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https://github.com/EQEmu/Server.git
synced 2026-06-11 07:38:36 +00:00
[Improvement] Flee Overhaul (#4407)
* Lots of flee updates primarily based on TAKPs source * Update Values to EQEmu values. * Add rule * Adjustments to fear pathing * Flee/Pathing adjustments (More TAKP code adjusted) * updates * Updates (Massaged functions from TAKP source) --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
This commit is contained in:
+281
-57
@@ -19,6 +19,7 @@
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#include "../common/rulesys.h"
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#include "map.h"
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#include "water_map.h"
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#include "zone.h"
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#ifdef _WINDOWS
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@@ -29,17 +30,52 @@ extern Zone* zone;
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#define FEAR_PATHING_DEBUG
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int Mob::GetFleeRatio(Mob* other)
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{
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int flee_ratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
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Mob *hate_top = GetHateTop();
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if (other != nullptr) {
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hate_top = other;
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}
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if (!hate_top) {
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return 0;
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}
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// If no special flee_percent check for Gray or Other con rates
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if (flee_ratio == 0) {
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flee_ratio = RuleI(Combat, FleeHPRatio);
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if (GetLevelCon(hate_top->GetLevel(), GetLevel()) == ConsiderColor::Gray && RuleB(Combat, FleeGray) &&
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GetLevel() <= RuleI(Combat, FleeGrayMaxLevel)) {
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flee_ratio = RuleI(Combat, FleeGrayHPRatio);
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LogFlee("Mob [{}] using combat flee gray flee_ratio [{}]", GetCleanName(), flee_ratio);
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}
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}
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return flee_ratio;
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}
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//this is called whenever we are damaged to process possible fleeing
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void Mob::CheckFlee()
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{
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// if mob is dead why would you run?
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if (GetHP() == 0) {
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if (IsPet() || IsCasting() || GetHP() == 0 || GetBodyType() == BodyType::Undead || (IsNPC() && CastToNPC()->IsUnderwaterOnly())) {
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return;
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}
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// if were already fleeing, don't need to check more...
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//if were already fleeing, we only need to check speed. Speed changes will trigger pathing updates.
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if (flee_mode && currently_fleeing) {
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int flee_speed = GetFearSpeed();
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if (flee_speed < 1) {
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flee_speed = 0;
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}
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SetRunAnimSpeed(flee_speed);
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if (IsMoving() && flee_speed < 1) {
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StopNavigation();
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}
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return;
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}
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@@ -49,38 +85,17 @@ void Mob::CheckFlee()
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return;
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}
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// Undead do not flee
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if (GetBodyType() == BodyType::Undead) {
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return;
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}
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// Check if Flee Timer is cleared
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if (!flee_timer.Check()) {
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return;
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}
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int hp_ratio = GetIntHPRatio();
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int flee_ratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
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int flee_ratio = GetFleeRatio();
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Mob *hate_top = GetHateTop();
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LogFlee("Mob [{}] hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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// Sanity Check for race conditions
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if (hate_top == nullptr) {
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if(!hate_top) {
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//this should never happen...
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StartFleeing();
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return;
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}
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// If no special flee_percent check for Gray or Other con rates
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if (GetLevelCon(hate_top->GetLevel(), GetLevel()) == ConsiderColor::Gray && flee_ratio == 0 && RuleB(Combat, FleeGray) &&
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GetLevel() <= RuleI(Combat, FleeGrayMaxLevel)) {
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flee_ratio = RuleI(Combat, FleeGrayHPRatio);
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LogFlee("Mob [{}] using combat flee gray hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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}
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else if (flee_ratio == 0) {
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flee_ratio = RuleI(Combat, FleeHPRatio);
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LogFlee("Mob [{}] using combat flee hp_ratio [{}] flee_ratio [{}]", GetCleanName(), hp_ratio, flee_ratio);
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}
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bool mob_has_low_enough_health_to_flee = hp_ratio >= flee_ratio;
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if (mob_has_low_enough_health_to_flee) {
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LogFlee(
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@@ -141,7 +156,7 @@ void Mob::CheckFlee()
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// if FleeIfNotAlone is true, we skip alone check
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// roll chance
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if (GetSpecialAbility(SpecialAbility::AlwaysFlee) ||
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((RuleB(Combat, FleeIfNotAlone) || entity_list.GetHatedCount(hate_top, this, true) == 0) &&
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((RuleB(Combat, FleeIfNotAlone) || entity_list.FleeAllyCount(hate_top, this) == 0) &&
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zone->random.Roll(flee_chance))) {
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LogFlee(
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@@ -158,9 +173,63 @@ void Mob::CheckFlee()
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}
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}
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void Mob::StopFleeing()
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{
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if (!flee_mode) {
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return;
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}
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flee_mode = false;
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//see if we are legitimately feared or blind now
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if (!spellbonuses.IsFeared && !IsBlind()) {
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currently_fleeing = false;
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StopNavigation();
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}
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}
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void Mob::FleeInfo(Mob* client)
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{
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float other_ratio = client->GetHPRatio();
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bool wontflee = false;
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std::string reason;
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std::string flee;
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int allycount = entity_list.FleeAllyCount(client, this);
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if (flee_mode && currently_fleeing) {
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wontflee = true;
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reason = "NPC is already fleeing!";
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} else if (GetSpecialAbility(SpecialAbility::FleeingImmunity)) {
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wontflee = true;
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reason = "NPC is immune to fleeing.";
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} else if (other_ratio < 20) {
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wontflee = true;
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reason = "Player has low health.";
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} else if (GetSpecialAbility(SpecialAbility::AlwaysFlee)) {
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flee = "NPC has ALWAYS_FLEE set.";
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} else if (RuleB(Combat, FleeIfNotAlone) || (!RuleB(Combat, FleeIfNotAlone) && allycount == 0)) {
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flee = "NPC has no allies nearby or the rule to flee when not alone is enabled.";
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} else {
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wontflee = true;
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reason = "NPC likely has allies nearby.";
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}
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if (!wontflee) {
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client->Message(Chat::Green, "%s will flee at %d percent because %s", GetName(), GetFleeRatio(client), flee.c_str());
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} else {
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client->Message(Chat::Red, "%s will not flee because %s", GetName(), reason.c_str());
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}
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client->Message(Chat::Default, "NPC ally count %d", allycount);
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}
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void Mob::ProcessFlee()
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{
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if (!flee_mode) {
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return;
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}
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//Stop fleeing if effect is applied after they start to run.
