starting monster brain
This commit is contained in:
parent
3c851ddf1c
commit
09e0480485
@ -21,456 +21,525 @@ using DiIiS_NA.GameServer.MessageSystem;
|
||||
|
||||
namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
|
||||
{
|
||||
public class MonsterBrain : Brain
|
||||
{
|
||||
private new readonly Logger Logger;
|
||||
// list of power SNOs that are defined for the monster
|
||||
public Dictionary<int, Cooldown> PresetPowers { get; private set; }
|
||||
|
||||
private TickTimer _powerDelay;
|
||||
|
||||
public struct Cooldown
|
||||
{
|
||||
public TickTimer CooldownTimer;
|
||||
public float CooldownTime;
|
||||
}
|
||||
|
||||
private bool _warnedNoPowers;
|
||||
private Actor _target { get; set; }
|
||||
private int _mpqPowerCount;
|
||||
private bool Feared = false;
|
||||
|
||||
public Actor AttackedBy = null;
|
||||
public TickTimer TimeoutAttacked = null;
|
||||
|
||||
public Actor PriorityTarget = null;
|
||||
|
||||
public MonsterBrain(Actor body)
|
||||
: base(body)
|
||||
{
|
||||
Logger = LogManager.CreateLogger(GetType().Name);
|
||||
|
||||
PresetPowers = new Dictionary<int, Cooldown>();
|
||||
|
||||
// build list of powers defined in monster mpq data
|
||||
if (body.ActorData.MonsterSNO <= 0)
|
||||
{
|
||||
Logger.Warn($"$[red]${GetType().Name}$[/]$ - Monster \"{body.SNO}\" has no monster SNO");
|
||||
return;
|
||||
}
|
||||
var monsterData = (DiIiS_NA.Core.MPQ.FileFormats.Monster)MPQStorage.Data.Assets[SNOGroup.Monster][body.ActorData.MonsterSNO].Data;
|
||||
_mpqPowerCount = monsterData.SkillDeclarations.Count(e => e.SNOPower != -1);
|
||||
for (int i = 0; i < monsterData.SkillDeclarations.Length; i++)
|
||||
{
|
||||
if (monsterData.SkillDeclarations[i].SNOPower == -1) continue;
|
||||
if (PowerLoader.HasImplementationForPowerSNO(monsterData.SkillDeclarations[i].SNOPower))
|
||||
{
|
||||
var cooldownTime = monsterData.MonsterSkillDeclarations[i].Timer / 10f;
|
||||
PresetPowers.Add(monsterData.SkillDeclarations[i].SNOPower, new Cooldown { CooldownTimer = null, CooldownTime = cooldownTime });
|
||||
}
|
||||
}
|
||||
|
||||
if (monsterData.SkillDeclarations.All(s => s.SNOPower != 30592))
|
||||
PresetPowers.Add(30592, new Cooldown { CooldownTimer = null, CooldownTime = 0f }); //hack for dummy mobs without powers
|
||||
}
|
||||
|
||||
public override void Think(int tickCounter)
|
||||
{
|
||||
switch (Body.SNO)
|
||||
{
|
||||
case ActorSno._uber_siegebreakerdemon:
|
||||
case ActorSno._a4dun_garden_corruption_monster:
|
||||
case ActorSno._a4dun_garden_hellportal_pillar:
|
||||
case ActorSno._belialvoiceover:
|
||||
return;
|
||||
}
|
||||
|
||||
if (Body.Hidden)
|
||||
return;
|
||||
|
||||
if (CurrentAction != null && PriorityTarget != null && PriorityTarget.Attributes[GameAttributes.Is_Helper] == true)
|
||||
{
|
||||
PriorityTarget = null;
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (tickCounter % 60 != 0) return;
|
||||
|
||||
if (Body is NPC) return;
|
||||
|
||||
if (!Body.Visible || Body.Dead) return;
|
||||
|
||||
if (Body.World.Game.Paused) return;
|
||||
if (Body.Attributes[GameAttributes.Disabled]) return;
|
||||
|
||||
if (Body.Attributes[GameAttributes.Frozen] ||
|
||||
Body.Attributes[GameAttributes.Stunned] ||
|
||||
Body.Attributes[GameAttributes.Blind] ||
|
||||
Body.Attributes[GameAttributes.Webbed] ||
|
||||
Body.Disable ||
|
||||
Body.World.BuffManager.GetFirstBuff<KnockbackBuff>(Body) != null ||
|
||||
Body.World.BuffManager.GetFirstBuff<SummonedBuff>(Body) != null)
|
||||
{
|
||||
if (CurrentAction != null)
|
||||
{
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
}
|
||||
_powerDelay = null;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (Body.Attributes[GameAttributes.Feared])
|
||||
{
|
||||
if (!Feared || CurrentAction == null)
|
||||
{
|
||||
if (CurrentAction != null)
|
||||
{
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
}
|
||||
Feared = true;
|
||||
CurrentAction = new MoveToPointWithPathfindAction(
|
||||
Body,
|
||||
PowerContext.RandomDirection(Body.Position, 3f, 8f)
