NPC_AI.cpp 19 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() || !m_body->IsFeared()) {
  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->CalculateRunningLocation(true);
  59. m_body->InCombat(true);
  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. m_body->FaceTarget(target);
  65. }
  66. // Check to see if the NPC has exceeded the max chase distance
  67. if (run_back_distance > MAX_CHASE_DISTANCE) {
  68. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  69. // Over the max chase distance, Check to see if the target is is a client
  70. Client* client = target->GetZone()->GetClientBySpawn(target);
  71. if (client)
  72. {
  73. // Target is a client so send encounter break messages
  74. if (m_body->HasSpawnGroup())
  75. client->SimpleMessage(CHANNEL_COLOR_WHITE, "This encounter will no longer give encounter rewards.");
  76. else
  77. client->Message(CHANNEL_COLOR_WHITE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  78. }
  79. // Clear the hate list for this NPC
  80. ClearHate();
  81. // Clear the encounter list
  82. ClearEncounter();
  83. }
  84. else {
  85. // Still within max chase distance lets to the combat stuff now
  86. float distance = m_body->GetDistance(target);
  87. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  88. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  89. m_body->FaceTarget(target);
  90. ProcessMelee(target, distance);
  91. }
  92. }
  93. }
  94. else {
  95. // Nothing in the hate list
  96. bool wasInCombat = m_body->EngagedInCombat();
  97. // Check to see if the NPC is still flagged as in combat for some reason
  98. if (m_body->EngagedInCombat()) {
  99. // If it is set the combat flag to false
  100. m_body->InCombat(false);
  101. // Do not set a players pet to full health once they stop combat
  102. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  103. m_body->SetHP(m_body->GetTotalHP());
  104. }
  105. CheckBuffs();
  106. // If run back distance is greater then 0 then run back
  107. if ((wasInCombat || m_body->m_runningBack) && run_back_distance > 1) {
  108. m_body->Runback();
  109. }
  110. else if (m_body->m_runningBack)
  111. {
  112. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  113. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  114. m_body->SetY(m_body->GetRunbackLocation()->y,true);
  115. m_body->ClearRunback();
  116. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  117. m_body->ClearRunningLocations();
  118. }
  119. // If encounter size is greater then 0 then clear it
  120. if (GetEncounterSize() > 0)
  121. ClearEncounter();
  122. }
  123. }
  124. }
  125. sint32 Brain::GetHate(Entity* entity) {
  126. // We will use this variable to return the value, default to 0
  127. sint32 ret = 0;
  128. // Lock the hate list, not altering it so do a read lock
  129. MHateList.readlock(__FUNCTION__, __LINE__);
  130. // First check to see if the given entity is even in the hate list
  131. if (m_hatelist.count(entity->GetID()) > 0)
  132. // Entity in the hate list so get the hate value for the entity
  133. ret = m_hatelist[entity->GetID()];
  134. // Unlock the hate list
  135. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  136. // return the hate
  137. return ret;
  138. }
  139. void Brain::AddHate(Entity* entity, sint32 hate) {
  140. // Lock the hate list, we are altering the list so use write lock
  141. MHateList.writelock(__FUNCTION__, __LINE__);
  142. if (m_hatelist.count(entity->GetID()) > 0)
  143. m_hatelist[entity->GetID()] += hate;
  144. else
  145. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  146. if (entity->HatedBy.count(m_body->GetID()) == 0)
  147. entity->HatedBy.insert(m_body->GetID());
  148. // Unlock the list
  149. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  150. }
  151. void Brain::ClearHate() {
  152. // Lock the hate list, we are altering the list so use a write lock
  153. MHateList.writelock(__FUNCTION__, __LINE__);
  154. map<int32, sint32>::iterator itr;
  155. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  156. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  157. if (spawn && spawn->IsEntity())
  158. ((Entity*)spawn)->HatedBy.erase(itr->first);
  159. }
  160. // Clear the list
  161. m_hatelist.clear();
  162. // Unlock the hate list
  163. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  164. }
  165. void Brain::ClearHate(Entity* entity) {
  166. // Lock the hate list, we could potentially modify the list so use write lock
  167. MHateList.writelock(__FUNCTION__, __LINE__);
  168. // Check to see if the given entity is in the hate list
  169. if (m_hatelist.count(entity->GetID()) > 0)
  170. // Erase the entity from the hate list
  171. m_hatelist.erase(entity->GetID());
  172. entity->HatedBy.erase(m_body->GetID());
  173. // Unlock the hate list
  174. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  175. }
  176. Entity* Brain::GetMostHated() {
  177. map<int32, sint32>::iterator itr;
  178. int32 ret = 0;
  179. sint32 hate = 0;
  180. // Lock the hate list, not going to alter it so use a read lock
  181. MHateList.readlock(__FUNCTION__, __LINE__);
  182. if (m_hatelist.size() > 0) {
  183. // Loop through the list looking for the entity that this NPC hates the most
  184. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  185. // Compare the hate value for the current iteration to our stored highest value
  186. if(itr->second > hate) {
  187. // New high value store the entity
  188. ret = itr->first;
  189. // Store the value to compare with the rest of the entities
  190. hate = itr->second;
  191. }
  192. }
  193. }
  194. // Unlock the list
