mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 16:51:29 +00:00
* Implement spell AI pulling, fix throw stone * more pull tweaks * holding check at start of ai process * fully implement ^pull logic to always return, can still be overidden by ^attack * Rewrite ^pull logic and handling. **MORE** Add ^setassistee command to set who your bots will assist. Bots will always assist you first before anyone else. If the rule Bots, AllowCrossGroupRaidAssist is enabled bots will assist the group or raid main assists. Rewrites logic in handling of pull and returning to ensure bots make it back to their location. * Move HateLine to a better ID * cleanup ST_Self logic in CastChecks * Removed unused BotSpellTypeRequiresLoS * Move fizzle message to define * add timer checks to Idle/Engaged/Pursue CastCheck to early terminate * Add back !IsBotNonSpellFighter() check to the different CastCheck * Correct IsValidSpellRange * Implement AAs and harmtouch/layonhands to ^cast --- fix IsValidSpellRange * Add PetDamageShields and PetResistBuffs to IsPetBotSpellType() * Add priorities to HateLine inserts for db update * Remove SpellTypeRequiresCastChecks * Add bot check to DetermineSpellTargets for IsIllusionSpell * merge with previous * Correct bot checks for ST_GroupClientAndPet * Remove misc target_type checks * Add lull/aelull to ^cast * Add more checks for CommandedSubTypes::AETarget * remove unneeded checks on IsValidSpellTypeBySpellID * add to aelull * rewrite GetCorrectSpellType * Add IsBlockedBuff to CastChecks * Add spellid option to ^cast to allow casting of a specific spell by ID * ^cast adjustments for spellid casts * Add missing alert round for ranged attacks * More castcheck improvements * CanUseBotSpell for ^cast * remove ht/loh from attack ai * remove SetCombatRoundForAlerts that triggered every engagement * Add RangedAttackImmunity checks before trying to ranged attack * move bot backstab to mob * fix MinStatusToBypassCreateLimit * more backstab to mob cleanup * add bot checks to tryheadshot / tryassassinate * adjust version number for bots * add back m_mob_check_moving_timer, necessary? * add sanity checks for classattacks * Get rid of Bots:BotGroupXP and change logic to support Bots:SameRaidGroupForXP Bots won't do anything if not in the same group so this should more accurately control only when in the same raid group. * add "confirm" check to ^delete * Update bot.cpp * Remove `id` from bot_settings, correct types * Implement blocked_buffs and blocked_pet_buffs * more blocked buff tweaks * add beneficial check to ^blockedbuffs * command grammar * missing ) * Move getnames for categories and settings to mob, rename hptomed/manatomed * add GetBotSpellCategoryIDByShortName and CopyBotBlockedPetBuffs, update ^defaultsettings command * cls cleanup * Allow bots to clear HasProjectIllusion flag * Add PercentChanceToCastGroupCure * Implmenet PetCures, add some missing types for defaults/chance to cast * Change GetRaidByBotName to GetRaidByBot * Typo on PetBuffs implement * Change GetSpellListSpellType to GetParentSpellType * missing from GetChanceToCastBySpellType * Fix performance in IsValidSpellRange by flipping HasProjectIllusion * merge with prev * merge with cls cleanup * Reorder IsTargetAlreadyReceivingSpell/CheckSpellLevelRestriction/IsBlockedBuff * Combine GatherGroupSpellTargets and GatherSpellTargets * Cleanup IsTargetAlreadyReceivingSpell * Fix ^petsettype to account for usable levels of spells and remove hardcoded level limits. * Remove Bot_AICheckCloseBeneficialSpells and use AttemptCloseBeneficialSpells for better performance * remove default hold for resist buffa * move IsValidSpellRange further down castchecks * raid optimizations * correct name checking to match players * more name checks and add proper soft deletes to bots * organize some checks in IsImmuneToBotSpell * Fix GetRaidByBotName and GetRaidByBot checks to not loop unnecessarily * Move GatherSpellTargets to mob * Change GetPrioritizedBotSpellsBySpellType to vector Some slipped through in "organize some checks in IsImmuneToBotSpell" * Move GatherSpellTargets and Raid to stored variables. Missing some in "organize some checks in IsImmuneToBotSpell" * comment out precheck, delays, thresholds, etc logging missed some in "organize some checks in IsImmuneToBotSpell" * Missing IsInGroupOrRaid cleanup * Implement AIBot_spells_by_type to reduce looping when searching for spells * Add _tempSpellType as placeholder for any future passthru * todo * Move bot_list from std::list to std::unordered_map like other entities * Fix missing raid assignment for GetStoredRaid in IsInGroupOrRaid * TempPet owned by bots that get the kill will now give exp like a client would * Remove unnecessary checks in bot process (closescanmoving timer, verify raid, send hp/mana/end packet * Fix client spell commands from saving the wrong setting * Cleanup ^copysettings command and add new commands * Add pet option to ^taunt No longer has toggle, required on/off option and an optional "pet" option to control pets' taunting state * Allow pet types to ^cast, prevent failure spam, add cure check * more raid optimizations, should be final. 10 clients, 710 bots, 10 raids, ~250 pets sits around 3.5% CPU idle * Move spell range check to proper location * Implement ^discipline * remove ^aggressive/^defensive * remove this for a separate PR * cleanup * Add BotGroupSay method * todo list * Add missing bot_blocked_buffs to schema * Remove plural on ^spelltypeidsand ^spelltypenames * Move spelltype names, spell subtypes, category names and setting names to maps. * move los checks to mob.cpp * Bot CampAll fix * Bots special_attacks.cpp fix * Add zero check for bot spawn limits If the spawn limit rule is set to 0 and spawn limit is set by bucket, if no class buckets are set, it defaults to the rule of 0 and renders the player unable to spawn bots. This adds a check where if the rule and class bucket are 0, it will check for the spawn limit bucket * Add HasSkill checks to bot special abilities (kick/bash/etc) * code cleanup 1 * code cleanup 2 * code cleanup 3 * code cleanup 4 * fix ^cast wirh commanded types * Remove bcspells, fix helper_send_usage_required_bots * linux build fix * remove completed todo * Allow inventory give to specific ID slots * Update TODO * Correct slot ranges for inventorygive * Add zone specific spawn limits and zone specific forced spawn limits * remove bd. from update queries where it doesn't exist * Rename _spellSettings to m_bot_spell_settings * Add IsPetOwnerOfClientBot(), add Lua and Perl methods * Make botOwnerCharacterID snakecase * Throw bot_camp_timer behind Bots:Enabled rule * Move various Bot<>Checks logging to BotSpellChecks * Remove from LogCategoryName * Consolidate IsInGroupOrRaid * Consolidate GatherSpellTargets * Add missing Bot Spell Type Checks to log * Add GetParentSpellType when checking spelltypes for idle, engaged, pursue CastChecks. * Consolidate AttemptForcedCastSpell * Consolidate SetBotBlockedBuff/SetBotBlockedPetBuff * Add list option to ^spellpriority commands. * Move client functions to client_bot * Move mob functions to mob_bot * Move bot spdat functions to spdat_bot * Move SendCommandHelpWindow to SendBotCommandHelpWindow and simplify * Change char_id to character_id for bot_settings * update todo * Fix typo on merge conflict * Cleanup command format changes, remove hardcoded class IDs in examples. * Set #illusionblock for players to guide access * Move client commands for bot spells from gm commands to existing bot commands * Fix alignment issues * More alignment fixes * More cleanup 1 * More cleanup 2 * Fix BotMeditate to med at proper percentages * Correct GetStopMeleeLevel checks for some buff checks * Add back hpmanaend update to bot raid, force timer update to prevent spamming * Remove log * Cleanup ranged and ammo calculations - Adds throwing check for match * Add check in distance calculations to stay at range if set even if no ammo or ranged * Move melee distance calculations to better function * Add GetBuffTargets helper * Missing p_item, s_item in CombatRangeInput * Linux test? * Reduce GetCorrectBotSpellType branching slightly This is still an ugly ass function but my brain is melted * Line fixes * Make bot pets only do half damage in pvp * Add bot pet pvp damage to tune * Add bot pet check for AIYellForHelp * Add bots to UseSpellImpliedTargeting * Move toggleranged, togglehelm and illusionblock to new help window. Add actionable support * Add bot and bot pet checks to various spells, auras and targeting checks that were missing. * update todo * New lines * Correct DoLosChecks * Remove Log TestDebug * Remove _Struct from struct declarations * Add bot check to IsAttackAllowed for GetUltimateOwner to skip entity list where possible * Wrap SaveBotSettings in Bots Enabled check * Remove comment * Wrap bot setting loading for clients in bots enabled rule * Cleanup BlockedBuffs logic in SpellOnTarget * Rename BotSpells_Struct/BotSpells_Struct_wIndex * Rename spawn/create status bypass rules, fix return for spawn limit * Remove unnecessary return in CanBuffStack, cleanup * Enable recastdelay support for clients * Remove unused variables * Rename _assistee to bot_assistee * hardcode BotCommandHelpWindow colors * todo * Fix ^cast summoncorpse * todo * Reimplement secondary colors to BotSendCommandHelpWindow * Give ^copysettings/^defaultsettings more options, cleanup. * Cleanup some commands * Add comment to CheckLosCheat/CheckLosCheatExempt * Make struct BotSpellSettings snake case * Allow duplicate casts of same spell on target for heals and cures * Add default delay to cures * Remove unused methods * Implement missing ^spellresistlimits/^resistlimits command * Move functions out of mob.h and cleanup * Return for GetRawBotList This checks offline bots too * Rename BotGroupSay to RaidGroupSay * Prevent bots from forming their own group if a bot that is a group leader is removed from the raid * Linux fix? * IsPetOwner fixes * Add remove option to list for ^blockedbuffs / ^blockedpetbuffs * Implement ^spellannouncecasts to toggle announcing casts of spell types * Remove rule Bots:BardsAnnounceCasts * Update bot.h * Remove unused no_pets option from GatherSpellTargets * Move ^attack response back to normal chat window (other) * Set lower limit of spell delays to 100 rather than 1 * Correct pet checks on GetUltimateSpell functions * Add rules (Bots, AICastSpellTypeDelay, Bots, AICastSpellTypeHeldDelay) to prevent spamming of failed spell type AI casts * Correct pet buff type logic to catch DS/Resists with other spell effects in them * Fix defaults for clients * Add more logic for necros/shaman for default heal thresholds due to lich and canni * Rename SpellHold, SpellDelay, SpellMinThreshold, SpellMaxThreshold, SpellRecastDelay to fit SpellType style naming * Use GetTempSpellType() for announce check in RaidGroupSay * Make all spell shortnames plural where applicable * Update bot.cpp * Bots:BotsUseLiveBlockedMessage filter to spell failure * Move GetSpellTargetList to only get called when necessary to reduce overhead * formatting * Formatting * Simplify case SE_Illusion and SE_IllusionCopy for GetIllusionBlock * Clean up InterruptSpell * Cleanup IsBot() checks for DetermineSpellTargets->ST_GroupClientAndPet * Cleanup range/aoe_range check in SpellFinished * Cleanup DetermineSpellTargets->ST_GroupNoPets * Cleanup DetermineSpellTargets->ST_Self for bot summon corpse * Cleanup DetermineSpellTargets->ST_Pet * Cleanup bot logic in TryBackstab * Cleanup IsAttackAllowed checks for bots and their pets * Cleanup StopMoving for bots * Cleanup CanThisClassTripleAttack * Fix casting for GetIllusionBlock checks * Formatting * Fix DetermineSpellTargets for group spells (this also wasn't properly checking the rule Character:EnableTGB in master) * Cleanup spelltarget grabbing logic, consolidate group heals in to GetNumberNeedingHealedInGroup * Throw added client los pet checks behind LoS cheat rule for bots * CLeanup give_exp on npc death logic and ensure client pets always pass. * Undo unintended rename from previous refactor * Remove pointless Bots, SameRaidGroupForXP rule * Revision to 0690783a9d1e99005d6bee0824597ea920e26df9 --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
1589 lines
56 KiB
C++
1589 lines
56 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#if EQDEBUG >= 5
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//#define TUNE_DEBUG 20
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#endif
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#include "../common/global_define.h"
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#include "../common/eq_constants.h"
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#include "../common/eq_packet_structs.h"
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#include "../common/rulesys.h"
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#include "../common/spdat.h"
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#include "../common/strings.h"
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#include "../common/data_verification.h"
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#include "queryserv.h"
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#include "string_ids.h"
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#include "water_map.h"
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#include "worldserver.h"
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#include "zone.h"
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#include "lua_parser.h"
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#include "fastmath.h"
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#include "mob.h"
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#include "bot.h"
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extern QueryServ* QServ;
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extern WorldServer worldserver;
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extern FastMath g_Math;
