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->InCombat(true);
  59. }
  60. // Set the NPC's target to the most hated entity if it is not already.
  61. if (m_body->GetTarget() != target) {
  62. m_body->SetTarget(target);
  63. m_body->FaceTarget(target);
  64. }
  65. // Check to see if the NPC has exceeded the max chase distance
  66. if (run_back_distance > MAX_CHASE_DISTANCE) {
  67. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  68. // Over the max chase distance, Check to see if the target is is a client
  69. Client* client = target->GetZone()->GetClientBySpawn(target);
  70. if (client)
  71. {
  72. // Target is a client so send encounter break messages
  73. if (m_body->HasSpawnGroup())
  74. client->SimpleMessage(CHANNEL_COLOR_WHITE, "This encounter will no longer give encounter rewards.");
  75. else
  76. client->Message(CHANNEL_COLOR_WHITE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  77. }
  78. // Clear the hate list for this NPC
  79. ClearHate();
  80. // Clear the encounter list
  81. ClearEncounter();
  82. }
  83. else {
  84. // Still within max chase distance lets to the combat stuff now
  85. float distance = m_body->GetDistance(target);
  86. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  87. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  88. m_body->FaceTarget(target);
  89. ProcessMelee(target, distance);
  90. }
  91. }
  92. }
  93. else {
  94. // Nothing in the hate list
  95. bool wasInCombat = m_body->EngagedInCombat();
  96. // Check to see if the NPC is still flagged as in combat for some reason
  97. if (m_body->EngagedInCombat()) {
  98. // If it is set the combat flag to false
  99. m_body->InCombat(false);
  100. // Do not set a players pet to full health once they stop combat
  101. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  102. m_body->SetHP(m_body->GetTotalHP());
  103. }
  104. CheckBuffs();
  105. // If run back distance is greater then 0 then run back
  106. if ((wasInCombat || m_body->m_runningBack) && run_back_distance > 1) {
  107. m_body->Runback();
  108. }
  109. else if (m_body->m_runningBack)
  110. {
  111. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  112. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  113. m_body->SetY(m_body->GetRunbackLocation()->y,true);
  114. m_body->ClearRunback();
  115. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  116. m_body->ClearRunningLocations();
  117. }
  118. // If encounter size is greater then 0 then clear it
  119. if (GetEncounterSize() > 0)
  120. ClearEncounter();
  121. }
  122. }
  123. }
  124. sint32 Brain::GetHate(Entity* entity) {
  125. // We will use this variable to return the value, default to 0
  126. sint32 ret = 0;
  127. // Lock the hate list, not altering it so do a read lock
  128. MHateList.readlock(__FUNCTION__, __LINE__);
  129. // First check to see if the given entity is even in the hate list
  130. if (m_hatelist.count(entity->GetID()) > 0)
  131. // Entity in the hate list so get the hate value for the entity
  132. ret = m_hatelist[entity->GetID()];
  133. // Unlock the hate list
  134. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  135. // return the hate
  136. return ret;
  137. }
  138. void Brain::AddHate(Entity* entity, sint32 hate) {
  139. // Lock the hate list, we are altering the list so use write lock
  140. MHateList.writelock(__FUNCTION__, __LINE__);
  141. if (m_hatelist.count(entity->GetID()) > 0)
  142. m_hatelist[entity->GetID()] += hate;
  143. else
  144. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  145. if (entity->HatedBy.count(m_body->GetID()) == 0)
  146. entity->HatedBy.insert(m_body->GetID());
  147. // Unlock the list
  148. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  149. }
  150. void Brain::ClearHate() {
  151. // Lock the hate list, we are altering the list so use a write lock
  152. MHateList.writelock(__FUNCTION__, __LINE__);
  153. map<int32, sint32>::iterator itr;
  154. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  155. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  156. if (spawn && spawn->IsEntity())
  157. ((Entity*)spawn)->HatedBy.erase(itr->first);
  158. }
  159. // Clear the list
  160. m_hatelist.clear();
  161. // Unlock the hate list
  162. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  163. }
  164. void Brain::ClearHate(Entity* entity) {
  165. // Lock the hate list, we could potentially modify the list so use write lock
  166. MHateList.writelock(__FUNCTION__, __LINE__);
  167. // Check to see if the given entity is in the hate list
  168. if (m_hatelist.count(entity->GetID()) > 0)
  169. // Erase the entity from the hate list
  170. m_hatelist.erase(entity->GetID());
  171. entity->HatedBy.erase(m_body->GetID());
  172. // Unlock the hate list
  173. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  174. }
  175. Entity* Brain::GetMostHated() {
  176. map<int32, sint32>::iterator itr;
  177. int32 ret = 0;
  178. sint32 hate = 0;
  179. // Lock the hate list, not going to alter it so use a read lock
  180. MHateList.readlock(__FUNCTION__, __LINE__);
  181. if (m_hatelist.size() > 0) {
  182. // Loop through the list looking for the entity that this NPC hates the most
  183. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  184. // Compare the hate value for the current iteration to our stored highest value
  185. if(itr->second > hate) {
  186. // New high value store the entity
  187. ret = itr->first;
  188. // Store the value to compare with the rest of the entities
  189. hate = itr->second;
  190. }
  191. }
  192. }
  193. // Unlock the list
