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refactored AI variables from MBServerStatics

master
FatBoy-DOTC 2 years ago
parent
commit
ef0e277f46
  1. 6
      src/engine/ai/MobileFSM.java
  2. 24
      src/engine/ai/MobileFSMManager.java
  3. 6
      src/engine/ai/utilities/MovementUtilities.java
  4. 23
      src/engine/db/handlers/dbMobBaseHandler.java
  5. 31
      src/engine/devcmd/cmds/SetAICmd.java
  6. 4
      src/engine/gameManager/ConfigManager.java
  7. 3
      src/engine/objects/AbstractIntelligenceAgent.java
  8. 3
      src/engine/objects/Mob.java
  9. 27
      src/engine/server/MBServerStatics.java

6
src/engine/ai/MobileFSM.java

@ -174,7 +174,7 @@ public class MobileFSM { @@ -174,7 +174,7 @@ public class MobileFSM {
rwss.setPlayer(mob);
DispatchMessage.sendToAllInRange(mob, rwss);
}
int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MBServerStatics.AI_PATROL_DIVISOR * 0.5f), MBServerStatics.AI_PATROL_DIVISOR) + MBServerStatics.AI_PATROL_DIVISOR;
int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MobileFSMManager.AI_PATROL_DIVISOR * 0.5f), MobileFSMManager.AI_PATROL_DIVISOR) + MobileFSMManager.AI_PATROL_DIVISOR;
if (mob.stopPatrolTime + (patrolDelay * 1000) > System.currentTimeMillis())
//early exit while waiting to patrol again
return;
@ -270,7 +270,7 @@ public class MobileFSM { @@ -270,7 +270,7 @@ public class MobileFSM {
msg.setUnknown04(2);
PowersManager.finishUseMobPower(msg, mob, 0, 0);
// Default minimum seconds between cast = 10
mob.nextCastTime = System.currentTimeMillis() + (MBServerStatics.AI_POWER_DIVISOR * 1000);
mob.nextCastTime = System.currentTimeMillis() + mobPower.getCooldown() + (MobileFSMManager.AI_POWER_DIVISOR * 1000);
return true;
}
return false;
@ -500,7 +500,7 @@ public class MobileFSM { @@ -500,7 +500,7 @@ public class MobileFSM {
CheckForAggro(mob);
}
}
if(mob.getCombatTarget() != null && CombatUtilities.inRange2D(mob,mob.getCombatTarget(),MBServerStatics.AI_BASE_AGGRO_RANGE * 0.5f)){
if(mob.getCombatTarget() != null && CombatUtilities.inRange2D(mob,mob.getCombatTarget(), MobileFSMManager.AI_BASE_AGGRO_RANGE * 0.5f)){
return;
}
if (mob.isPlayerGuard() && !mob.despawned) {

24
src/engine/ai/MobileFSMManager.java

@ -9,12 +9,10 @@ @@ -9,12 +9,10 @@
package engine.ai;
import engine.gameManager.MovementManager;
import engine.gameManager.SessionManager;
import engine.gameManager.ConfigManager;
import engine.gameManager.ZoneManager;
import engine.objects.Mob;
import engine.objects.Zone;
import engine.server.MBServerStatics;
import engine.util.ThreadUtils;
import org.pmw.tinylog.Logger;
@ -30,6 +28,17 @@ public class MobileFSMManager { @@ -30,6 +28,17 @@ public class MobileFSMManager {
private volatile boolean alive;
private long timeOfKill = -1;
//AI variables moved form mb_server_statics
public static int AI_BASE_AGGRO_RANGE = 60;
public static int AI_DROP_AGGRO_RANGE = 60;
public static int AI_RECALL_RANGE = 400;
public static int AI_PULSE_MOB_THRESHOLD = 200;
public static int AI_THREAD_SLEEP = 1000;
public static int AI_PATROL_DIVISOR = 15;
public static int AI_POWER_DIVISOR = 20;
public static float AI_MAX_ANGLE = 10f;
private MobileFSMManager() {
Runnable worker = new Runnable() {
@ -40,7 +49,10 @@ public class MobileFSMManager { @@ -40,7 +49,10 @@ public class MobileFSMManager {
};
alive = true;
//assign the AI varibales base don difficulty scaling from config file:
float difficulty = Float.parseFloat(ConfigManager.MB_MOB_DIFFICULTY.getValue());
AI_BASE_AGGRO_RANGE = (int)(100 * difficulty); // range at which aggressive mobs will attack you
AI_POWER_DIVISOR = (int)(20 * (1.5f-difficulty)); //duration between mob casts
Thread t = new Thread(worker, "MobileFSMManager");
t.start();
}
@ -69,7 +81,7 @@ public class MobileFSMManager { @@ -69,7 +81,7 @@ public class MobileFSMManager {
//Load zone threshold once.
long mobPulse = System.currentTimeMillis() + MBServerStatics.AI_PULSE_MOB_THRESHOLD;
long mobPulse = System.currentTimeMillis() + AI_PULSE_MOB_THRESHOLD;
Instant startTime;
while (alive) {
@ -99,7 +111,7 @@ public class MobileFSMManager { @@ -99,7 +111,7 @@ public class MobileFSMManager {
if (executionTime.compareTo(executionMax) > 0)
executionMax = executionTime;
mobPulse = System.currentTimeMillis() + MBServerStatics.AI_PULSE_MOB_THRESHOLD;
mobPulse = System.currentTimeMillis() + AI_PULSE_MOB_THRESHOLD;
}
}
}

