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sapphire/src/world/Actor/BNpc.cpp

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#include <Util/Util.h>
#include <Util/UtilMath.h>
#include <Network/PacketContainer.h>
#include <Exd/ExdDataGenerated.h>
#include <utility>
#include <Network/CommonActorControl.h>
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#include <Network/PacketWrappers/EffectPacket.h>
#include <Network/PacketDef/Zone/ClientZoneDef.h>
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#include <Logging/Logger.h>
#include "Forwards.h"
#include "Action/Action.h"
#include "Territory/Zone.h"
#include "Network/GameConnection.h"
#include "Network/PacketWrappers/ActorControlPacket142.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Network/PacketWrappers/ActorControlPacket144.h"
#include "Network/PacketWrappers/UpdateHpMpTpPacket.h"
#include "Network/PacketWrappers/NpcSpawnPacket.h"
#include "Network/PacketWrappers/MoveActorPacket.h"
#include "Navi/NaviProvider.h"
#include "StatusEffect/StatusEffect.h"
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#include "ServerMgr.h"
#include "Session.h"
#include "Math/CalcBattle.h"
#include "Chara.h"
#include "Player.h"
#include "BNpc.h"
#include "BNpcTemplate.h"
#include "Manager/TerritoryMgr.h"
#include "Common.h"
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#include "Framework.h"
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#include <Logging/Logger.h>
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#include <Manager/NaviMgr.h>
#include <Manager/TerritoryMgr.h>
#include <Manager/RNGMgr.h>
using namespace Sapphire::Common;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::Server;
using namespace Sapphire::Network::ActorControl;
Sapphire::Entity::BNpc::BNpc( FrameworkPtr pFw ) :
Npc( ObjKind::BattleNpc, pFw )
{
}
Sapphire::Entity::BNpc::BNpc( uint32_t id, BNpcTemplatePtr pTemplate, float posX, float posY, float posZ, float rot,
uint8_t level, uint32_t maxHp, ZonePtr pZone, FrameworkPtr pFw ) :
Npc( ObjKind::BattleNpc, pFw )
{
m_id = id;
m_modelChara = pTemplate->getModelChara();
m_displayFlags = pTemplate->getDisplayFlags();
m_pose = pTemplate->getPose();
m_aggressionMode = pTemplate->getAggressionMode();
m_weaponMain = pTemplate->getWeaponMain();
m_weaponSub = pTemplate->getWeaponSub();
m_bNpcNameId = pTemplate->getBNpcNameId();
m_bNpcBaseId = pTemplate->getBNpcBaseId();
m_enemyType = pTemplate->getEnemyType();
m_pos.x = posX;
m_pos.y = posY;
m_pos.z = posZ;
m_rot = rot;
m_level = level;
m_invincibilityType = InvincibilityNone;
m_currentStance = Common::Stance::Passive;
m_levelId = 0;
m_pCurrentZone = pZone;
m_spawnPos = m_pos;
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m_timeOfDeath = 0;
m_targetId = Common::INVALID_GAME_OBJECT_ID64;
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m_maxHp = maxHp;
m_maxMp = 200;
m_hp = maxHp;
m_mp = 200;
m_state = BNpcState::Idle;
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m_status = ActorStatus::Idle;
m_baseStats.max_hp = maxHp;
m_baseStats.max_mp = 200;
memcpy( m_customize, pTemplate->getCustomize(), sizeof( m_customize ) );
memcpy( m_modelEquip, pTemplate->getModelEquip(), sizeof( m_modelEquip ) );
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auto exdData = m_pFw->get< Data::ExdDataGenerated >();
assert( exdData );
auto bNpcBaseData = exdData->get< Data::BNpcBase >( m_bNpcBaseId );
assert( bNpcBaseData );
m_scale = bNpcBaseData->scale;
// todo: is this actually good?
