starting monster brain

This commit is contained in:
Lucca Faria Ferri 2023-07-20 05:18:38 -07:00
parent 3c851ddf1c
commit 09e0480485

View File

@ -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; }
public class MonsterBrain : Brain
{
private new readonly Logger _logger;
private TickTimer _powerDelay;
// list of power SNOs that are defined for the monster
public Dictionary<int, Cooldown> PresetPowers { get; private set; }
public struct Cooldown
{
public TickTimer CooldownTimer;
public float CooldownTime;
}
private TickTimer _powerDelay;
private bool _warnedNoPowers;
private Actor _target { get; set; }
private int _mpqPowerCount;
private bool Feared = false;
public struct Cooldown
{
public TickTimer CooldownTimer;
public float CooldownTime;
}
public Actor AttackedBy = null;
public TickTimer TimeoutAttacked = null;
private bool _warnedNoPowers;
private Actor Target { get; set; }
private int _mpqPowerCount;
private bool _feared = false;
public Actor PriorityTarget = null;
public Actor AttackedBy = null;
public TickTimer TimeoutAttacked = null;
public MonsterBrain(Actor body)
: base(body)
{
Logger = LogManager.CreateLogger(GetType().Name);
PresetPowers = new Dictionary<int, Cooldown>();
public Actor PriorityTarget = null;
// 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 });
}
}
public MonsterBrain(Actor body)
: base(body)
{
_logger = LogManager.CreateLogger(GetType().Name);
if (monsterData.SkillDeclarations.All(s => s.SNOPower != 30592))
PresetPowers.Add(30592, new Cooldown { CooldownTimer = null, CooldownTime = 0f }); //hack for dummy mobs without powers
}
PresetPowers = new Dictionary<int, Cooldown>();
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;
}
// 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;
}
if (Body.Hidden)
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 (CurrentAction != null && PriorityTarget != null && PriorityTarget.Attributes[GameAttributes.Is_Helper] == true)
{
PriorityTarget = null;
CurrentAction.Cancel(tickCounter);
CurrentAction = null;
return;
}
if (monsterData.SkillDeclarations.All(s => s.SNOPower != 30592))
PresetPowers.Add(30592,
new Cooldown { CooldownTimer = null, CooldownTime = 0f }); //hack for dummy mobs without powers
}
if (tickCounter % 60 != 0) return;
if (Body is NPC) return;
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.Visible || Body.Dead) return;
if (Body.Hidden)
return;
if (Body.World.Game.Paused) return;
if (Body.Attributes[GameAttributes.Disabled]) return;
if (CurrentAction != null && PriorityTarget != null &&
PriorityTarget.Attributes[GameAttributes.Is_Helper] == true)
{
PriorityTarget = null;
CurrentAction.Cancel(tickCounter);
CurrentAction = null;
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;
if (tickCounter % 60 != 0) return;
return;
}
if (Body is NPC) 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;
}
if (!Body.Visible || Body.Dead) return;
return;
}
if (Body.World.Game.Paused) return;
if (Body.Attributes[GameAttributes.Disabled]) return;
Feared = false;
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;
}
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);
_powerDelay = null;
if (AttackedBy != null)
PriorityTarget = AttackedBy;
return;
}
if (PriorityTarget == null)
{
Actor[] targets;
if (Body.Attributes[GameAttributes.Feared])
{
if (_feared && CurrentAction != null) return;
if (CurrentAction != null)
{
CurrentAction.Cancel(tickCounter);
CurrentAction = null;
}
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();
_feared = true;
CurrentAction = new MoveToPointWithPathfindAction(
Body,
PowerContext.RandomDirection(Body.Position, 3f, 8f)
);
return;
}
if (targets.Length == 0) return;
_target = targets.First();
}
else
_target = PriorityTarget;
_feared = false;
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);
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;
CurrentAction = new PowerAction(Body, powerToUse, _target);
// Reset the power delay
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
if (power is SummoningSkill)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
// If the character has been attacked, set the attacker as the priority target
if (AttackedBy != null)
PriorityTarget = AttackedBy;
if (power is MonsterAffixSkill monsterAffixSkill)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
// If there's no defined priority target, start a search
if (PriorityTarget == null)
{
Actor[] targets;
if (PresetPowers[powerToUse].CooldownTime > 0f)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime), CooldownTime = PresetPowers[powerToUse].CooldownTime };
// 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 (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 there are no targets, return
if (targets.Length == 0) return;
if (power is SummoningSkill)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
// 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;
if (power is MonsterAffixSkill)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (power as MonsterAffixSkill).CooldownTime };
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);
if (PresetPowers[powerToUse].CooldownTime > 0f)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime), CooldownTime = PresetPowers[powerToUse].CooldownTime };
CurrentAction = new PowerAction(Body, powerToUse, Target);
if (powerToUse == 96925 ||
powerToUse == 223284)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, 10f), CooldownTime = 10f };
}
}
}
}
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]
};
else if (Body.GetObjectsInRange<Living>(50f).Count != 0)
{
if (_powerDelay.TimedOut)
{
_powerDelay = new SecondsTickTimer(Body.World.Game, 1.0f);
if (PresetPowers[powerToUse].CooldownTime > 0f)
PresetPowers[powerToUse] = new Cooldown
{
CooldownTimer =
new SecondsTickTimer(Body.World.Game, PresetPowers[powerToUse].CooldownTime),
CooldownTime = PresetPowers[powerToUse].CooldownTime
};
if (AttackedBy != null)
PriorityTarget = AttackedBy;
