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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;
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import engine.Enum.DispatchChannel;
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import engine.Enum.GameObjectType;
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import engine.InterestManagement.WorldGrid;
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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.*;
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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.PowersBase;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashSet;
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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 STATE {
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Disabled,
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Respawn,
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Idle,
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Awake,
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Aggro,
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Patrol,
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Help,
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Attack,
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Home,
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Dead,
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Recalling,
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Retaliate
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}
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public static void run(Mob mob) {
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if (mob == null) {
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return;
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}
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STATE state = mob.getState();
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switch (state) {
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case Idle:
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if (mob.isAlive())
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mob.updateLocation();
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if (mob.isPlayerGuard()) {
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guardAwake(mob);
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break;
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}
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idle(mob);
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break;
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case Awake:
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if (mob.isAlive())
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mob.updateLocation();
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if (mob.isPlayerGuard())
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guardAwake(mob);
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else if (mob.isSiege() == false) {
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if (mob.isPet())
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petAwake(mob);
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else if (mob.isGuard())
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awakeNPCguard(mob);
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else
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awake(mob);
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}
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break;
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case Aggro:
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if (mob.isAlive())
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mob.updateLocation();
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if (mob.isPlayerGuard())
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guardAggro(mob, mob.getAggroTargetID());
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else
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aggro(mob, mob.getAggroTargetID());
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break;
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case Patrol:
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if (mob.isAlive())
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mob.updateLocation();
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if (mob.isPlayerGuard())
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guardPatrol(mob);
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else
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patrol(mob);
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break;
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case Attack:
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if (mob.isAlive())
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mob.updateLocation();
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if (!mob.isCombat()) {
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mob.setCombat(true);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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if (mob.isPlayerGuard())
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guardAttack(mob);
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else if (mob.isPet() || mob.isSiege())
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petAttack(mob);
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else if (mob.isGuard())
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guardAttackMob(mob);
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else
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mobAttack(mob);
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break;
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case Home:
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if (mob.isPlayerGuard())
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guardHome(mob, mob.isWalkingHome());
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else
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home(mob, mob.isWalkingHome());
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break;
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case Dead:
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dead(mob);
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break;
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case Respawn:
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respawn(mob);
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break;
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case Recalling:
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recalling(mob);
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break;
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case Retaliate:
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retaliate(mob);
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break;
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}
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}
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public static boolean setAwake(Mob aiAgent, boolean force) {
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if (force) {
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aiAgent.setState(STATE.Awake);
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return true;
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}
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if (aiAgent.getState() == STATE.Idle) {
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aiAgent.setState(STATE.Awake);
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return true;
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}
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return false;
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}
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public static boolean setAggro(Mob aiAgent, int targetID) {
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if (aiAgent.getState() != STATE.Dead) {
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aiAgent.setNoAggro(false);
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aiAgent.setAggroTargetID(targetID);
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aiAgent.setState(STATE.Aggro);
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return true;
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}
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return false;
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}
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public static Mob getMobile(int mobileID) {
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return Mob.getFromCache(mobileID);
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}
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private static void idle(Mob mob) {
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if (mob.getLoc().distanceSquared2D(mob.getBindLoc()) > sqr(2000)) {
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mob.setWalkingHome(false);
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mob.setState(STATE.Home);
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}
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}
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private static void awake(Mob aiAgent) {
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if (!aiAgent.isAlive()) {
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aiAgent.setState(STATE.Dead);
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return;
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}
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if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
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aiAgent.setWalkingHome(false);
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aiAgent.setState(STATE.Home);
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return;
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}
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//Don't attempt to aggro if No aggro is on and aiAgent is not home yet.
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if (aiAgent.isNoAggro() && aiAgent.isMoving()) {
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return;
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}
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//Mob stopped Moving let's turn aggro back on.
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if (aiAgent.isNoAggro()) {
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aiAgent.setNoAggro(false);
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}
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//no players currently have this mob loaded. return to IDLE.
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if (aiAgent.getPlayerAgroMap().isEmpty()) {
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aiAgent.setState(STATE.Idle);
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return;
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}
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//currently npc guards wont patrol or aggro
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if (aiAgent.isGuard()) {
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return;
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}
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//Get the Map for Players that loaded this mob.