  194. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  195. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  196. // Check the reult to see if it is still alive
  197. if(hated && hated->GetHP() <= 0) {
  198. // Entity we got was dead so remove it from the list
  199. ClearHate(hated);
  200. // Call this function again now that we removed the dead entity
  201. hated = GetMostHated();
  202. }
  203. // Return our result
  204. return hated;
  205. }
  206. sint8 Brain::GetHatePercentage(Entity* entity) {
  207. float percentage = 0.0;
  208. MHateList.readlock(__FUNCTION__, __LINE__);
  209. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  210. sint32 total_hate = 0;
  211. map<int32, sint32>::iterator itr;
  212. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  213. total_hate += itr->second;
  214. percentage = m_hatelist[entity->GetID()] / total_hate;
  215. }
  216. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  217. return (sint8)(percentage * 100);
  218. }
  219. vector<Entity*>* Brain::GetHateList() {
  220. vector<Entity*>* ret = new vector<Entity*>;
  221. map<int32, sint32>::iterator itr;
  222. // Lock the list
  223. MHateList.readlock(__FUNCTION__, __LINE__);
  224. // Loop over the list storing the values into the new list
  225. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  226. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  227. if (ent)
  228. ret->push_back(ent);
  229. }
  230. // Unlock the list
  231. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  232. // Return the copy of the list
  233. return ret;
  234. }
  235. void Brain::MoveCloser(Entity* target) {
  236. if (target && m_body->GetFollowTarget() != target)
  237. m_body->SetFollowTarget(target);
  238. if (m_body->GetFollowTarget() && !m_body->following) {
  239. m_body->CalculateRunningLocation(true);
  240. //m_body->ClearRunningLocations();
  241. m_body->following = true;
  242. }
  243. }
  244. bool Brain::ProcessSpell(Entity* target, float distance) {
  245. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  246. return false;
  247. Spell* spell = m_body->GetNextSpell(distance);
  248. if(spell){
  249. Spawn* spell_target = 0;
  250. if(spell->GetSpellData()->friendly_spell == 1){
  251. vector<Spawn*>* group = m_body->GetSpawnGroup();
  252. if(group && group->size() > 0){
  253. vector<Spawn*>::iterator itr;
  254. for(itr = group->begin(); itr != group->end(); itr++){
  255. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  256. spell_target = *itr;
  257. }
  258. }
  259. if(!spell_target)
  260. spell_target = m_body;
  261. safe_delete(group);
  262. }
  263. else
  264. spell_target = target;
  265. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  266. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  267. return true;
  268. }
  269. return false;
  270. }
  271. bool Brain::CheckBuffs() {
  272. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  273. return false;
  274. Spell* spell = m_body->GetNextBuffSpell();
  275. if (spell) {
  276. m_body->CalculateRunningLocation(true);
  277. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  278. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  279. return true;
  280. }
  281. return false;
  282. }
  283. void Brain::ProcessMelee(Entity* target, float distance) {
  284. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  285. MoveCloser(target);
  286. else {
  287. if (target) {
  288. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  289. if (m_body->AttackAllowed(target)) {
  290. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  291. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  292. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  293. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  294. m_body->MeleeAttack(target, distance, true);
  295. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  296. }
  297. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  298. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  299. m_body->MeleeAttack(target, distance, false);
  300. }
  301. }
  302. }
  303. }
  304. }
  305. bool Brain::HasRecovered() {
  306. if(m_spellRecovery > Timer::GetCurrentTime2())
  307. return false;
  308. m_spellRecovery = 0;
  309. return true;
  310. }
  311. void Brain::AddToEncounter(Entity* entity) {
  312. // If player pet then set the entity to the pets owner
  313. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  314. entity = ((NPC*)entity)->GetOwner();
  315. // If player or bot then get the group
  316. int32 group_id = 0;
  317. if (entity->IsPlayer() || entity->IsBot()) {
  318. m_playerInEncounter = true;
  319. if (entity->GetGroupMemberInfo())
  320. group_id = entity->GetGroupMemberInfo()->group_id;
  321. }
  322. // Insert the entity into the encounter list, if there is a group add all group members as well
  323. // TODO: add raid members
  324. MEncounter.writelock(__FUNCTION__, __LINE__);
  325. if (group_id > 0) {
  326. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  327. deque<GroupMemberInfo*>::iterator itr;
  328. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(group_id);
  329. for (itr = members->begin(); itr != members->end(); itr++) {
  330. if ((*itr)->client)
  331. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  332. }
  333. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  334. }
  335. else {
  336. m_encounter.push_back(entity->GetID());
  337. }
  338. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  339. }
  340. bool Brain::CheckLootAllowed(Entity* entity) {
  341. bool ret = false;
  342. vector<int32>::iterator itr;
  343. // Check the encounter list to see if the given entity is in it, if so return true.