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Feared = false;
|
||||
|
||||
if (CurrentAction == null)
|
||||
{
|
||||
_powerDelay ??= new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
if (AttackedBy != null || Body.GetObjectsInRange<Player>(50f).Count != 0)
|
||||
{
|
||||
if (_powerDelay.TimedOut)
|
||||
{
|
||||
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
|
||||
if (AttackedBy != null)
|
||||
PriorityTarget = AttackedBy;
|
||||
|
||||
if (PriorityTarget == null)
|
||||
{
|
||||
Actor[] targets;
|
||||
|
||||
if (Body.Attributes[GameAttributes.Team_Override] == 1)
|
||||
targets = Body.GetObjectsInRange<Monster>(60f)
|
||||
.Where(p => !p.Dead)
|
||||
.OrderBy((monster) => PowerMath.Distance2D(monster.Position, Body.Position))
|
||||
.ToArray();
|
||||
else
|
||||
targets = Body.GetActorsInRange(50f)
|
||||
.Where(p => ((p is Player) && !p.Dead && p.Attributes[GameAttributes.Loading] == false && p.Attributes[GameAttributes.Is_Helper] == false && p.World.BuffManager.GetFirstBuff<ActorGhostedBuff>(p) == null)
|
||||
|| ((p is Minion) && !p.Dead && p.Attributes[GameAttributes.Is_Helper] == false)
|
||||
|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
|
||||
|| ((p is Hireling) && !p.Dead)
|
||||
)
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
if (targets.Length == 0) return;
|
||||
|
||||
_target = targets.First();
|
||||
}
|
||||
else
|
||||
_target = PriorityTarget;
|
||||
|
||||
int powerToUse = PickPowerToUse();
|
||||
if (powerToUse > 0)
|
||||
{
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
|
||||
power.User = Body;
|
||||
float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f ? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f)) : 35f);
|
||||
float targetDistance = PowerMath.Distance2D(_target.Position, Body.Position);
|
||||
if (targetDistance < attackRange + _target.ActorData.Cylinder.Ax2)
|
||||
{
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(_target.Position, false);
|
||||
|
||||
CurrentAction = new PowerAction(Body, powerToUse, _target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill monsterAffixSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime), CooldownTime = PresetPowers[powerToUse].CooldownTime };
|
||||
|
||||
if (powerToUse is 96925 or 223284)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
|
||||
}
|
||||
else if (Body.WalkSpeed != 0)
|
||||
{
|
||||
if (Body.SNO.IsWoodwraithOrWasp())
|
||||
{
|
||||
Logger.Trace($"{GetType().Name} $[underline white]${nameof(MoveToPointAction)}$[/]$ to target $[white]${_target.ActorType}$[/]$ [{_target.Position}]");
|
||||
CurrentAction = new MoveToPointAction(
|
||||
Body, _target.Position
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Trace($"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
|
||||
CurrentAction = new MoveToTargetWithPathfindAction(
|
||||
Body,
|
||||
_target,
|
||||
attackRange + _target.ActorData.Cylinder.Ax2,
|
||||
powerToUse
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
powerToUse = Body.SNO switch
|
||||
{
|
||||
ActorSno._a1dun_leor_firewall2 => 223284,
|
||||
_ => powerToUse
|
||||
};
|
||||
CurrentAction = new PowerAction(Body, powerToUse, _target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (power as MonsterAffixSkill).CooldownTime };
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime), CooldownTime = PresetPowers[powerToUse].CooldownTime };
|
||||
|
||||
if (powerToUse == 96925 ||
|
||||
powerToUse == 223284)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else if (Body.GetObjectsInRange<Living>(50f).Count != 0)
|
||||
{
|
||||
if (_powerDelay.TimedOut)
|
||||
{
|
||||
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
|
||||
if (AttackedBy != null)
|
||||
PriorityTarget = AttackedBy;
|
||||
|
||||
if (PriorityTarget == null)
|
||||
{
|
||||
var targets = Body.GetActorsInRange(50f)
|
||||
.Where(p => ((p is LorathNahr_NPC) && !p.Dead)
|
||||
|| ((p is CaptainRumford) && !p.Dead)
|
||||
|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
|
||||