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ConcurrentHashMap<Integer, Boolean> loadedPlayers = aiAgent.getPlayerAgroMap();
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if (!Enum.MobFlagType.AGGRESSIVE.elementOf(aiAgent.getMobBase().getFlags()) && aiAgent.getCombatTarget() == null) {
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//attempt to patrol even if aiAgent isn't aggresive;
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int patrolRandom = ThreadLocalRandom.current().nextInt(1000);
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if (patrolRandom <= MBServerStatics.AI_PATROL_DIVISOR) {
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aiAgent.setState(STATE.Patrol);
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}
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return;
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}
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//aiAgent finished moving home, set aggro on.
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for (Entry playerEntry : loadedPlayers.entrySet()) {
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int playerID = (int) playerEntry.getKey();
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PlayerCharacter loadedPlayer = PlayerCharacter.getFromCache(playerID);
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//Player is null, let's remove them from the list.
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if (loadedPlayer == null) {
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// Logger.error("MobileFSM", "Player with UID " + playerID + " returned null in mob.getPlayerAgroMap()");
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loadedPlayers.remove(playerID);
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continue;
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}
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//Player is Dead, Mob no longer needs to attempt to aggro. Remove them from aggro map.
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if (!loadedPlayer.isAlive()) {
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loadedPlayers.remove(playerID);
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continue;
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}
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//Can't see target, skip aggro.
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if (!aiAgent.canSee(loadedPlayer)) {
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continue;
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}
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// No aggro for this race type
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if (loadedPlayer.getRace().getRaceType().getAggroType().elementOf(aiAgent.getMobBase().getNoAggro()))
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continue;
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if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) {
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aiAgent.setAggroTargetID(playerID);
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aiAgent.setState(STATE.Aggro);
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return;
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}
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}
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int patrolRandom = ThreadLocalRandom.current().nextInt(1000);
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if (patrolRandom <= MBServerStatics.AI_PATROL_DIVISOR) {
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aiAgent.setState(STATE.Patrol);
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}
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}
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private static void guardAttackMob(Mob aiAgent) {
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if (!aiAgent.isAlive()) {
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aiAgent.setState(STATE.Dead);
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return;
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}
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AbstractGameObject target = aiAgent.getCombatTarget();
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if (target == null) {
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aiAgent.setState(STATE.Awake);
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return;
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}
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if (target.getObjectType().equals(GameObjectType.Mob) == false) {
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aiAgent.setState(STATE.Awake);
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return;
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}
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if (target.equals(aiAgent)) {
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aiAgent.setState(STATE.Awake);
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return;
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}
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Mob mob = (Mob) target;
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if (!mob.isAlive() || mob.getState() == STATE.Dead) {
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aiAgent.setCombatTarget(null);
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aiAgent.setState(STATE.Awake);
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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 = (int) (aiAgent.getSpeedHandTwo() * 100);
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if (aiAgent.isSiege())
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attackDelay = 3000;
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CombatUtilities.combatCycle(aiAgent, mob, 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, mob))
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return;
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if (!MovementUtilities.canMove(aiAgent))
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return;
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if (CombatUtilities.inRangeToAttack2D(aiAgent, mob))
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return;
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aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob);
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MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
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}
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private static void awakeNPCguard(Mob aiAgent) {
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if (!aiAgent.isAlive()) {
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aiAgent.setState(STATE.Dead);
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return;
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}
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// Player guards are bound to their city zone
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// and recall when leaving it.
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if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
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aiAgent.setWalkingHome(false);
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aiAgent.setState(STATE.Home);
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return;
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}
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//Don't attempt to aggro if No aggro is on and aiAgent is not home yet.
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//no players currently have this mob loaded. return to IDLE.
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//currently npc guards wont patrol or aggro
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//Get the Map for Players that loaded this mob.
