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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.ai;
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import engine.Enum.DispatchChannel;
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import engine.ai.utilities.CombatUtilities;
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import engine.ai.utilities.MovementUtilities;
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import engine.gameManager.BuildingManager;
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import engine.gameManager.CombatManager;
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import engine.gameManager.MovementManager;
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import engine.gameManager.PowersManager;
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import engine.math.Vector3fImmutable;
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import engine.net.DispatchMessage;
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import engine.net.client.msg.PerformActionMsg;
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import engine.net.client.msg.PowerProjectileMsg;
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import engine.net.client.msg.UpdateStateMsg;
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import engine.objects.*;
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import engine.powers.ActionsBase;
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import engine.powers.PowersBase;
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import engine.server.MBServerStatics;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Map.Entry;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.ThreadLocalRandom;
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import static engine.math.FastMath.sqr;
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public class MobileFSM {
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public enum MobBehaviourType {
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//Power
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Power(null, false, true, true, true, false),
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PowerHelpee(Power, false, true, true, false, true),
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PowerHelpeeWimpy(Power, true, false, true, false, false),
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PowerGrouperWimpy(Power, true, false, true, false, false),
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PowerAggro(Power, false, true, true, false, true),
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PowerAggroHelpe(Power, false, true, true, false, true),
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//Aggro
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Aggro(null, false, true, true, true, false),
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AggroHelpee(Aggro, false, true, true, false, true),
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AggroHelpeeWimpy(Aggro, true, false, true, false, false),
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AggroGrouperWimpy(Aggro, true, false, true, false, false),
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//Spell
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Spell(null, false, true, true, true, false),
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SpellHelpee(Spell, false, true, true, false, true),
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SpellHelpeeWimpy(Spell, true, false, true, false, false),
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SpellGrouperWimpy(Spell, true, false, true, false, false),
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SpellAggro(Spell, false, true, true, false, true),
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SpellAggroHelpee(Spell, false, true, true, false, true),
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SpellAggroHelpeeWimpy(Spell, true, false, true, false, false),
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SpellAggroHelpeeEpic(Spell, false, true, true, false, true),
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SpellAggroGrouperWimpy(Spell, true, false, true, false, false),
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//Independent Types
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SimpleStandingGuard(null, false, false, false, false, false),
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Pet1(null, false, false, false, false, false),
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Simple(null, false, false, true, false, false),
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Helpee(null, false, true, true, false, true),
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HelpeeWimpy(null, true, false, true, false, false);
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private static HashMap<Integer, MobBehaviourType> _behaviourTypes = new HashMap<>();
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public MobBehaviourType BehaviourHelperType;
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public boolean isWimpy;
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public boolean isAgressive;
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public boolean canRoam;
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public boolean callsForHelp;
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public boolean respondsToCallForHelp;
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MobBehaviourType(MobBehaviourType helpeebehaviourType, boolean wimpy, boolean agressive, boolean canroam, boolean callsforhelp, boolean respondstocallforhelp) {
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this.BehaviourHelperType = helpeebehaviourType;
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this.isWimpy = wimpy;
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this.isAgressive = agressive;
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this.canRoam = canroam;
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this.callsForHelp = callsforhelp;
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this.respondsToCallForHelp = respondstocallforhelp;
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}
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}
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private static void mobAttack(Mob aiAgent) {
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AbstractGameObject target = aiAgent.getCombatTarget();
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if (target == null) {
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return;
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}
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switch (target.getObjectType()) {
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case PlayerCharacter:
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PlayerCharacter player = (PlayerCharacter) target;
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if (!player.isActive()) {
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aiAgent.setCombatTarget(null);
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CheckMobMovement(aiAgent);
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return;
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}
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if (aiAgent.isNecroPet() && player.inSafeZone()) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (canCast(aiAgent) == true) {
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if (MobCast(aiAgent) == false) {
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handlePlayerAttackForMob(aiAgent, player);
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}
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} else {
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handlePlayerAttackForMob(aiAgent, player);
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}
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break;
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case Building:
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Building building = (Building) target;
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petHandleBuildingAttack(aiAgent, building);
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break;
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case Mob:
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Mob mob = (Mob) target;
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handleMobAttackForMob(aiAgent, mob);
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}
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}
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private static void petHandleBuildingAttack(Mob aiAgent, Building building) {
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int buildingHitBox = (int) CombatManager.calcHitBox(building);
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if (building.getRank() == -1) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (!building.isVulnerable()) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (BuildingManager.getBuildingFromCache(building.getObjectUUID()) == null) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (building.getParentZone() != null && building.getParentZone().isPlayerCity()) {
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for (Mob mob : building.getParentZone().zoneMobSet) {
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if (!mob.isPlayerGuard())
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continue;
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if (mob.getCombatTarget() != null)
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continue;
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if (mob.getGuild() != null && building.getGuild() != null)
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if (!Guild.sameGuild(mob.getGuild().getNation(), building.getGuild().getNation()))
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continue;
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mob.setCombatTarget(aiAgent);
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}
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}
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if (CombatUtilities.inRangeToAttack(aiAgent, building)) {
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//not time to attack yet.
