NPC_AI.cpp 21 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC_AI.h"
  17. #include "Combat.h"
  18. #include "zoneserver.h"
  19. #include "Spells.h"
  20. #include "../common/Log.h"
  21. #include "LuaInterface.h"
  22. #include "World.h"
  23. #include "Rules/Rules.h"
  24. extern RuleManager rule_manager;
  25. extern LuaInterface* lua_interface;
  26. extern World world;
  27. /* The NEW AI code */
  28. Brain::Brain(NPC* npc) {
  29. // Set the npc this brain will controll
  30. m_body = npc;
  31. // Set the default time between calls to think to 250 miliseconds (1/4 a second)
  32. m_tick = 250;
  33. m_lastTick = Timer::GetCurrentTime2();
  34. m_spellRecovery = 0;
  35. m_playerInEncounter = false;
  36. // Set up the mutex for the hate list
  37. MHateList.SetName("Brain::m_hatelist");
  38. // Set up the mutex for the encounter list
  39. MEncounter.SetName("Brain::m_encounter");
  40. }
  41. Brain::~Brain() {
  42. }
  43. void Brain::Think() {
  44. // Get the entity this NPC hates the most,
  45. // GetMostHated() will handle dead spawns so no need to check the health in this function
  46. Entity* target = GetMostHated();
  47. // If mezzed, stunned or feared we can't do anything so skip
  48. if (!m_body->IsMezzedOrStunned()) {
  49. // Not mezzed or stunned
  50. // Get the distance to the runback location
  51. float run_back_distance = m_body->GetRunbackDistance();
  52. if (target) {
  53. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s has %s targeted.", m_body->GetName(), target->GetName());
  54. // NPC has an entity that it hates
  55. // If the NPC is not in combat then put them in combat
  56. if (!m_body->EngagedInCombat()) {
  57. m_body->ClearRunningLocations();
  58. m_body->InCombat(true);
  59. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AGGRO, target);
  60. }
  61. // Set the NPC's target to the most hated entity if it is not already.
  62. if (m_body->GetTarget() != target) {
  63. m_body->SetTarget(target);
  64. }
  65. m_body->FaceTarget(target);
  66. bool breakWaterPursuit = false;
  67. if (m_body->IsWaterCreature() && !target->InWater())
  68. breakWaterPursuit = true;
  69. // Check to see if the NPC has exceeded the max chase distance
  70. if (run_back_distance > MAX_CHASE_DISTANCE || breakWaterPursuit) {
  71. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  72. // Over the max chase distance, Check to see if the target is is a client
  73. Client* client = target->GetZone()->GetClientBySpawn(target);
  74. if (client)
  75. {
  76. // Target is a client so send encounter break messages
  77. if (m_body->HasSpawnGroup())
  78. client->SimpleMessage(CHANNEL_NARRATIVE, "This encounter will no longer give encounter rewards.");
  79. else
  80. client->Message(CHANNEL_NARRATIVE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  81. }
  82. // Clear the hate list for this NPC
  83. ClearHate();
  84. // Clear the encounter list
  85. ClearEncounter();
  86. }
  87. else {
  88. // Still within max chase distance lets to the combat stuff now
  89. float distance = m_body->GetDistance(target);
  90. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  91. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  92. m_body->FaceTarget(target);
  93. ProcessMelee(target, distance);
  94. }
  95. }
  96. }
  97. else {
  98. // Nothing in the hate list
  99. bool wasInCombat = m_body->EngagedInCombat();
  100. // Check to see if the NPC is still flagged as in combat for some reason
  101. if (m_body->EngagedInCombat()) {
  102. // If it is set the combat flag to false
  103. m_body->InCombat(false);
  104. // Do not set a players pet to full health once they stop combat
  105. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  106. m_body->SetHP(m_body->GetTotalHP());
  107. }
  108. CheckBuffs();
  109. // If run back distance is greater then 0 then run back
  110. if(!m_body->EngagedInCombat())
  111. {
  112. if (run_back_distance > 1) {
  113. m_body->Runback(run_back_distance);
  114. }
  115. else if (m_body->GetRunbackLocation())
  116. {
  117. switch(m_body->GetRunbackLocation()->stage)
  118. {
  119. case 0:
  120. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  121. m_body->ClearRunningLocations();
  122. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  123. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  124. m_body->SetY(m_body->GetRunbackLocation()->y,false);
  125. m_body->CalculateRunningLocation(true);
  126. m_body->GetRunbackLocation()->stage = 1;
  127. m_body->GetZone()->AddChangedSpawn(m_body);
  128. break;
  129. case 6: // artificially 1500ms per 250ms Think() call
  130. if (m_body->GetRunbackLocation()->gridid > 0)
  131. m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
  132. m_body->SetHeading(m_body->m_runbackHeadingDir1,m_body->m_runbackHeadingDir2,false);
  133. m_body->ClearRunback();