6
src/engine/ai/utilities/MovementUtilities.java

@ -13,12 +13,12 @@ import engine.Enum; @@ -13,12 +13,12 @@ import engine.Enum;
import engine.Enum.GameObjectType;
import engine.Enum.ModType;
import engine.Enum.SourceType;
import engine.ai.MobileFSMManager;
import engine.exception.MsgSendException;
import engine.gameManager.MovementManager;
import engine.math.Vector3fImmutable;
import engine.net.client.msg.MoveToPointMsg;
import engine.objects.*;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.util.concurrent.ThreadLocalRandom;
@ -79,7 +79,7 @@ public class MovementUtilities { @@ -79,7 +79,7 @@ public class MovementUtilities {
zoneRange = agent.getSpawnRadius();
return distanceSquaredToTarget < sqr(MBServerStatics.AI_DROP_AGGRO_RANGE + zoneRange);
return distanceSquaredToTarget < sqr(MobileFSMManager.AI_DROP_AGGRO_RANGE + zoneRange);
}
@ -89,7 +89,7 @@ public class MovementUtilities { @@ -89,7 +89,7 @@ public class MovementUtilities {
Vector3fImmutable tl = target.getLoc();
float distanceSquaredToTarget = sl.distanceSquared2D(tl) - sqr(agent.calcHitBox() + target.calcHitBox()); //distance to center of target
float range = MBServerStatics.AI_BASE_AGGRO_RANGE;
float range = MobileFSMManager.AI_BASE_AGGRO_RANGE;
if (agent.isPlayerGuard())
range = 150;