//m_naviTargetReachedDistance = m_scale * 2.f;
m_naviTargetReachedDistance = 4.f;
}
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Sapphire::Entity::BNpc::~BNpc() = default;
uint8_t Sapphire::Entity::BNpc::getAggressionMode() const
{
return m_aggressionMode;
}
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float Sapphire::Entity::BNpc::getNaviTargetReachedDistance() const
{
return m_naviTargetReachedDistance;
}
float Sapphire::Entity::BNpc::getScale() const
{
return m_scale;
}
uint8_t Sapphire::Entity::BNpc::getEnemyType() const
{
return m_enemyType;
}
uint64_t Sapphire::Entity::BNpc::getWeaponMain() const
{
return m_weaponMain;
}
uint64_t Sapphire::Entity::BNpc::getWeaponSub() const
{
return m_weaponSub;
}
uint16_t Sapphire::Entity::BNpc::getModelChara() const
{
return m_modelChara;
}
uint8_t Sapphire::Entity::BNpc::getLevel() const
{
return m_level;
}
uint32_t Sapphire::Entity::BNpc::getBNpcBaseId() const
{
return m_bNpcBaseId;
}
uint32_t Sapphire::Entity::BNpc::getBNpcNameId() const
{
return m_bNpcNameId;
}
void Sapphire::Entity::BNpc::spawn( PlayerPtr pTarget )
{
m_lastRoamTargetReached = Util::getTimeSeconds();
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pTarget->queuePacket( std::make_shared< NpcSpawnPacket >( *this, *pTarget ) );
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}
void Sapphire::Entity::BNpc::despawn( PlayerPtr pTarget )
{
pTarget->freePlayerSpawnId( getId() );
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pTarget->queuePacket( makeActorControl143( m_id, DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
}
Sapphire::Entity::BNpcState Sapphire::Entity::BNpc::getState() const
{
return m_state;
}
void Sapphire::Entity::BNpc::setState( BNpcState state )
{
m_state = state;
}
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void Sapphire::Entity::BNpc::step()
{
if( m_naviLastPath.empty() )
// No path to track
return;
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auto stepPos = m_naviLastPath[ m_naviPathStep ];
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auto distanceToStep = Util::distance( getPos(), stepPos );
auto distanceToDest = Util::distance( getPos(), m_naviTarget );
if( distanceToStep <= 4 && m_naviPathStep < m_naviLastPath.size() - 1 )
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{
// Reached step in path
m_naviPathStep++;
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stepPos = m_naviLastPath[ m_naviPathStep ];
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}
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// This is probably not a good way to do it but works fine for now
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float angle = Util::calcAngFrom( getPos().x, getPos().z, stepPos.x, stepPos.z ) + PI;
auto delta = static_cast< float >( Util::getTimeMs() - m_lastUpdate ) / 1000.f;
float speed = 7.5f * delta;
if( m_state == BNpcState::Roaming )
speed *= 0.27f;
// this seems to fix it but i don't know why :(
if( speed > distanceToDest )
speed = distanceToDest / delta;
auto x = ( cosf( angle ) * speed );
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auto y = stepPos.y;
auto z = ( sinf( angle ) * speed );
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face( stepPos );
setPos( { getPos().x + x, y, getPos().z + z } );
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sendPositionUpdate();
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}
bool Sapphire::Entity::BNpc::moveTo( const FFXIVARR_POSITION3& pos )
{
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auto pNaviMgr = m_pFw->get< World::Manager::NaviMgr >();
auto pNaviProvider = m_pCurrentZone->getNaviProvider();
if( !pNaviProvider )
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{
Logger::error( "No NaviProvider for zone#{0} - {1}",
m_pCurrentZone->getGuId(),
m_pCurrentZone->getInternalName() );
return false;
}
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/*auto path = pNaviProvider->findFollowPath( m_pos, pos );
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if( !path.empty() )
{
m_naviLastPath = path;
m_naviTarget = pos;
m_naviPathStep = 0;
m_naviLastUpdate = Util::getTimeMs();
}
else
{
Logger::debug( "No path found from x{0} y{1} z{2} to x{3} y{4} z{5} in {6}",
getPos().x, getPos().y, getPos().z, pos.x, pos.y, pos.z, m_pCurrentZone->getInternalName() );
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hateListClear();
if( m_state == BNpcState::Roaming )
{
Logger::warn( "BNpc Base#{0} Name#{1} unable to path from x{2} y{3} z{4} while roaming. "
"Possible pathing error in area. Returning BNpc to spawn position x{5} y{6} z{7}.",
m_bNpcBaseId, m_bNpcNameId,
getPos().x, getPos().y, getPos().z,
m_spawnPos.x, m_spawnPos.y, m_spawnPos.z );
m_lastRoamTargetReached = Util::getTimeSeconds();