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#ifdef _WINDOWS
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#define snprintf _snprintf
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#define strncasecmp _strnicmp
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#define strcasecmp _stricmp
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#endif
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extern EntityList entity_list;
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extern Zone* zone;
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void Mob::TuneGetStats(Mob* defender, Mob *attacker)
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{
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if (!defender || !attacker) {
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Message(0, "#Tune - Processing... Abort! Can not find attacker or defender");
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return;
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}
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int max_damage = 0;
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int min_damage = 0;
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int mean_dmg = 0;
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float tmp_pct_mitigated = 0.0f;
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float hit_chance = 0.0f;
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max_damage = attacker->TuneClientGetMaxDamage(defender);
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min_damage = attacker->TuneClientGetMinDamage(defender, max_damage);
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if (!max_damage)
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{
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Message(0, "#Tune - Processing... Abort! Damage not found! [MaxDMG %i MinDMG %i]", max_damage, min_damage);
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return;
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}
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mean_dmg = attacker->TuneClientGetMeanDamage(defender);
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tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
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hit_chance = TuneGetHitChance(defender, attacker);
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Message(0, "#STATS#############START######################");
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Message(0, "[#Tune] Defender Statistics vs Attacker");
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Message(0, "[#Tune] Defender Name: %s", defender->GetCleanName());
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Message(0, "[#Tune] AC Mitigation pct: %.0f pct ", round(tmp_pct_mitigated));
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Message(0, "[#Tune] Total AC: %i ", defender->TuneACSum());
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Message(0, "[#Tune] Mean Damage Taken: %i per hit", mean_dmg);
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Message(0, "[#Tune] Chance to be missed: %.0f pct", (100.0f - round(hit_chance)));
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Message(0, "[#Tune] Avoidance: %i ", TuneGetAvoidance(defender, attacker));
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Message(0, "[#Tune] Riposte Chance: %.0f pct ", round(TuneGetAvoidMeleeChance(defender, attacker, DMG_RIPOSTED)));
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Message(0, "[#Tune] Block Chance: %.0f pct ", round(TuneGetAvoidMeleeChance(defender, attacker, DMG_BLOCKED)));
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Message(0, "[#Tune] Parry Chance: %.0f pct ", round(TuneGetAvoidMeleeChance(defender, attacker, DMG_PARRIED)));
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Message(0, "[#Tune] Dodge Chance: %.0f pct ", round(TuneGetAvoidMeleeChance(defender, attacker, DMG_DODGED)));
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if (defender->IsNPC())
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{
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Message(0, "[#Tune] NPC STAT AC: %i ", static_cast<int>(defender->CastToNPC()->GetNPCStat("ac")));
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Message(0, "[#Tune] NPC STAT Avoidance: %i ", static_cast<int>(defender->CastToNPC()->GetNPCStat("avoidance")));
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}
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Message(0, "################################################");
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Message(0, "[#Tune] Attacker Statistics vs Defender");
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Message(0, "[#Tune] Attacker Name: %s", attacker->GetCleanName());
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if (max_damage > 0) {
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Message(0, "[#Tune] Max Damage %i Min Damage %i", max_damage, min_damage);
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Message(0, "[#Tune] Total Offense: %i ", TuneGetOffense(defender, attacker));
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Message(0, "[#Tune] Chance to hit: %.0f pct", round(hit_chance));
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Message(0, "[#Tune] Total Accuracy: %i ", TuneGetAccuracy( defender,attacker));
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if (attacker->IsNPC())
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{
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Message(0, "[#Tune] NPC STAT ATK: %i ", static_cast<int>(attacker->CastToNPC()->GetNPCStat("atk")));
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Message(0, "[#Tune] NPC STAT Accuracy: %i ", static_cast<int>(attacker->CastToNPC()->GetNPCStat("accuracy")));
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}
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}
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else{
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Message(0, "[#Tune] Can not melee this target");
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}
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Message(0, "#STATS#############COMPLETE###################");
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return;
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}
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void Mob::TuneGetACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval, int max_loop, int atk_override, int Msg)
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{
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Message(0, " ");
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/*
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Find the amount of AC stat that has to be added/subtracted from DEFENDER to reach a specific average mitigation value based on ATTACKER's offense statistics.