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//When ImmuneToFlee effect fades it will turn fear back on and check if it can still flee.
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@@ -170,46 +239,201 @@ void Mob::ProcessFlee()
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return;
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}
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int hpratio = GetIntHPRatio();
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int fleeratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
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Mob *hate_top = GetHateTop();
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bool dying = GetIntHPRatio() < GetFleeRatio();
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// If no special flee_percent check for Gray or Other con rates
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if(hate_top != nullptr && GetLevelCon(hate_top->GetLevel(), GetLevel()) == ConsiderColor::Gray && fleeratio == 0 && RuleB(Combat, FleeGray)) {
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fleeratio = RuleI(Combat, FleeGrayHPRatio);
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} else if(fleeratio == 0) {
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fleeratio = RuleI(Combat, FleeHPRatio );
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// We have stopped fleeing for an unknown reason (couldn't find a node is possible) restart.
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if (flee_mode && !currently_fleeing) {
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if(dying) {
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StartFleeing();
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}
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}
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// Mob is still too low. Keep Running
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if(hpratio < fleeratio) {
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//see if we are still dying, if so, do nothing
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if (dying) {
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return;
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}
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//we are not dying anymore... see what we do next
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flee_mode = false;
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//see if we are legitimately feared or blind now
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if (!spellbonuses.IsFeared && !spellbonuses.IsBlind) {
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//not feared or blind... were done...
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currently_fleeing = false;
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return;
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}
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//we are not dying anymore, check to make sure we're not blind or feared and cancel flee.
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StopFleeing();
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}
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void Mob::CalculateNewFearpoint()
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{
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if (RuleB(Pathing, Fear) && zone->pathing) {
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auto Node = zone->pathing->GetRandomLocation(glm::vec3(GetX(), GetY(), GetZ()));
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if (Node.x != 0.0f || Node.y != 0.0f || Node.z != 0.0f) {
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m_FearWalkTarget = Node;
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currently_fleeing = true;
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return;
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// blind waypoint logic isn't the same as fear's. Has a chance to run toward the player
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// chance is very high if the player is moving, otherwise it's low
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if (IsBlind() && !IsFeared() && GetTarget()) {
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int roll = 20;
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if (GetTarget()->GetCurrentSpeed() > 0.1f || (GetTarget()->IsClient() && GetTarget()->animation != 0)) {
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roll = 80;
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}
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LogPathing("No path found to selected node during CalculateNewFearpoint.");
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if (zone->random.Roll(roll)) {
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m_FearWalkTarget = glm::vec3(GetTarget()->GetPosition());
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currently_fleeing = true;
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return;
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}
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}
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if (RuleB(Pathing, Fear) && zone->pathing) {
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glm::vec3 Node;
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int flags = PathingNotDisabled ^ PathingZoneLine;
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if (IsNPC() && CastToNPC()->IsUnderwaterOnly() && !zone->IsWaterZone(GetZOffset())) {
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Node = glm::vec3(0.0f);
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} else {
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Node = zone->pathing->GetRandomLocation(glm::vec3(GetX(), GetY(), GetZOffset()), flags);
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}
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if (Node.x != 0.0f || Node.y != 0.0f || Node.z != 0.0f) {
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Node.z = GetFixedZ(Node);
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PathfinderOptions opts;
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opts.smooth_path = true;
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opts.step_size = RuleR(Pathing, NavmeshStepSize);
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opts.offset = GetZOffset();
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opts.flags = flags;
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auto partial = false;
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auto stuck = false;
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auto route = zone->pathing->FindPath(
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glm::vec3(GetX(), GetY(), GetZOffset()),
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glm::vec3(Node.x, Node.y, Node.z),
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partial,
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stuck,
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opts
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);
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glm::vec3 last_good_loc = Node;
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int route_size = route.size();
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int route_count = 0;
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bool have_los = true;
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if (route_size == 2) {
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// FindPath() often fails to compute a route in some places, so to prevent running through walls we need to check LOS on all 2 node routes
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// size 2 route usually means FindPath() bugged out. sometimes it returns locs outside the geometry
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if (CheckLosFN(Node.x, Node.y, Node.z, 6.0)) {
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LogPathingDetail("Direct route to fearpoint [{}], [{}], [{}] calculated for [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName());
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m_FearWalkTarget = last_good_loc;
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currently_fleeing = true;
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return;
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} else {
