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https://github.com/UOX3DevTeam/UOX3
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456 lines
18 KiB
C++
456 lines
18 KiB
C++
//o-----------------------------------------------------------------------------------------------o
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//| File - ai.cpp
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//| Date - Pre-1999
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - All AI-Related Code goes here (Should eventually be
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//| moved out to JavaScript code).
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//o-----------------------------------------------------------------------------------------------o
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//| Changes - Version History
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//|
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//| 1.1 30th December, 2003
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//| Updated to move the majority of AI functionality
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//| into several smaller functions. Should simplify the
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//| process of moving it out to JavaScript in the future.
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//o-----------------------------------------------------------------------------------------------o
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#include "uox3.h"
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#include "cRaces.h"
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#include "cEffects.h"
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#include "regions.h"
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#include "combat.h"
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#include "CJSMapping.h"
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#include "cScript.h"
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#include "Dictionary.h"
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#include "StringUtility.hpp"
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#undef DBGFILE
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#define DBGFILE "ai.cpp"
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//o-----------------------------------------------------------------------------------------------o
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//| Function - bool isValidAttackTarget( CChar *mChar, CChar *cTarget )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Check if cTarget is a valid attack target for mChar
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//o-----------------------------------------------------------------------------------------------o
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bool isValidAttackTarget( CChar& mChar, CChar *cTarget )
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{
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if( ValidateObject( cTarget ) && &mChar != cTarget )
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{
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if( mChar.IsNpc() && cTarget->IsNpc() )
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{
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//We don't want NPCs to attack one another if either of them are water-walking creatures
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//as they can't reach one another in any case
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bool targetWaterWalk = cwmWorldState->creatures[cTarget->GetID()].IsWater();
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bool attackerWaterWalk = cwmWorldState->creatures[mChar.GetID()].IsWater();
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if(( attackerWaterWalk && !targetWaterWalk ) || ( !attackerWaterWalk && targetWaterWalk ))
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return false;
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}
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if( cTarget->IsInvulnerable() || cTarget->IsDead() || cTarget->GetVisible() != VT_VISIBLE || cTarget->IsEvading() )
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return false;
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if( objInRange( &mChar, cTarget, cwmWorldState->ServerData()->CombatMaxRange() ) )
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{
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if( LineOfSight( nullptr, (&mChar), cTarget->GetX(), cTarget->GetY(), ( cTarget->GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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{
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if( isOnline( (*cTarget) ) || cTarget->IsNpc() )
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return true;
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}
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}
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}
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return false;
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - bool checkForValidOwner( CChar& mChar, CChar *cTarget )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Check if mChar owns cTarget or vise-versa
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//o-----------------------------------------------------------------------------------------------o
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bool checkForValidOwner( CChar& mChar, CChar *cTarget )
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{
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if( ValidateObject( mChar.GetOwnerObj() ) && mChar.GetOwnerObj() == cTarget )
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return true;
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if( ValidateObject( cTarget->GetOwnerObj() ) && cTarget->GetOwnerObj() == &mChar )
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return true;
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return false;
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleGuardAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Guard AI Type
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//o-----------------------------------------------------------------------------------------------o
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void HandleGuardAI( CChar& mChar )
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{
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if( !mChar.IsAtWar() )
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{
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for (auto &MapArea : MapRegion->PopulateList( &mChar )){
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if( MapArea){
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auto regChars = MapArea->GetCharList();
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for (const auto &tempChar : regChars->collection()){
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if( isValidAttackTarget( mChar, tempChar ) ) {
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if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() ) ) {
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Combat->AttackTarget( &mChar, tempChar );
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mChar.TextMessage( nullptr, 313, TALK, true );
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return;
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}
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}
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleFighterAI( CChar& mChar )
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//| Date - 06/15/2005
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Fighter AI Type
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//o-----------------------------------------------------------------------------------------------o
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void HandleFighterAI( CChar& mChar )
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{
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if( !mChar.IsAtWar() )
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{
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// Fetch scriptTriggers attached to mChar
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std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
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for (auto &MapArea : MapRegion->PopulateList( &mChar )){
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if( MapArea){
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auto regChars = MapArea->GetCharList();
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for (const auto &tempChar : regChars->collection()){
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if( isValidAttackTarget( mChar, tempChar ) ) {
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// Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event
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// This event will override target selection entirely
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bool invalidTarget = false;
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for( auto scriptTrig : scriptTriggers ) {
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auto toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute) {
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SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar );
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if( retVal == -1 ){ // No such event found, or returned -1
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continue;
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}
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else if( retVal == 0 ) {
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// Invalid target! But look through other scripts with event first
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invalidTarget = true;
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continue;
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}
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else if( retVal == 1 ) {
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// Valid target!