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HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(aiAgent, 100, MBServerStatics.MASK_MOB);
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for (AbstractWorldObject awoMob : awoList) {
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|
|
|
|
|
//dont scan self.
|
|
|
|
if (aiAgent.equals(awoMob))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Mob mob = (Mob) awoMob;
|
|
|
|
//dont attack other guards
|
|
|
|
if (mob.isGuard())
|
|
|
|
continue;
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(mob.getLoc()) > sqr(50))
|
|
|
|
continue;
|
|
|
|
aiAgent.setCombatTarget(mob);
|
|
|
|
aiAgent.setState(STATE.Attack);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void petAwake(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PlayerCharacter petOwner = aiAgent.getOwner();
|
|
|
|
|
|
|
|
if (petOwner == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
//lets make mobs ai less twitchy, Don't call another movement until mob reaches it's destination.
|
|
|
|
if (aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (petOwner.getLoc().distanceSquared2D(aiAgent.getLoc()) > MBServerStatics.AI_RECALL_RANGE * MBServerStatics.AI_RECALL_RANGE) {
|
|
|
|
aiAgent.teleport(petOwner.getLoc());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (petOwner.getLoc().distanceSquared2D(aiAgent.getLoc()) > 30 * 30) {
|
|
|
|
if (aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(petOwner.getLoc()) < aiAgent.getRange() * aiAgent.getRange())
|
|
|
|
return;
|
|
|
|
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, petOwner.getLoc(), aiAgent.getRange());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void aggro(Mob aiAgent, int targetID) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aiAgent.isCombat()) {
|
|
|
|
aiAgent.setCombat(true);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
}
|
|
|
|
|
|
|
|
//a player got in aggro range. Move to player until in range of attack.
|
|
|
|
PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID);
|
|
|
|
|
|
|
|
if (aggroTarget == null) {
|
|
|
|
// Logger.error("MobileFSM.aggro", "aggro target with UUID " + targetID + " returned null");
|
|
|
|
aiAgent.getPlayerAgroMap().remove(targetID);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!aiAgent.canSee(aggroTarget)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
targetID = 0;
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aggroTarget.isActive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
targetID = 0;
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, aggroTarget)) {
|
|
|
|
aiAgent.setState(STATE.Attack);
|
|
|
|
attack(aiAgent, targetID);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
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, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aggroTarget.getLoc()) < aiAgent.getRange() * aiAgent.getRange())
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void petAttack(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
AbstractGameObject target = aiAgent.getCombatTarget();
|
|
|
|
|
|
|
|
if (target == null) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (target.getObjectType()) {
|
|
|
|
|
|
|
|
case PlayerCharacter:
|
|
|
|
|
|
|
|
PlayerCharacter player = (PlayerCharacter) target;
|
|
|
|
|
|
|
|
if (!player.isActive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player.inSafeZone()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
handlePlayerAttackForPet(aiAgent, player);
|
|
|
|
|
|
|
|
break;
|
|
|
|
case Building:
|
|
|
|
Building building = (Building) target;
|
|
|
|
petHandleBuildingAttack(aiAgent, building);
|
|
|
|
break;
|
|
|
|
case Mob:
|
|
|
|
Mob mob = (Mob) target;
|
|
|
|
handleMobAttackForPet(aiAgent, mob);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void mobAttack(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
|
|
|
|
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
AbstractGameObject target = aiAgent.getCombatTarget();
|
|
|
|
|
|
|
|
if (target == null) {
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (target.getObjectType()) {
|
|
|
|
|
|
|
|
case PlayerCharacter:
|
|
|
|
|
|
|
|
PlayerCharacter player = (PlayerCharacter) target;
|
|
|
|
|
|
|
|
if (!player.isActive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isNecroPet() && player.inSafeZone()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Idle);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
handlePlayerAttackForMob(aiAgent, player);
|
|
|
|
break;
|
|
|
|
case Building:
|
|
|
|
Building building = (Building) target;
|
|
|
|
petHandleBuildingAttack(aiAgent, building);
|
|
|
|
break;
|
|
|
|
case Mob:
|
|
|
|
Mob mob = (Mob) target;
|
|
|
|
handleMobAttackForMob(aiAgent, mob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void petHandleBuildingAttack(Mob aiAgent, Building building) {
|
|
|
|
|
|
|
|
int buildingHitBox = (int) CombatManager.calcHitBox(building);
|
|
|
|
|
|
|
|
if (building.getRank() == -1) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!building.isVulnerable()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (BuildingManager.getBuildingFromCache(building.getObjectUUID()) == null) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (building.getParentZone() != null && building.getParentZone().isPlayerCity()) {
|
|
|
|
|
|
|
|
for (Mob mob : building.getParentZone().zoneMobSet) {
|
|
|
|
|
|
|
|
if (!mob.isPlayerGuard())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mob.getCombatTarget() != null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mob.getGuild() != null && building.getGuild() != null)
|
|
|
|
if (!Guild.sameGuild(mob.getGuild().getNation(), building.getGuild().getNation()))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mob.setCombatTarget(aiAgent);
|
|
|
|
mob.setState(STATE.Attack);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, building)) {
|
|
|
|
//not time to attack yet.