23
src/engine/db/handlers/dbMobBaseHandler.java

@ -10,11 +10,11 @@ @@ -10,11 +10,11 @@
package engine.db.handlers;
import engine.Enum.GameObjectType;
import engine.ai.MobileFSMManager;
import engine.gameManager.DbManager;
import engine.objects.MobBase;
import engine.objects.MobBaseEffects;
import engine.objects.MobBaseStats;
import engine.server.MBServerStatics;
import org.pmw.tinylog.Logger;
import java.sql.Connection;
@ -81,12 +81,11 @@ public class dbMobBaseHandler extends dbHandlerBase { @@ -81,12 +81,11 @@ public class dbMobBaseHandler extends dbHandlerBase {
ResultSet rs = preparedStatement.executeQuery();
while (rs.next()) {
MBServerStatics.AI_BASE_AGGRO_RANGE = rs.getInt("aggro_range");
MBServerStatics.AI_PATROL_DIVISOR = rs.getInt("patrol_chance");
MBServerStatics.AI_DROP_AGGRO_RANGE = rs.getInt("drop_aggro_range");
MBServerStatics.AI_POWER_DIVISOR = rs.getInt("cast_chance");
MBServerStatics.AI_RECALL_RANGE = rs.getInt("recall_range");
MBServerStatics.AI_PET_HEEL_DISTANCE = rs.getInt("pet_heel_distance");
MobileFSMManager.AI_BASE_AGGRO_RANGE = rs.getInt("aggro_range");
MobileFSMManager.AI_PATROL_DIVISOR = rs.getInt("patrol_chance");
MobileFSMManager.AI_DROP_AGGRO_RANGE = rs.getInt("drop_aggro_range");
MobileFSMManager.AI_POWER_DIVISOR = rs.getInt("cast_chance");
MobileFSMManager.AI_RECALL_RANGE = rs.getInt("recall_range");
}
} catch (SQLException e) {
Logger.error(e);
@ -98,11 +97,11 @@ public class dbMobBaseHandler extends dbHandlerBase { @@ -98,11 +97,11 @@ public class dbMobBaseHandler extends dbHandlerBase {
try (Connection connection = DbManager.getConnection();
PreparedStatement preparedStatement = connection.prepareStatement("UPDATE `static_ai_defaults` SET `aggro_range` = ?,`patrol_chance`= ?,`drop_aggro_range`= ?,`cast_chance`= ?,`recall_range`= ? WHERE `ID` = 1")) {
preparedStatement.setInt(1, MBServerStatics.AI_BASE_AGGRO_RANGE);
preparedStatement.setInt(2, MBServerStatics.AI_PATROL_DIVISOR);
preparedStatement.setInt(3, MBServerStatics.AI_DROP_AGGRO_RANGE);
preparedStatement.setInt(4, MBServerStatics.AI_POWER_DIVISOR);
preparedStatement.setInt(5, MBServerStatics.AI_RECALL_RANGE);
preparedStatement.setInt(1, MobileFSMManager.AI_BASE_AGGRO_RANGE);
preparedStatement.setInt(2, MobileFSMManager.AI_PATROL_DIVISOR);
preparedStatement.setInt(3, MobileFSMManager.AI_DROP_AGGRO_RANGE);
preparedStatement.setInt(4, MobileFSMManager.AI_POWER_DIVISOR);
preparedStatement.setInt(5, MobileFSMManager.AI_RECALL_RANGE);
return (preparedStatement.executeUpdate() > 0);