m_state = BNpcState::Idle;
m_naviLastPath.clear();
setPos( m_spawnPos );
sendPositionUpdate();
return true;
}
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}
step();*/
//pNaviProvider->setMoveTarget( *this, pos );
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auto pos1 = pNaviProvider->getMovePos( *this );
if( Util::distance( pos1, pos ) < 0.1f )
{
// Reached destination
pNaviProvider->resetMoveTarget( *this );
return true;
}
//Logger::debug( "{} {} {}", pos1.x, pos1.y, pos1.z );
m_pCurrentZone->updateActorPosition( *this );
face( pos1 );
setPos( pos1 );
sendPositionUpdate();
return false;
}
void Sapphire::Entity::BNpc::sendPositionUpdate()
{
uint8_t unk1 = 0x3a;
uint8_t animationType = 2;
if( m_state == BNpcState::Combat || m_state == BNpcState::Retreat )
animationType = 0;
auto movePacket = std::make_shared< MoveActorPacket >( *getAsChara(), unk1, animationType, 0, 0x5A );
sendToInRangeSet( movePacket );
}
void Sapphire::Entity::BNpc::hateListClear()
{
auto it = m_hateList.begin();
for( auto listEntry : m_hateList )
{
if( isInRangeSet( listEntry->m_pChara ) )
deaggro( listEntry->m_pChara );
}
m_hateList.clear();
}
Sapphire::Entity::CharaPtr Sapphire::Entity::BNpc::hateListGetHighest()
{
auto it = m_hateList.begin();
uint32_t maxHate = 0;
std::shared_ptr< HateListEntry > entry;
for( ; it != m_hateList.end(); ++it )
{
if( ( *it )->m_hateAmount > maxHate )
{
maxHate = ( *it )->m_hateAmount;
entry = *it;
}
}
if( entry && maxHate != 0 )
return entry->m_pChara;
return nullptr;
}
void Sapphire::Entity::BNpc::hateListAdd( Sapphire::Entity::CharaPtr pChara, int32_t hateAmount )
{
auto hateEntry = std::make_shared< HateListEntry >();
hateEntry->m_hateAmount = hateAmount;
hateEntry->m_pChara = pChara;
m_hateList.insert( hateEntry );
if( pChara->isPlayer() )
{
auto pPlayer = pChara->getAsPlayer();
pPlayer->hateListAdd( getAsBNpc() );
}
}
void Sapphire::Entity::BNpc::hateListUpdate( Sapphire::Entity::CharaPtr pChara, int32_t hateAmount )
{
for( auto listEntry : m_hateList )
{
if( listEntry->m_pChara == pChara )
{
listEntry->m_hateAmount += hateAmount;
return;
}
}
auto hateEntry = std::make_shared< HateListEntry >();
hateEntry->m_hateAmount = hateAmount;
hateEntry->m_pChara = pChara;
m_hateList.insert( hateEntry );
}
void Sapphire::Entity::BNpc::hateListRemove( Sapphire::Entity::CharaPtr pChara )
{
for( auto listEntry : m_hateList )
{
if( listEntry->m_pChara == pChara )
{
m_hateList.erase( listEntry );
if( pChara->isPlayer() )
{
PlayerPtr tmpPlayer = pChara->getAsPlayer();
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tmpPlayer->onMobDeaggro( getAsBNpc() );
}
return;
}
}
}
bool Sapphire::Entity::BNpc::hateListHasActor( Sapphire::Entity::CharaPtr pChara )
{
for( auto& listEntry : m_hateList )
{
if( listEntry->m_pChara == pChara )
return true;
}
return false;
}
void Sapphire::Entity::BNpc::aggro( Sapphire::Entity::CharaPtr pChara )
{
auto pRNGMgr = m_pFw->get< World::Manager::RNGMgr >();
auto variation = static_cast< uint32_t >( pRNGMgr->getRandGenerator< float >( 50, 600 ).next() );
m_lastAttack = Util::getTimeMs() + variation;
hateListUpdate( pChara, 1 );
changeTarget( pChara->getId() );
setStance( Stance::Active );
m_state = BNpcState::Combat;
sendToInRangeSet( makeActorControl142( getId(), ActorControlType::ToggleWeapon, 1, 1, 0 ) );
sendToInRangeSet( makeActorControl142( getId(), ActorControlType::ToggleAggro, 1, 0, 0 ) );
if( pChara->isPlayer() )
{
PlayerPtr tmpPlayer = pChara->getAsPlayer();
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tmpPlayer->onMobAggro( getAsBNpc() );
}
}
void Sapphire::Entity::BNpc::deaggro( Sapphire::Entity::CharaPtr pChara )
{
if( !hateListHasActor( pChara ) )
hateListRemove( pChara );
if( pChara->isPlayer() )
{
PlayerPtr tmpPlayer = pChara->getAsPlayer();
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tmpPlayer->queuePacket( makeActorControl142( getId(), ActorControlType::ToggleWeapon, 0, 1, 1 ) );
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tmpPlayer->onMobDeaggro( getAsBNpc() );
}
}
void Sapphire::Entity::BNpc::onTick()
{
if( m_state == BNpcState::Retreat )
{
regainHp();
}
}
void Sapphire::Entity::BNpc::update( uint64_t tickCount )
{
const uint8_t minActorDistance = 4;
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const uint8_t maxDistanceToOrigin = 40;
const uint32_t roamTick = 20;
switch( m_state )
{
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case BNpcState::Dead:
case BNpcState::JustDied:
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return;
case BNpcState::Retreat:
{
setInvincibilityType( InvincibilityType::InvincibilityIgnoreDamage );
if( moveTo( m_spawnPos ) )
{
setInvincibilityType( InvincibilityType::InvincibilityNone );
// retail doesn't seem to roam straight after retreating
// todo: perhaps requires more investigation?