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//reset attack animation
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
MovementManager.sendRWSSMsg(aiAgent);
|
|
|
|
|
|
|
|
// Fire siege balls
|
|
|
|
// TODO: Fix animations not following stone
|
|
|
|
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, building, true, null);
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 15000;
|
|
|
|
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
} else
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 15000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, building, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 15000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, building, false, aiAgent.getWeaponItemBase(false));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isSiege()) {
|
|
|
|
PowerProjectileMsg ppm = new PowerProjectileMsg(aiAgent, building);
|
|
|
|
ppm.setRange(50);
|
|
|
|
DispatchMessage.dispatchMsgToInterestArea(aiAgent, ppm, DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Outside of attack Range, Move to players predicted loc.
|
|
|
|
|
|
|
|
if (!aiAgent.isMoving())
|
|
|
|
if (MovementUtilities.canMove(aiAgent))
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, building.getLoc(), aiAgent.getRange() + buildingHitBox);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void handlePlayerAttackForPet(Mob aiAgent, PlayerCharacter player) {
|
|
|
|
|
|
|
|
if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!player.isAlive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, player)) {
|
|
|
|
//not time to attack yet.
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
// add timer for last attack.
|
|
|
|
//player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, true, null);
|
|
|
|
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 11000;
|
|
|
|
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
}
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = (int) (aiAgent.getSpeedHandTwo() * 100);
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 3000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, player))
|
|
|
|
return;
|
|
|
|
|
|
|
|
//out of range to attack move
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, player);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void handlePlayerAttackForMob(Mob aiAgent, PlayerCharacter player) {
|
|
|
|
|
|
|
|
if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!player.isAlive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getLastMobPowerToken() != 0) {
|
|
|
|
|
|
|
|
PowersBase mobPower = PowersManager.getPowerByToken(aiAgent.getLastMobPowerToken());
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getTimeStamp("FInishCast")) {
|
|
|
|
PerformActionMsg msg = PowersManager.createPowerMsg(mobPower, 40, aiAgent, player);
|
|
|
|
msg.setUnknown04(2);
|
|
|
|
PowersManager.finishUseMobPower(msg, aiAgent, 0, 0);
|
|
|
|
aiAgent.setLastMobPowerToken(0);
|
|
|
|
aiAgent.setIsCasting(false);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getTimeStamp("CallForHelp")) {
|
|
|
|
CombatUtilities.CallForHelp(aiAgent);
|
|
|
|
aiAgent.getTimestamps().put("CallForHelp", System.currentTimeMillis() + 60000);
|
|
|
|
}
|
|
|
|
|
|
|
|
HashMap<Integer, Integer> staticPowers = aiAgent.getMobBase().getStaticPowers();
|
|
|
|
|
|
|
|
if (staticPowers != null && !staticPowers.isEmpty()) {
|
|
|
|
int chance = ThreadLocalRandom.current().nextInt(300);
|
|
|
|
|
|
|
|
if (chance <= 1) {
|
|
|
|
|
|
|
|
int randomPower = ThreadLocalRandom.current().nextInt(staticPowers.size());
|
|
|
|
int powerToken = (int) staticPowers.keySet().toArray()[randomPower];
|
|
|
|
PowersBase pb = PowersManager.getPowerByToken(powerToken);
|
|
|
|
|
|
|
|
if (pb == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getTimeStamp(pb.getIDString())) {
|
|
|
|
|
|
|
|
PowersManager.useMobPower(aiAgent, player, pb, staticPowers.get(powerToken));
|
|
|
|
|
|
|
|
int cooldown = pb.getRecycleTime(staticPowers.get(powerToken));
|
|
|
|
aiAgent.getTimestamps().put(pb.getIDString(), System.currentTimeMillis() + cooldown + (pb.getToken() == 429023263 ? 10000 : 120000));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeDropAggro(aiAgent, player)) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, player)) {
|
|
|
|
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
// ranged mobs cant attack while running. skip until they finally stop.