31
src/engine/devcmd/cmds/SetAICmd.java

@ -10,6 +10,7 @@ @@ -10,6 +10,7 @@
package engine.devcmd.cmds;
import engine.ai.MobileFSMManager;
import engine.devcmd.AbstractDevCmd;
import engine.gameManager.DbManager;
import engine.objects.AbstractGameObject;
@ -48,20 +49,20 @@ public class SetAICmd extends AbstractDevCmd { @@ -48,20 +49,20 @@ public class SetAICmd extends AbstractDevCmd {
case "angle" :
float angle = Float.parseFloat(words[1]);
MBServerStatics.AI_MAX_ANGLE = angle;
MobileFSMManager.AI_MAX_ANGLE = angle;
break;
case "aggrorange":
MBServerStatics.AI_BASE_AGGRO_RANGE = amount;
MobileFSMManager.AI_BASE_AGGRO_RANGE = amount;
DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
this.throwbackInfo(pc, "Aggro Range is now set to " + amount);
break;
case "dropaggrorange":
MBServerStatics.AI_DROP_AGGRO_RANGE = amount;
MobileFSMManager.AI_DROP_AGGRO_RANGE = amount;
DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
this.throwbackInfo(pc, "Drop Aggro Range is now set to " + amount);
break;
case "patroldivisor":
MBServerStatics.AI_PATROL_DIVISOR = amount;
MobileFSMManager.AI_PATROL_DIVISOR = amount;
DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
this.throwbackInfo(pc, "Patrol Chance is now set to " + amount);
break;
@ -70,7 +71,7 @@ public class SetAICmd extends AbstractDevCmd { @@ -70,7 +71,7 @@ public class SetAICmd extends AbstractDevCmd {
this.throwbackError(pc, "pulse amount must be greather than 500 to execute.");
return;
}
MBServerStatics.AI_PULSE_MOB_THRESHOLD = amount;
MobileFSMManager.AI_PULSE_MOB_THRESHOLD = amount;
this.throwbackInfo(pc, "Pulse is now set to " + amount);
break;
case "sleepthread":
@ -78,16 +79,16 @@ public class SetAICmd extends AbstractDevCmd { @@ -78,16 +79,16 @@ public class SetAICmd extends AbstractDevCmd {
this.throwbackError(pc, "sleep amount must be greather than 500 to execute.");
return;
}
MBServerStatics.AI_THREAD_SLEEP = amount;
MobileFSMManager.AI_THREAD_SLEEP = amount;
this.throwbackInfo(pc, "Thread Sleep is now set to " + amount);
break;
case "recallrange":
MBServerStatics.AI_RECALL_RANGE = amount;
MobileFSMManager.AI_RECALL_RANGE = amount;
DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
this.throwbackInfo(pc, "Recall Range is now set to " + amount);
break;
case "powerdivisor":
MBServerStatics.AI_POWER_DIVISOR = amount;
MobileFSMManager.AI_POWER_DIVISOR = amount;
DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
this.throwbackInfo(pc, "Power Divisor is now set to " + amount);
break;
@ -105,13 +106,13 @@ public class SetAICmd extends AbstractDevCmd { @@ -105,13 +106,13 @@ public class SetAICmd extends AbstractDevCmd {
@Override
protected String _getHelpString() {
String help = "Modifies Mob AI Statics. Commands:";
help += "\n AGGRORANGE: Sets the range when a mob will aggro it's target. Aggro range is currently " + MBServerStatics.AI_BASE_AGGRO_RANGE;
help += "\n DROPAGGRORANGE: Sets the range when a mob will drop aggro from it's target. Drop aggro range is currently " + MBServerStatics.AI_DROP_AGGRO_RANGE;
help += "\n PATROLDIVISOR: Sets the Patrol Divisor for Mob AI. Setting this will give a 1/[amount] chance to parol the area. Patrol Chance is currently 1/" + MBServerStatics.AI_PATROL_DIVISOR;
help += "\n PULSE: sets how often to run mob's AI. Measured in MS. Pulse is currently " + MBServerStatics.AI_PULSE_MOB_THRESHOLD + "ms.";
help += "\n SLEEPTHREAD: Sets how long to sleep the AI for ALL mobs.Thread sleep is currently " + MBServerStatics.AI_THREAD_SLEEP + "ms.";
help += "\n RECALLRANGE: Sets the range of a mob to recall back to it's bind location. Recall range is currently " + MBServerStatics.AI_RECALL_RANGE;
help += "\n POWERDIVISOR: Sets the Power Divisor for Mob AI.Setting this will give a 1/[amount] chance to use power on a player. Power Divisor is currently " + MBServerStatics.AI_POWER_DIVISOR;
help += "\n AGGRORANGE: Sets the range when a mob will aggro it's target. Aggro range is currently " + MobileFSMManager.AI_BASE_AGGRO_RANGE;
help += "\n DROPAGGRORANGE: Sets the range when a mob will drop aggro from it's target. Drop aggro range is currently " + MobileFSMManager.AI_DROP_AGGRO_RANGE;
help += "\n PATROLDIVISOR: Sets the Patrol Divisor for Mob AI. Setting this will give a 1/[amount] chance to parol the area. Patrol Chance is currently 1/" + MobileFSMManager.AI_PATROL_DIVISOR;
help += "\n PULSE: sets how often to run mob's AI. Measured in MS. Pulse is currently " + MobileFSMManager.AI_PULSE_MOB_THRESHOLD + "ms.";
help += "\n SLEEPTHREAD: Sets how long to sleep the AI for ALL mobs.Thread sleep is currently " + MobileFSMManager.AI_THREAD_SLEEP + "ms.";
help += "\n RECALLRANGE: Sets the range of a mob to recall back to it's bind location. Recall range is currently " + MobileFSMManager.AI_RECALL_RANGE;
help += "\n POWERDIVISOR: Sets the Power Divisor for Mob AI.Setting this will give a 1/[amount] chance to use power on a player. Power Divisor is currently " + MobileFSMManager.AI_POWER_DIVISOR;
help += "\n LOSEHATE: Sets the amount per second to reduce hate amount for player while they are idle. Hate Delimiter is currently " + MBServerStatics.PLAYER_HATE_DELIMITER;
help += "\n HATEMODCOMBAT: sets the modifier for Hate value for Combat. Hate Value is `Damage *[HATEMODCOMBAT]`.Hate Mod Combat is currently " + MBServerStatics.PLAYER_COMBAT_HATE_MODIFIER;

