//o------------------------------------------------------------------------------------------------o //| File - ai.cpp //| Date - Pre-1999 //o------------------------------------------------------------------------------------------------o //| Purpose - All AI-Related Code goes here (Should eventually be //| moved out to JavaScript code). //o------------------------------------------------------------------------------------------------o //| Changes - Version History //| //| 1.1 30th December, 2003 //| Updated to move the majority of AI functionality //| into several smaller functions. Should simplify the //| process of moving it out to JavaScript in the future. //o------------------------------------------------------------------------------------------------o #include "uox3.h" #include "cRaces.h" #include "cEffects.h" #include "regions.h" #include "combat.h" #include "CJSMapping.h" #include "cScript.h" #include "Dictionary.h" #include "StringUtility.hpp" #undef DBGFILE #define DBGFILE "ai.cpp" //o------------------------------------------------------------------------------------------------o //| Function - IsValidAttackTarget() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Check if cTarget is a valid attack target for mChar //o------------------------------------------------------------------------------------------------o bool IsValidAttackTarget( CChar& mChar, CChar *cTarget ) { if( ValidateObject( cTarget ) && &mChar != cTarget ) { if( mChar.IsNpc() && cTarget->IsNpc() ) { //We don't want NPCs to attack one another if either of them are water-walking creatures //as they can't reach one another in any case bool targetWaterWalk = cwmWorldState->creatures[cTarget->GetId()].IsWater(); bool attackerWaterWalk = cwmWorldState->creatures[mChar.GetId()].IsWater(); if(( attackerWaterWalk && !targetWaterWalk ) || ( !attackerWaterWalk && targetWaterWalk )) { return false; } } if( cTarget->IsInvulnerable() || cTarget->IsDead() || cTarget->GetVisible() != VT_VISIBLE || cTarget->IsEvading() ) { return false; } if( ObjInRange( &mChar, cTarget, cwmWorldState->ServerData()->CombatMaxRange() )) { if( LineOfSight( nullptr, (&mChar), cTarget->GetX(), cTarget->GetY(), ( cTarget->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false )) { if( IsOnline(( *cTarget )) || cTarget->IsNpc() ) { return true; } } } } return false; } //o------------------------------------------------------------------------------------------------o //| Function - CheckForValidOwner() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Check if mChar owns cTarget or vise-versa //o------------------------------------------------------------------------------------------------o bool CheckForValidOwner( CChar& mChar, CChar *cTarget ) { if( ValidateObject( mChar.GetOwnerObj() ) && mChar.GetOwnerObj() == cTarget ) return true; if( ValidateObject( cTarget->GetOwnerObj() ) && cTarget->GetOwnerObj() == &mChar ) return true; return false; } //o------------------------------------------------------------------------------------------------o //| Function - HandleGuardAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Guard AI Type //o------------------------------------------------------------------------------------------------o void HandleGuardAI( CChar& mChar ) { if( mChar.IsAtWar() ) return; for( auto &MapArea : MapRegion->PopulateList( &mChar )) { if( MapArea == nullptr ) continue; auto regChars = MapArea->GetCharList(); for( const auto &tempChar : regChars->collection() ) { if( IsValidAttackTarget( mChar, tempChar )) { if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() )) { Combat->AttackTarget( &mChar, tempChar ); mChar.TextMessage( nullptr, 313, TALK, true ); return; } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleFighterAI() //| Date - 06/15/2005 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Fighter AI Type //o------------------------------------------------------------------------------------------------o void HandleFighterAI( CChar& mChar ) { if( mChar.IsAtWar() ) return; // Fetch scriptTriggers attached to mChar std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto &MapArea : MapRegion->PopulateList( &mChar )) { if( MapArea == nullptr ) continue; auto regChars = MapArea->GetCharList(); for( const auto &tempChar : regChars->collection() ) { if( IsValidAttackTarget( mChar, tempChar )) { // Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event // This event will override target selection entirely bool invalidTarget = false; for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute ) { SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar ); if( retVal == -1 ) { // No such event found, or returned -1 continue; } else if( retVal == 0 ) { // Invalid target! But look through other scripts with event first invalidTarget = true; continue; } else if( retVal == 1 ) { // Valid target! Combat->AttackTarget( &mChar, tempChar ); return; } } } if( !invalidTarget ) { RaceRelate raceComp = Races->Compare( tempChar, &mChar ); if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() || raceComp <= RACE_ENEMY )) { if( RandomNum( 1, 100 ) < 85 ) // 85% chance to attack current target, 15% chance to pick another { Combat->AttackTarget( &mChar, tempChar ); return; } } } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleHealerAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Wandering