m_lastRoamTargetReached = Util::getTimeSeconds();
// resetHp
setHp( getMaxHp() );
m_state = BNpcState::Idle;
setOwner( nullptr );
}
}
break;
case BNpcState::Roaming:
{
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auto pNaviMgr = m_pFw->get< World::Manager::NaviMgr >();
auto pNaviProvider = m_pCurrentZone->getNaviProvider();
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if( pNaviProvider )
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{
//if( !pNaviProvider->hasTargetState( *this ) )
pNaviProvider->setMoveTarget( *this, m_roamPos );
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}
if( moveTo( m_roamPos ) )
{
m_lastRoamTargetReached = Util::getTimeSeconds();
m_state = BNpcState::Idle;
}
checkAggro();
}
break;
case BNpcState::Idle:
{
auto pHatedActor = hateListGetHighest();
if( pHatedActor )
aggro( pHatedActor );
if( !hasFlag( Immobile ) && ( Util::getTimeSeconds() - m_lastRoamTargetReached > roamTick ) )
{
auto pNaviMgr = m_pFw->get< World::Manager::NaviMgr >();
auto pNaviProvider = m_pCurrentZone->getNaviProvider();
if( !pNaviProvider )
{
m_lastRoamTargetReached = Util::getTimeSeconds();
break;
}
m_roamPos = pNaviProvider->findRandomPositionInCircle( m_spawnPos, 5 );
m_state = BNpcState::Roaming;
}
checkAggro();
}
case BNpcState::Combat:
{
auto pHatedActor = hateListGetHighest();
if( !pHatedActor )
return;
auto distanceOrig = Util::distance( getPos().x, getPos().y, getPos().z,
m_spawnPos.x,
m_spawnPos.y,
m_spawnPos.z );
if( pHatedActor && !pHatedActor->isAlive() )
{
hateListRemove( pHatedActor );
pHatedActor = hateListGetHighest();
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}
if( pHatedActor )
{
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pHatedActor->getPos().x,
pHatedActor->getPos().y,
pHatedActor->getPos().z );
if( !hasFlag( NoDeaggro ) && ( distanceOrig > maxDistanceToOrigin ) )
{
hateListClear();
changeTarget( INVALID_GAME_OBJECT_ID64 );
setStance( Stance::Passive );
setOwner( nullptr );
m_state = BNpcState::Retreat;
break;
}
if( !hasFlag( Immobile ) && ( distance > minActorDistance ) )
{
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//auto pTeriMgr = m_pFw->get< World::Manager::TerritoryMgr >();
//if ( ( currTime - m_lastAttack ) > 600 && pTeriMgr->isDefaultTerritory( getCurrentZone()->getTerritoryTypeId() ) )
moveTo( pHatedActor->getPos() );
}
else
{
if( !hasFlag( TurningDisabled ) && face( pHatedActor->getPos() ) )
sendPositionUpdate();
// in combat range. ATTACK!