|| ((p is Cain) && !p.Dead))
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
if (targets.Length == 0)
|
||||
{
|
||||
targets = Body.GetActorsInRange(20f)
|
||||
.Where(p => ((p is Monster) && !p.Dead)
|
||||
|| ((p is CaptainRumford) && !p.Dead)
|
||||
)
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
|
||||
if (targets.Length == 0)
|
||||
return;
|
||||
|
||||
foreach (var monsterActor in targets.Where(tar => _target == null))
|
||||
if (monsterActor is Monster { Brain: MonsterBrain brain } monster && monsterActor != Body)
|
||||
if (brain.AttackedBy != null)
|
||||
_target = brain.AttackedBy;
|
||||
}
|
||||
else
|
||||
{
|
||||
_target = targets.First();
|
||||
}
|
||||
foreach (var tar in targets)
|
||||
if (tar is DesctructibleLootContainer && tar.SNO.IsDoorOrBarricade() && tar.SNO != ActorSno._trout_wagon_barricade)
|
||||
{ _target = tar; break; }
|
||||
}
|
||||
else
|
||||
_target = PriorityTarget;
|
||||
|
||||
int powerToUse = PickPowerToUse();
|
||||
if (powerToUse > 0)
|
||||
{
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
|
||||
power.User = Body;
|
||||
if (_target == null)
|
||||
{
|
||||
/*
|
||||
if (!this.Body.ActorSNO.Name.ToLower().Contains("woodwraith") &&
|
||||
!this.Body.ActorSNO.Name.ToLower().Contains("wasp"))
|
||||
if (this.Body.Quality < 2)
|
||||
{
|
||||
this.CurrentAction = new MoveToPointWithPathfindAction(this.Body, RandomPosibleDirection(this.Body.CheckPointPosition, 3f, 8f, this.Body.World));
|
||||
return;
|
||||
}
|
||||
else
|
||||
//*/
|
||||
return;
|
||||
}
|
||||
float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f ? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f)) : 35f);
|
||||
float targetDistance = PowerMath.Distance2D(_target.Position, Body.Position);
|
||||
if (targetDistance < attackRange + _target.ActorData.Cylinder.Ax2)
|
||||
{
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(_target.Position, false); //columns and other non-walkable shit can't turn
|
||||
|
||||
|
||||
Logger.Trace($"{GetType().Name} {nameof(PowerAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
|
||||
// Logger.Trace("PowerAction to target");
|
||||
CurrentAction = new PowerAction(Body, powerToUse, _target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill monsterSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = monsterSkill.CooldownTime };
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime), CooldownTime = PresetPowers[powerToUse].CooldownTime };
|
||||
}
|
||||
else if (Body.WalkSpeed != 0)
|
||||
{
|
||||
if (Body.SNO.IsWoodwraithOrWasp())
|
||||
{
|
||||
Logger.Trace($"{GetType().Name} {nameof(MoveToPointAction)} to target [{_target.Position}]");
|
||||
|
||||
CurrentAction = new MoveToPointAction(
|
||||
Body, _target.Position
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Trace($"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
|
||||
|
||||
CurrentAction = new MoveToTargetWithPathfindAction(
|
||||
Body,
|
||||
//(
|
||||
_target,// + MovementHelpers.GetMovementPosition(
|
||||
//new Vector3D(0, 0, 0),
|
||||
//this.Body.WalkSpeed,
|
||||
//MovementHelpers.GetFacingAngle(_target.Position, this.Body.Position),
|
||||
//6
|
||||
//)
|
||||
//)
|
||||
attackRange + _target.ActorData.Cylinder.Ax2,
|
||||
powerToUse
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//Logger.Trace("No enemies in range, return to master");
|
||||
if (Body.Position != Body.CheckPointPosition)
|
||||
CurrentAction = new MoveToPointWithPathfindAction(Body, Body.CheckPointPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
public static Core.Types.Math.Vector3D RandomPossibleDirection(Core.Types.Math.Vector3D position, float minRadius, float maxRadius, MapSystem.World world)
|
||||
{
|
||||
float angle = (float)(FastRandom.Instance.NextDouble() * Math.PI * 2);
|
||||
float radius = minRadius + (float)FastRandom.Instance.NextDouble() * (maxRadius - minRadius);
|
||||
Core.Types.Math.Vector3D point = null;
|
||||
int tryC = 0;
|
||||
while (tryC < 100)
|
||||
{
|
||||
//break;
|
||||