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
// add timer for last attack.
|
|
|
|
// player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, true, null);
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 11000;
|
|
|
|
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
} else
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, player))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
//this stops mobs from attempting to move while they are underneath a player.
|
|
|
|
if (CombatUtilities.inRangeToAttack2D(aiAgent, player))
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, player);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void handleMobAttackForPet(Mob aiAgent, Mob mob) {
|
|
|
|
|
|
|
|
if (!mob.isAlive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, mob)) {
|
|
|
|
//not time to attack yet.
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, true, null);
|
|
|
|
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 11000;
|
|
|
|
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
|
|
|
|
} else
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = (int) (aiAgent.getSpeedHandTwo() * 100);
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 3000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack2D(aiAgent, mob))
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void handleMobAttackForMob(Mob aiAgent, Mob mob) {
|
|
|
|
|
|
|
|
|
|
|
|
if (!mob.isAlive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, mob)) {
|
|
|
|
//not time to attack yet.
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, true, null);
|
|
|
|
int delay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
delay = 11000;
|
|
|
|
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
|
|
|
|
} else
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
if (aiAgent.isSiege())
|
|
|
|
attackDelay = 11000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, mob, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
//out of range to attack move
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void attack(Mob aiAgent, int targetID) {
|
|
|
|
|
|
|
|
//in range to attack, start attacking now!
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID);
|
|
|
|
|
|
|
|
if (aggroTarget == null) {
|
|
|
|
// Logger.error("MobileFSM.aggro", "aggro target with UUID " + targetID + " returned null");
|
|
|
|
aiAgent.getPlayerAgroMap().remove(targetID);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getMobBase().getSeeInvis() < aggroTarget.getHidden()) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aggroTarget.isAlive()) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//HashMap<Integer, Integer> staticPowers = aiAgent.getMobBase().getStaticPowers();
|
|
|
|
HashMap<Integer,Integer> staticPowers = DbManager.MobBaseQueries.LOAD_STATIC_POWERS(aiAgent.getMobBaseID());
|
|
|
|
if (staticPowers != null && !staticPowers.isEmpty()) {
|
|
|
|
|
|
|
|
int chance = ThreadLocalRandom.current().nextInt(100);
|
|
|
|
|
|
|
|
if (chance <= MBServerStatics.AI_POWER_DIVISOR) {
|
|
|
|
|
|
|
|
ArrayList<Integer> powerList = new ArrayList<>();
|
|
|
|
|
|
|
|
for (Integer key : staticPowers.keySet()) {
|
|
|
|
powerList.add(key);
|
|
|
|
}
|
|
|
|
|
|
|
|
int randomPower = ThreadLocalRandom.current().nextInt(powerList.size());
|
|
|
|
int powerToken = powerList.get(randomPower);
|
|
|
|
|
|
|
|
PowersBase pb = PowersManager.getPowerByToken(powerToken);
|
|
|
|
|
|
|
|
if (pb != null)
|
|
|
|
PowersManager.useMobPower(aiAgent, aggroTarget, pb, staticPowers.get(powerToken));
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, aggroTarget)) {
|
|
|
|
|
|
|
|
if (aiAgent.getCombatTarget() == null)
|
|
|
|
aiAgent.setCombatTarget(aggroTarget);
|
|
|
|
|
|
|
|
if (!CombatUtilities.RunAIRandom())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//not time to attack yet.
|
|
|
|
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//no weapons, defualt mob attack speed 3 seconds.
|
|
|
|
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
|
|
|
|
ItemBase offHand = aiAgent.getWeaponItemBase(false);
|
|
|
|
|
|
|
|
if (mainHand == null && offHand == null) {
|
|
|
|
CombatUtilities.combatCycle(aiAgent, aggroTarget, true, null);
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + 3000);
|
|
|
|
} else
|
|
|
|
//TODO set offhand attack time.
|
|
|
|
if (aiAgent.getWeaponItemBase(true) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, aggroTarget, true, aiAgent.getWeaponItemBase(true));
|
|
|
|
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
|
|
|
|
} else if (aiAgent.getWeaponItemBase(false) != null) {
|
|
|
|
|
|
|
|
int attackDelay = 3000;
|
|
|
|
|
|
|
|
CombatUtilities.combatCycle(aiAgent, aggroTarget, 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, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void home(Mob aiAgent, boolean walk) {
|
|
|
|
|
|
|
|
//recall home.