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Can use atk_override to find the value verse a hypothetical amount of worn ATK
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*/
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if (pct_mitigation > 100 || pct_mitigation < 0) {
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Message(0, "[#Tune] - Processing... Abort! Mitigation value out of range ( %.0f ) pct. Must be between 0-100.", pct_mitigation);
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return;
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}
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if (!defender) {
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Message(0, "[#Tune] - Processing... Abort! No Defender found.");
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return;
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}
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if (!attacker) {
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Message(0, "[#Tune] - Processing... Abort! No Attacker found.");
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return;
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}
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if (defender->GetID() == attacker->GetID()) {
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Message(0, "[#Tune] - Processing... Abort! Error Attacker can not be the Defender.");
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return;
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}
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int max_damage = 0;
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int min_damage = 0;
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int mean_dmg = 0;
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float tmp_pct_mitigated = 0.0f;
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float base_pct_mitigation = pct_mitigation;
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int loop_add_ac = 0;
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int end = 0;
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int value = 0;
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max_damage = attacker->TuneClientGetMaxDamage(defender);
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min_damage = attacker->TuneClientGetMinDamage(defender, max_damage);
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if (!max_damage)
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{
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Message(0, "#Tune - Processing... Abort! Damage not found! [MaxDMG %i MinDMG %i]", max_damage, min_damage);
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return;
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}
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//Obtain baseline mitigation for current stats
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mean_dmg = attacker->TuneClientGetMeanDamage(defender,0,atk_override);
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tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
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Message(0, "###################START###################");
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Message(0, "[#Tune] DFENDER Name: %s", defender->GetCleanName());
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Message(0, "[#Tune] DEFENDER AC Mitigation pct: %.0f pct ", round(tmp_pct_mitigated));
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Message(0, "[#Tune] DEFENDER Total AC: %i ", defender->TuneACSum());
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Message(0, "[#Tune] ATTACKER Name: %s", attacker->GetCleanName());
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Message(0, "[#Tune] ATTACKER Max Damage %i Min Damage %i", max_damage, min_damage);
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Message(0, "[#Tune] ATTACKER Total Offense: %i ", TuneGetOffense(defender, attacker, atk_override));
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Message(0, "##########################################");
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Message(0, "[#Tune] Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
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if (tmp_pct_mitigated > pct_mitigation)
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{
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interval = interval * -1;
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Message(0, "[#Tune] NOTE: Defenders 'AC' must be LOWERED due to defenders AC Mitigation ( %.0f pct ) being greater than the desired ( %.0f pct )", tmp_pct_mitigated, pct_mitigation);
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}
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Message(0, "[#Tune] Processing... Find AC for defender to have Mitigation of ( %.0f pct ) agianst this attacker.", pct_mitigation);
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for (int j = 0; j < max_loop; j++)
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{
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mean_dmg = attacker->TuneClientGetMeanDamage(defender, 0, atk_override, loop_add_ac,0);
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tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
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if (Msg >= 1)
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{
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Message(0, "[#Tune] - Processing... [%i] [AC %i] Average Melee Hit %i | Pct Mitigated %.2f ", j, loop_add_ac, mean_dmg, tmp_pct_mitigated);
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}
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if (interval > 0 && tmp_pct_mitigated >= pct_mitigation)
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{
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end = 1;
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}
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else if (interval < 0 && tmp_pct_mitigated <= pct_mitigation)
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{
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end = 1;
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}
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else if (interval < 0 && mean_dmg == min_damage)
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{
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Message(0, "[#Tune][WARNING] Mitigation can not be further decreased due to minium hit value (%i). Minium mitigation ( %.0f ) pct", min_damage, tmp_pct_mitigated);
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base_pct_mitigation = tmp_pct_mitigated;
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end = 1;
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}
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if (end >= 1) {
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Message(0, "###################RESULTS###################");
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if (atk_override) {
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Message(0, "[#Tune] ATK STAT OVERRRIDE. This is the amount of AC adjustment needed if this attacker had ( %i ) raw ATK stat", atk_override);
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}
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if (defender->IsNPC())
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{
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Message(0, "[#Tune] Recommended NPC RAW AC ADJUSTMENT ( %i ) on ' %s ' to acheive an average mitigation of ( %.0f pct ) verse ' %s '", loop_add_ac, defender->GetCleanName(), base_pct_mitigation, attacker->GetCleanName());
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Message(0, "[#Tune] SET NPC 'AC' stat value = [ %i ]", loop_add_ac + defender->CastToNPC()->GetRawAC());
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Message(0, "###################COMPLETE###################");
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}
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if (defender->IsClient())
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{
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Message(0, "[#Tune] Recommended CLIENT AC ADJUSTMENT ( %i ) on ' %s ' to acheive an average mitigation of ( %.0f pct ) verse ' %s '", loop_add_ac, defender->GetCleanName(), base_pct_mitigation, attacker->GetCleanName());
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if (loop_add_ac >= 0) {
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Message(0, "[#Tune] MODIFY Client Item AC or Spell Effect AC by [+ %i ]", loop_add_ac);
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}
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else {
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Message(0, "[#Tune] MODIFY Client Item AC or Spell Effect AC by [ %i ]", loop_add_ac);
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}
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Message(0, "###################COMPLETE###################");
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}
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return;
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}
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loop_add_ac = loop_add_ac + interval;
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}
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Message(0, "###################ABORT#######################");
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Message(0, "[#Tune] - Error: Unable to find desired result for ( %.0f pct ) - Increase interval ( %i ) AND/OR max loop value ( %i ) and run again.", pct_mitigation, interval, max_loop);
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Message(0, "[#Tune] - Parse ended at an AC ADJUSTMENT of ( %i ) on ' %s ' to acheive an average mitigation of ( %.0f pct ) verse ' %s '", loop_add_ac, attacker->GetCleanName(), tmp_pct_mitigated, defender->GetCleanName());
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Message(0, "###################COMPLETE###################");
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return;
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}
|
|
|
|
void Mob::TuneGetATKByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval, int max_loop, int ac_override, int Msg)
|
|
{
|
|
Message(0, " ");
|
|
/*
|
|
Find the amount of ATK stat that has to be added/subtracted from ATTACKER to reach a specific average mitigation value based on DEFENDERS's mitigation statistics.