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if (!CombatUtilities.RunAIRandom())
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return;
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if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
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return;
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if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
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return;
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//reset attack animation
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if (aiAgent.isSiege())
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MovementManager.sendRWSSMsg(aiAgent);
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// Fire siege balls
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// TODO: Fix animations not following stone
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//no weapons, defualt mob attack speed 3 seconds.
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ItemBase mainHand = aiAgent.getWeaponItemBase(true);
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ItemBase offHand = aiAgent.getWeaponItemBase(false);
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if (mainHand == null && offHand == null) {
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CombatUtilities.combatCycle(aiAgent, building, true, null);
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int delay = 3000;
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if (aiAgent.isSiege())
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delay = 15000;
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aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
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} else
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//TODO set offhand attack time.
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if (aiAgent.getWeaponItemBase(true) != null) {
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int attackDelay = 3000;
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if (aiAgent.isSiege())
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attackDelay = 15000;
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CombatUtilities.combatCycle(aiAgent, building, true, aiAgent.getWeaponItemBase(true));
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aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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} else if (aiAgent.getWeaponItemBase(false) != null) {
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int attackDelay = 3000;
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if (aiAgent.isSiege())
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attackDelay = 15000;
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CombatUtilities.combatCycle(aiAgent, building, false, aiAgent.getWeaponItemBase(false));
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aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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}
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if (aiAgent.isSiege()) {
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PowerProjectileMsg ppm = new PowerProjectileMsg(aiAgent, building);
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ppm.setRange(50);
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DispatchMessage.dispatchMsgToInterestArea(aiAgent, ppm, DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
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}
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return;
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}
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//Outside of attack Range, Move to players predicted loc.
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if (!aiAgent.isMoving())
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if (MovementUtilities.canMove(aiAgent))
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MovementUtilities.moveToLocation(aiAgent, building.getLoc(), aiAgent.getRange() + buildingHitBox);
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}
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private static void handlePlayerAttackForMob(Mob aiAgent, PlayerCharacter player) {
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if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (!player.isAlive()) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (aiAgent.BehaviourType.callsForHelp) {
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MobCallForHelp(aiAgent);
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}
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if (!MovementUtilities.inRangeDropAggro(aiAgent, player)) {
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aiAgent.setAggroTargetID(0);
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aiAgent.setCombatTarget(null);
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MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
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return;
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}
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if (CombatUtilities.inRange2D(aiAgent, player, aiAgent.getRange())) {
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//no weapons, defualt mob attack speed 3 seconds.
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if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
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return;
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//if (!CombatUtilities.RunAIRandom())
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// return;
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// ranged mobs cant attack while running. skip until they finally stop.
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//if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
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if (aiAgent.isMoving())
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return;
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// add timer for last attack.
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// player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
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ItemBase mainHand = aiAgent.getWeaponItemBase(true);
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ItemBase offHand = aiAgent.getWeaponItemBase(false);
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if (mainHand == null && offHand == null) {
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CombatUtilities.combatCycle(aiAgent, player, true, null);
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int delay = 3000;
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if (aiAgent.isSiege())
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delay = 11000;
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aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
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} else
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//TODO set offhand attack time.
