Action.reaction = REACTION_HIT;
                            Action.speceffect = SPECEFFECT_HIT;
                            Action.messageID = 1;

                            bool isCritical = (dsprand::GetRandomNumber(100) < battleutils::GetCritHitRate(m_PPet, m_PBattleTarget, false));
                            float DamageRatio = battleutils::GetDamageRatio(m_PPet, m_PBattleTarget, isCritical, 0);

                            if (isCritical)
                            {

                                Action.speceffect = SPECEFFECT_CRITICAL_HIT;
                                Action.messageID = 67;
                            }

                            damage = (int32)((m_PPet->GetMainWeaponDmg() + battleutils::GetFSTR(m_PPet, m_PBattleTarget, SLOT_MAIN)) * DamageRatio);
                        }
                    }
                    else {
                        // create enmity even on misses
                        if (m_PBattleTarget->objtype == TYPE_MOB){
                            CMobEntity* PMob = (CMobEntity*)m_PBattleTarget;
                            PMob->PEnmityContainer->UpdateEnmity(m_PPet, 0, 0);
                        }
                    }
                    if (m_PBattleTarget->objtype == TYPE_PC)
                    {
                        charutils::TrySkillUP((CCharEntity*)m_PBattleTarget, SKILL_EVA, m_PPet->GetMLevel());
                    }

                    bool isBlocked = (dsprand::GetRandomNumber(100) < battleutils::GetBlockRate(m_PPet, m_PBattleTarget));
                    if (isBlocked){ Action.reaction = REACTION_BLOCK; }


                    Action.param = battleutils::TakePhysicalDamage(m_PPet, m_PBattleTarget, damage, isBlocked, SLOT_MAIN, 1, nullptr, true, true);
                    if (Action.param < 0)
                    {
                        Action.param = -(Action.param);
                        Action.messageID = 373;
                    }

                    // spike effect
                    if (Action.reaction != REACTION_EVADE && Action.reaction != REACTION_PARRY)
                    {

                        battleutils::HandleEnspell(m_PPet, m_PBattleTarget, &Action, i, m_PPet->m_Weapons[SLOT_MAIN], damage);
                        battleutils::HandleSpikesDamage(m_PPet, m_PBattleTarget, &Action, damage);
                    }

                    m_PPet->m_ActionList.push_back(Action);
                }

                m_PPet->loc.zone->PushPacket(m_PPet, CHAR_INRANGE, new CActionPacket(m_PPet));

                if (m_PPet->PMaster != nullptr && m_PPet->PMaster->objtype == TYPE_PC && m_PPet->PMaster->PPet != nullptr){
                    ((CCharEntity*)m_PPet->PMaster)->pushPacket(new CPetSyncPacket((CCharEntity*)m_PPet->PMaster));
                }
            }
            m_LastActionTime = m_Tick;

            // Update the targets attacker level..
            CMobEntity* Monster = (CMobEntity*)m_PBattleTarget;
            if (Monster->m_HiPCLvl < ((CCharEntity*)m_PPet->PMaster)->GetMLevel())
                Monster->m_HiPCLvl = ((CCharEntity*)m_PPet->PMaster)->GetMLevel();
        }
    }
}
예제 #6
0
void CAIMobDummy::ActionAttack() 
{
	m_PBattleTarget = m_PMob->PEnmityContainer->GetHighestEnmity();

	if (m_PBattleTarget == NULL)
	{
        m_ActionType = ACTION_DISENGAGE;
		return; 
	}
	if (m_PBattleTarget->isDead())
	{
        if (m_PMob->m_OwnerID == m_PBattleTarget->id)
        {
            m_PMob->m_OwnerID = 0;
        }
		m_PMob->PEnmityContainer->Clear(m_PBattleTarget->id);
		ActionAttack();
		return;
	}

    m_PMob->loc.p.rotation = getangle(m_PMob->loc.p, m_PBattleTarget->loc.p);

    if (m_PMob->PParty != NULL)
    {
        for (uint16 i = 0; i < m_PMob->PParty->members.size(); ++i)
        {
            CMobEntity* PPartyMember = (CMobEntity*)m_PMob->PParty->members[i];