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LogPathingDetail("FindRoute() returned single hop route to destination without LOS: [{}], [{}], [{}] for [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName());
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}
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// use fallback logic if LOS fails
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} else if (!stuck) {
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// check route for LOS failures to prevent mobs ending up outside of playable area
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// only checking the last few hops because LOS will often fail in a valid route which can result in mobs getting undesirably trapped
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auto iter = route.begin();
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glm::vec3 previous_pos(GetX(), GetY(), GetZOffset());
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while (iter != route.end() && have_los == true) {
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auto ¤t_node = (*iter);
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iter++;
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route_count++;
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if (iter == route.end()) {
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continue;
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}
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previous_pos = current_node.pos;
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auto &next_node = (*iter);
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if (next_node.teleport) {
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continue;
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}
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if ((route_size - route_count) < 5 && !zone->zonemap->CheckLoS(previous_pos, next_node.pos)) {
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have_los = false;
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break;
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} else {
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last_good_loc = next_node.pos;
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}
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}
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if (have_los || route_count > 2) {
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if (have_los) {
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LogPathingDetail("Route to fearpoint [{}], [{}], [{}] calculated for [{}]; route size: [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName(), route_size);
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} else {
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LogPathingDetail("Using truncated route to fearpoint [{}], [{}], [{}] for [{}]; node count: [{}]; route size [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName(), route_count, route_size);
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}
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m_FearWalkTarget = last_good_loc;
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currently_fleeing = 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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// fallback logic if pathing system can't be used
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bool inliquid = zone->HasWaterMap() && zone->watermap->InLiquid(glm::vec3(GetPosition())) || zone->IsWaterZone(GetZ());
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bool stay_inliquid = (inliquid && IsNPC() && CastToNPC()->IsUnderwaterOnly());
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bool levitating = IsClient() && (FindType(SE_Levitate) || flymode != GravityBehavior::Ground);
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bool open_outdoor_zone = !zone->CanCastOutdoor() && !zone->IsCity();
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int loop = 0;
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float ranx, rany, ranz;
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currently_fleeing = false;
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glm::vec3 myloc(GetX(), GetY(), GetZ());
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glm::vec3 myceil = myloc;
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float ceil = zone->zonemap->FindCeiling(myloc, &myceil);
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if (ceil != BEST_Z_INVALID) {
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ceil -= 1.0f;
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}
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while (loop < 100) { //Max 100 tries
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int ran = 250 - (loop * 2);
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loop++;
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if (open_outdoor_zone && loop < 20) { // try a distant loc first; other way will likely pick a close loc
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ranx = zone->random.Int(0, ran);
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rany = zone->random.Int(0, ran);
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if (ranx + rany < 200) {
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continue;
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}
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ranx = GetX() + (zone->random.Int(0, 1) == 1 ? ranx : -ranx);
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rany = GetY() + (zone->random.Int(0, 1) == 1 ? rany : -rany);
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} else {
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ranx = GetX() + zone->random.Int(0, ran - 1) - zone->random.Int(0, ran - 1);
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rany = GetY() + zone->random.Int(0, ran - 1) - zone->random.Int(0, ran - 1);
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}
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ranz = BEST_Z_INVALID;
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glm::vec3 newloc(ranx, rany, ceil != BEST_Z_INVALID ? ceil : GetZ());
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if (stay_inliquid || levitating || (loop > 50 && inliquid)) {
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if (zone->zonemap->CheckLoS(myloc, newloc)) {
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ranz = GetZ();
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currently_fleeing = true;
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break;
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}
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} else {
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if (ceil != BEST_Z_INVALID) {
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ranz = zone->zonemap->FindGround(newloc, &myceil);
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} else {
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ranz = zone->zonemap->FindBestZ(newloc, &myceil);
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}
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if (ranz != BEST_Z_INVALID) {
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ranz = SetBestZ(ranz);
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}
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}
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if (ranz == BEST_Z_INVALID) {
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continue;
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}
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float fdist = ranz - GetZ();
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if (fdist >= -50 && fdist <= 50 && CheckCoordLosNoZLeaps(GetX(), GetY(), GetZ(), ranx, rany, ranz)) {
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currently_fleeing = true;
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break;
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}
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}
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if (currently_fleeing) {
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m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
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LogPathingDetail("Non-pathed fearpoint [{}], [{}], [{}] selected for [{}]", ranx, rany, ranz, GetName());
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}
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return;
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}
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