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if (aiAgent.getWeaponItemBase(true) != null) {
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int delay = 3000;
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if (aiAgent.isSiege())
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delay = 11000;
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CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true));
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aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
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} else if (aiAgent.getWeaponItemBase(false) != null) {
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int attackDelay = 3000;
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if (aiAgent.isSiege())
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attackDelay = 11000;
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if (aiAgent.BehaviourType.callsForHelp) {
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MobCallForHelp(aiAgent);
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}
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CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false));
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aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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}
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return;
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}
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if (!MovementUtilities.updateMovementToCharacter(aiAgent, player))
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return;
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if (!MovementUtilities.canMove(aiAgent))
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return;
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//this stops mobs from attempting to move while they are underneath a player.
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if (CombatUtilities.inRangeToAttack2D(aiAgent, player))
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return;
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}
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private static void handleMobAttackForMob(Mob aiAgent, Mob mob) {
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if (!mob.isAlive()) {
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aiAgent.setCombatTarget(null);
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return;
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}
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if (CombatUtilities.inRangeToAttack(aiAgent, mob)) {
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//not time to attack yet.
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if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) {
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return;
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}
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if (!CombatUtilities.RunAIRandom())
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return;
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if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
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return;
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//no weapons, defualt mob attack speed 3 seconds.
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ItemBase mainHand = aiAgent.getWeaponItemBase(true);
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ItemBase offHand = aiAgent.getWeaponItemBase(false);
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if (mainHand == null && offHand == null) {
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CombatUtilities.combatCycle(aiAgent, mob, true, null);
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int delay = 3000;
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if (aiAgent.isSiege())
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delay = 11000;
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aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
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} else
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//TODO set offhand attack time.
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if (aiAgent.getWeaponItemBase(true) != null) {
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int attackDelay = 3000;
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if (aiAgent.isSiege())
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attackDelay = 11000;
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CombatUtilities.combatCycle(aiAgent, mob, true, aiAgent.getWeaponItemBase(true));
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aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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} else if (aiAgent.getWeaponItemBase(false) != null) {
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int attackDelay = 3000;
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|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//use this so mobs dont continue to try to move if they are underneath a flying target. only use 2D range check.
|
|
|
|
if (CombatUtilities.inRangeToAttack2D(aiAgent, mob))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
private static void guardPatrol(Mob aiAgent) {
|
|
|
|
if (aiAgent.isCombat() && aiAgent.getCombatTarget() == null) {
|
|
|
|
aiAgent.setCombat(false);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.npcOwner == null) {
|
|
|
|
|
|
|
|
if (!aiAgent.isWalk() || (aiAgent.isCombat() && aiAgent.getCombatTarget() == null)) {
|
|
|
|
aiAgent.setWalkMode(true);
|
|
|
|
aiAgent.setCombat(false);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
}
|
|
|
|
Building barrack = aiAgent.building;
|
|
|
|
|
|
|
|
if (barrack == null) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int patrolRandom = ThreadLocalRandom.current().nextInt(1000);
|
|
|
|
|
|
|
|
if (patrolRandom <= 10) {
|
|
|
|
int buildingHitBox = (int) CombatManager.calcHitBox(barrack);
|
|
|
|
if (MovementUtilities.canMove(aiAgent)) {
|
|
|
|
MovementUtilities.aiMove(aiAgent, MovementUtilities.randomPatrolLocation(aiAgent, aiAgent.getBindLoc(), buildingHitBox * 2), true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aiAgent.isWalk() || (aiAgent.isCombat() && aiAgent.getCombatTarget() == null)) {
|
|
|
|
aiAgent.setWalkMode(true);
|
|
|
|
aiAgent.setCombat(false);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
Building barrack = ((Mob) aiAgent.npcOwner).building;
|
|
|
|
|
|
|
|
if (barrack == null) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (barrack.getPatrolPoints() == null) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (barrack.getPatrolPoints().isEmpty()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isMoving()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int patrolRandom = ThreadLocalRandom.current().nextInt(1000);
|
|
|
|
|
|
|
|
if (patrolRandom <= 10) {
|
|
|
|
if (aiAgent.getPatrolPointIndex() < barrack.getPatrolPoints().size()) {
|
|
|
|
Vector3fImmutable patrolLoc = barrack.getPatrolPoints().get(aiAgent.getPatrolPointIndex());
|
|
|
|
aiAgent.setPatrolPointIndex(aiAgent.getPatrolPointIndex() + 1);
|
|
|
|
if (aiAgent.getPatrolPointIndex() == barrack.getPatrolPoints().size())
|
|
|
|
aiAgent.setPatrolPointIndex(0);
|
|
|
|
|
|
|
|
if (patrolLoc != null) {
|
|
|
|
if (MovementUtilities.canMove(aiAgent)) {
|
|
|
|
MovementUtilities.aiMove(aiAgent, patrolLoc, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void respawn(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.canRespawn())
|
|
|
|
return;
|
|
|
|
|
|
|
|
long spawnTime = aiAgent.getSpawnTime();
|
|
|
|
|
|
|
|
if (aiAgent.isPlayerGuard() && aiAgent.npcOwner != null && !aiAgent.npcOwner.isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.deathTime + spawnTime) {
|
|
|
|
aiAgent.respawn();
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public static boolean canCast(Mob mob) {
|
|
|
|
|
|
|
|
// Performs validation to determine if a
|
|
|
|
// mobile in the proper state to cast.
