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. if(m_body->IsImmune(IMMUNITY_TYPE_TAUNT))
  168. {
  169. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is immune to taunt from entity %s.", m_body->GetName(), entity ? entity->GetName() : "(null)");
  170. if(entity && entity->IsPlayer())
  171. ((Player*)entity)->GetClient()->GetCurrentZone()->SendDamagePacket((Spawn*)entity, (Spawn*)m_body, DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG, DAMAGE_PACKET_RESULT_IMMUNE, 0, 0, "Hate");
  172. return;
  173. }
  174. // Lock the hate list, we are altering the list so use write lock
  175. MHateList.writelock(__FUNCTION__, __LINE__);
  176. if (m_hatelist.count(entity->GetID()) > 0)
  177. m_hatelist[entity->GetID()] += hate;
  178. else
  179. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  180. if (entity->HatedBy.count(m_body->GetID()) == 0)
  181. entity->HatedBy.insert(m_body->GetID());
  182. // Unlock the list
  183. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  184. }
  185. void Brain::ClearHate() {
  186. // Lock the hate list, we are altering the list so use a write lock
  187. MHateList.writelock(__FUNCTION__, __LINE__);
  188. map<int32, sint32>::iterator itr;
  189. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  190. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  191. if (spawn && spawn->IsEntity())
  192. ((Entity*)spawn)->HatedBy.erase(itr->first);
  193. }
  194. // Clear the list
  195. m_hatelist.clear();
  196. // Unlock the hate list
  197. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  198. }
  199. void Brain::ClearHate(Entity* entity) {
  200. // Lock the hate list, we could potentially modify the list so use write lock
  201. MHateList.writelock(__FUNCTION__, __LINE__);
  202. // Check to see if the given entity is in the hate list
  203. if (m_hatelist.count(entity->GetID()) > 0)
  204. // Erase the entity from the hate list
  205. m_hatelist.erase(entity->GetID());
  206. entity->HatedBy.erase(m_body->GetID());
  207. // Unlock the hate list
  208. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  209. }
  210. Entity* Brain::GetMostHated() {
  211. map<int32, sint32>::iterator itr;
  212. int32 ret = 0;
  213. sint32 hate = 0;
  214. // Lock the hate list, not going to alter it so use a read lock
  215. MHateList.readlock(__FUNCTION__, __LINE__);
  216. if (m_hatelist.size() > 0) {
  217. // Loop through the list looking for the entity that this NPC hates the most
  218. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  219. // Compare the hate value for the current iteration to our stored highest value
  220. if(itr->second > hate) {
  221. // New high value store the entity
  222. ret = itr->first;
  223. // Store the value to compare with the rest of the entities
  224. hate = itr->second;
  225. }
  226. }
  227. }
  228. // Unlock the list
  229. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  230. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  231. // Check the reult to see if it is still alive
  232. if(hated && hated->GetHP() <= 0) {
  233. // Entity we got was dead so remove it from the list
  234. ClearHate(hated);
  235. // Call this function again now that we removed the dead entity
  236. hated = GetMostHated();
  237. }
  238. // Return our result
  239. return hated;
  240. }
  241. sint8 Brain::GetHatePercentage(Entity* entity) {
  242. float percentage = 0.0;
  243. MHateList.readlock(__FUNCTION__, __LINE__);
  244. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  245. sint32 total_hate = 0;
  246. map<int32, sint32>::iterator itr;
  247. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  248. total_hate += itr->second;
  249. percentage = m_hatelist[entity->GetID()] / total_hate;
  250. }
  251. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  252. return (sint8)(percentage * 100);
  253. }
  254. vector<Entity*>* Brain::GetHateList() {
  255. vector<Entity*>* ret = new vector<Entity*>;
  256. map<int32, sint32>::iterator itr;
  257. // Lock the list
  258. MHateList.readlock(__FUNCTION__, __LINE__);
  259. // Loop over the list storing the values into the new list
  260. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  261. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  262. if (ent)
  263. ret->push_back(ent);
  264. }
  265. // Unlock the list
  266. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  267. // Return the copy of the list
  268. return ret;
  269. }
  270. void Brain::MoveCloser(Entity* target) {
  271. if (target && m_body->GetFollowTarget() != target)