  134. m_body->SetHP(m_body->GetTotalHP());
  135. m_body->GetZone()->AddChangedSpawn(m_body);
  136. break;
  137. default: // captures case 1 up to case 5 to turn around / reset hp
  138. m_body->GetRunbackLocation()->stage++; // artificially delay
  139. break;
  140. }
  141. }
  142. }
  143. // If encounter size is greater then 0 then clear it
  144. if (GetEncounterSize() > 0)
  145. ClearEncounter();
  146. }
  147. }
  148. }
  149. sint32 Brain::GetHate(Entity* entity) {
  150. // We will use this variable to return the value, default to 0
  151. sint32 ret = 0;
  152. // Lock the hate list, not altering it so do a read lock
  153. MHateList.readlock(__FUNCTION__, __LINE__);
  154. // First check to see if the given entity is even in the hate list
  155. if (m_hatelist.count(entity->GetID()) > 0)
  156. // Entity in the hate list so get the hate value for the entity
  157. ret = m_hatelist[entity->GetID()];
  158. // Unlock the hate list
  159. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  160. // return the hate
  161. return ret;
  162. }
  163. void Brain::AddHate(Entity* entity, sint32 hate) {
  164. // do not aggro when running back, despite taking damage
  165. if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
  166. return;
  167. // Lock the hate list, we are altering the list so use write lock
  168. MHateList.writelock(__FUNCTION__, __LINE__);
  169. if (m_hatelist.count(entity->GetID()) > 0)
  170. m_hatelist[entity->GetID()] += hate;
  171. else
  172. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  173. if (entity->HatedBy.count(m_body->GetID()) == 0)
  174. entity->HatedBy.insert(m_body->GetID());
  175. // Unlock the list
  176. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  177. }
  178. void Brain::ClearHate() {
  179. // Lock the hate list, we are altering the list so use a write lock
  180. MHateList.writelock(__FUNCTION__, __LINE__);
  181. map<int32, sint32>::iterator itr;
  182. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  183. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  184. if (spawn && spawn->IsEntity())
  185. ((Entity*)spawn)->HatedBy.erase(itr->first);
  186. }
  187. // Clear the list
  188. m_hatelist.clear();
  189. // Unlock the hate list
  190. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  191. }
  192. void Brain::ClearHate(Entity* entity) {
  193. // Lock the hate list, we could potentially modify the list so use write lock
  194. MHateList.writelock(__FUNCTION__, __LINE__);
  195. // Check to see if the given entity is in the hate list
  196. if (m_hatelist.count(entity->GetID()) > 0)
  197. // Erase the entity from the hate list
  198. m_hatelist.erase(entity->GetID());
  199. entity->HatedBy.erase(m_body->GetID());
  200. // Unlock the hate list
  201. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  202. }
  203. Entity* Brain::GetMostHated() {
  204. map<int32, sint32>::iterator itr;
  205. int32 ret = 0;
  206. sint32 hate = 0;
  207. // Lock the hate list, not going to alter it so use a read lock
  208. MHateList.readlock(__FUNCTION__, __LINE__);
  209. if (m_hatelist.size() > 0) {
  210. // Loop through the list looking for the entity that this NPC hates the most
  211. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  212. // Compare the hate value for the current iteration to our stored highest value
  213. if(itr->second > hate) {
  214. // New high value store the entity
  215. ret = itr->first;
  216. // Store the value to compare with the rest of the entities
  217. hate = itr->second;
  218. }
  219. }
  220. }
  221. // Unlock the list
  222. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  223. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  224. // Check the reult to see if it is still alive
  225. if(hated && hated->GetHP() <= 0) {
  226. // Entity we got was dead so remove it from the list
  227. ClearHate(hated);
  228. // Call this function again now that we removed the dead entity
  229. hated = GetMostHated();
  230. }
  231. // Return our result
  232. return hated;
  233. }
  234. sint8 Brain::GetHatePercentage(Entity* entity) {
  235. float percentage = 0.0;
  236. MHateList.readlock(__FUNCTION__, __LINE__);
  237. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  238. sint32 total_hate = 0;
  239. map<int32, sint32>::iterator itr;
  240. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  241. total_hate += itr->second;
  242. percentage = m_hatelist[entity->GetID()] / total_hate;
  243. }
  244. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  245. return (sint8)(percentage * 100);
  246. }
  247. vector<Entity*>* Brain::GetHateList() {
  248. vector<Entity*>* ret = new vector<Entity*>;
  249. map<int32, sint32>::iterator itr;
  250. // Lock the list
  251. MHateList.readlock(__FUNCTION__, __LINE__);
  252. // Loop over the list storing the values into the new list
