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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.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.Vector3f;
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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.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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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())
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attackDelay = 11000;
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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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//use this so mobs dont continue to try to move if they are underneath a flying target. only use 2D range check.
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if (CombatUtilities.inRangeToAttack2D(aiAgent, mob))
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return;
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if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob))
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return;
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}
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private static void patrol(Mob mob) {
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//make sure mob is out of combat stance
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if (mob.isCombat() && mob.getCombatTarget() == null) {
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mob.setCombat(false);
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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.isMoving() == true) {
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//early exit for a mob who is already moving to a patrol point
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//while mob moving, update lastPatrolTime so that when they stop moving the 10 second timer can begin
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mob.stopPatrolTime = System.currentTimeMillis();
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return;
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}
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//wait between 10 and 15 seconds after reaching patrol point before moving
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int patrolDelay = ThreadLocalRandom.current().nextInt(10000) + 5000;
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if (mob.stopPatrolTime + patrolDelay > System.currentTimeMillis()) {
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//early exit while waiting to patrol again
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return;
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}
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//guard captains inherit barracks patrol points dynamically
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if (mob.contract != null && NPC.ISGuardCaptain(mob.contract.getContractID())) {
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Building barracks = mob.building;
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if (barracks != null && barracks.patrolPoints != null && barracks.getPatrolPoints().isEmpty() == false) {
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mob.patrolPoints = barracks.patrolPoints;
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}
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}
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if (MovementUtilities.canMove(mob)) {
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//get the next index of the patrol point from the patrolPoints list
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if (mob.lastPatrolPointIndex > mob.patrolPoints.size() - 1) {
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mob.lastPatrolPointIndex = 0;
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}
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mob.destination = mob.patrolPoints.get(mob.lastPatrolPointIndex);
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MovementUtilities.aiMove(mob,mob.destination,true);
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mob.lastPatrolPointIndex += 1;
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if(mob.isPlayerGuard()){
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for(Entry<Mob,Integer> minion : mob.siegeMinionMap.entrySet()){
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//make sure mob is out of combat stance
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|
if (minion.getKey().isCombat() && minion.getKey().getCombatTarget() == null) {
|
|
|
|
minion.getKey().setCombat(false);
|
|
|
|
UpdateStateMsg rwss = new UpdateStateMsg();
|
|
|
|
rwss.setPlayer(minion.getKey());
|
|
|
|
DispatchMessage.sendToAllInRange(minion.getKey(), rwss);
|
|
|
|
}
|
|
|
|
if(MovementUtilities.canMove(minion.getKey())) {
|
|
|
|
Vector3f minionOffset = Formation.getOffset(2, minion.getValue() + 3);
|
|
|
|
minion.getKey().updateLocation();
|
|
|
|
Vector3fImmutable formationPatrolPoint = new Vector3fImmutable(mob.destination.x + minionOffset.x, mob.destination.y,mob.destination.z + minionOffset.z);
|
|
|
|
//MovementUtilities.moveToLocation(minion.getKey(), formationPatrolPoint, 0);
|
|
|
|
MovementUtilities.aiMove(minion.getKey(),formationPatrolPoint,true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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) {
|
|
|
|
boolean callGotResponse = false;
|
|
|
|
if (mob.nextCallForHelp == 0) {
|
|
|
|
mob.nextCallForHelp = System.currentTimeMillis();
|
|
|
|
}
|
|
|
|
if (mob.nextCallForHelp < System.currentTimeMillis()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//mob sends call for help message
|
|
|
|
ChatManager.chatSayInfo(null, mob.getName() + " calls for help!");
|
|
|
|
Zone mobCamp = mob.getParentZone();
|
|
|
|
for (Mob helper : mobCamp.zoneMobSet) {
|
|
|
|
if (helper.BehaviourType.respondsToCallForHelp && helper.BehaviourType.BehaviourHelperType.equals(mob.BehaviourType)) {
|
|
|
|
helper.setCombatTarget(mob.getCombatTarget());
|
|
|
|
callGotResponse = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (callGotResponse) {
|
|
|
|
//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.BehaviourType.ordinal() == Enum.MobBehaviourType.GuardCaptain.ordinal()){
|
|
|
|
//this is a player slotted guard captain
|
|
|
|
GuardCaptainLogic(mob);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if(mob.BehaviourType.ordinal() == Enum.MobBehaviourType.GuardMinion.ordinal()){
|
|
|
|