|
|
Can use ac_override to find the value verse a hypothetical amount of worn AC
|
|
*/
|
|
if (pct_mitigation > 100 || pct_mitigation < 0) {
|
|
Message(0, "[#Tune] - Processing... Abort! Mitigation value out of range ( %.0f ) pct. Must be between 0-100.", pct_mitigation);
|
|
return;
|
|
}
|
|
if (!defender) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Defender found.");
|
|
return;
|
|
}
|
|
if (!attacker) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Attacker found.");
|
|
return;
|
|
}
|
|
if (defender->GetID() == attacker->GetID()) {
|
|
Message(0, "[#Tune] - Processing... Abort! Error Attacker can not be the Defender.");
|
|
return;
|
|
}
|
|
|
|
int max_damage = 0;
|
|
int min_damage = 0;
|
|
int mean_dmg = 0;
|
|
float tmp_pct_mitigated = 0.0f;
|
|
float base_pct_mitigation = pct_mitigation;
|
|
int loop_add_atk = 0;
|
|
int end = 0;
|
|
int value = 0;
|
|
|
|
|
|
max_damage = attacker->TuneClientGetMaxDamage(defender);
|
|
min_damage = attacker->TuneClientGetMinDamage(defender, max_damage);
|
|
|
|
if (!max_damage)
|
|
{
|
|
Message(0, "#Tune - Processing... Abort! Damage not found! [MaxDMG %i MinDMG %i]", max_damage, min_damage);
|
|
return;
|
|
}
|
|
|
|
//Obtain baseline mitigation for current stats
|
|
mean_dmg = attacker->TuneClientGetMeanDamage(defender, ac_override);
|
|
tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
|
|
|
|
Message(0, "###################START###################");
|
|
Message(0, "[#Tune] DFENDER Name: %s", defender->GetCleanName());
|
|
Message(0, "[#Tune] DEFENDER AC Mitigation pct: %.0f pct ", round(tmp_pct_mitigated));
|
|
Message(0, "[#Tune] DEFENDER Total AC: %i ", defender->TuneACSum(false, ac_override));
|
|
Message(0, "[#Tune] ATTACKER Name: %s", attacker->GetCleanName());
|
|
Message(0, "[#Tune] ATTACKER Max Damage %i Min Damage %i", max_damage, min_damage);
|
|
Message(0, "[#Tune] ATTACKER Total Offense: %i ", TuneGetOffense(defender, attacker));
|
|
Message(0, "##########################################");
|
|
Message(0, "[#Tune] Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
|
|
|
|
if (tmp_pct_mitigated < pct_mitigation) {
|
|
interval = interval * -1;
|
|
Message(0, "[#Tune] NOTE: Attackers 'ATK' must be LOWERED due to defenders AC Mitigation ( %.0f pct ) being less than the desired ( %.0f pct )", tmp_pct_mitigated, pct_mitigation);
|
|
}
|
|
|
|
Message(0, "[#Tune] Processing... Find ATK on attacker for defender to have Mitigation of ( %.0f pct ) agianst this attacker.", pct_mitigation);
|
|
|
|
for (int j = 0; j < max_loop; j++)
|
|
{
|
|
mean_dmg = attacker->TuneClientGetMeanDamage(defender, ac_override, 0, 0, loop_add_atk);
|
|
tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
|
|
|
|
if (Msg >= 3)
|
|
{
|
|
Message(0, "[#Tune] - Processing... [%i] [ATK %i] Average Melee Hit %i | Pct Mitigated %.2f ", j, loop_add_atk, mean_dmg, tmp_pct_mitigated);
|
|
}
|
|
|
|
if (interval > 0 && tmp_pct_mitigated <= pct_mitigation) {
|
|
end = 1;
|
|
}
|
|
else if (interval < 0 && tmp_pct_mitigated >= pct_mitigation) {
|
|
end = 1;
|
|
}
|
|
|
|
else if (interval < 0 && mean_dmg == min_damage)
|
|
{
|
|
Message(0, "[#Tune] [WARNING] Mitigation can not be further decreased due to minium hit value ( %i ). Minium mitigation ( %.0f pct )", min_damage, tmp_pct_mitigated);
|
|
base_pct_mitigation = tmp_pct_mitigated;
|
|
end = 1;
|
|
}
|
|
|
|
if (end >= 1) {
|
|
|
|
Message(0, "###################RESULTS###################");
|
|
|
|
if (ac_override) {
|
|
Message(0, "[#Tune] AC STAT OVERRRIDE. This is the amount of ATK adjustment needed if this defender had ( %i ) raw AC stat", ac_override);
|
|
}
|
|
|
|
if (attacker->IsNPC()) {
|
|
Message(0, "[#Tune] Recommended NPC ATK ADJUSTMENT ( %i ) on ' %s ' so that their hits on average are mitgiated by ( %.0f pct ) verse ' %s '. ", loop_add_atk, attacker->GetCleanName(), base_pct_mitigation, defender->GetCleanName());
|
|
Message(0, "[#Tune] SET NPC 'ATK' stat value = [ %i ]", loop_add_atk + defender->CastToNPC()->ATK);
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
if (attacker->IsClient()) {
|
|
Message(0, "[#Tune] Recommended CLIENT ATK ADJUSTMENT ( %i ) on ' %s ' so that their hits on average are mitigated by ( %.0f pct ) verse ' %s '. ", loop_add_atk, attacker->GetCleanName(), base_pct_mitigation, defender->GetCleanName());
|
|
|
|
if (loop_add_atk >= 0) {
|
|
Message(0, "[#Tune] MODIFY Client Item ATK or Spell Effect ATK by [+ %i ]", loop_add_atk);
|
|
}
|
|
else {
|
|
Message(0, "[#Tune] MODIFY Client Item ATK or Spell Effect ATK by [ %i ]", loop_add_atk);
|
|
}
|
|
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
loop_add_atk = loop_add_atk + interval;
|
|
}
|
|
|
|
Message(0, "###################ABORT#######################");
|
|
Message(0, "[#Tune] - Error: Unable to find desired result for ( %.0f pct ) - Increase interval ( %i ) AND/OR max loop value ( %i ) and run again.", pct_mitigation, interval, max_loop);