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 (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();
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 (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 (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;
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;
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();
}
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
foreach (var tar in targets)
if (tar is DesctructibleLootContainer && tar.SNO.IsDoorOrBarricade() &&
tar.SNO != ActorSno._trout_wagon_barricade)
{
Target = tar;
break;
}
}
else
Target = PriorityTarget;
Logger.Trace($"{GetType().Name} {nameof(PowerAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
// Logger.Trace("PowerAction to target");
CurrentAction = new PowerAction(Body, powerToUse, _target);
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;
}
if (power is SummoningSkill)
PresetPowers[powerToUse] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
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
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}]");
_logger.Trace(
$"{GetType().Name} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
// Logger.Trace("PowerAction to target");
CurrentAction = new PowerAction(Body, powerToUse, Target);
CurrentAction = new MoveToPointAction(
Body, _target.Position
);
}
else
{
Logger.Trace($"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
if (power is SummoningSkill)
PresetPowers[powerToUse] = new Cooldown
{ CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
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
);
}
}
}
}
}
if (power is MonsterAffixSkill monsterSkill)
PresetPowers[powerToUse] = new Cooldown
{ CooldownTimer = null, CooldownTime = monsterSkill.CooldownTime };
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;
}
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(
$"{GetType().Name} {nameof(MoveToPointAction)} to target [{Target.Position}]");
public void FastAttack(Actor target, int skillSNO)
{
PowerScript power = PowerLoader.CreateImplementationForPowerSNO(skillSNO);
power.User = Body;
if (Body.WalkSpeed != 0)
Body.TranslateFacing(target.Position, false); //columns and other non-walkable shit can't turn
Logger.Trace($"{GetType().Name} {nameof(FastAttack)} {nameof(PowerAction)} to target [{_target.ActorType}] {_target.SNO.ToString()}");
CurrentAction = new PowerAction(Body, skillSNO, target);
CurrentAction = new MoveToPointAction(
Body, Target.Position
);
}
else
{
_logger.Trace(
$"{GetType().Name} {nameof(MoveToTargetWithPathfindAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
if (power is SummoningSkill)
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
CurrentAction = new MoveToTargetWithPathfindAction(
Body,
//(
Target, // + MovementHelpers.GetMovementPosition(
//new Vector3D(0, 0, 0),
//this.Body.WalkSpeed,
//MovementHelpers.GetFacingAngle(_target.Position, this.Body.Position),
//6
//)
//)
attackRange + Target.ActorData.Cylinder.Ax2,
powerToUse
);
}
}
}
}
if (power is MonsterAffixSkill monsterAffixSkill)
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
else
{
//Logger.Trace("No enemies in range, return to master");
if (Body.Position != Body.CheckPointPosition)
CurrentAction = new MoveToPointWithPathfindAction(Body, Body.CheckPointPosition);
}
}
if (PresetPowers[skillSNO].CooldownTime > 0f)
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[skillSNO].CooldownTime), CooldownTime = PresetPowers[skillSNO].CooldownTime };
}
public static Core.Types.Math.Vector3D RandomPossibleDirection(Core.Types.Math.Vector3D position,
float minRadius, float maxRadius, MapSystem.World world)
{
float angle = (float)(FastRandom.Instance.NextDouble() * Math.PI * 2);
float radius = minRadius + (float)FastRandom.Instance.NextDouble() * (maxRadius - minRadius);
Core.Types.Math.Vector3D point = null;
int tryC = 0;
while (tryC < 100)
{
//break;
point = new Core.Types.Math.Vector3D(position.X + (float)Math.Cos(angle) * radius,
position.Y + (float)Math.Sin(angle) * radius,
position.Z);
if (world.CheckLocationForFlag(point, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
break;
tryC++;
}
protected virtual int PickPowerToUse()
{
if (!_warnedNoPowers && PresetPowers.Count == 0)
{
Logger.Warn($"Monster $[red]$\"{Body.Name}\"$[/]$ has no usable powers. {_mpqPowerCount} are defined in mpq data.");
_warnedNoPowers = true;
return -1;
}
return point;
}
// 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;
}
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(
$"{GetType().Name} {nameof(FastAttack)} {nameof(PowerAction)} to target [{Target.ActorType}] {Target.SNO.ToString()}");
CurrentAction = new PowerAction(Body, skillSno, target);
if (availablePowers.Contains(30592))
return 30592; // melee attack
if (power is SummoningSkill)
PresetPowers[skillSno] = new Cooldown
{ CooldownTimer = null, CooldownTime = (Body is Boss ? 15f : 7f) };
// no usable power
return -1;
}
if (power is MonsterAffixSkill monsterAffixSkill)
PresetPowers[skillSno] = new Cooldown
{ CooldownTimer = null, CooldownTime = monsterAffixSkill.CooldownTime };
public void AddPresetPower(int powerSNO)
{
if (PresetPowers.ContainsKey(powerSNO))
{
Logger.Debug($"Monster $[red]$\"{Body.Name}\"$[/]$ already has power {powerSNO}.");
// Logger.MethodTrace("power sno {0} already defined for monster \"{1}\"",
//powerSNO, this.Body.ActorSNO.Name);
return;
}
if (PresetPowers[skillSno].CooldownTime > 0f)
PresetPowers[skillSno] = new Cooldown
{
CooldownTimer = new SecondsTickTimer(Body.World.Game, PresetPowers[skillSno].CooldownTime),
CooldownTime = PresetPowers[skillSno].CooldownTime
};
}
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() });
}
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;
}
public void RemovePresetPower(int powerSNO)
{
if (PresetPowers.ContainsKey(powerSNO))
{
PresetPowers.Remove(powerSNO);
}
}
}
}
// 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);
}
}
}
}