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- /*
- 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/>.
- */
- #ifndef __NPC_AI_H__
- #define __NPC_AI_H__
- #include "NPC.h"
- #include <vector>
- #include <map>
- using namespace std;
- class Brain {
- public:
- Brain(NPC* npc);
- virtual ~Brain();
- /// <summary>The main loop for the brain. This will do all the AI work</summary>
- virtual void Think();
- /* Timer related functions */
- /// <summary>Gets the time between calls to Think()</summary>
- /// <returns>Time in miliseconds between calls to Think()</returns>
- int16 Tick() { return m_tick; }
- /// <summary>Sets the time between calls to Think()</summary>
- /// <param name="time">Time in miliseconds</param>
- void SetTick(int16 time) { m_tick = time; }
- /// <summary>Gets the timestamp of the last call to Think()</summary>
- /// <returns>Timestamp of the last call to Think()</returns>
- int32 LastTick() { return m_lastTick; }
- /// <summary>Sets the last tick to the given time</summary>
- /// <param name="time">The time to set the last tick to</param>
- void SetLastTick(int32 time) { m_lastTick = time; }
- /* Hate related functions */
- /// <summary>Gets the amount of hate this npc has towards the given entity</summary>
- /// <param name="entity">The entity to check</param>
- /// <returns>The amount of hate towards the given entity</returns>
- sint32 GetHate(Entity* entity);
- /// <summary>Add hate for the given entity to this NPC</summary>
- /// <param name="entity">The entity we are adding to this NPC's hate list</param>
- /// <param name="hate">The amount of hate to add</param>
- virtual void AddHate(Entity* entity, sint32 hate);
- /// <summary>Completely clears the hate list for this npc</summary>
- void ClearHate();
- /// <summary>Removes the given entity from this NPC's hate list</summary>
- /// <param name="entity">Entity to remove from this NPC's hate list</param>
- void ClearHate(Entity* entity);
- /// <summary>Get the entity this NPC hates the most</summary>
- /// <returns>The entity this NPC hates the most</returns>
- Entity* GetMostHated();
- /// <summary>Gets a percentage of hate owned by the given entity</summary>
- /// <param name="entity">Entity to get the percentage for</param>
- /// <returns>Percentage of hate as a sint8</returns>
- sint8 GetHatePercentage(Entity* entity);
- ///<summary>Gets a list of all the entities in the hate list</summary>
- vector<Entity*>* GetHateList();
- /* Combat related functions */
-
- /// <summary></summary>
- /// <param name=""></param>
- /// <param name=""></param>
- virtual bool ProcessSpell(Entity* target, float distance);
- /// <summary></summary>
- /// <returns>True if a buff starts casting</returns>
- bool CheckBuffs();
-
- /// <summary>Has the NPC make a melee attack</summary>
- /// <param name="target">The target to attack</param>
- /// <param name="distance">The current distance from the target</param>
- void ProcessMelee(Entity* target, float distance);
- /* Encounter related functions */
- /// <summary>Adds the given entity and its group and raid members to the encounter list</summary>
- /// <param name="entity">Entity we are adding to the encounter list</param>
- void AddToEncounter(Entity* entity);
- /// <summary>Checks to see if the given entity can loot the corpse</summary>
- /// <param name="entity">Entity trying to loot</param>
- /// <returns>True if the entity can loot</returns>
- bool CheckLootAllowed(Entity* entity);
- /// <summary>Gets the size of the encounter list</summary>
- /// <returns>The size of the list as an int8</returns>
- int8 GetEncounterSize();
- /// <summary>Clears the encounter list</summary>
- void ClearEncounter();
- /// <summary>Gets a copy of the encounter list</summary>
- /// <returns>A copy of the encounter list as a vector<Entity*>*</returns>
- vector<int32>* GetEncounter();
- /// <summary>Checks to see if a player is in the encounter</summary>
- /// <returns>True if the encounter list contains a player</returns>
- bool PlayerInEncounter() { return m_playerInEncounter; }
- /* Helper functions*/
- /// <summary>Gets the NPC this brain controls</summary>
- /// <returns>The NPC this brain controls</returns>
- NPC* GetBody() { return m_body; }
- /// <summary>Checks to see if the NPC can cast</summary>
- /// <returns>True if the NPC can cast</returns>
- bool HasRecovered();
- /// <summary>Tells the NPC to move closer to the given target</summary>
- /// <param name="target">The target to move closer to</param>
- void MoveCloser(Entity* target);
- protected:
- // m_body = the npc this brain controls
- NPC* m_body;
- // m_spellRecovery = time stamp for when the npc can cast again
- int32 m_spellRecovery;
- private:
- // MHateList = mutex to lock and unlock the hate list
- Mutex MHateList;
- // m_hatelist = the list that stores all the hate,
- // entity is the entity this npc hates and the int32 is the value for how much we hate the entity
- map<int32, sint32> m_hatelist;
- // m_lastTick = the last time we ran this brain
- int32 m_lastTick;
- // m_tick = the amount of time between Think() calls in milliseconds
- int16 m_tick;
- // m_encounter = list of players (entities) that will get a reward (xp/loot) for killing this npc
- vector<int32> m_encounter;
- // MEncounter = mutex to lock and unlock the encounter list
- Mutex MEncounter;
- //m_playerInEncounter = true if a player is added to the encounter
- bool m_playerInEncounter;
- };
- // Extension of the default brain for combat pets
- class CombatPetBrain : public Brain {
- public:
- CombatPetBrain(NPC* body);
- virtual ~CombatPetBrain();
- void Think();
- };
- class NonCombatPetBrain : public Brain {
- public:
- NonCombatPetBrain(NPC* body);
- virtual ~NonCombatPetBrain();
- void Think();
- };
- class BlankBrain : public Brain {
- public:
- BlankBrain(NPC* body);
- virtual ~BlankBrain();
- void Think();
- };
- class LuaBrain : public Brain {
- public:
- LuaBrain(NPC* body);
- virtual ~LuaBrain();
- void Think();
- };
- class DumbFirePetBrain : public Brain {
- public:
- DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time);
- virtual ~DumbFirePetBrain();
- void Think();
- void AddHate(Entity* entity, sint32 hate);
- private:
- int32 m_expireTime;
- };
- #endif
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