  195. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  196. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  197. // Check the reult to see if it is still alive
  198. if(hated && hated->GetHP() <= 0) {
  199. // Entity we got was dead so remove it from the list
  200. ClearHate(hated);
  201. // Call this function again now that we removed the dead entity
  202. hated = GetMostHated();
  203. }
  204. // Return our result
  205. return hated;
  206. }
  207. sint8 Brain::GetHatePercentage(Entity* entity) {
  208. float percentage = 0.0;
  209. MHateList.readlock(__FUNCTION__, __LINE__);
  210. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  211. sint32 total_hate = 0;
  212. map<int32, sint32>::iterator itr;
  213. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  214. total_hate += itr->second;
  215. percentage = m_hatelist[entity->GetID()] / total_hate;
  216. }
  217. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  218. return (sint8)(percentage * 100);
  219. }
  220. vector<Entity*>* Brain::GetHateList() {
  221. vector<Entity*>* ret = new vector<Entity*>;
  222. map<int32, sint32>::iterator itr;
  223. // Lock the list
  224. MHateList.readlock(__FUNCTION__, __LINE__);
  225. // Loop over the list storing the values into the new list
  226. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  227. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  228. if (ent)
  229. ret->push_back(ent);
  230. }
  231. // Unlock the list
  232. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  233. // Return the copy of the list
  234. return ret;
  235. }
  236. void Brain::MoveCloser(Entity* target) {
  237. if (target && m_body->GetFollowTarget() != target)
  238. m_body->SetFollowTarget(target);
  239. if (m_body->GetFollowTarget() && !m_body->following) {
  240. m_body->CalculateRunningLocation(true);
  241. //m_body->ClearRunningLocations();
  242. m_body->following = true;
  243. }
  244. }
  245. bool Brain::ProcessSpell(Entity* target, float distance) {
  246. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  247. return false;
  248. Spell* spell = m_body->GetNextSpell(distance);
  249. if(spell){
  250. Spawn* spell_target = 0;
  251. if(spell->GetSpellData()->friendly_spell == 1){
  252. vector<Spawn*>* group = m_body->GetSpawnGroup();
  253. if(group && group->size() > 0){
  254. vector<Spawn*>::iterator itr;
  255. for(itr = group->begin(); itr != group->end(); itr++){
  256. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  257. spell_target = *itr;
  258. }
  259. }
  260. if(!spell_target)
  261. spell_target = m_body;
  262. safe_delete(group);
  263. }
  264. else
  265. spell_target = target;
  266. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  267. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  268. return true;
  269. }
  270. return false;
  271. }
  272. bool Brain::CheckBuffs() {
  273. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  274. return false;
  275. Spell* spell = m_body->GetNextBuffSpell();
  276. if (spell) {
  277. m_body->CalculateRunningLocation(true);
  278. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  279. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  280. return true;
  281. }
  282. return false;
  283. }
  284. void Brain::ProcessMelee(Entity* target, float distance) {
  285. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  286. MoveCloser(target);
  287. else {
  288. if (target) {
  289. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  290. if (m_body->AttackAllowed(target)) {
  291. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  292. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  293. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  294. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  295. m_body->MeleeAttack(target, distance, true);
  296. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  297. }
  298. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  299. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  300. m_body->MeleeAttack(target, distance, false);
  301. }
  302. }
  303. }
  304. }
  305. }
  306. bool Brain::HasRecovered() {
  307. if(m_spellRecovery > Timer::GetCurrentTime2())
  308. return false;
  309. m_spellRecovery = 0;
  310. return true;
  311. }
  312. void Brain::AddToEncounter(Entity* entity) {
  313. // If player pet then set the entity to the pets owner
  314. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  315. entity = ((NPC*)entity)->GetOwner();
  316. // If player or bot then get the group
  317. int32 group_id = 0;
  318. if (entity->IsPlayer() || entity->IsBot()) {
  319. m_playerInEncounter = true;
  320. if (entity->GetGroupMemberInfo())
  321. group_id = entity->GetGroupMemberInfo()->group_id;
  322. }
  323. // Insert the entity into the encounter list, if there is a group add all group members as well
  324. // TODO: add raid members
  325. MEncounter.writelock(__FUNCTION__, __LINE__);
  326. if (group_id > 0) {
  327. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  328. deque<GroupMemberInfo*>::iterator itr;
  329. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(group_id);
  330. for (itr = members->begin(); itr != members->end(); itr++) {
  331. if ((*itr)->client)
  332. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  333. }
  334. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  335. }
  336. else {
  337. m_encounter.push_back(entity->GetID());
  338. }
  339. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  340. }
  341. bool Brain::CheckLootAllowed(Entity* entity) {
  342. bool ret = false;
  343. vector<int32>::iterator itr;
  344. // Check the encounter list to see if the given entity is in it, if so return true.
