[Feature] NPCs with bows and arrows do ranged attacks (#2322)

* NPCs with bows and arrows do ranged attacks

Who knew!!

* PR comments

Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Michael Cook (mackal) 2022-07-30 15:28:06 -04:00 committed by GitHub
parent 0f9427098d
commit dd71420a0e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 55 additions and 36 deletions

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@ -400,6 +400,16 @@ void NPC::AddLootDrop(
item->trivial_max_level = loot_drop.trivial_max_level; item->trivial_max_level = loot_drop.trivial_max_level;
item->equip_slot = EQ::invslot::SLOT_INVALID; item->equip_slot = EQ::invslot::SLOT_INVALID;
// unsure if required to equip, YOLO for now
if (item2->ItemType == EQ::item::ItemTypeBow) {
SetBowEquipped(true);
}
if (item2->ItemType == EQ::item::ItemTypeArrow) {
SetArrowEquipped(true);
}
if (loot_drop.equip_item > 0) { if (loot_drop.equip_item > 0) {
uint8 eslot = 0xFF; uint8 eslot = 0xFF;
char newid[20]; char newid[20];

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@ -480,6 +480,11 @@ public:
bool HasTwoHanderEquipped() { return has_twohanderequipped; } bool HasTwoHanderEquipped() { return has_twohanderequipped; }
void SetTwoHanderEquipped(bool val) { has_twohanderequipped = val; } void SetTwoHanderEquipped(bool val) { has_twohanderequipped = val; }
bool HasDualWeaponsEquiped() const { return has_duelweaponsequiped; } bool HasDualWeaponsEquiped() const { return has_duelweaponsequiped; }
bool HasBowEquipped() const { return has_bowequipped; }
void SetBowEquipped(bool val) { has_bowequipped = val; }
bool HasArrowEquipped() const { return has_arrowequipped; }
void SetArrowEquipped(bool val) { has_arrowequipped = val; }
bool HasBowAndArrowEquipped() const { return HasBowEquipped() && HasArrowEquipped(); }
inline void SetDuelWeaponsEquiped(bool val) { has_duelweaponsequiped = val; } inline void SetDuelWeaponsEquiped(bool val) { has_duelweaponsequiped = val; }
bool CanFacestab() { return can_facestab; } bool CanFacestab() { return can_facestab; }
void SetFacestab(bool val) { can_facestab = val; } void SetFacestab(bool val) { can_facestab = val; }
@ -1655,6 +1660,8 @@ protected:
bool has_twohandbluntequiped; bool has_twohandbluntequiped;
bool has_twohanderequipped; bool has_twohanderequipped;
bool has_duelweaponsequiped; bool has_duelweaponsequiped;
bool has_bowequipped = false;
bool has_arrowequipped = false;
bool use_double_melee_round_dmg_bonus; bool use_double_melee_round_dmg_bonus;
bool can_facestab; bool can_facestab;
bool has_numhits; bool has_numhits;

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@ -1336,9 +1336,11 @@ void Mob::AI_Process() {
// See if we can summon the mob to us // See if we can summon the mob to us
if (!HateSummon()) { if (!HateSummon()) {
//could not summon them, check ranged... //could not summon them, check ranged...
if (GetSpecialAbility(SPECATK_RANGED_ATK)) if (GetSpecialAbility(SPECATK_RANGED_ATK) || HasBowAndArrowEquipped()) {
doranged = true; doranged = true;
}
// Now pursue // Now pursue
// TODO: Check here for another person on hate list with close hate value // TODO: Check here for another person on hate list with close hate value

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@ -1153,52 +1153,52 @@ float Mob::GetRangeDistTargetSizeMod(Mob* other)
return (mod + 2.0f); //Add 2.0f as buffer to prevent any chance of failures, client enforce range check regardless. return (mod + 2.0f); //Add 2.0f as buffer to prevent any chance of failures, client enforce range check regardless.
} }
void NPC::RangedAttack(Mob* other) void NPC::RangedAttack(Mob *other)
{ {
if (!other) if (!other)
return; return;
//make sure the attack and ranged timers are up // make sure the attack and ranged timers are up
//if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow // if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow
if((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check())){ if ((attack_timer.Enabled() && !attack_timer.Check(false)) ||
LogCombat("Archery canceled. Timer not up. Attack [{}], ranged [{}]", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime()); (ranged_timer.Enabled() && !ranged_timer.Check())) {
LogCombat("Archery canceled. Timer not up. Attack [{}], ranged [{}]", attack_timer.GetRemainingTime(),
ranged_timer.GetRemainingTime());
return; return;
} }
if(!CheckLosFN(other)) if (!HasBowAndArrowEquipped() && !GetSpecialAbility(SPECATK_RANGED_ATK))
return; return;
int attacks = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0); if (!CheckLosFN(other))
attacks = attacks > 0 ? attacks : 1; return;
for(int i = 0; i < attacks; ++i) {
if(!GetSpecialAbility(SPECATK_RANGED_ATK)) int attacks = 1;
float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
float max_range = 250.0f; // needs to be longer than 200(most spells)
if (GetSpecialAbility(SPECATK_RANGED_ATK)) {
int temp_attacks = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0);
attacks = temp_attacks > 0 ? temp_attacks : 1;
int temp_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 4); // Min Range of NPC attack
int temp_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); // Max Range of NPC attack
if (temp_max_range)
max_range = static_cast<float>(temp_max_range);
if (temp_min_range)
min_range = static_cast<float>(temp_min_range);
}
max_range *= max_range;
min_range *= min_range;
for (int i = 0; i < attacks; ++i) {
if (DistanceSquared(m_Position, other->GetPosition()) > max_range)
return;
else if (DistanceSquared(m_Position, other->GetPosition()) < min_range)
return; return;
int sa_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 4); //Min Range of NPC attack if (!other || !IsAttackAllowed(other) || IsCasting() || DivineAura() || IsStunned() || IsFeared() ||
int sa_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); //Max Range of NPC attack IsMezzed() || (GetAppearance() == eaDead)) {
float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
float max_range = 250; // needs to be longer than 200(most spells)
if (sa_max_range)
max_range = static_cast<float>(sa_max_range);
if (sa_min_range)
min_range = static_cast<float>(sa_min_range);
max_range *= max_range;
if(DistanceSquared(m_Position, other->GetPosition()) > max_range)
return;
else if(DistanceSquared(m_Position, other->GetPosition()) < (min_range * min_range))
return;
if(!other || !IsAttackAllowed(other) ||
IsCasting() ||
DivineAura() ||
IsStunned() ||
IsFeared() ||
IsMezzed() ||
(GetAppearance() == eaDead)){
return; return;
} }