point = new Core.Types.Math.Vector3D(position.X + (float)Math.Cos(angle) * radius,
|
||||
position.Y + (float)Math.Sin(angle) * radius,
|
||||
position.Z);
|
||||
if (world.CheckLocationForFlag(point, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
|
||||
break;
|
||||
tryC++;
|
||||
}
|
||||
return point;
|
||||
}
|
||||
|
||||
public void FastAttack(Actor target, int skillSNO)
|
||||
{
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(skillSNO);
|
||||
power.User = Body;
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(target.Position, false); //columns and other non-walkable shit can't turn
|
||||
Logger.Trace($"{GetType().Name} {nameof(FastAttack)} {nameof(PowerAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
|
||||
CurrentAction = new PowerAction(Body, skillSNO, target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill monsterAffixSkill)
|
||||
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
|
||||
|
||||
if (PresetPowers[skillSNO].CooldownTime > 0f)
|
||||
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[skillSNO].CooldownTime), CooldownTime = PresetPowers[skillSNO].CooldownTime };
|
||||
}
|
||||
|
||||
protected virtual int PickPowerToUse()
|
||||
{
|
||||
if (!_warnedNoPowers && PresetPowers.Count == 0)
|
||||
{
|
||||
Logger.Warn($"Monster $[red]$\"{Body.Name}\"$[/]$ has no usable powers. {_mpqPowerCount} are defined in mpq data.");
|
||||
_warnedNoPowers = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// randomly used an implemented power
|
||||
if (PresetPowers.Count <= 0) return -1;
|
||||
|
||||
//int power = this.PresetPowers[RandomHelper.Next(this.PresetPowers.Count)].Key;
|
||||
var availablePowers = PresetPowers.Where(p => (p.Value.CooldownTimer == null || p.Value.CooldownTimer.TimedOut) && PowerLoader.HasImplementationForPowerSNO(p.Key)).Select(p => p.Key).ToList();
|
||||
if (availablePowers.Where(p => p != 30592).TryPickRandom(out var selectedPower))
|
||||
{
|
||||
return selectedPower;
|
||||
}
|
||||
|
||||
if (availablePowers.Contains(30592))
|
||||
return 30592; // melee attack
|
||||
|
||||
// no usable power
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void AddPresetPower(int powerSNO)
|
||||
{
|
||||
if (PresetPowers.ContainsKey(powerSNO))
|
||||
{
|
||||
Logger.Debug($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSNO}.");
|
||||
// Logger.MethodTrace("power sno {0} already defined for monster \"{1}\"",
|
||||
//powerSNO, this.Body.ActorSNO.Name);
|
||||
return;
|
||||
}
|
||||
|
||||
PresetPowers.Add(powerSNO,
|
||||
PresetPowers.ContainsKey(30592) //if can cast melee
|
||||
? new Cooldown { CooldownTimer = null, CooldownTime = 5f }
|
||||
: new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = 1f + (float)FastRandom.Instance.NextDouble() });
|
||||
}
|
||||
|
||||
public void RemovePresetPower(int powerSNO)
|
||||
{
|
||||
if (PresetPowers.ContainsKey(powerSNO))
|
||||
{
|
||||
PresetPowers.Remove(powerSNO);
|
||||
}
|
||||
}
|
||||
}
|
||||
public class MonsterBrain : Brain
|
||||
{
|
||||
private new readonly Logger _logger;
|
||||
|
||||
// list of power SNOs that are defined for the monster
|
||||
public Dictionary<int, Cooldown> PresetPowers { get; private set; }
|
||||
|
||||
private TickTimer _powerDelay;
|
||||
|
||||
public struct Cooldown
|
||||
{
|
||||
public TickTimer CooldownTimer;
|
||||
public float CooldownTime;
|
||||
}
|
||||
|
||||
private bool _warnedNoPowers;
|
||||
private Actor Target { get; set; }
|
||||
private int _mpqPowerCount;
|
||||
private bool _feared = false;
|
||||
|
||||
public Actor AttackedBy = null;
|
||||
public TickTimer TimeoutAttacked = null;
|
||||
|
||||
public Actor PriorityTarget = null;
|
||||
|
||||
public MonsterBrain(Actor body)
|
||||
: base(body)
|
||||
{
|
||||
_logger = LogManager.CreateLogger(GetType().Name);
|
||||
|
||||
PresetPowers = new Dictionary<int, Cooldown>();
|
||||
|
||||
// build list of powers defined in monster mpq data
|
||||
if (body.ActorData.MonsterSNO <= 0)
|
||||
{
|
||||