|
|
Message(0, "[#Tune] - Parse ended at an ATK ADJUSTMENT of ( %i ) on ' %s ' so that their hits on average are mitigated by ( %.0f pct ) verse ' %s '.", loop_add_atk, attacker->GetCleanName(), tmp_pct_mitigated, defender->GetCleanName());
|
|
Message(0, "###################COMPLETE###################");
|
|
return;
|
|
}
|
|
|
|
void Mob::TuneGetAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int accuracy_override, int Msg)
|
|
{
|
|
Message(0, " ");
|
|
if (hit_chance > 100 || hit_chance < 0) {
|
|
Message(0, "[#Tune] - Processing... Abort! Hit Chance value out of range ( %.0f ) pct. Must be between 0-100.", hit_chance);
|
|
return;
|
|
}
|
|
if (!defender) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Defender found.");
|
|
return;
|
|
}
|
|
if (!attacker) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Attacker found.");
|
|
return;
|
|
}
|
|
if (defender->GetID() == attacker->GetID()) {
|
|
Message(0, "[#Tune] - Processing... Abort! Error Attacker can not be the Defender.");
|
|
return;
|
|
}
|
|
|
|
int loop_add_avoid = 0;
|
|
float tmp_hit_chance = 0.0f;
|
|
bool end = false;
|
|
int base_avoidance = TuneGetAvoidance(defender, attacker);
|
|
|
|
tmp_hit_chance = TuneGetHitChance(defender, attacker, 0, accuracy_override);
|
|
|
|
Message(0, "###################START###################");
|
|
Message(0, "[#Tune] DEFENDER Name: %s", defender->GetCleanName());
|
|
Message(0, "[#Tune] DEFENDER Chance to be missed: %.0f pct", (100.0f - round(tmp_hit_chance)));
|
|
Message(0, "[#Tune] DEFENDER Avoidance: %i ", TuneGetAvoidance(defender, attacker));
|
|
Message(0, "[#Tune] ATTACKER Name: %s", attacker->GetCleanName());
|
|
Message(0, "[#Tune] ATTACKER Chance to hit: %.0f pct", round(tmp_hit_chance));
|
|
Message(0, "[#Tune] ATTACKER Accuracy: %i ", TuneGetAccuracy(defender, attacker, accuracy_override));
|
|
Message(0, "##########################################");
|
|
Message(0, "[#Tune] Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
|
|
|
|
if (tmp_hit_chance < hit_chance) {
|
|
interval = interval * -1;
|
|
Message(0, "[#Tune] NOTE: Defenders 'AVOIDANCE' must be LOWERED due to defenders ( %.0f pct ) chance to be hit being less than the desired ( %.0f pct )", tmp_hit_chance, hit_chance);
|
|
}
|
|
|
|
Message(0, "[#Tune] - Processing... Find Avoidance needed on defender for a ( %.0f pct ) hit chance from attacker. Base attacker hit chance ( %.0f pct ). ", hit_chance, tmp_hit_chance);
|
|
|
|
for (int j = 0; j < max_loop; j++)
|
|
{
|
|
tmp_hit_chance = TuneGetHitChance(defender, attacker,0, accuracy_override, loop_add_avoid,0);
|
|
|
|
if (Msg >= 3)
|
|
{
|
|
Message(0, "[#Tune] - Processing... [%i] AVOIDANCE %i | Hit Chance %.2f ", j, loop_add_avoid, tmp_hit_chance);
|
|
}
|
|
|
|
if (interval > 0 && tmp_hit_chance <= hit_chance)
|
|
{
|
|
end = true;
|
|
}
|
|
else if (interval < 0 && tmp_hit_chance >= hit_chance)
|
|
{
|
|
end = true;
|
|
}
|
|
|
|
if (end) {
|
|
|
|
Message(0, "###################RESULTS###################");
|
|
|
|
if (accuracy_override) {
|
|
Message(0, "[#Tune] ACCURACY STAT OVERRRIDE. This is the amount of AVOIDANCE adjustment needed if this attacker had ( %i ) raw ACCURACY stat", accuracy_override);
|
|
}
|
|
|
|
if (defender->IsNPC()) {
|
|
Message(0, "[#Tune] Recommended NPC AVOIDANCE ADJUSTMENT of ( %i ) on ' %s ' will result in ' %s ' having a ( %.0f pct) hit chance.", loop_add_avoid, defender->GetCleanName(), attacker->GetCleanName(), hit_chance);
|
|
Message(0, "[#Tune] SET NPC 'AVOIDANCE' stat value = [ %i ]", loop_add_avoid + defender->CastToNPC()->GetAvoidanceRating());
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
else if (defender->IsClient()) {
|
|
Message(0, "[#Tune] Recommended CLIENT AVOIDANCE ADJUSTMENT of ( %i ) on ' %s ' will result in ' %s ' having a ( %.0f pct) hit chance.", loop_add_avoid, defender->GetCleanName(), attacker->GetCleanName(), hit_chance);
|
|
|
|
int final_avoidance = TuneGetAvoidance(defender, attacker, 0, loop_add_avoid);
|
|
int evasion_bonus = TuneCalcEvasionBonus(final_avoidance, base_avoidance);
|
|
|
|
if (loop_add_avoid >= 0) {
|
|
Message(0, "[#Tune] OPTION1: MODIFY Client Heroic AGI or Avoidance Mod2 stat by [+ %i ]", loop_add_avoid);
|
|
Message(0, "[#Tune] OPTION2: Give CLIENT an evasion bonus using SPA 172 Evasion SE_AvoidMeleeChance from (spells/items/aa) of [+ %i pct ]", evasion_bonus);
|
|
|
|
}
|
|
else {
|
|
Message(0, "[#Tune] OPTION1: MODIFY Client Heroic AGI or Avoidance Mod2 stat by [ %i ]", loop_add_avoid);
|
|
Message(0, "[#Tune] OPTION2: Give CLIENT an evasion bonus using SPA 172 Evasion SE_AvoidMeleeChance from (spells/items/aa) of [ %i pct ]", evasion_bonus);
|
|
}
|
|
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
loop_add_avoid = loop_add_avoid + interval;
|
|
}
|
|
|
|