autoAttack( pHatedActor );
}
}
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else
{
changeTarget( INVALID_GAME_OBJECT_ID64 );
setStance( Stance::Passive );
//setOwner( nullptr );
m_state = BNpcState::Retreat;
}
}
}
Chara::update( tickCount );
}
void Sapphire::Entity::BNpc::regainHp()
{
if( this->m_hp < this->getMaxHp() )
{
auto addHp = static_cast< uint32_t >( this->getMaxHp() * 0.1f + 1 );
if( this->m_hp + addHp < this->getMaxHp() )
this->m_hp += addHp;
else
this->m_hp = this->getMaxHp();
}
this->sendStatusUpdate();
}
void Sapphire::Entity::BNpc::onActionHostile( Sapphire::Entity::CharaPtr pSource )
{
if( !hateListGetHighest() )
aggro( pSource );
if( !m_pOwner )
setOwner( pSource );
}
void Sapphire::Entity::BNpc::onDeath()
{
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setTargetId( INVALID_GAME_OBJECT_ID64 );
m_currentStance = Stance::Passive;
m_state = BNpcState::Dead;
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m_timeOfDeath = Util::getTimeSeconds();
setOwner( nullptr );
for( auto& pHateEntry : m_hateList )
{
// TODO: handle drops
auto pPlayer = pHateEntry->m_pChara->getAsPlayer();
if( pPlayer )
pPlayer->onMobKill( m_bNpcNameId );
}
hateListClear();
}
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uint32_t Sapphire::Entity::BNpc::getTimeOfDeath() const
{
return m_timeOfDeath;
}
void Sapphire::Entity::BNpc::setTimeOfDeath( uint32_t timeOfDeath )
{
m_timeOfDeath = timeOfDeath;
}
void Sapphire::Entity::BNpc::checkAggro()
{
// passive mobs should ignore players unless aggro'd
if( m_aggressionMode == 1 )
return;
CharaPtr pClosestChara = getClosestChara();
if( pClosestChara && pClosestChara->isAlive() && pClosestChara->isPlayer() )
{
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// will use this range if chara level is lower than bnpc, otherwise diminishing equation applies
float range = 13.f;
if( pClosestChara->getLevel() > m_level )
{
auto levelDiff = std::abs( pClosestChara->getLevel() - this->getLevel() );
if( levelDiff >= 10 )
range = 0.f;
else
range = std::max< float >( 0.f, range - std::pow( 1.53f, levelDiff * 0.6f ) );
}
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pClosestChara->getPos().x,
pClosestChara->getPos().y,
pClosestChara->getPos().z );
if( distance < range )
{
aggro( pClosestChara );
}
}
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}
void Sapphire::Entity::BNpc::setOwner( Sapphire::Entity::CharaPtr m_pChara )
{
m_pOwner = m_pChara;
if( m_pChara != nullptr )
{
auto setOwnerPacket = makeZonePacket< FFXIVIpcActorOwner >( m_pChara->getId() );
setOwnerPacket->data().type = 0x01;
setOwnerPacket->data().actorId = m_pChara->getId();
sendToInRangeSet( setOwnerPacket );
}
else
{
auto setOwnerPacket = makeZonePacket< FFXIVIpcActorOwner >( getId() );
setOwnerPacket->data().type = 0x01;
setOwnerPacket->data().actorId = 0;
sendToInRangeSet( setOwnerPacket );
}
}
void Sapphire::Entity::BNpc::setLevelId( uint32_t levelId )
{
m_levelId = levelId;
}
uint32_t Sapphire::Entity::BNpc::getLevelId() const
{
return m_levelId;
}
bool Sapphire::Entity::BNpc::hasFlag( uint32_t flag ) const
{
return m_flags & flag;
}
void Sapphire::Entity::BNpc::setFlag( uint32_t flag )
{
m_flags |= flag;
}
void Sapphire::Entity::BNpc::autoAttack( CharaPtr pTarget )
{
uint64_t tick = Util::getTimeMs();
// todo: this needs to use the auto attack delay for the equipped weapon
if( ( tick - m_lastAttack ) > 2500 )
{
pTarget->onActionHostile( getAsChara() );
m_lastAttack = tick;
srand( static_cast< uint32_t >( tick ) );
auto pRNGMgr = m_pFw->get< World::Manager::RNGMgr >();
auto damage = static_cast< uint16_t >( pRNGMgr->getRandGenerator< float >( m_level, m_level + m_level * 1.5f ).next() );
auto effectPacket = std::make_shared< Server::EffectPacket >( getId(), pTarget->getId(), 7 );
effectPacket->setRotation( Util::floatToUInt16Rot( getRot() ) );
Common::EffectEntry effectEntry{};
effectEntry.value = damage;
effectEntry.effectType = ActionEffectType::Damage;
effectEntry.hitSeverity = ActionHitSeverityType::NormalDamage;
effectPacket->addEffect( effectEntry );
sendToInRangeSet( effectPacket );
pTarget->takeDamage( damage );
}
}