|
|
|
|
|
|
|
|
if (mob == null)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (mob.mobPowers.isEmpty())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (mob.nextCastTime == 0)
|
|
|
|
mob.nextCastTime = System.currentTimeMillis();
|
|
|
|
|
|
|
|
return mob.nextCastTime <= System.currentTimeMillis();
|
|
|
|
}
|
|
|
|
public static boolean MobCast(Mob mob) {
|
|
|
|
|
|
|
|
// Method picks a random spell from a mobile's list of powers
|
|
|
|
// and casts it on the current target (or itself). Validation
|
|
|
|
// (including empty lists) is done previously within canCast();
|
|
|
|
|
|
|
|
ArrayList<Integer> powerTokens;
|
|
|
|
ArrayList<Integer> purgeTokens;
|
|
|
|
PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget();
|
|
|
|
|
|
|
|
if (mob.BehaviourType.callsForHelp)
|
|
|
|
MobCallForHelp(mob);
|
|
|
|
|
|
|
|
// Generate a list of tokens from the mob powers for this mobile.
|
|
|
|
|
|
|
|
powerTokens = new ArrayList<>(mob.mobPowers.keySet());
|
|
|
|
purgeTokens = new ArrayList<>();
|
|
|
|
|
|
|
|
// If player has this effect on them currently then remove
|
|
|
|
// this token from our list.
|
|
|
|
|
|
|
|
for (int powerToken : powerTokens) {
|
|
|
|
|
|
|
|
PowersBase powerBase = PowersManager.getPowerByToken(powerToken);
|
|
|
|
|
|
|
|
for (ActionsBase actionBase : powerBase.getActions()) {
|
|
|
|
|
|
|
|
String stackType = actionBase.stackType;
|
|
|
|
|
|
|
|
if (target.getEffects() != null && target.getEffects().containsKey(stackType))
|
|
|
|
purgeTokens.add(powerToken);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
powerTokens.removeAll(purgeTokens);
|
|
|
|
|
|
|
|
// Sanity check
|
|
|
|
|
|
|
|
if (powerTokens.isEmpty())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Pick random spell from our list of powers
|
|
|
|
|
|
|
|
int powerToken = powerTokens.get(ThreadLocalRandom.current().nextInt(powerTokens.size()));
|
|
|
|
int powerRank = mob.mobPowers.get(powerToken);
|
|
|
|
PowersBase mobPower = PowersManager.getPowerByToken(powerToken);
|
|
|
|
|
|
|
|
// Cast the spell
|
|
|
|
|
|
|
|
if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mobPower.getRange())) {
|
|
|
|
|
|
|
|
PowersManager.useMobPower(mob, (AbstractCharacter) mob.getCombatTarget(), mobPower, powerRank);
|
|
|
|
PerformActionMsg msg;
|
|
|
|
|
|
|
|
if (mobPower.isHarmful() == false || mobPower.targetSelf == true)
|
|
|
|
msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, mob);
|
|
|
|
else
|
|
|
|
msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, target);
|
|
|
|
|
|
|
|
msg.setUnknown04(2);
|
|
|
|
PowersManager.finishUseMobPower(msg, mob, 0, 0);
|
|
|
|
|
|
|
|
// Default minimum seconds between cast = 10
|
|
|
|
|
|
|
|
long coolDown = mobPower.getCooldown();
|
|
|
|
|
|
|
|
if (coolDown < 10000)
|
|
|
|
mob.nextCastTime = System.currentTimeMillis() + 10000 + coolDown;