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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if( !invalidTarget ){
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RaceRelate raceComp = Races->Compare( tempChar, &mChar );
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if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() || raceComp <= RACE_ENEMY )) {
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if( RandomNum( 1, 100 ) < 85 ){ // 85% chance to attack current target, 15% chance to pick another
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleHealerAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Wandering Healer AI Type (Raises Innocents)
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//o-----------------------------------------------------------------------------------------------o
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void HandleHealerAI( CChar& mChar )
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{
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for (auto &mSock : FindNearbyPlayers( &mChar, DIST_NEARBY )){
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CChar *realChar = mSock->CurrcharObj();
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CMultiObj *multiObj = realChar->GetMultiObj();
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if( realChar->IsDead() && ( !ValidateObject( multiObj ) || multiObj->GetOwner() == realChar->GetSerial() ))
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{
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if( LineOfSight( mSock, realChar, mChar.GetX(), mChar.GetY(), ( mChar.GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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{
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if( realChar->IsMurderer() )
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mChar.TextMessage( nullptr, 322, TALK, true );
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else if( realChar->IsCriminal() )
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mChar.TextMessage( nullptr, 770, TALK, true );
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else if( realChar->IsInnocent() )
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{
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if( mChar.GetBodyType() == BT_GARGOYLE ||
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(( mChar.GetBodyType() == BT_HUMAN || mChar.GetBodyType() == BT_ELF ) && cwmWorldState->ServerData()->ForceNewAnimationPacket() ))
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{
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Effects->PlayNewCharacterAnimation( &mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
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}
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else // Characters pre-v7.0.0.0
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{
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Effects->PlayCharacterAnimation( &mChar, ACT_SPELL_TARGET, 0, 7 ); // Action 0x10
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}
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NpcResurrectTarget( realChar );
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Effects->PlayStaticAnimation( realChar, 0x376A, 0x09, 0x06 );
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mChar.TextMessage( nullptr, ( 316 + RandomNum( 0, 4 ) ), TALK, false );
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleEvilHealerAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Evil Healer AI Type (Raises Murderers)
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//o-----------------------------------------------------------------------------------------------o
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void HandleEvilHealerAI( CChar& mChar )
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{
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for (auto &mSock : FindNearbyPlayers( &mChar, DIST_NEARBY )){
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CChar *realChar = mSock->CurrcharObj();
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CMultiObj *multiObj = realChar->GetMultiObj();
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if( realChar->IsDead() && ( !ValidateObject( multiObj ) || multiObj->GetOwner() == realChar->GetSerial() ))
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{
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if( LineOfSight( mSock, realChar, mChar.GetX(), mChar.GetY(), ( mChar.GetZ() + 15 ), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ) )
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{
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if( realChar->IsMurderer() )
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{
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if( mChar.GetBodyType() == BT_GARGOYLE ||
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(( mChar.GetBodyType() == BT_HUMAN || mChar.GetBodyType() == BT_ELF ) && cwmWorldState->ServerData()->ForceNewAnimationPacket() ))
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{
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Effects->PlayNewCharacterAnimation( &mChar, N_ACT_SPELL, S_ACT_SPELL_TARGET ); // Action 0x0b, subAction 0x00
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}
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else // Characters pre-v7.0.0.0
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{
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Effects->PlayCharacterAnimation( &mChar, ACT_SPELL_TARGET, 0, 7 ); // Action 0x10
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}
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NpcResurrectTarget( realChar );
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Effects->PlayStaticAnimation( realChar, 0x3709, 0x09, 0x19 ); //Flamestrike effect
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mChar.TextMessage( nullptr, ( 323 + RandomNum( 0, 4 ) ), TALK, false );
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}
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else
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mChar.TextMessage( nullptr, 329, TALK, true );
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleEvilAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Evil creature AI Type (Attacks innocents)