  272. m_body->SetFollowTarget(target);
  273. if (m_body->GetFollowTarget() && !m_body->following) {
  274. m_body->CalculateRunningLocation(true);
  275. //m_body->ClearRunningLocations();
  276. m_body->following = true;
  277. }
  278. }
  279. bool Brain::ProcessSpell(Entity* target, float distance) {
  280. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  281. return false;
  282. Spell* spell = m_body->GetNextSpell(distance);
  283. if(spell){
  284. Spawn* spell_target = 0;
  285. if(spell->GetSpellData()->friendly_spell == 1){
  286. vector<Spawn*>* group = m_body->GetSpawnGroup();
  287. if(group && group->size() > 0){
  288. vector<Spawn*>::iterator itr;
  289. for(itr = group->begin(); itr != group->end(); itr++){
  290. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  291. spell_target = *itr;
  292. }
  293. }
  294. if(!spell_target)
  295. spell_target = m_body;
  296. safe_delete(group);
  297. }
  298. else
  299. spell_target = target;
  300. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  301. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  302. return true;
  303. }
  304. return false;
  305. }
  306. bool Brain::CheckBuffs() {
  307. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  308. return false;
  309. Spell* spell = m_body->GetNextBuffSpell();
  310. if (spell) {
  311. m_body->CalculateRunningLocation(true);
  312. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  313. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  314. return true;
  315. }
  316. return false;
  317. }
  318. void Brain::ProcessMelee(Entity* target, float distance) {
  319. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  320. MoveCloser(target);
  321. else {
  322. if (target) {
  323. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  324. if (m_body->AttackAllowed(target)) {
  325. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  326. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  327. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  328. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  329. m_body->MeleeAttack(target, distance, true);
  330. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  331. }
  332. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  333. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  334. m_body->MeleeAttack(target, distance, false);
  335. }
  336. }
  337. }
  338. }
  339. }
  340. bool Brain::HasRecovered() {
  341. if(m_spellRecovery > Timer::GetCurrentTime2())
  342. return false;
  343. m_spellRecovery = 0;
  344. return true;
  345. }
  346. void Brain::AddToEncounter(Entity* entity) {
  347. // If player pet then set the entity to the pets owner
  348. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  349. entity = ((NPC*)entity)->GetOwner();
  350. // If player or bot then get the group
  351. int32 group_id = 0;
  352. if (entity->IsPlayer() || entity->IsBot()) {
  353. m_playerInEncounter = true;
  354. if (entity->GetGroupMemberInfo())
  355. group_id = entity->GetGroupMemberInfo()->group_id;
  356. }
  357. // Insert the entity into the encounter list, if there is a group add all group members as well
  358. // TODO: add raid members
  359. MEncounter.writelock(__FUNCTION__, __LINE__);
  360. if (group_id > 0) {
  361. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  362. deque<GroupMemberInfo*>::iterator itr;
  363. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  364. if (group)
  365. {
  366. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  367. deque<GroupMemberInfo*>* members = group->GetMembers();
  368. for (itr = members->begin(); itr != members->end(); itr++) {
  369. if ((*itr)->client)
  370. {
  371. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  372. m_encounter_playerlist.insert(make_pair((*itr)->client->GetPlayer()->GetCharacterID(), (*itr)->client->GetPlayer()->GetID()));
  373. }
  374. }
  375. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  376. }
  377. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  378. }
  379. else {
  380. m_encounter.push_back(entity->GetID());
  381. if (entity->IsPlayer())
  382. {
  383. Player* plyr = (Player*)entity;
  384. m_encounter_playerlist.insert(make_pair(plyr->GetCharacterID(), entity->GetID()));
  385. }
  386. }
  387. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  388. }
  389. bool Brain::CheckLootAllowed(Entity* entity) {
  390. bool ret = false;
  391. vector<int32>::iterator itr;
  392. // Check the encounter list to see if the given entity is in it, if so return true.