_logger.Warn($"$[red]${GetType().Name}$[/]$ - Monster \"{body.SNO}\" has no monster SNO");
|
||||
return;
|
||||
}
|
||||
|
||||
var monsterData =
|
||||
(DiIiS_NA.Core.MPQ.FileFormats.Monster)MPQStorage.Data.Assets[SNOGroup.Monster][
|
||||
body.ActorData.MonsterSNO].Data;
|
||||
_mpqPowerCount = monsterData.SkillDeclarations.Count(e => e.SNOPower != -1);
|
||||
for (int i = 0; i < monsterData.SkillDeclarations.Length; i++)
|
||||
{
|
||||
if (monsterData.SkillDeclarations[i].SNOPower == -1) continue;
|
||||
if (!PowerLoader.HasImplementationForPowerSNO(monsterData.SkillDeclarations[i].SNOPower)) continue;
|
||||
var cooldownTime = monsterData.MonsterSkillDeclarations[i].Timer / 10f;
|
||||
PresetPowers.Add(monsterData.SkillDeclarations[i].SNOPower,
|
||||
new Cooldown { CooldownTimer = null, CooldownTime = cooldownTime });
|
||||
}
|
||||
|
||||
if (monsterData.SkillDeclarations.All(s => s.SNOPower != 30592))
|
||||
PresetPowers.Add(30592,
|
||||
new Cooldown { CooldownTimer = null, CooldownTime = 0f }); //hack for dummy mobs without powers
|
||||
}
|
||||
|
||||
public override void Think(int tickCounter)
|
||||
{
|
||||
switch (Body.SNO)
|
||||
{
|
||||
case ActorSno._uber_siegebreakerdemon:
|
||||
case ActorSno._a4dun_garden_corruption_monster:
|
||||
case ActorSno._a4dun_garden_hellportal_pillar:
|
||||
case ActorSno._belialvoiceover:
|
||||
return;
|
||||
}
|
||||
|
||||
if (Body.Hidden)
|
||||
return;
|
||||
|
||||
if (CurrentAction != null && PriorityTarget != null &&
|
||||
PriorityTarget.Attributes[GameAttributes.Is_Helper] == true)
|
||||
{
|
||||
PriorityTarget = null;
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (tickCounter % 60 != 0) return;
|
||||
|
||||
if (Body is NPC) return;
|
||||
|
||||
if (!Body.Visible || Body.Dead) return;
|
||||
|
||||
if (Body.World.Game.Paused) return;
|
||||
if (Body.Attributes[GameAttributes.Disabled]) return;
|
||||
|
||||
if (Body.Attributes[GameAttributes.Frozen] ||
|
||||
Body.Attributes[GameAttributes.Stunned] ||
|
||||
Body.Attributes[GameAttributes.Blind] ||
|
||||
Body.Attributes[GameAttributes.Webbed] ||
|
||||
Body.Disable ||
|
||||
Body.World.BuffManager.GetFirstBuff<KnockbackBuff>(Body) != null ||
|
||||
Body.World.BuffManager.GetFirstBuff<SummonedBuff>(Body) != null)
|
||||
{
|
||||
if (CurrentAction != null)
|
||||
{
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
}
|
||||
|
||||
_powerDelay = null;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (Body.Attributes[GameAttributes.Feared])
|
||||
{
|
||||
if (_feared && CurrentAction != null) return;
|
||||
if (CurrentAction != null)
|
||||
{
|
||||
CurrentAction.Cancel(tickCounter);
|
||||
CurrentAction = null;
|
||||
}
|
||||
|
||||
_feared = true;
|
||||
CurrentAction = new MoveToPointWithPathfindAction(
|
||||
Body,
|
||||
PowerContext.RandomDirection(Body.Position, 3f, 8f)
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
_feared = false;
|
||||
|
||||
if (CurrentAction != null) return;
|
||||
_powerDelay ??= new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
// Check if the character has been attacked or if there are any players within 50 units range
|
||||
if (AttackedBy != null || Body.GetObjectsInRange<Player>(50f).Count != 0)
|
||||
{
|
||||
// If the power delay hasn't timed out, return
|
||||
if (!_powerDelay.TimedOut) return;
|
||||
|
||||
// Reset the power delay
|
||||
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
|
||||
// If the character has been attacked, set the attacker as the priority target
|
||||
if (AttackedBy != null)
|
||||
PriorityTarget = AttackedBy;
|
||||
|
||||
// If there's no defined priority target, start a search
|
||||
if (PriorityTarget == null)
|
||||
{
|
||||
Actor[] targets;
|
||||
|
||||
// If the character is part of a team, search for alive monsters within a range of 60 units and order them by distance
|
||||
if (Body.Attributes[GameAttributes.Team_Override] == 1)
|
||||
targets = Body.GetObjectsInRange<Monster>(60f)
|
||||
.Where(p => !p.Dead)
|
||||
.OrderBy((monster) => PowerMath.Distance2D(monster.Position, Body.Position))