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//o-----------------------------------------------------------------------------------------------o
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auto HandleEvilAI( CChar& mChar )->void {
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if( !mChar.IsAtWar() ) {
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// Fetch scriptTriggers attached to mChar
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std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
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for (auto &MapArea : MapRegion->PopulateList( &mChar )){
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if( MapArea){
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auto regChars = MapArea->GetCharList();
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// Chance to reverse list of chars
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if( RandomNum( 0, 1 )){
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regChars->Reverse();
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}
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for (const auto &tempChar:regChars->collection()){
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if( isValidAttackTarget( mChar, tempChar ) && !checkForValidOwner( mChar, tempChar ) ) {
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// Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event
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// This event will override target selection entirely
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bool invalidTarget = false;
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for( auto scriptTrig : scriptTriggers ) {
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auto toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute ) {
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SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar );
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if( retVal != -1 ) {
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if( retVal == 0 ) {
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// Invalid target! But look through other scripts with event first
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invalidTarget = true;
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}
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else if( retVal == 1 ) {
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// Valid target!
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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if( !invalidTarget ){
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if( tempChar->GetNPCAiType() != AI_HEALER_G ){
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if( cwmWorldState->creatures[tempChar->GetID()].IsAnimal() ) {
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if( !cwmWorldState->ServerData()->CombatMonstersVsAnimals() )
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continue;
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else if( cwmWorldState->ServerData()->CombatAnimalsAttackChance() < RandomNum( 1, 1000 ) )
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continue;
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}
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if( !(mChar.GetRace() != 0 && mChar.GetRace() == tempChar->GetRace() && RandomNum( 1, 100 ) > 1 )){ // 1% chance of turning on own race
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RaceRelate raceComp = Races->Compare( tempChar, &mChar );
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if( raceComp < RACE_ALLY ){ // Allies
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if( !(tempChar->GetNPCAiType() == AI_EVIL && raceComp > RACE_ENEMY )){
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if( RandomNum( 1, 100 ) < 85 ){ // 85% chance to attack current target, 15% chance to pick another
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleChaoticAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Chaotic creature AI Type (Attacks everything)
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//o-----------------------------------------------------------------------------------------------o
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auto HandleChaoticAI( CChar& mChar )->void {
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if( !mChar.IsAtWar() ) {
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// Fetch scriptTriggers attached to mChar
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std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
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for (auto &MapArea : MapRegion->PopulateList( &mChar )){
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if( MapArea){
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auto regChars = MapArea->GetCharList();
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for (const auto &tempChar : regChars->collection()){
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if( isValidAttackTarget( mChar, tempChar ) && !checkForValidOwner( mChar, tempChar ) ) {
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// Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event
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// This event will override target selection entirely
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bool invalidTarget = false;
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for( auto scriptTrig : scriptTriggers ) {
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cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute) {
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SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar );
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if( retVal!= -1 ) {
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if( retVal == 0 ) {
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// Invalid target! But look through other scripts with event first
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invalidTarget = true;
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}
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else if( retVal == 1 ) {
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// Valid target!