Healer AI Type (Raises Innocents) //o------------------------------------------------------------------------------------------------o void HandleHealerAI( CChar& mChar ) { for( auto &mSock : FindNearbyPlayers( &mChar, DIST_NEARBY )) { CChar *realChar = mSock->CurrcharObj(); CMultiObj *multiObj = realChar->GetMultiObj(); if( realChar->IsDead() && ( !ValidateObject( multiObj ) || multiObj->GetOwner() == realChar->GetSerial() )) { if( LineOfSight( mSock, realChar, mChar.GetX(), mChar.GetY(), ( mChar.GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false )) { if( realChar->IsMurderer() ) { mChar.TextMessage( nullptr, 322, TALK, true ); // I will not give life to a scoundrel like thee! } else if( realChar->IsCriminal() ) { mChar.TextMessage( nullptr, 770, TALK, true ); // I will nay give life to thee for thou art a criminal! } else if( realChar->IsInnocent() ) { if( mChar.GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() ) { Effects->PlayNewCharacterAnimation( &mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00 } else { UI16 castAnim = static_cast( cwmWorldState->creatures[mChar.GetId()].CastAnimTargetId() ); UI08 castAnimLength = cwmWorldState->creatures[mChar.GetId()].CastAnimTargetLength(); // Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn Effects->PlayCharacterAnimation( &mChar, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 )); } NpcResurrectTarget( realChar ); Effects->PlayStaticAnimation( realChar, 0x376A, 0x09, 0x06 ); mChar.TextMessage( nullptr, ( 316 + RandomNum( 0, 4 )), TALK, false ); } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleEvilHealerAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Evil Healer AI Type (Raises Murderers) //o------------------------------------------------------------------------------------------------o void HandleEvilHealerAI( CChar& mChar ) { for( auto &mSock : FindNearbyPlayers( &mChar, DIST_NEARBY )) { CChar *realChar = mSock->CurrcharObj(); CMultiObj *multiObj = realChar->GetMultiObj(); if( realChar->IsDead() && ( !ValidateObject( multiObj ) || multiObj->GetOwner() == realChar->GetSerial() )) { if( LineOfSight( mSock, realChar, mChar.GetX(), mChar.GetY(), ( mChar.GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false )) { if( realChar->IsMurderer() ) { if( mChar.GetBodyType() == BT_GARGOYLE || cwmWorldState->ServerData()->ForceNewAnimationPacket() ) { Effects->PlayNewCharacterAnimation( &mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00 } else { UI16 castAnim = static_cast( cwmWorldState->creatures[mChar.GetId()].CastAnimTargetId() ); UI08 castAnimLength = cwmWorldState->creatures[mChar.GetId()].CastAnimTargetLength(); // Play cast anim, but fallback to default attack anim (0x04) with anim length of 4 frames if no cast anim was defined in creatures.dfn Effects->PlayCharacterAnimation( &mChar, ( castAnim != 0 ? castAnim : 0x04 ), 0, ( castAnimLength != 0 ? castAnimLength : 4 )); } NpcResurrectTarget( realChar ); Effects->PlayStaticAnimation( realChar, 0x3709, 0x09, 0x19 ); //Flamestrike effect mChar.TextMessage( nullptr, ( 323 + RandomNum( 0, 4 )), TALK, false ); } else { mChar.TextMessage( nullptr, 329, TALK, true ); // I despise all things good. I shall not give thee another chance! } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleEvilAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Evil creature AI Type (Attacks innocents) //o------------------------------------------------------------------------------------------------o auto HandleEvilAI( CChar& mChar ) -> void { if( mChar.IsAtWar() ) return; // Fetch scriptTriggers attached to mChar std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto &MapArea : MapRegion->PopulateList( &mChar )) { if( MapArea == nullptr ) continue; auto regChars = MapArea->GetCharList(); // Chance to reverse list of chars if( RandomNum( 0, 1 )) { regChars->Reverse(); } for( const auto &tempChar : regChars->collection() ) { if( IsValidAttackTarget( mChar, tempChar ) && !CheckForValidOwner( mChar, tempChar )) { // Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event // This event will override target selection entirely bool invalidTarget = false; for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute == nullptr ) continue; SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar ); if( retVal != -1 ) { if( retVal == 0 ) { // Invalid target! But look through other scripts with event first invalidTarget = true; } else if( retVal == 1 ) { // Valid target! Combat->AttackTarget( &mChar, tempChar ); return; } } } if( invalidTarget ) continue; if( tempChar->GetNpcAiType() != AI_HEALER_G ) { if( cwmWorldState->creatures[tempChar->GetId()].IsAnimal() ) { if( !cwmWorldState->ServerData()->CombatMonstersVsAnimals() ) { continue; } else if( cwmWorldState->ServerData()->CombatAnimalsAttackChance() < RandomNum( 1, 1000 )) { continue; } } if( !( mChar.GetRace() != 0 && mChar.GetRace() == tempChar->GetRace() && RandomNum( 1, 100 ) > 1 )) // 1% chance of turning on own race { RaceRelate raceComp = Races->Compare( tempChar, &mChar ); if( raceComp < RACE_ALLY ) // Allies { if( !