|
||||
.ToArray();
|
||||
else
|
||||
// Otherwise, search for different types of actors including players, minions, destructible loot containers, or hirelings that are alive, not loading and not helpers, and order them by distance
|
||||
targets = Body.GetActorsInRange(50f)
|
||||
.Where(p => ((p is Player) && !p.Dead && p.Attributes[GameAttributes.Loading] == false &&
|
||||
p.Attributes[GameAttributes.Is_Helper] == false &&
|
||||
p.World.BuffManager.GetFirstBuff<ActorGhostedBuff>(p) == null)
|
||||
|| ((p is Minion) && !p.Dead && p.Attributes[GameAttributes.Is_Helper] == false)
|
||||
|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
|
||||
|| ((p is Hireling) && !p.Dead)
|
||||
)
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
// If there are no targets, return
|
||||
if (targets.Length == 0) return;
|
||||
|
||||
// Set the first found target as the target
|
||||
Target = targets.First();
|
||||
}
|
||||
else
|
||||
// If there is a priority target, set it as the target
|
||||
Target = PriorityTarget;
|
||||
|
||||
int powerToUse = PickPowerToUse();
|
||||
if (powerToUse <= 0) return;
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
|
||||
power.User = Body;
|
||||
float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f
|
||||
? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f))
|
||||
: 35f);
|
||||
float targetDistance = PowerMath.Distance2D(Target.Position, Body.Position);
|
||||
if (targetDistance < attackRange + Target.ActorData.Cylinder.Ax2)
|
||||
{
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(Target.Position, false);
|
||||
|
||||
CurrentAction = new PowerAction(Body, powerToUse, Target);
|
||||
|
||||
PresetPowers[powerToUse] = power switch
|
||||
{
|
||||
SummoningSkill => new Cooldown
|
||||
{
|
||||
CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f)
|
||||
},
|
||||
MonsterAffixSkill monsterAffixSkill => new Cooldown
|
||||
{
|
||||
CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime
|
||||
},
|
||||
_ => PresetPowers[powerToUse]
|
||||
};
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{
|
||||
CooldownTimer =
|
||||
new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime),
|
||||
CooldownTime = PresetPowers[powerToUse].CooldownTime
|
||||
};
|
||||
|
||||
if (powerToUse is 96925 or 223284)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{ CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
|
||||
}
|
||||
else if (Body.WalkSpeed != 0)
|
||||
{
|
||||
if (Body.SNO.IsWoodwraithOrWasp())
|
||||
{
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} $[underline white]${nameof(MoveToPointAction)}$[/]$ to target $[white]${Target.ActorType}$[/]$ [{Target.Position}]");
|
||||
CurrentAction = new MoveToPointAction(
|
||||
Body, Target.Position
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
|
||||
CurrentAction = new MoveToTargetWithPathfindAction(
|
||||
Body,
|
||||
Target,
|
||||
attackRange + Target.ActorData.Cylinder.Ax2,
|
||||
powerToUse
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
powerToUse = Body.SNO switch
|
||||
{
|
||||
ActorSno._a1dun_leor_firewall2 => 223284,
|
||||
_ => powerToUse
|
||||
};
|
||||
CurrentAction = new PowerAction(Body, powerToUse, Target);
|
||||
|
||||
PresetPowers[powerToUse] = power switch
|
||||
{
|
||||
SummoningSkill => new Cooldown
|
||||
{
|
||||
CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f)
|
||||
},
|
||||
MonsterAffixSkill skill => new Cooldown
|
||||
{
|
||||
CooldownTimer = null, CooldownTime = skill.CooldownTime
|
||||
},
|
||||
_ => PresetPowers[powerToUse]
|
||||
};
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{
|
||||
CooldownTimer =
|
||||
new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime),
|
||||
CooldownTime = PresetPowers[powerToUse].CooldownTime
|
||||
};
|
||||
|
||||
if (powerToUse is 96925 or 223284)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{ CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
|
||||
}
|
||||
}
|
||||
|
||||