  393. MEncounter.readlock(__FUNCTION__, __LINE__);
  394. if (entity->IsPlayer())
  395. {
  396. Player* plyr = (Player*)entity;
  397. map<int32, int32>::iterator itr = m_encounter_playerlist.find(plyr->GetCharacterID());
  398. if (itr != m_encounter_playerlist.end())
  399. {
  400. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  401. return true;
  402. }
  403. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  404. return false;
  405. }
  406. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  407. if ((*itr) == entity->GetID()) {
  408. // found the entity in the encounter list, set return value to true and break the loop
  409. ret = true;
  410. break;
  411. }
  412. }
  413. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  414. return ret;
  415. }
  416. int8 Brain::GetEncounterSize() {
  417. int8 ret = 0;
  418. MEncounter.readlock(__FUNCTION__, __LINE__);
  419. ret = (int8)m_encounter.size();
  420. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  421. return ret;
  422. }
  423. vector<int32>* Brain::GetEncounter() {
  424. vector<int32>* ret = new vector<int32>;
  425. vector<int32>::iterator itr;
  426. // Lock the list
  427. MEncounter.readlock(__FUNCTION__, __LINE__);
  428. // Loop over the list storing the values into the new list
  429. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  430. ret->push_back(*itr);
  431. // Unlock the list
  432. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  433. // Return the copy of the list
  434. return ret;
  435. }
  436. void Brain::ClearEncounter() {
  437. MEncounter.writelock(__FUNCTION__, __LINE__);
  438. m_encounter.clear();
  439. m_encounter_playerlist.clear();
  440. m_playerInEncounter = false;
  441. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  442. }
  443. /* Example of how to extend the default AI */
  444. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  445. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  446. // to set up the AI properly
  447. }
  448. CombatPetBrain::~CombatPetBrain() {
  449. }
  450. void CombatPetBrain::Think() {
  451. // We are extending the base brain so make sure to call the parent Think() function.
  452. // If we want to override then we could remove Brain::Think()
  453. Brain::Think();
  454. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  455. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  456. return;
  457. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  458. // If owner is a player and player has stay set then return out
  459. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->get_pet_movement() == 1)
  460. return;
  461. // Set target to owner
  462. Entity* target = GetBody()->GetOwner();
  463. GetBody()->SetTarget(target);
  464. // Get distance from the owner
  465. float distance = GetBody()->GetDistance(target);
  466. // If out of melee range then move closer
  467. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  468. MoveCloser(target);
  469. }
  470. /* Example of how to override the default AI */
  471. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  472. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  473. // to set up the AI properly
  474. }
  475. NonCombatPetBrain::~NonCombatPetBrain() {
  476. }
  477. void NonCombatPetBrain::Think() {
  478. // All this Brain does is make the pet follow its owner
  479. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  480. return;
  481. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  482. // Set target to owner
  483. Entity* target = GetBody()->GetOwner();
  484. GetBody()->SetTarget(target);
  485. // Get distance from the owner
  486. float distance = GetBody()->GetDistance(target);
  487. // If out of melee range then move closer
  488. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  489. MoveCloser(target);
  490. }
  491. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  492. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  493. // to set up the AI properly
  494. SetTick(50000);
  495. }
  496. BlankBrain::~BlankBrain() {
  497. }
  498. void BlankBrain::Think() {
  499. }
  500. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  501. }
  502. LuaBrain::~LuaBrain() {
  503. }
  504. void LuaBrain::Think() {
  505. if (!lua_interface)
  506. return;
  507. const char* script = GetBody()->GetSpawnScript();
  508. if(script) {
  509. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  510. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  511. }
  512. }
  513. else {
  514. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  515. }
  516. }
  517. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  518. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  519. AddHate(target, INT_MAX);
  520. }
  521. DumbFirePetBrain::~DumbFirePetBrain() {
  522. }
  523. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  524. if (!GetMostHated())
  525. Brain::AddHate(entity, hate);
  526. }
  527. void DumbFirePetBrain::Think() {
  528. Entity* target = GetMostHated();
  529. if (target) {
  530. if (!GetBody()->IsMezzedOrStunned()) {
  531. // If the NPC is not in combat then put them in combat
  532. if (!GetBody()->EngagedInCombat()) {
  533. //GetBody()->ClearRunningLocations();
  534. GetBody()->CalculateRunningLocation(true);
  535. GetBody()->InCombat(true);
  536. }
  537. // Set the NPC's target to the most hated entity if it is not already.
  538. if (GetBody()->GetTarget() != target) {
  539. GetBody()->SetTarget(target);
  540. GetBody()->FaceTarget(target);
  541. }
  542. float distance = GetBody()->GetDistance(target);
  543. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  544. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  545. GetBody()->FaceTarget(target);
  546. ProcessMelee(target, distance);
  547. }
  548. }
  549. }
  550. else {
  551. // No hated target or time expired, kill this mob
  552. if (GetBody()->GetHP() > 0) {
  553. GetBody()->KillSpawn(GetBody());
  554. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  555. }
  556. }
  557. if (Timer::GetCurrentTime2() > m_expireTime) {
  558. if (GetBody()->GetHP() > 0) {
  559. GetBody()->KillSpawn(GetBody());
  560. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  561. }
  562. }
  563. }