  344. MEncounter.readlock(__FUNCTION__, __LINE__);
  345. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  346. if ((*itr) == entity->GetID()) {
  347. // found the entity in the encounter list, set return value to true and break the loop
  348. ret = true;
  349. break;
  350. }
  351. }
  352. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  353. return ret;
  354. }
  355. int8 Brain::GetEncounterSize() {
  356. int8 ret = 0;
  357. MEncounter.readlock(__FUNCTION__, __LINE__);
  358. ret = (int8)m_encounter.size();
  359. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  360. return ret;
  361. }
  362. vector<int32>* Brain::GetEncounter() {
  363. vector<int32>* ret = new vector<int32>;
  364. vector<int32>::iterator itr;
  365. // Lock the list
  366. MEncounter.readlock(__FUNCTION__, __LINE__);
  367. // Loop over the list storing the values into the new list
  368. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  369. ret->push_back(*itr);
  370. // Unlock the list
  371. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  372. // Return the copy of the list
  373. return ret;
  374. }
  375. void Brain::ClearEncounter() {
  376. MEncounter.writelock(__FUNCTION__, __LINE__);
  377. m_encounter.clear();
  378. m_playerInEncounter = false;
  379. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  380. }
  381. /* Example of how to extend the default AI */
  382. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  383. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  384. // to set up the AI properly
  385. }
  386. CombatPetBrain::~CombatPetBrain() {
  387. }
  388. void CombatPetBrain::Think() {
  389. // We are extending the base brain so make sure to call the parent Think() function.
  390. // If we want to override then we could remove Brain::Think()
  391. Brain::Think();
  392. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  393. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  394. return;
  395. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  396. // If owner is a player and player has stay set then return out
  397. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->pet_movement == 1)
  398. return;
  399. // Set target to owner
  400. Entity* target = GetBody()->GetOwner();
  401. GetBody()->SetTarget(target);
  402. // Get distance from the owner
  403. float distance = GetBody()->GetDistance(target);
  404. // If out of melee range then move closer
  405. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  406. MoveCloser(target);
  407. }
  408. /* Example of how to override the default AI */
  409. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  410. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  411. // to set up the AI properly
  412. }
  413. NonCombatPetBrain::~NonCombatPetBrain() {
  414. }
  415. void NonCombatPetBrain::Think() {
  416. // All this Brain does is make the pet follow its owner
  417. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  418. return;
  419. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  420. // Set target to owner
  421. Entity* target = GetBody()->GetOwner();
  422. GetBody()->SetTarget(target);
  423. // Get distance from the owner
  424. float distance = GetBody()->GetDistance(target);
  425. // If out of melee range then move closer
  426. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  427. MoveCloser(target);
  428. }
  429. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  430. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  431. // to set up the AI properly
  432. SetTick(50000);
  433. }
  434. BlankBrain::~BlankBrain() {
  435. }
  436. void BlankBrain::Think() {
  437. }
  438. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  439. }
  440. LuaBrain::~LuaBrain() {
  441. }
  442. void LuaBrain::Think() {
  443. if (!lua_interface)
  444. return;
  445. const char* script = GetBody()->GetSpawnScript();
  446. if(script) {
  447. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  448. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  449. }
  450. }
  451. else {
  452. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  453. }
  454. }
  455. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  456. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  457. AddHate(target, INT_MAX);
  458. }
  459. DumbFirePetBrain::~DumbFirePetBrain() {
  460. }
  461. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  462. if (!GetMostHated())
  463. Brain::AddHate(entity, hate);
  464. }
  465. void DumbFirePetBrain::Think() {
  466. Entity* target = GetMostHated();
  467. if (target) {
  468. if (!GetBody()->IsMezzedOrStunned()) {
  469. // If the NPC is not in combat then put them in combat
  470. if (!GetBody()->EngagedInCombat()) {
  471. //GetBody()->ClearRunningLocations();
  472. GetBody()->CalculateRunningLocation(true);
  473. GetBody()->InCombat(true);
  474. }
  475. // Set the NPC's target to the most hated entity if it is not already.
  476. if (GetBody()->GetTarget() != target) {
  477. GetBody()->SetTarget(target);
  478. GetBody()->FaceTarget(target);
  479. }
  480. float distance = GetBody()->GetDistance(target);
  481. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  482. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  483. GetBody()->FaceTarget(target);
  484. ProcessMelee(target, distance);
  485. }
  486. }
  487. }
  488. else {
  489. // No hated target or time expired, kill this mob
  490. if (GetBody()->GetHP() > 0) {
  491. GetBody()->KillSpawn(GetBody());
  492. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  493. }
  494. }
  495. if (Timer::GetCurrentTime2() > m_expireTime) {
  496. if (GetBody()->GetHP() > 0) {
  497. GetBody()->KillSpawn(GetBody());
  498. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  499. }
  500. }
  501. }