(( tempChar->GetNpcAiType() == AI_EVIL || tempChar->GetNpcAiType() == AI_EVIL_CASTER ) && raceComp > RACE_ENEMY )) { if( RandomNum( 1, 100 ) < 85 ) { // 85% chance to attack current target, 15% chance to pick another Combat->AttackTarget( &mChar, tempChar ); return; } } } } } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleChaoticAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Chaotic creature AI Type (Attacks everything) //o------------------------------------------------------------------------------------------------o auto HandleChaoticAI( CChar& mChar ) -> void { if( mChar.IsAtWar() ) return; // Fetch scriptTriggers attached to mChar std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto &MapArea : MapRegion->PopulateList( &mChar )) { if( MapArea == nullptr ) continue; auto regChars = MapArea->GetCharList(); for( const auto &tempChar : regChars->collection() ) { if( IsValidAttackTarget( mChar, tempChar ) && !CheckForValidOwner( mChar, tempChar )) { // Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event // This event will override target selection entirely bool invalidTarget = false; for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute == nullptr ) continue; SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar ); if( retVal!= -1 ) { if( retVal == 0 ) { // Invalid target! But look through other scripts with event first invalidTarget = true; } else if( retVal == 1 ) { // Valid target! Combat->AttackTarget( &mChar, tempChar ); return; } } } if( !invalidTarget ) { if( RandomNum( 1, 100 ) < 85 ) // 85% chance to attack current target, 15% chance to pick another { Combat->AttackTarget( &mChar, tempChar ); return; } } } } } } //o------------------------------------------------------------------------------------------------o //| Function - HandleAnimalAI() //| Date - 21. Feb, 2006 //o------------------------------------------------------------------------------------------------o //| Purpose - Handles Animal AI Type //o------------------------------------------------------------------------------------------------o auto HandleAnimalAI( CChar& mChar ) -> void { if( mChar.IsAtWar() ) return; const SI08 hunger = mChar.GetHunger(); if( hunger > 3 ) return; // Fetch scriptTriggers attached to mChar std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto &MapArea : MapRegion->PopulateList( &mChar )) { if( MapArea == nullptr ) continue; auto regChars = MapArea->GetCharList(); for( const auto &tempChar : regChars->collection() ) { if( IsValidAttackTarget( mChar, tempChar )) { // Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event // This event will override target selection entirely bool invalidTarget = false; for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute == nullptr ) continue; SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar ); if( retVal != -1 ) { if( retVal == 0 ) { // Invalid target! But look through other scripts with event first invalidTarget = true; } else if( retVal == 1 ) { // Valid target! Combat->AttackTarget( &mChar, tempChar ); return; } } } if( invalidTarget ) continue; auto raceComp = Races->Compare( tempChar, &mChar ); if( raceComp <= RACE_ENEMY || ( cwmWorldState->creatures[tempChar->GetId()].IsAnimal() && tempChar->GetNpcAiType() == AI_NONE ) || ( hunger <= 1 && ( tempChar->GetNpcAiType() == AI_ANIMAL || cwmWorldState->creatures[tempChar->GetId()].IsHuman() ))) { if( RandomNum( 1, 100 ) > 95 ) // 5% chance (per AI cycle to attack tempChar) { Combat->AttackTarget( &mChar, tempChar ); return; } } } } } } //o------------------------------------------------------------------------------------------------o //| Function - CheckAI() //| Date - 12/30/2003 //o------------------------------------------------------------------------------------------------o //| Purpose - Switch to easily handle AI types //o------------------------------------------------------------------------------------------------o void CheckAI( CChar& mChar ) { CChar *realChar = nullptr; switch( mChar.GetNpcAiType() ) { case AI_NONE: // No special AI, default NPC behavior case AI_DUMMY: // Passive AI - doesn't attack nor fight back case AI_BANKER: // Banker case AI_STABLEMASTER: // Stablemaster case AI_PLAYERVENDOR: // Player Vendors. break; // No AI for these special NPC's. case AI_HEALER_G: HandleHealerAI( mChar ); break; // Good Healers case AI_EVIL_CASTER: [[fallthrough]]; // Evil Caster NPCs, use same AI as AI_EVIL case AI_EVIL: HandleEvilAI( mChar ); break; // Evil NPC's case AI_GUARD: HandleGuardAI( mChar ); break; // Guard case AI_CASTER: [[fallthrough]]; // Caster - same as AI_FIGHTER, but keep their distance case AI_FIGHTER: HandleFighterAI( mChar ); break; // Fighter - same as guard, without teleporting & yelling "HALT!" case AI_ANIMAL: HandleAnimalAI( mChar ); break; // Hungry animals case AI_CHAOTIC: HandleChaoticAI( mChar ); break; // Energy Vortex / Blade Spirit case AI_HEALER_E: HandleEvilHealerAI( mChar ); break; // Evil Healers case AI_PET_GUARD: // Pet Guarding AI realChar = mChar.GetOwnerObj(); if( !ValidateObject( realChar )) { mChar.SetNPCAiType( AI_NONE ); return; } if( ValidateObject( realChar->GetTarg() )) { Combat->AttackTarget( &mChar, realChar->GetTarg() ); } break; default: { std::string mCharName = GetNpcDictName( &mChar ); Console.Error( util::format( " CheckAI() Error npc %s(0x%X) has invalid AI type %i", mCharName.c_str(), mChar.GetSerial(), mChar.GetNpcAiType() )); //Morrolan return; } } }