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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if( !invalidTarget ){
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if( RandomNum( 1, 100 ) < 85 ){ // 85% chance to attack current target, 15% chance to pick another
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void HandleAnimalAI( CChar& mChar )
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//| Date - 21. Feb, 2006
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Handles Animal AI Type
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//o-----------------------------------------------------------------------------------------------o
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auto HandleAnimalAI( CChar& mChar )->void{
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if( !mChar.IsAtWar() ) {
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// Fetch scriptTriggers attached to mChar
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std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
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for (auto &MapArea : MapRegion->PopulateList( &mChar )){
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const SI08 hunger = mChar.GetHunger();
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if( hunger <= 3 ) {
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if( MapArea){
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auto regChars = MapArea->GetCharList();
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for (const auto &tempChar:regChars->collection()){
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if( isValidAttackTarget( mChar, tempChar ) ) {
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// Loop through scriptTriggers attached to mChar and see if any have onCombatTarget event
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// This event will override target selection entirely
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bool invalidTarget = false;
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for( auto scriptTrig : scriptTriggers )
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{
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cScript *toExecute = JSMapping->GetScript( scriptTrig );
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if( toExecute ) {
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SI08 retVal = toExecute->OnAICombatTarget( &mChar, tempChar );
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if( retVal != -1 ){
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if( retVal == 0 ) {
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// Invalid target! But look through other scripts with event first
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invalidTarget = true;
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}
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else if( retVal == 1 ) {
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// Valid target!
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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if( !invalidTarget ){
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auto raceComp = Races->Compare( tempChar, &mChar );
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if( raceComp <= RACE_ENEMY || ( cwmWorldState->creatures[tempChar->GetID()].IsAnimal() && tempChar->GetNPCAiType() == AI_NONE )
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|| ( hunger <= 1 && ( tempChar->GetNPCAiType() == AI_ANIMAL || cwmWorldState->creatures[tempChar->GetID()].IsHuman() ))) {
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if( RandomNum( 1, 100 ) > 95 ) {// 5% chance (per AI cycle to attack tempChar)
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Combat->AttackTarget( &mChar, tempChar );
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void CheckAI( CChar& mChar )
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//| Date - 12/30/2003
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Switch to easily handle AI types
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//o-----------------------------------------------------------------------------------------------o
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void CheckAI( CChar& mChar )
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{
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CChar *realChar = nullptr;
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switch( mChar.GetNPCAiType() )
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{
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case AI_NONE: // No special AI, default NPC behavior
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case AI_DUMMY: // Passive AI - doesn't attack nor fight back
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case AI_BANKER: // Banker
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case AI_STABLEMASTER: // Stablemaster
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case AI_PLAYERVENDOR: // Player Vendors.
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break; // No AI for these special NPC's.
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case AI_HEALER_G: HandleHealerAI( mChar ); break; // Good Healers
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case AI_EVIL: HandleEvilAI( mChar ); break; // Evil NPC's
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case AI_GUARD: HandleGuardAI( mChar ); break; // Guard
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case AI_FIGHTER: HandleFighterAI( mChar ); break; // Fighter - same as guard, without teleporting & yelling "HALT!"
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case AI_ANIMAL: HandleAnimalAI( mChar ); break; // Hungry animals
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case AI_CHAOTIC: HandleChaoticAI( mChar ); break; // Energy Vortex / Blade Spirit
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case AI_HEALER_E: HandleEvilHealerAI( mChar ); break; // Evil Healers
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case AI_PET_GUARD: // Pet Guarding AI
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realChar = mChar.GetOwnerObj();
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if( !ValidateObject( realChar ) )
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{
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mChar.SetNPCAiType( AI_NONE );
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return;
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}
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if( ValidateObject( realChar->GetTarg() ) )
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Combat->AttackTarget( &mChar, realChar->GetTarg() );
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break;
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default:
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{
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std::string mCharName = getNpcDictName( &mChar );
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Console.error( oldstrutil::format(" CheckAI() Error npc %s(0x%X) has invalid AI type %i", mCharName.c_str(), mChar.GetSerial(), mChar.GetNPCAiType() )); //Morrolan
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return;
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}
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}
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}
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