Message(0, "###################ABORT#######################");
|
|
Message(0, "[#Tune] Error: Unable to find desired result for ( %.0f pct) - Increase interval (%i) AND/OR max loop value (%i) and run again.", hit_chance, interval, max_loop);
|
|
Message(0, "[#Tune] Parse ended at AVOIDANCE ADJUSTMENT ( %i ) on ' %s ' will result in ' %s ' having a ( %.0f pct) hit chance.", loop_add_avoid, defender->GetCleanName(), hit_chance, attacker->GetCleanName());
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
|
|
void Mob::TuneGetAccuracyByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoidance_override, int Msg)
|
|
{
|
|
Message(0, " ");
|
|
if (hit_chance > 100 || hit_chance < 0) {
|
|
Message(0, "[#Tune] - Processing... Abort! Hit Chance value out of range ( %.0f ) pct. Must be between 0-100.", hit_chance);
|
|
return;
|
|
}
|
|
if (!defender) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Defender found.");
|
|
return;
|
|
}
|
|
if (!attacker) {
|
|
Message(0, "[#Tune] - Processing... Abort! No Attacker found.");
|
|
return;
|
|
}
|
|
if (defender->GetID() == attacker->GetID()) {
|
|
Message(0, "[#Tune] - Processing... Abort! Error Attacker can not be the Defender.");
|
|
return;
|
|
}
|
|
|
|
int loop_add_accuracy = 0;
|
|
float tmp_hit_chance = 0.0f;
|
|
bool end = false;
|
|
|
|
tmp_hit_chance = TuneGetHitChance(defender, attacker, avoidance_override);
|
|
|
|
Message(0, "###################START###################");
|
|
Message(0, "[#Tune] DEFENDER Name: %s", defender->GetCleanName());
|
|
Message(0, "[#Tune] DEFENDER Chance to be missed: %.0f pct", (100.0f - round(tmp_hit_chance)));
|
|
Message(0, "[#Tune] DEFENDER Avoidance: %i ", TuneGetAvoidance(defender, attacker, avoidance_override));
|
|
Message(0, "[#Tune] ATTACKER Name: %s", attacker->GetCleanName());
|
|
Message(0, "[#Tune] ATTACKER Chance to hit: %.0f pct", round(tmp_hit_chance));
|
|
Message(0, "[#Tune] ATTACKER Accuracy: %i ", TuneGetAccuracy(defender, attacker));
|
|
Message(0, "##########################################");
|
|
Message(0, "[#Tune] Begin Parse [Interval %i Max Loop Iterations %i]", interval, max_loop);
|
|
|
|
|
|
if (tmp_hit_chance > hit_chance) {
|
|
interval = interval * -1;
|
|
Message(0, "[#Tune] NOTE: Attackers 'ACCURACY' must be LOWERED due to attackers ( %.0f pct ) chance to hit being less than the desired ( %.0f pct )", tmp_hit_chance, hit_chance);
|
|
}
|
|
|
|
Message(0, "[#Tune] - Processing... Find Accuracy needed on attacker for a ( %.0f pct ) hit chance on defender. Base attacker hit chance ( %.0f pct ). ", hit_chance, tmp_hit_chance);
|
|
|
|
for (int j = 0; j < max_loop; j++)
|
|
{
|
|
tmp_hit_chance = TuneGetHitChance(defender, attacker, avoidance_override, 0, 0, loop_add_accuracy);
|
|
|
|
if (Msg >= 3)
|
|
{
|
|
Message(0, "[#Tune] - Processing... [%i] ACCURACY %i | Hit Chance %.2f ", j, loop_add_accuracy, tmp_hit_chance);
|
|
}
|
|
|
|
if (interval > 0 && tmp_hit_chance >= hit_chance)
|
|
{
|
|
end = true;
|
|
}
|
|
|
|
else if (interval < 0 && tmp_hit_chance <= hit_chance)
|
|
{
|
|
end = true;
|
|
}
|
|
|
|
if (end) {
|
|
|
|
Message(0, "###################RESULTS###################");
|
|
|
|
if (avoidance_override) {
|
|
Message(0, "[#Tune] AVOIDANCE STAT OVERRRIDE. This is the amount of ACCURACY adjustment needed if this defender had ( %i ) raw AVOIDANCE stat", avoidance_override);
|
|
}
|
|
|
|
if (attacker->IsNPC()) {
|
|
Message(0, "[#Tune] Recommended NPC ACCURACY ADJUSTMENT of ( %i ) on ' %s ' will result in ( %.0f pct ) chance to hit ' %s '.", loop_add_accuracy, attacker->GetCleanName(), hit_chance, defender->GetCleanName());
|
|
Message(0, "[#Tune] SET NPC 'ACCURACY' stat value = [ %i ]", loop_add_accuracy + attacker->CastToNPC()->GetAccuracyRating());
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
else if (attacker->IsClient()) {
|
|
Message(0, "[#Tune] Recommended CLIENT ACCURACY ADJUSTMENT of ( %i ) on %s ' will result in ( %.0f pct ) chance to hit ' %s '.", loop_add_accuracy, attacker->GetCleanName(), hit_chance, defender->GetCleanName());
|
|
|
|
if (loop_add_accuracy >= 0) {
|
|
Message(0, "[#Tune] MODIFY Client Accuracy Mod2 stat or SPA 216 Melee Accuracy (spells/items/aa) [+ %i ]", loop_add_accuracy);
|
|
|
|
}
|
|
else {
|
|
Message(0, "[#Tune] Give Client Accuracy Mod2 stat or SPA 216 Melee Accuracy (spells/items/aa) of [ %i ]", loop_add_accuracy);
|
|
}
|
|
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
loop_add_accuracy = loop_add_accuracy + interval;
|
|
}
|
|
|
|
Message(0, "###################ABORT#######################");
|
|
Message(0, "[#Tune] Error: Unable to find desired result for ( %.0f pct) - Increase interval (%i) AND/OR max loop value (%i) and run again.", hit_chance, interval, max_loop);
|
|
Message(0, "[#Tune] Parse ended at ACCURACY ADJUSTMENT of ( %i ) on ' %s ' will result in ( %.0f pct ) chance to hit ' %s '.", loop_add_accuracy, attacker->GetCleanName(), hit_chance, defender->GetCleanName());