4
src/engine/gameManager/ConfigManager.java

@ -86,7 +86,9 @@ public enum ConfigManager { @@ -86,7 +86,9 @@ public enum ConfigManager {
MB_MAGICBOT_FORTOFIX,
MB_MAGICBOT_RECRUIT,
MB_MAGICBOT_MAGICBOX,
MB_MAGICBOT_ADMINLOG;
MB_MAGICBOT_ADMINLOG,
MB_MOB_DIFFICULTY;//0.1(easy) - 1.0(hard)
// Map to hold our config pulled in from the environment
// We also use the config to point to the current message pump

3
src/engine/objects/AbstractIntelligenceAgent.java

@ -14,6 +14,7 @@ import engine.Enum.GameObjectType; @@ -14,6 +14,7 @@ import engine.Enum.GameObjectType;
import engine.Enum.ModType;
import engine.Enum.SourceType;
import engine.InterestManagement.WorldGrid;
import engine.ai.MobileFSMManager;
import engine.gameManager.ZoneManager;
import engine.math.Vector3fImmutable;
import engine.net.Dispatch;
@ -189,7 +190,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter { @@ -189,7 +190,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
public abstract AbstractWorldObject getFearedObject();
public float getAggroRange() {
float ret = MBServerStatics.AI_BASE_AGGRO_RANGE;
float ret = MobileFSMManager.AI_BASE_AGGRO_RANGE;
if (this.bonuses != null)
ret *= (1 +this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None));
return ret;

3
src/engine/objects/Mob.java

@ -13,6 +13,7 @@ import ch.claude_martin.enumbitset.EnumBitSet; @@ -13,6 +13,7 @@ import ch.claude_martin.enumbitset.EnumBitSet;
import engine.Enum;
import engine.Enum.*;
import engine.InterestManagement.WorldGrid;
import engine.ai.MobileFSMManager;
import engine.exception.SerializationException;
import engine.gameManager.*;
import engine.job.JobScheduler;
@ -626,7 +627,7 @@ public class Mob extends AbstractIntelligenceAgent { @@ -626,7 +627,7 @@ public class Mob extends AbstractIntelligenceAgent {
public static void HandleAssistedAggro(PlayerCharacter source, PlayerCharacter target) {
HashSet<AbstractWorldObject> mobsInRange = WorldGrid.getObjectsInRangePartial(source, MBServerStatics.AI_DROP_AGGRO_RANGE, MBServerStatics.MASK_MOB);
HashSet<AbstractWorldObject> mobsInRange = WorldGrid.getObjectsInRangePartial(source, MobileFSMManager.AI_DROP_AGGRO_RANGE, MBServerStatics.MASK_MOB);
for (AbstractWorldObject awo : mobsInRange) {
Mob mob = (Mob) awo;

27
src/engine/server/MBServerStatics.java

@ -428,33 +428,6 @@ public class MBServerStatics { @@ -428,33 +428,6 @@ public class MBServerStatics {
public static final int UPDATE_GROUP_RATE = 10000; // Update group info
public static float PLAYER_HATE_DELIMITER = 50; // reduces 50 hate a second
public static float PLAYER_COMBAT_HATE_MODIFIER = 2;
/*
* AI
*/
// The min distance from players at which the AI Manager feels safe to turn
// off a mob.
public static int AI_BASE_AGGRO_RANGE = 60;
public static int AI_DROP_AGGRO_RANGE = 60;
public static int AI_RECALL_RANGE = 400;
public static int AI_PULSE_MOB_THRESHOLD = 200;
public static int AI_THREAD_SLEEP = 1000;
public static int AI_PATROL_DIVISOR = 15;
public static int AI_POWER_DIVISOR = 20;
public static int AI_PET_HEEL_DISTANCE = 10;
public static int AI_PATROL_RADIUS = 60;
public static int AI_POWER_CHANCE = 25; // set 1-100 for chance a mob will cast
public static float AI_MAX_ANGLE = 10f;
public static final int AI_PET_TIME_BETWEEN_JOB_TICKS_MS = 250;
// Pet Settings
public static final float PET_TELEPORT_DISTANCE = 600; // distance a pet
public static final float PET_FOLLOW_DISTANCE = 10; // distance a pet starts
public static final float PET_REST_DISTANCE = 4; // distance a pet stops
public static final int COMBAT_SEND_DODGE = 20;
public static final int COMBAT_SEND_BLOCK = 21;
public static final int COMBAT_SEND_PARRY = 22;

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