|
|
|
|
MovementManager.translocate(aiAgent, aiAgent.getBindLoc(), null);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void recall(Mob aiAgent) {
|
|
|
|
//recall home.
|
|
|
|
PowersBase recall = PowersManager.getPowerByToken(-1994153779);
|
|
|
|
PowersManager.useMobPower(aiAgent, aiAgent, recall, 40);
|
|
|
|
aiAgent.setState(MobileFSM.STATE.Recalling);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void recalling(Mob aiAgent) {
|
|
|
|
//recall home.
|
|
|
|
if (aiAgent.getLoc() == aiAgent.getBindLoc())
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
|
|
|
|
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void patrol(Mob aiAgent) {
|
|
|
|
|
|
|
|
MobBase mobbase = aiAgent.getMobBase();
|
|
|
|
|
|
|
|
if (mobbase != null && (Enum.MobFlagType.SENTINEL.elementOf(mobbase.getFlags()) || !Enum.MobFlagType.CANROAM.elementOf(mobbase.getFlags()))) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MovementUtilities.canMove(aiAgent) && !aiAgent.isMoving()) {
|
|
|
|
|
|
|
|
float patrolRadius = aiAgent.getSpawnRadius();
|
|
|
|
|
|
|
|
if (patrolRadius > 256)
|
|
|
|
patrolRadius = 256;
|
|
|
|
|
|
|
|
if (patrolRadius < 60)
|
|
|
|
patrolRadius = 60;
|
|
|
|
|
|
|
|
MovementUtilities.aiMove(aiAgent, Vector3fImmutable.getRandomPointInCircle(aiAgent.getBindLoc(), patrolRadius), true);
|
|
|
|
}
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void goHome(Mob aiAgent, boolean walk) {
|
|
|
|
|
|
|
|
if (aiAgent.getState() != STATE.Dead) {
|
|
|
|
aiAgent.setWalkingHome(walk);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void dead(Mob aiAgent) {
|
|
|
|
//Despawn Timer with Loot currently in inventory.
|
|
|
|
if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getDeathTime() + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
aiAgent.setState(STATE.Respawn);
|
|
|
|
}
|
|
|
|
|
|
|
|
//No items in inventory.
|
|
|
|
} else {
|
|
|
|
//Mob's Loot has been looted.
|
|
|
|
if (aiAgent.isHasLoot()) {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getDeathTime() + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
aiAgent.setState(STATE.Respawn);
|
|
|
|
}
|
|
|
|
//Mob never had Loot.
|
|
|
|
} else {
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getDeathTime() + MBServerStatics.DESPAWN_TIMER) {
|
|
|
|
aiAgent.despawn();
|
|
|
|
//update time of death after mob despawns so respawn time happens after mob despawns.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
aiAgent.setState(STATE.Respawn);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardAwake(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) {
|
|
|
|
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Don't attempt to aggro if No aggro is on and aiAgent is not home yet.
|
|
|
|
|
|
|
|
//Mob stopped Moving let's turn aggro back on.
|
|
|
|
if (aiAgent.isNoAggro())
|
|
|
|
aiAgent.setNoAggro(false);
|
|
|
|
|
|
|
|
// do nothing if no players are around.
|
|
|
|
if (aiAgent.getPlayerAgroMap().isEmpty())
|
|
|
|
return;
|
|
|
|
|
|
|
|
//Get the Map for Players that loaded this mob.
|
|
|
|
|
|
|
|
ConcurrentHashMap<Integer, Boolean> loadedPlayers = aiAgent.getPlayerAgroMap();
|
|
|
|
|
|
|
|
//no players currently have this mob loaded. return to IDLE.
|
|
|
|
//aiAgent finished moving home, set aggro on.