//this is a player slotted guard minion
|
|
|
|
if(mob.isAlive() == false){
|
|
|
|
CheckForRespawn(mob);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mob.getLoc().distanceSquared2D(mob.npcOwner.getLoc()) > sqr(2000)) {
|
|
|
|
MovementManager.translocate(mob,((Mob)mob.npcOwner).building.getLoc(),null);
|
|
|
|
mob.setAggroTargetID(0);
|
|
|
|
mob.setCombatTarget(null);
|
|
|
|
}
|
|
|
|
if(mob.npcOwner.isAlive() == false){
|
|
|
|
CheckToSendMobHome(mob);
|
|
|
|
CheckForPlayerGuardAggro(mob);
|
|
|
|
CheckMobMovement(mob);
|
|
|
|
if(mob.getCombatTarget() != null){
|
|
|
|
CheckForAttack(mob);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if(mob.getCombatTarget() != null){
|
|
|
|
CheckMobMovement(mob);
|
|
|
|
CheckForAttack(mob);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) {
|
|
|
|
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 && mob.BehaviourType != Enum.MobBehaviourType.SimpleStandingGuard) {
|
|
|
|
//normal aggro
|
|
|
|
CheckForAggro(mob);
|
|
|
|
} else if (mob.BehaviourType == Enum.MobBehaviourType.SimpleStandingGuard) {
|
|
|
|
//safehold guard
|
|
|
|
SafeGuardAggro(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() && mob.combatTarget != null) {
|
|
|
|
CheckForAttack(mob);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
CheckMobMovement(mob);
|
|
|
|
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);
|
|
|
|
aiAgent.setCombatTarget(loadedPlayer);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void CheckMobMovement(Mob mob) {
|
|
|
|
if(MovementUtilities.canMove(mob) == false){
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
mob.updateLocation();
|
|
|
|
if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) {
|
|
|
|
|
|
|
|
if (mob.getCombatTarget() == null) {
|
|
|
|
patrol(mob);
|
|
|
|
} else {
|
|
|
|
chaseTarget(mob);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
//pet logic
|
|
|
|
if (mob.playerAgroMap.containsKey(mob.getOwner().getObjectUUID()) == false) {
|
|
|
|
//mob no longer has its owner loaded, translocate pet to owner
|
|
|
|
MovementManager.translocate(mob, mob.getOwner().getLoc(), null);
|
|
|
|
}
|
|
|
|
if (mob.getCombatTarget() == null || mob.combatTarget.isAlive() == false) {
|
|
|
|
//move back to owner
|
|
|
|
if (CombatUtilities.inRange2D(mob, mob.getOwner(), 10) == false) {
|
|
|
|
mob.destination = mob.getOwner().getLoc();
|
|
|
|
MovementUtilities.moveToLocation(mob, mob.destination, 5);
|
|
|
|
} else {
|
|
|
|
chaseTarget(mob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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())
|
|
|
|
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);
|
|
|
|
mob.setCombatTarget(null);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public static void dead(Mob aiAgent) {
|
|
|
|
//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.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
//aiAgent.state = STATE.Respawn;
|
|
|
|
}
|
|
|
|
|
|
|
|
//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.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
//aiAgent.state = STATE.Respawn;
|
|
|
|
}
|
|
|
|
//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.
|
|
|
|
aiAgent.setDeathTime(System.currentTimeMillis());
|
|
|
|
//aiAgent.state = STATE.Respawn;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static void chaseTarget(Mob mob) {
|
|
|
|
mob.updateMovementState();
|
|
|
|
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 SafeGuardAggro(Mob mob) {
|
|
|
|
HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(mob, 100, MBServerStatics.MASK_MOB);
|
|
|
|
for (AbstractWorldObject awoMob : awoList) {
|
|
|
|
//dont scan self.
|
|
|
|
if (mob.equals(awoMob))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Mob aggroMob = (Mob) awoMob;
|
|
|
|
//dont attack other guards
|
|
|
|
if (aggroMob.isGuard())
|
|
|
|
continue;
|
|
|
|
if (mob.getLoc().distanceSquared2D(aggroMob.getLoc()) > sqr(50))
|
|
|
|
continue;
|
|
|
|
mob.setCombatTarget(aggroMob);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
public static void GuardCaptainLogic(Mob mob){
|
|
|
|
if (mob.playerAgroMap.isEmpty()) {
|
|
|
|
//no players loaded, no need to proceed
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (mob.isAlive() == false) {
|
|
|
|
//no need to continue if mob is dead, check for respawn and move on
|
|
|
|
CheckForRespawn(mob);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
CheckToSendMobHome(mob);
|
|
|
|
CheckForPlayerGuardAggro(mob);
|
|
|
|
CheckMobMovement(mob);
|
|
|
|
if(mob.getCombatTarget() != null) {
|
|
|
|
CheckForAttack(mob);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
public static void CheckForPlayerGuardAggro(Mob mob) {
|
|
|
|
//looks for and sets mobs combatTarget
|
|
|
|
if (!mob.isAlive()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
ConcurrentHashMap<Integer, Boolean> loadedPlayers = mob.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 (!mob.canSee(loadedPlayer)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// No aggro for this player
|
|
|
|
if (GuardCanAggro(mob,loadedPlayer) == false)
|
|
|
|
continue;
|
|
|
|
if (MovementUtilities.inRangeToAggro(mob, loadedPlayer)) {
|
|
|
|
mob.setAggroTargetID(playerID);
|
|
|
|
mob.setCombatTarget(loadedPlayer);
|
|
|
|
if(mob.contract != null) {
|
|
|
|
for (Entry<Mob, Integer> minion : mob.siegeMinionMap.entrySet()) {
|
|
|
|
minion.getKey().setAggroTargetID(playerID);
|
|
|
|
minion.getKey().setCombatTarget(loadedPlayer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private static Boolean GuardCanAggro(Mob mob, PlayerCharacter target){
|
|
|
|
//first check condemn list for aggro allowed
|
|
|
|
if(ZoneManager.getCityAtLocation(mob.getLoc()).getTOL().enforceKOS) {
|
|
|
|
for (Entry<Integer, Condemned> entry : ZoneManager.getCityAtLocation(mob.getLoc()).getTOL().getCondemned().entrySet()) {
|
|
|
|
if (entry.getValue().getPlayerUID() == target.getObjectUUID() && entry.getValue().isActive()) {
|
|
|
|
//target is listed individually
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild()){
|
|
|
|
//target's guild is listed
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild().getNation()){
|
|
|
|
//target's nation is listed
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//next check not in same nation or allied guild/nation
|
|
|
|
if(!mob.getGuild().getNation().equals(target.getGuild().getNation())) {
|
|
|
|
if (!mob.getGuild().getAllyList().contains(target.getGuild()) || !mob.getGuild().getAllyList().contains(target.getGuild().getNation())) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|