  253. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  254. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  255. if (ent)
  256. ret->push_back(ent);
  257. }
  258. // Unlock the list
  259. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  260. // Return the copy of the list
  261. return ret;
  262. }
  263. void Brain::MoveCloser(Entity* target) {
  264. if (target && m_body->GetFollowTarget() != target)
  265. m_body->SetFollowTarget(target);
  266. if (m_body->GetFollowTarget() && !m_body->following) {
  267. m_body->CalculateRunningLocation(true);
  268. //m_body->ClearRunningLocations();
  269. m_body->following = true;
  270. }
  271. }
  272. bool Brain::ProcessSpell(Entity* target, float distance) {
  273. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  274. return false;
  275. Spell* spell = m_body->GetNextSpell(distance);
  276. if(spell){
  277. Spawn* spell_target = 0;
  278. if(spell->GetSpellData()->friendly_spell == 1){
  279. vector<Spawn*>* group = m_body->GetSpawnGroup();
  280. if(group && group->size() > 0){
  281. vector<Spawn*>::iterator itr;
  282. for(itr = group->begin(); itr != group->end(); itr++){
  283. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  284. spell_target = *itr;
  285. }
  286. }
  287. if(!spell_target)
  288. spell_target = m_body;
  289. safe_delete(group);
  290. }
  291. else
  292. spell_target = target;
  293. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  294. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  295. return true;
  296. }
  297. return false;
  298. }
  299. bool Brain::CheckBuffs() {
  300. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  301. return false;
  302. Spell* spell = m_body->GetNextBuffSpell();
  303. if (spell) {
  304. m_body->CalculateRunningLocation(true);
  305. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  306. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  307. return true;
  308. }
  309. return false;
  310. }
  311. void Brain::ProcessMelee(Entity* target, float distance) {
  312. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  313. MoveCloser(target);
  314. else {
  315. if (target) {
  316. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  317. if (m_body->AttackAllowed(target)) {
  318. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  319. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  320. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  321. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  322. m_body->MeleeAttack(target, distance, true);
  323. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  324. }
  325. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  326. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  327. m_body->MeleeAttack(target, distance, false);
  328. }
  329. }
  330. }
  331. }
  332. }
  333. bool Brain::HasRecovered() {
  334. if(m_spellRecovery > Timer::GetCurrentTime2())
  335. return false;
  336. m_spellRecovery = 0;
  337. return true;
  338. }
  339. void Brain::AddToEncounter(Entity* entity) {
  340. // If player pet then set the entity to the pets owner
  341. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  342. entity = ((NPC*)entity)->GetOwner();
  343. // If player or bot then get the group
  344. int32 group_id = 0;
  345. if (entity->IsPlayer() || entity->IsBot()) {
  346. m_playerInEncounter = true;
  347. if (entity->GetGroupMemberInfo())
  348. group_id = entity->GetGroupMemberInfo()->group_id;
  349. }
  350. // Insert the entity into the encounter list, if there is a group add all group members as well
  351. // TODO: add raid members
  352. MEncounter.writelock(__FUNCTION__, __LINE__);
  353. if (group_id > 0) {
  354. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  355. deque<GroupMemberInfo*>::iterator itr;
  356. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  357. if (group)
  358. {
  359. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  360. deque<GroupMemberInfo*>* members = group->GetMembers();
  361. for (itr = members->begin(); itr != members->end(); itr++) {
  362. if ((*itr)->client)
  363. {
  364. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  365. m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
  366. }
  367. }
  368. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  369. }
  370. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  371. }
  372. else {
  373. m_encounter.push_back(entity->GetID());
  374. if (entity->IsPlayer())
  375. {
  376. Player* plyr = (Player*)entity;
  377. m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
  378. }
  379. }
  380. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  381. }
  382. bool Brain::CheckLootAllowed(Entity* entity) {
  383. bool ret = false;
  384. vector<int32>::iterator itr;
  385. // Check the encounter list to see if the given entity is in it, if so return true.