|
|
|
|
|
|
|
|
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) {
|
|
|
|
// Logger.error("MobileFSM", "Player with UID " + playerID + " returned null in mob.getPlayerAgroMap()");
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Guard aggro check
|
|
|
|
|
|
|
|
boolean aggro = false;
|
|
|
|
Zone cityZone = aiAgent.getParentZone();
|
|
|
|
|
|
|
|
if (cityZone != null) {
|
|
|
|
City city = City.GetCityFromCache(cityZone.getPlayerCityUUID());
|
|
|
|
if (city != null) {
|
|
|
|
|
|
|
|
Building tol = city.getTOL();
|
|
|
|
|
|
|
|
if (tol != null) {
|
|
|
|
if (tol.reverseKOS) {
|
|
|
|
|
|
|
|
aggro = true;
|
|
|
|
|
|
|
|
for (Condemned condemned : tol.getCondemned().values()) {
|
|
|
|
switch (condemned.getFriendType()) {
|
|
|
|
case Condemned.NATION:
|
|
|
|
if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null)
|
|
|
|
if (loadedPlayer.getGuild().getNation().getObjectUUID() == condemned.getGuildUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = false;
|
|
|
|
break;
|
|
|
|
case Condemned.GUILD:
|
|
|
|
if (loadedPlayer.getGuild() != null)
|
|
|
|
if (loadedPlayer.getGuild().getObjectUUID() == condemned.getGuildUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = false;
|
|
|
|
break;
|
|
|
|
case Condemned.INDIVIDUAL:
|
|
|
|
if (loadedPlayer.getObjectUUID() == condemned.getPlayerUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
aggro = false;
|
|
|
|
|
|
|
|
for (Condemned condemned : tol.getCondemned().values()) {
|
|
|
|
switch (condemned.getFriendType()) {
|
|
|
|
case Condemned.NATION:
|
|
|
|
if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null)
|
|
|
|
if (loadedPlayer.getGuild().getNation().getObjectUUID() == condemned.getGuildUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = true;
|
|
|
|
break;
|
|
|
|
case Condemned.GUILD:
|
|
|
|
if (loadedPlayer.getGuild() != null)
|
|
|
|
if (loadedPlayer.getGuild().getObjectUUID() == condemned.getGuildUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = true;
|
|
|
|
break;
|
|
|
|
case Condemned.INDIVIDUAL:
|
|
|
|
if (loadedPlayer.getObjectUUID() == condemned.getPlayerUID())
|
|
|
|
if (condemned.isActive())
|
|
|
|
aggro = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null && city.getGuild() != null)
|
|
|
|
if (Guild.sameGuild(loadedPlayer.getGuild().getNation(), city.getGuild().getNation()))
|
|
|
|
aggro = false;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//lets make sure we dont aggro players in the nation.
|
|
|
|
|
|
|
|
if (aggro) {
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, loadedPlayer)) {
|
|
|
|
aiAgent.setAggroTargetID(playerID);
|
|
|
|
aiAgent.setState(STATE.Aggro);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) {
|
|
|
|
aiAgent.setAggroTargetID(playerID);
|
|
|
|
aiAgent.setState(STATE.Aggro);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//attempt to patrol even if aiAgent isn't aggresive;
|
|
|
|
if (aiAgent.isMoving() == false)
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardAggro(Mob aiAgent, int targetID) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aiAgent.isCombat()) {
|
|
|
|
aiAgent.setCombat(true);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
}
|
|
|
|
|
|
|
|
//a player got in aggro range. Move to player until in range of attack.
|
|
|
|
PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID);
|
|
|
|
|
|
|
|
if (aggroTarget == null) {
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aiAgent.canSee(aggroTarget)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
targetID = 0;
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!aggroTarget.isActive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
targetID = 0;
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getTimeStamp("CallForHelp")) {
|
|
|
|
CombatUtilities.CallForHelp(aiAgent);
|
|
|
|
aiAgent.getTimestamps().put("CallForHelp", System.currentTimeMillis() + 60000);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (CombatUtilities.inRangeToAttack(aiAgent, aggroTarget)) {
|
|
|
|
aiAgent.setCombatTarget(aggroTarget);
|
|
|
|
aiAgent.setState(STATE.Attack);
|
|
|
|
guardAttack(aiAgent);
|
|
|
|
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, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
if (!MovementUtilities.canMove(aiAgent))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) {
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setWalkingHome(false);
|
|
|
|
aiAgent.setState(STATE.Home);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget))
|
|
|
|
return;
|
|
|
|
|
|
|
|
//Outside of attack Range, Move to players predicted loc.
