blizzless-diiis/src/DiIiS-NA/D3-GameServer/GSSystem/AISystem/Brains/MonsterBrain.cs
2023-01-21 18:05:13 -08:00

491 lines
17 KiB
C#

//Blizzless Project 2022
using System;
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using System.Collections.Generic;
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using System.Linq;
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using DiIiS_NA.Core.Helpers.Math;
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using DiIiS_NA.Core.MPQ;
using DiIiS_NA.D3_GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.SNO;
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using DiIiS_NA.GameServer.Core.Types.TagMap;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Actions;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Implementations.Hirelings;
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using DiIiS_NA.GameServer.GSSystem.ActorSystem.Movement;
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using DiIiS_NA.GameServer.GSSystem.PlayerSystem;
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using DiIiS_NA.GameServer.GSSystem.PowerSystem;
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using DiIiS_NA.GameServer.GSSystem.PowerSystem.Implementations;
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using DiIiS_NA.GameServer.GSSystem.TickerSystem;
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using DiIiS_NA.GameServer.MessageSystem;
namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
{
public class MonsterBrain : Brain
{
// 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)
{
PresetPowers = new Dictionary<int, Cooldown>();
// build list of powers defined in monster mpq data
if (body.ActorData.MonsterSNO > 0)
{
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.Count(); 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.Any(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)
{
if (Body.SNO == ActorSno._uber_siegebreakerdemon ||
Body.SNO == ActorSno._a4dun_garden_corruption_monster ||
Body.SNO == ActorSno._a4dun_garden_hellportal_pillar)
return;
if (Body.SNO == ActorSno._belialvoiceover) //BelialVoiceover
return;
if (Body.Hidden == true)
return;
if (CurrentAction != null && PriorityTarget != null && PriorityTarget.Attributes[GameAttribute.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[GameAttribute.Disabled]) return;
if (Body.Attributes[GameAttribute.Frozen] ||
Body.Attributes[GameAttribute.Stunned] ||
Body.Attributes[GameAttribute.Blind] ||
Body.Attributes[GameAttribute.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[GameAttribute.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;
}
else return;
}
else
Feared = false;
if (CurrentAction == null)
{
if (_powerDelay == 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)
{
List<Actor> targets = new List<Actor>();
if (Body.Attributes[GameAttribute.Team_Override] == 1)
targets = Body.GetObjectsInRange<Monster>(60f)
.Where(p => !p.Dead)
.OrderBy((monster) => PowerMath.Distance2D(monster.Position, Body.Position))
.Cast<Actor>()
.ToList();
else
targets = Body.GetActorsInRange(50f)
.Where(p => ((p is Player) && !p.Dead && p.Attributes[GameAttribute.Loading] == false && p.Attributes[GameAttribute.Is_Helper] == false && p.World.BuffManager.GetFirstBuff<ActorGhostedBuff>(p) == null)
|| ((p is Minion) && !p.Dead && p.Attributes[GameAttribute.Is_Helper] == false)
|| (p is DesctructibleLootContainer && p.SNO.IsDoorOrBarricade())
|| ((p is Hireling) && !p.Dead)
)
.OrderBy((actor) => PowerMath.Distance2D(actor.Position, Body.Position))
.Cast<Actor>()
.ToList();
if (targets.Count == 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)
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.WalkSpeed != 0)
{
if (Body.SNO.IsWoodwraithOrWasp())
{
Logger.Trace("MoveToPointAction to target");
CurrentAction = new MoveToPointAction(
Body, _target.Position
);
}
else
{
Logger.Trace("MoveToTargetWithPathfindAction to target");
CurrentAction = new MoveToTargetWithPathfindAction(
Body,
_target,
attackRange + _target.ActorData.Cylinder.Ax2,
powerToUse
);
}
}
else
{
switch (Body.SNO)
{
case ActorSno._a1dun_leor_firewall2:
powerToUse = 223284;
break;
}
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)
{
List<Actor> targets = new List<Actor>();
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))
.Cast<Actor>()
.ToList();
if (targets.Count == 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))
.Cast<Actor>()
.ToList();
if (targets.Count == 0)
return;
foreach (var tar in targets)
if (_target == null)
if (tar is Monster && tar != Body)
if (((tar as Monster).Brain as MonsterBrain).AttackedBy != null)
_target = ((tar as Monster).Brain as MonsterBrain).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("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)
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 };
}
else if (Body.WalkSpeed != 0)
{
if (Body.SNO.IsWoodwraithOrWasp())
{
Logger.Trace("MoveToPointAction to target");
CurrentAction = new MoveToPointAction(
Body, _target.Position
);
}
else
{
Logger.Trace("MoveToTargetWithPathfindAction to target");
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 RandomPosibleDirection(Core.Types.Math.Vector3D position, float minRadius, float maxRadius, MapSystem.World wrld)
{
float angle = (float)(FastRandom.Instance.NextDouble() * Math.PI * 2);
float radius = minRadius + (float)FastRandom.Instance.NextDouble() * (maxRadius - minRadius);
Core.Types.Math.Vector3D SP = null;
int tryC = 0;
while (tryC < 50)
{
//break;
SP = new Core.Types.Math.Vector3D(position.X + (float)Math.Cos(angle) * radius,
position.Y + (float)Math.Sin(angle) * radius,
position.Z);
if (wrld.CheckLocationForFlag(SP, DiIiS_NA.Core.MPQ.FileFormats.Scene.NavCellFlags.AllowWalk))
break;
tryC++;
}
return SP;
}
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("Fast PowerAction to target");
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)
PresetPowers[skillSNO] = new Cooldown { CooldownTimer = null, CooldownTime = (power as 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.Info("Monster \"{0}\" has no usable powers. {1} are defined in mpq data.", Body.Name, _mpqPowerCount);
_warnedNoPowers = true;
}
// randomly used an implemented power
if (PresetPowers.Count > 0)
{
//int power = this.PresetPowers[RandomHelper.Next(this.PresetPowers.Count)].Key;
List<int> availablePowers = Enumerable.ToList(PresetPowers.Where(p => (p.Value.CooldownTimer == null || p.Value.CooldownTimer.TimedOut) && PowerLoader.HasImplementationForPowerSNO(p.Key)).Select(p => p.Key));
if (availablePowers.Where(p => p != 30592).Count() > 0)
{
int SelectedPower = availablePowers.Where(p => p != 30592).ToList()[RandomHelper.Next(availablePowers.Where(p => p != 30592).ToList().Count())];
//if(SelectedPower == 73824)
//if(SkeletonKingWhirlwind)
return SelectedPower;
}
else
if (availablePowers.Contains(30592))
return 30592; //melee attack
}
// no usable power
return -1;
}
public void AddPresetPower(int powerSNO)
{
if (PresetPowers.ContainsKey(powerSNO))
{
// Logger.Debug("AddPresetPower(): power sno {0} already defined for monster \"{1}\"",
//powerSNO, this.Body.ActorSNO.Name);
return;
}
if (PresetPowers.ContainsKey(30592)) //if can cast melee
PresetPowers.Add(powerSNO, new Cooldown { CooldownTimer = null, CooldownTime = 5f });
else
PresetPowers.Add(powerSNO, new Cooldown { CooldownTimer = null, CooldownTime = 1f + (float)FastRandom.Instance.NextDouble() });
}
public void RemovePresetPower(int powerSNO)
{
if (PresetPowers.ContainsKey(powerSNO))
{
PresetPowers.Remove(powerSNO);
}
}
}
}