|
|
|
|
else
|
|
|
|
mob.nextCastTime = System.currentTimeMillis() + coolDown;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
public static void MobCallForHelp(Mob mob) {
|
|
|
|
if (mob.nextCallForHelp == 0) {
|
|
|
|
mob.nextCallForHelp = System.currentTimeMillis();
|
|
|
|
}
|
|
|
|
if (mob.nextCallForHelp < System.currentTimeMillis()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Zone mobCamp = mob.getParentZone();
|
|
|
|
for (Mob helper : mobCamp.zoneMobSet) {
|
|
|
|
if (helper.BehaviourType.respondsToCallForHelp && helper.BehaviourType.BehaviourHelperType.equals(mob.BehaviourType)) {
|
|
|
|
helper.setCombatTarget(mob.getCombatTarget());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//wait 60 seconds to call for help again
|
|
|
|
mob.nextCallForHelp = System.currentTimeMillis() + 60000;
|
|
|
|
}
|
|
|
|
public static void run(Mob mob) {
|
|
|
|
if (mob == null) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mob.isAlive() == false) {
|
|
|
|
//no need to continue if mob is dead, check for respawn and move on
|
|
|
|
CheckForRespawn(mob);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//check to see if mob has wandered too far from his bind loc
|
|
|
|
CheckToSendMobHome(mob);
|
|
|
|
//check to see if players have mob loaded
|
|
|
|
if (mob.playerAgroMap.isEmpty()) {
|
|
|
|
//no players loaded, no need to proceed
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//check for players that can be aggroed if mob is agressive and has no target
|
|
|
|
if (mob.BehaviourType.isAgressive && mob.getCombatTarget() == null) {
|
|
|
|
CheckForAggro(mob);
|
|
|
|
}
|
|
|
|
//check if mob can move for patrol or moving to target
|
|
|
|
if (mob.BehaviourType.canRoam) {
|
|
|
|
CheckMobMovement(mob);
|
|
|
|
}
|
|
|
|
//check if mob can attack if it isn't wimpy
|
|
|
|
if (!mob.BehaviourType.isWimpy && !mob.isMoving()) {
|
|
|
|
CheckForAttack(mob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void CheckForAggro(Mob aiAgent) {
|
|
|
|
//looks for and sets mobs combatTarget
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
ConcurrentHashMap<Integer, Boolean> loadedPlayers = aiAgent.playerAgroMap;
|
|
|
|
for (Entry playerEntry : loadedPlayers.entrySet()) {
|
|
|
|
int playerID = (int) playerEntry.getKey();
|
|
|
|
PlayerCharacter loadedPlayer = PlayerCharacter.getFromCache(playerID);
|
|
|
|
//Player is null, let's remove them from the list.
|
|
|
|
if (loadedPlayer == null) {
|
|
|
|
loadedPlayers.remove(playerID);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
//Player is Dead, Mob no longer needs to attempt to aggro. Remove them from aggro map.
|
|
|
|
if (!loadedPlayer.isAlive()) {
|
|
|
|
loadedPlayers.remove(playerID);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
//Can't see target, skip aggro.