            if (PPartyMember->PBattleAI->GetCurrentAction() == ACTION_ROAMING &&
                distance(m_PMob->loc.p, PPartyMember->loc.p) < 10)
            {
                PPartyMember->PEnmityContainer->AddBaseEnmity(m_PBattleTarget);
            }
        }
    }

	if (distance(m_PMob->loc.p, m_PBattleTarget->loc.p) <= m_PMob->m_ModelSize)
	{
		if ((m_Tick - m_LastActionTime) > m_PMob->m_Weapons[SLOT_MAIN]->getDelay())
		{
			if (battleutils::IsParalised(m_PMob)) 
			{
				m_PMob->loc.zone->PushPacket(m_PMob, CHAR_INRANGE, new CMessageBasicPacket(m_PMob,m_PBattleTarget,0,0,29));
			}
			else if (battleutils::IsIntimidated(m_PMob, m_PBattleTarget)) 
			{
				m_PMob->loc.zone->PushPacket(m_PMob, CHAR_INRANGE, new CMessageBasicPacket(m_PMob,m_PBattleTarget,0,0,106));
			}
			else
			{
				if (m_PMob->health.tp > 100 && rand()%100 > 55) 
				{
					m_ActionType = ACTION_MOBABILITY_START;
                    ActionAbilityStart();
					return;
				}

				apAction_t Action;
                m_PMob->m_ActionList.clear();

				Action.ActionTarget = m_PBattleTarget;
				Action.reaction   = REACTION_EVADE;
				Action.speceffect = SPECEFFECT_NONE;
				Action.animation  = 0;
				Action.param	  = 0;
				Action.messageID  = 15;
				Action.flag		  = 0;

				uint16 damage = 0;

				if (m_PBattleTarget->StatusEffectContainer->HasStatusEffect(EFFECT_PERFECT_DODGE))
				{
					Action.messageID = 32; 
				}
				else if ( rand()%90 < battleutils::GetHitRate(m_PMob, m_PBattleTarget) )
				{
                    if (battleutils::IsAbsorbByShadow(m_PBattleTarget)) 
					{
                        Action.messageID = 0;
                        m_PBattleTarget->loc.zone->PushPacket(m_PBattleTarget,CHAR_INRANGE_SELF, new CMessageBasicPacket(m_PBattleTarget,m_PBattleTarget,0,1,31));
					}
					else
					{
						Action.reaction   = REACTION_HIT;
						Action.speceffect = SPECEFFECT_HIT;
						Action.messageID  = 1;

						float DamageRatio = battleutils::GetDamageRatio(m_PMob, m_PBattleTarget); 

						if ( rand()%100 < battleutils::GetCritHitRate(m_PMob, m_PBattleTarget) )
						{
							DamageRatio += 1;
							DamageRatio = (DamageRatio > 3 ? 3 : DamageRatio);

							Action.speceffect = SPECEFFECT_CRITICAL_HIT;
							Action.messageID  = 67;
						}
						damage = (uint16)((m_PMob->m_Weapons[SLOT_MAIN]->getDamage() + battleutils::GetFSTR(m_PMob, m_PBattleTarget)) * DamageRatio);
					}
				}
                else if (m_PBattleTarget->objtype == TYPE_PC)
				{
					charutils::TrySkillUP((CCharEntity*)m_PBattleTarget, SKILL_EVA, m_PMob->GetMLevel());
				}
				Action.param = battleutils::TakePhysicalDamage(m_PMob, m_PBattleTarget, damage);

				m_PMob->m_ActionList.push_back(Action);
                m_PMob->PEnmityContainer->UpdateEnmityFromAttack(m_PBattleTarget, Action.param);

				m_PMob->loc.zone->PushPacket(m_PMob, CHAR_INRANGE, new CActionPacket(m_PMob));
			}
            m_LastActionTime = m_Tick;
		}
	}
	else
    {
		battleutils::MoveTo(m_PMob, m_PBattleTarget->loc.p, 2);
	}
	m_PMob->loc.zone->PushPacket(m_PMob,CHAR_INRANGE, new CEntityUpdatePacket(m_PMob, ENTITY_UPDATE));
}