else if (Body.GetObjectsInRange<Living>(50f).Count != 0)
|
||||
{
|
||||
if (!_powerDelay.TimedOut) return;
|
||||
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
|
||||
|
||||
if (AttackedBy != null)
|
||||
PriorityTarget = AttackedBy;
|
||||
|
||||
if (PriorityTarget == null)
|
||||
{
|
||||
var targets = Body.GetActorsInRange(50f)
|
||||
.Where(p => ((p is LorathNahr_NPC) && !p.Dead)
|
||||
|| ((p is CaptainRumford) && !p.Dead)
|
||||
|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
|
||||
|| ((p is Cain) && !p.Dead))
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
if (targets.Length == 0)
|
||||
{
|
||||
targets = Body.GetActorsInRange(20f)
|
||||
.Where(p => ((p is Monster) && !p.Dead)
|
||||
|| ((p is CaptainRumford) && !p.Dead)
|
||||
)
|
||||
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
|
||||
.ToArray();
|
||||
|
||||
|
||||
if (targets.Length == 0)
|
||||
return;
|
||||
|
||||
foreach (var monsterActor in targets.Where(tar => Target == null))
|
||||
if (monsterActor is Monster { Brain: MonsterBrain brain } monster && monsterActor != Body)
|
||||
if (brain.AttackedBy != null)
|
||||
Target = brain.AttackedBy;
|
||||
}
|
||||
else
|
||||
{
|
||||
Target = targets.First();
|
||||
}
|
||||
|
||||
foreach (var tar in targets)
|
||||
if (tar is DesctructibleLootContainer && tar.SNO.IsDoorOrBarricade() &&
|
||||
tar.SNO != ActorSno._trout_wagon_barricade)
|
||||
{
|
||||
Target = tar;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
Target = PriorityTarget;
|
||||
|
||||
int powerToUse = PickPowerToUse();
|
||||
if (powerToUse > 0)
|
||||
{
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(powerToUse);
|
||||
power.User = Body;
|
||||
if (Target == null)
|
||||
{
|
||||
/*
|
||||
if (!this.Body.ActorSNO.Name.ToLower().Contains("woodwraith") &&
|
||||
!this.Body.ActorSNO.Name.ToLower().Contains("wasp"))
|
||||
if (this.Body.Quality < 2)
|
||||
{
|
||||
this.CurrentAction = new MoveToPointWithPathfindAction(this.Body, RandomPosibleDirection(this.Body.CheckPointPosition, 3f, 8f, this.Body.World));
|
||||
return;
|
||||
}
|
||||
else
|
||||
//*/
|
||||
return;
|
||||
}
|
||||
|
||||
float attackRange = Body.ActorData.Cylinder.Ax2 + (power.EvalTag(PowerKeys.AttackRadius) > 0f
|
||||
? (powerToUse == 30592 ? 10f : Math.Min((float)power.EvalTag(PowerKeys.AttackRadius), 35f))
|
||||
: 35f);
|
||||
float targetDistance = PowerMath.Distance2D(Target.Position, Body.Position);
|
||||
if (targetDistance < attackRange + Target.ActorData.Cylinder.Ax2)
|
||||
{
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(Target.Position,
|
||||
false); //columns and other non-walkable shit can't turn
|
||||
|
||||
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
|
||||
// Logger.Trace("PowerAction to target");
|
||||
CurrentAction = new PowerAction(Body, powerToUse, Target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill monsterSkill)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = monsterSkill.CooldownTime };
|
||||
|
||||
if (PresetPowers[powerToUse].CooldownTime > 0f)
|
||||
PresetPowers[powerToUse] = new Cooldown
|
||||
{
|
||||
CooldownTimer = new SecondsTickTimer(Body.World.Game,
|
||||
PresetPowers[powerToUse].CooldownTime),
|
||||
CooldownTime = PresetPowers[powerToUse].CooldownTime
|
||||
};
|
||||
}
|
||||
else if (Body.WalkSpeed != 0)
|
||||
{
|
||||
if (Body.SNO.IsWoodwraithOrWasp())
|
||||
{
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} {nameof(MoveToPointAction)} to target [{Target.Position}]");
|
||||
|
||||
CurrentAction = new MoveToPointAction(
|
||||
Body, Target.Position
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
|
||||
|
||||
CurrentAction = new MoveToTargetWithPathfindAction(
|
||||
Body,
|
||||
//(
|
||||
Target, // + MovementHelpers.GetMovementPosition(
|
||||
//new Vector3D(0, 0, 0),
|
||||
//this.Body.WalkSpeed,
|
||||
//MovementHelpers.GetFacingAngle(_target.Position, this.Body.Position),
|
||||
//6
|
||||
//)
|
||||
//)
|
||||
attackRange + Target.ActorData.Cylinder.Ax2,
|
||||
powerToUse