  345. MEncounter.readlock(__FUNCTION__, __LINE__);
  346. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  347. if ((*itr) == entity->GetID()) {
  348. // found the entity in the encounter list, set return value to true and break the loop
  349. ret = true;
  350. break;
  351. }
  352. }
  353. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  354. return ret;
  355. }
  356. int8 Brain::GetEncounterSize() {
  357. int8 ret = 0;
  358. MEncounter.readlock(__FUNCTION__, __LINE__);
  359. ret = (int8)m_encounter.size();
  360. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  361. return ret;
  362. }
  363. vector<int32>* Brain::GetEncounter() {
  364. vector<int32>* ret = new vector<int32>;
  365. vector<int32>::iterator itr;
  366. // Lock the list
  367. MEncounter.readlock(__FUNCTION__, __LINE__);
  368. // Loop over the list storing the values into the new list
  369. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  370. ret->push_back(*itr);
  371. // Unlock the list
  372. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  373. // Return the copy of the list
  374. return ret;
  375. }
  376. void Brain::ClearEncounter() {
  377. MEncounter.writelock(__FUNCTION__, __LINE__);
  378. m_encounter.clear();
  379. m_playerInEncounter = false;
  380. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  381. }
  382. /* Example of how to extend the default AI */
  383. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  384. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  385. // to set up the AI properly
  386. }
  387. CombatPetBrain::~CombatPetBrain() {
  388. }
  389. void CombatPetBrain::Think() {
  390. // We are extending the base brain so make sure to call the parent Think() function.
  391. // If we want to override then we could remove Brain::Think()
  392. Brain::Think();
  393. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  394. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  395. return;
  396. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  397. // If owner is a player and player has stay set then return out
  398. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->pet_movement == 1)
  399. return;
  400. // Set target to owner
  401. Entity* target = GetBody()->GetOwner();
  402. GetBody()->SetTarget(target);
  403. // Get distance from the owner
  404. float distance = GetBody()->GetDistance(target);
  405. // If out of melee range then move closer
  406. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  407. MoveCloser(target);
  408. }
  409. /* Example of how to override the default AI */
  410. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  411. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  412. // to set up the AI properly
  413. }
  414. NonCombatPetBrain::~NonCombatPetBrain() {
  415. }
  416. void NonCombatPetBrain::Think() {
  417. // All this Brain does is make the pet follow its owner
  418. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  419. return;
  420. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  421. // Set target to owner
  422. Entity* target = GetBody()->GetOwner();
  423. GetBody()->SetTarget(target);
  424. // Get distance from the owner
  425. float distance = GetBody()->GetDistance(target);
  426. // If out of melee range then move closer
  427. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  428. MoveCloser(target);
  429. }
  430. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  431. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  432. // to set up the AI properly
  433. SetTick(50000);
  434. }
  435. BlankBrain::~BlankBrain() {
  436. }
  437. void BlankBrain::Think() {
  438. }
  439. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  440. }
  441. LuaBrain::~LuaBrain() {
  442. }
  443. void LuaBrain::Think() {
  444. if (!lua_interface)
  445. return;
  446. const char* script = GetBody()->GetSpawnScript();
  447. if(script) {
  448. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  449. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  450. }
  451. }
  452. else {
  453. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  454. }
  455. }
  456. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  457. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  458. AddHate(target, INT_MAX);
  459. }
  460. DumbFirePetBrain::~DumbFirePetBrain() {
  461. }
  462. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  463. if (!GetMostHated())
  464. Brain::AddHate(entity, hate);
  465. }
  466. void DumbFirePetBrain::Think() {
  467. Entity* target = GetMostHated();
  468. if (target) {
  469. if (!GetBody()->IsMezzedOrStunned()) {
  470. // If the NPC is not in combat then put them in combat
  471. if (!GetBody()->EngagedInCombat()) {
  472. //GetBody()->ClearRunningLocations();
  473. GetBody()->CalculateRunningLocation(true);
  474. GetBody()->InCombat(true);
  475. }
  476. // Set the NPC's target to the most hated entity if it is not already.
  477. if (GetBody()->GetTarget() != target) {
  478. GetBody()->SetTarget(target);
  479. GetBody()->FaceTarget(target);
  480. }
  481. float distance = GetBody()->GetDistance(target);
  482. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  483. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  484. GetBody()->FaceTarget(target);
  485. ProcessMelee(target, distance);
  486. }
  487. }
  488. }
  489. else {
  490. // No hated target or time expired, kill this mob
  491. if (GetBody()->GetHP() > 0) {
  492. GetBody()->KillSpawn(GetBody());
  493. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  494. }
  495. }
  496. if (Timer::GetCurrentTime2() > m_expireTime) {
  497. if (GetBody()->GetHP() > 0) {
  498. GetBody()->KillSpawn(GetBody());
  499. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  500. }
  501. }
  502. }