|
|
|
|
if (!aiAgent.canSee(loadedPlayer)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// No aggro for this race type
|
|
|
|
if(aiAgent.notEnemy.contains(loadedPlayer.getRace().getRaceType()))
|
|
|
|
continue;
|
|
|
|
if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) {
|
|
|
|
aiAgent.setAggroTargetID(playerID);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void CheckMobMovement(Mob mob) {
|
|
|
|
if (mob.getCombatTarget() == null) {
|
|
|
|
//patrol
|
|
|
|
int patrolRandom = ThreadLocalRandom.current().nextInt(1000);
|
|
|
|
if (patrolRandom <= MBServerStatics.AI_PATROL_DIVISOR) {
|
|
|
|
if (MovementUtilities.canMove(mob) && !mob.isMoving()) {
|
|
|
|
if (mob.isPlayerGuard()) {
|
|
|
|
guardPatrol(mob);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
float patrolRadius = mob.getSpawnRadius();
|
|
|
|
|
|
|
|
if (patrolRadius > 256)
|
|
|
|
patrolRadius = 256;
|
|
|
|
|
|
|
|
if (patrolRadius < 60)
|
|
|
|
patrolRadius = 60;
|
|
|
|
|
|
|
|
MovementUtilities.aiMove(mob, Vector3fImmutable.getRandomPointInCircle(mob.getBindLoc(), patrolRadius), true);
|
|
|
|
} else {
|
|
|
|
//chase target
|
|
|
|
mob.updateMovementState();
|
|
|
|
mob.updateLocation();
|
|
|
|
if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mob.getRange()) == false) {
|
|
|
|
if (mob.getRange() > 15) {
|
|
|
|
mob.destination = mob.getCombatTarget().getLoc();
|
|
|
|
MovementUtilities.moveToLocation(mob, mob.destination, 0);
|
|
|
|
} else {
|
|
|
|
mob.destination = MovementUtilities.GetDestinationToCharacter(mob, (AbstractCharacter) mob.getCombatTarget());
|
|
|
|
MovementUtilities.moveToLocation(mob, mob.destination, mob.getRange());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void CheckForRespawn(Mob aiAgent) {
|
|
|
|
//handles checking for respawn of dead mobs even when no players have mob loaded
|
|
|
|
//Despawn Timer with Loot currently in inventory.
|
|
|
|
if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
if(aiAgent.deathTime != 0) {
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
}
|
|
|
|
respawn(aiAgent);
|
|
|
|
}
|
|
|
|
|
|
|
|
//No items in inventory.
|
|
|
|
} else {
|
|
|
|
//Mob's Loot has been looted.
|
|
|
|
if (aiAgent.isHasLoot()) {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
if(aiAgent.deathTime != 0) {
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
}
|
|
|
|
respawn(aiAgent);
|
|
|
|
}
|
|
|
|
//Mob never had Loot.
|
|
|
|
} else {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
if(aiAgent.deathTime != 0) {
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
}
|
|
|
|
respawn(aiAgent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
public static void CheckForAttack(Mob mob) {
|
|
|
|
//checks if mob can attack based on attack timer and range
|
|
|
|
if (mob.isAlive())
|
|
|
|
mob.updateLocation();
|
|
|
|
if (!mob.isCombat()) {
|
|
|
|
mob.setCombat(true);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(mob);
|
|
|
|
DispatchMessage.sendToAllInRange(mob, rwss);
|
|
|
|
}
|
|
|
|
mobAttack(mob);
|
|
|
|
}
|
|
|
|
private static void CheckToSendMobHome(Mob mob) {
|
|
|
|
if (mob.getLoc().distanceSquared2D(mob.getBindLoc()) > sqr(2000)) {
|
|
|
|
PowersBase recall = PowersManager.getPowerByToken(-1994153779);
|
|
|
|
PowersManager.useMobPower(mob, mob, recall, 40);
|
|
|
|
mob.setAggroTargetID(0);
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mob.setCombatTarget(null);
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}
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}
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public static void dead(Mob aiAgent) {
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//Despawn Timer with Loot currently in inventory.
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if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
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aiAgent.despawn();
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|
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//update time of death after mob despawns so respawn time happens after mob despawns.
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aiAgent.setDeathTime(System.currentTimeMillis());
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//aiAgent.state = STATE.Respawn;
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}
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//No items in inventory.
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} else {
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|
|
//Mob's Loot has been looted.
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|
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if (aiAgent.isHasLoot()) {
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|
|
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
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|
|
aiAgent.despawn();
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|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
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|
|
|
//aiAgent.state = STATE.Respawn;
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|
|
}
|
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|
|
//Mob never had Loot.
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|
|
|
} else {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
//aiAgent.state = STATE.Respawn;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|