|
|
|
|
|
|
|
|
if (aiAgent.getLoc().distanceSquared2D(aggroTarget.getLoc()) < aiAgent.getRange() * aiAgent.getRange())
|
|
|
|
return;
|
|
|
|
aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget);
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardPatrol(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (aiAgent.getPlayerAgroMap().isEmpty()) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isCombat() && aiAgent.getCombatTarget() == null) {
|
|
|
|
aiAgent.setCombat(false);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(aiAgent);
|
|
|
|
DispatchMessage.sendToAllInRange(aiAgent, rwss);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.getNpcOwner() == 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isMoving()) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Building barrack = aiAgent.getBuilding();
|
|
|
|
|
|
|
|
if (barrack == null) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
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.getNpcOwner()).getBuilding();
|
|
|
|
|
|
|
|
if (barrack == null) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (barrack.getPatrolPoints() == null) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (barrack.getPatrolPoints().isEmpty()) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isMoving()) {
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
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);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardAttack(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.isAlive()) {
|
|
|
|
aiAgent.setState(STATE.Dead);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
AbstractGameObject target = aiAgent.getCombatTarget();
|
|
|
|
|
|
|
|
if (target == null) {
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (target.getObjectType()) {
|
|
|
|
case PlayerCharacter:
|
|
|
|
|
|
|
|
PlayerCharacter player = (PlayerCharacter) target;
|
|
|
|
|
|
|
|
if (!player.isActive()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Patrol);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aiAgent.isNecroPet() && player.inSafeZone()) {
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Idle);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
handlePlayerAttackForMob(aiAgent, player);
|
|
|
|
break;
|
|
|
|
case Building:
|
|
|
|
Logger.info("PLAYER GUARD ATTEMPTING TO ATTACK BUILDING IN " + aiAgent.getParentZone().getName());
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
break;
|
|
|
|
case Mob:
|
|
|
|
Mob mob = (Mob) target;
|
|
|
|
handleMobAttackForMob(aiAgent, mob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardHome(Mob aiAgent, boolean walk) {
|
|
|
|
|
|
|
|
//recall home.
|
|
|
|
PowersBase recall = PowersManager.getPowerByToken(-1994153779);
|
|
|
|
PowersManager.useMobPower(aiAgent, aiAgent, recall, 40);
|
|
|
|
|
|
|
|
aiAgent.setAggroTargetID(0);
|
|
|
|
aiAgent.setCombatTarget(null);
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void guardRespawn(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.canRespawn())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (aiAgent.isPlayerGuard() && aiAgent.getNpcOwner() != null && !aiAgent.getNpcOwner().isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
long spawnTime = aiAgent.getSpawnTime();
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getDeathTime() + spawnTime) {
|
|
|
|
aiAgent.respawn();
|
|
|
|
aiAgent.setState(STATE.Idle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void respawn(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (!aiAgent.canRespawn())
|
|
|
|
return;
|
|
|
|
|
|
|
|
long spawnTime = aiAgent.getSpawnTime();
|
|
|
|
|
|
|
|
if (aiAgent.isPlayerGuard() && aiAgent.getNpcOwner() != null && !aiAgent.getNpcOwner().isAlive())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (System.currentTimeMillis() > aiAgent.getDeathTime() + spawnTime) {
|
|
|
|
aiAgent.respawn();
|
|
|
|
aiAgent.setState(STATE.Idle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void retaliate(Mob aiAgent) {
|
|
|
|
|
|
|
|
if (aiAgent.getCombatTarget() == null)
|
|
|
|
aiAgent.setState(STATE.Awake);
|
|
|
|
|
|
|
|
//out of range to attack move
|
|
|
|
if (!MovementUtilities.canMove(aiAgent)) {
|
|
|
|
aiAgent.setState(STATE.Attack);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
aiAgent.setState(STATE.Attack);
|
|
|
|
|
|
|
|
//lets make mobs ai less twitchy, Don't call another movement until mob reaches it's destination.
|
|
|
|
if (aiAgent.isMoving())
|
|
|
|
return;
|
|
|
|
|
|
|
|
MovementUtilities.moveToLocation(aiAgent, aiAgent.getCombatTarget().getLoc(), aiAgent.getRange());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void moveToWorldObjectRegion(Mob mob, AbstractWorldObject regionObject) {
|
|
|
|
|
|
|
|
if (regionObject.getRegion() == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
MovementManager.translocate(mob, regionObject.getLoc(), null);
|
|
|
|
}
|
|
|
|
}
|