  386. MEncounter.readlock(__FUNCTION__, __LINE__);
  387. if (entity->IsPlayer())
  388. {
  389. Player* plyr = (Player*)entity;
  390. map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
  391. if (itr != m_encounter_playerlist.end())
  392. {
  393. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  394. return true;
  395. }
  396. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  397. return false;
  398. }
  399. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  400. if ((*itr) == entity->GetID()) {
  401. // found the entity in the encounter list, set return value to true and break the loop
  402. ret = true;
  403. break;
  404. }
  405. }
  406. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  407. return ret;
  408. }
  409. int8 Brain::GetEncounterSize() {
  410. int8 ret = 0;
  411. MEncounter.readlock(__FUNCTION__, __LINE__);
  412. ret = (int8)m_encounter.size();
  413. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  414. return ret;
  415. }
  416. vector<int32>* Brain::GetEncounter() {
  417. vector<int32>* ret = new vector<int32>;
  418. vector<int32>::iterator itr;
  419. // Lock the list
  420. MEncounter.readlock(__FUNCTION__, __LINE__);
  421. // Loop over the list storing the values into the new list
  422. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  423. ret->push_back(*itr);
  424. // Unlock the list
  425. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  426. // Return the copy of the list
  427. return ret;
  428. }
  429. void Brain::ClearEncounter() {
  430. MEncounter.writelock(__FUNCTION__, __LINE__);
  431. m_encounter.clear();
  432. m_encounter_playerlist.clear();
  433. m_playerInEncounter = false;
  434. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  435. }
  436. /* Example of how to extend the default AI */
  437. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  438. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  439. // to set up the AI properly
  440. }
  441. CombatPetBrain::~CombatPetBrain() {
  442. }
  443. void CombatPetBrain::Think() {
  444. // We are extending the base brain so make sure to call the parent Think() function.
  445. // If we want to override then we could remove Brain::Think()
  446. Brain::Think();
  447. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  448. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  449. return;
  450. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  451. // If owner is a player and player has stay set then return out
  452. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
  453. return;
  454. // Set target to owner
  455. Entity* target = GetBody()->GetOwner();
  456. GetBody()->SetTarget(target);
  457. // Get distance from the owner
  458. float distance = GetBody()->GetDistance(target);
  459. // If out of melee range then move closer
  460. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  461. MoveCloser(target);
  462. }
  463. /* Example of how to override the default AI */
  464. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  465. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  466. // to set up the AI properly
  467. }
  468. NonCombatPetBrain::~NonCombatPetBrain() {
  469. }
  470. void NonCombatPetBrain::Think() {
  471. // All this Brain does is make the pet follow its owner
  472. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  473. return;
  474. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  475. // Set target to owner
  476. Entity* target = GetBody()->GetOwner();
  477. GetBody()->SetTarget(target);
  478. // Get distance from the owner
  479. float distance = GetBody()->GetDistance(target);
  480. // If out of melee range then move closer
  481. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  482. MoveCloser(target);
  483. }
  484. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  485. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  486. // to set up the AI properly
  487. SetTick(50000);
  488. }
  489. BlankBrain::~BlankBrain() {
  490. }
  491. void BlankBrain::Think() {
  492. }
  493. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  494. }
  495. LuaBrain::~LuaBrain() {
  496. }
  497. void LuaBrain::Think() {
  498. if (!lua_interface)
  499. return;
  500. const char* script = GetBody()->GetSpawnScript();
  501. if(script) {
  502. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  503. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  504. }
  505. }
  506. else {
  507. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  508. }
  509. }
  510. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  511. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  512. AddHate(target, INT_MAX);
  513. }
  514. DumbFirePetBrain::~DumbFirePetBrain() {
  515. }
  516. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  517. if (!GetMostHated())
  518. Brain::AddHate(entity, hate);
  519. }
  520. void DumbFirePetBrain::Think() {
  521. Entity* target = GetMostHated();
  522. if (target) {
  523. if (!GetBody()->IsMezzedOrStunned()) {
  524. // If the NPC is not in combat then put them in combat
  525. if (!GetBody()->EngagedInCombat()) {
  526. //GetBody()->ClearRunningLocations();
  527. GetBody()->CalculateRunningLocation(true);
  528. GetBody()->InCombat(true);
  529. }
  530. // Set the NPC's target to the most hated entity if it is not already.
  531. if (GetBody()->GetTarget() != target) {
  532. GetBody()->SetTarget(target);
  533. GetBody()->FaceTarget(target);
  534. }
  535. float distance = GetBody()->GetDistance(target);
  536. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  537. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  538. GetBody()->FaceTarget(target);
  539. ProcessMelee(target, distance);
  540. }
  541. }
  542. }
  543. else {
  544. // No hated target or time expired, kill this mob
  545. if (GetBody()->GetHP() > 0) {
  546. GetBody()->KillSpawn(GetBody());
  547. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  548. }
  549. }
  550. if (Timer::GetCurrentTime2() > m_expireTime) {
  551. if (GetBody()->GetHP() > 0) {
  552. GetBody()->KillSpawn(GetBody());
  553. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  554. }
  555. }
  556. }