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//Logger.Trace("No enemies in range, return to master");
|
||||
if (Body.Position != Body.CheckPointPosition)
|
||||
CurrentAction = new MoveToPointWithPathfindAction(Body, Body.CheckPointPosition);
|
||||
}
|
||||
}
|
||||
|
||||
public static Core.Types.Math.Vector3D RandomPossibleDirection(Core.Types.Math.Vector3D position,
|
||||
float minRadius, float maxRadius, MapSystem.World world)
|
||||
{
|
||||
float angle = (float)(FastRandom.Instance.NextDouble() * Math.PI * 2);
|
||||
float radius = minRadius + (float)FastRandom.Instance.NextDouble() * (maxRadius - minRadius);
|
||||
Core.Types.Math.Vector3D point = null;
|
||||
int tryC = 0;
|
||||
while (tryC < 100)
|
||||
{
|
||||
//break;
|
||||
point = new Core.Types.Math.Vector3D(position.X + (float)Math.Cos(angle) * radius,
|
||||
position.Y + (float)Math.Sin(angle) * radius,
|
||||
position.Z);
|
||||
if (world.CheckLocationForFlag(point, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
|
||||
break;
|
||||
tryC++;
|
||||
}
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
public void FastAttack(Actor target, int skillSno)
|
||||
{
|
||||
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(skillSno);
|
||||
power.User = Body;
|
||||
if (Body.WalkSpeed != 0)
|
||||
Body.TranslateFacing(target.Position, false); //columns and other non-walkable shit can't turn
|
||||
_logger.Trace(
|
||||
$"{GetType().Name} {nameof(FastAttack)} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
|
||||
CurrentAction = new PowerAction(Body, skillSno, target);
|
||||
|
||||
if (power is SummoningSkill)
|
||||
PresetPowers[skillSno] = new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
|
||||
|
||||
if (power is MonsterAffixSkill monsterAffixSkill)
|
||||
PresetPowers[skillSno] = new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
|
||||
|
||||
if (PresetPowers[skillSno].CooldownTime > 0f)
|
||||
PresetPowers[skillSno] = new Cooldown
|
||||
{
|
||||
CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[skillSno].CooldownTime),
|
||||
CooldownTime = PresetPowers[skillSno].CooldownTime
|
||||
};
|
||||
}
|
||||
|
||||
protected virtual int PickPowerToUse()
|
||||
{
|
||||
if (!_warnedNoPowers && PresetPowers.Count == 0)
|
||||
{
|
||||
_logger.Warn(
|
||||
$"Monster $[red]$\"{Body.Name}\"$[/]$ has no usable powers. {_mpqPowerCount} are defined in mpq data.");
|
||||
_warnedNoPowers = true;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// randomly used an implemented power
|
||||
if (PresetPowers.Count <= 0) return -1;
|
||||
|
||||
//int power = this.PresetPowers[RandomHelper.Next(this.PresetPowers.Count)].Key;
|
||||
var availablePowers = PresetPowers
|
||||
.Where(p => (p.Value.CooldownTimer == null || p.Value.CooldownTimer.TimedOut) &&
|
||||
PowerLoader.HasImplementationForPowerSNO(p.Key)).Select(p => p.Key).ToList();
|
||||
if (availablePowers.Where(p => p != 30592).TryPickRandom(out var selectedPower))
|
||||
{
|
||||
return selectedPower;
|
||||
}
|
||||
|
||||
if (availablePowers.Contains(30592))
|
||||
return 30592; // melee attack
|
||||
|
||||
// no usable power
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void AddPresetPower(int powerSno)
|
||||
{
|
||||
if (PresetPowers.ContainsKey(powerSno))
|
||||
{
|
||||
_logger.Debug($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSno}.");
|
||||
// Logger.MethodTrace("power sno {0} already defined for monster \"{1}\"",
|
||||
//powerSNO, this.Body.ActorSNO.Name);
|
||||
return;
|
||||
}
|
||||
|
||||
PresetPowers.Add(powerSno,
|
||||
PresetPowers.ContainsKey(30592) //if can cast melee
|
||||
? new Cooldown { CooldownTimer = null, CooldownTime = 5f }
|
||||
: new Cooldown
|
||||
{ CooldownTimer = null, CooldownTime = 1f + (float)FastRandom.Instance.NextDouble() });
|
||||
}
|
||||
|
||||
public void RemovePresetPower(int powerSno)
|
||||
{
|
||||
if (PresetPowers.ContainsKey(powerSno))
|
||||
{
|
||||
PresetPowers.Remove(powerSno);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
user.block.title