|
|
Message(0, "###################COMPLETE###################");
|
|
}
|
|
|
|
/*
|
|
Tune support functions
|
|
*/
|
|
|
|
int64 Mob::TuneClientGetMeanDamage(Mob* other, int ac_override, int atk_override, int add_ac, int add_atk)
|
|
{
|
|
uint32 total_damage = 0;
|
|
int loop_max = 1000;
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
if (IsClient()) {
|
|
total_damage += TuneClientAttack(other, true, true, 10000, ac_override, atk_override, add_ac, add_atk);
|
|
}
|
|
else {
|
|
total_damage += TuneNPCAttack(other, true, true, 10000, ac_override, atk_override, add_ac, add_atk);
|
|
}
|
|
}
|
|
|
|
return(total_damage / loop_max);
|
|
}
|
|
|
|
int64 Mob::TuneClientGetMaxDamage(Mob* other)
|
|
{
|
|
uint32 max_hit = 0;
|
|
uint32 current_hit = 0;
|
|
int loop_max = 1000;
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
if (IsClient()) {
|
|
current_hit = TuneClientAttack(other, true, true, 10000, 1, 10000);
|
|
}
|
|
else {
|
|
current_hit = TuneNPCAttack(other, true, true, 10000, 1, 10000);
|
|
}
|
|
|
|
if (current_hit > max_hit) {
|
|
max_hit = current_hit;
|
|
}
|
|
}
|
|
return(max_hit);
|
|
}
|
|
|
|
int64 Mob::TuneClientGetMinDamage(Mob* other, int max_hit)
|
|
{
|
|
uint32 min_hit = max_hit;
|
|
uint32 current_hit = 0;
|
|
int loop_max = 1000;
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
if (IsClient()) {
|
|
current_hit = TuneClientAttack(other, true, true, 10000, 10000, 1);
|
|
}
|
|
else {
|
|
current_hit = TuneNPCAttack(other, true, true, 10000, 10000, 1);
|
|
}
|
|
|
|
if (current_hit < min_hit) {
|
|
min_hit = current_hit;
|
|
}
|
|
}
|
|
return(min_hit);
|
|
}
|
|
|
|
float Mob::TuneGetACMitigationPct(Mob* defender, Mob *attacker) {
|
|
|
|
int max_damage = 0;
|
|
int min_damage = 0;
|
|
|
|
max_damage = attacker->TuneClientGetMaxDamage(defender);
|
|
min_damage = attacker->TuneClientGetMinDamage(defender, max_damage);
|
|
|
|
if (!max_damage)
|
|
{
|
|
Message(0, "[#Tune] Calculation Failure. Error: [Mob::TuneGetACMitigationPct] No max damage found");
|
|
return max_damage;
|
|
}
|
|
|
|
int mean_dmg = attacker->TuneClientGetMeanDamage(defender);
|
|
float tmp_pct_mitigated = 100.0f - (static_cast<float>(mean_dmg) * 100.0f / static_cast<float>(max_damage));
|
|
|
|
return tmp_pct_mitigated;
|
|
}
|
|
|
|
int64 Mob::TuneGetOffense(Mob* defender, Mob *attacker, int atk_override)
|
|
{
|
|
int offense_rating = 0;
|
|
if (attacker->IsClient()) {
|
|
offense_rating = attacker->TuneClientAttack(defender, true, true, 0, 0, atk_override, 0, 0, true);
|
|
}
|
|
else {
|
|
offense_rating = attacker->TuneNPCAttack(defender, true, true, 0, 0, atk_override, 0, 0, true);
|
|
}
|
|
return offense_rating;
|
|
}
|
|
|
|
int64 Mob::TuneGetAccuracy(Mob* defender, Mob *attacker, int accuracy_override, int add_accuracy)
|
|
{
|
|
int accuracy = 0;
|
|
if (attacker->IsClient()) {
|
|
accuracy = attacker->TuneClientAttack(defender, true, true, 0, 0, 0, 0, 0, false, true,0,accuracy_override,0,add_accuracy);
|
|
}
|
|
else {
|
|
accuracy = attacker->TuneNPCAttack(defender, true, true, 0, 0, 0, 0, 0, false, true, 0, accuracy_override, 0, add_accuracy);
|
|
}
|
|
return accuracy;
|
|
}
|
|
|
|
int64 Mob::TuneGetAvoidance(Mob* defender, Mob *attacker, int avoidance_override, int add_avoidance)
|
|
{
|
|
return defender->TuneGetTotalDefense(avoidance_override, add_avoidance);
|
|
}
|
|
|
|
float Mob::TuneGetHitChance(Mob* defender, Mob *attacker, int avoidance_override, int accuracy_override, int add_avoidance, int add_accuracy)
|
|
{
|
|
uint32 hit_count = 0;
|
|
uint32 current_hit = 0;
|
|
|
|
int loop_max = 2000;
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
if (attacker->IsClient()) {
|
|
current_hit = attacker->TuneClientAttack(defender, true, false, 0, 0, 0, 0, 0, false, false, avoidance_override, accuracy_override, add_avoidance, add_accuracy);
|
|
}
|
|
else {
|
|
current_hit = attacker->TuneNPCAttack(defender, true, false, 0, 0, 0, 0, 0, false, false, avoidance_override, accuracy_override, add_avoidance, add_accuracy);
|
|
}
|
|
|
|
if (current_hit > 0) {
|
|
hit_count++;
|
|
}
|
|
}
|
|
float chance = (static_cast<float>(hit_count) / 2000.0f) * 100.0f;
|
|
return chance;
|
|
}
|
|
|
|
float Mob::TuneGetAvoidMeleeChance(Mob* defender, Mob *attacker, int type)
|
|
{
|
|
uint32 current_hit = 0;
|
|
uint32 hit_count = 0;
|
|
|
|
/*
|
|
-1 - block
|
|
-2 - parry
|
|
-3 - riposte
|
|
-4 - dodge
|
|
*/
|
|
int loop_max = 3000;
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
if (attacker->IsClient()) {
|
|
current_hit = attacker->TuneClientAttack(defender, false, true, 0);
|
|
}
|
|
else {
|
|
current_hit = attacker->TuneNPCAttack(defender, false, true, 0);
|
|
}
|
|
|
|
if (current_hit == type) {
|
|
hit_count++;
|
|
}
|
|
}
|
|
float chance = (static_cast<float>(hit_count) / 3000.0f) * 100.0f;
|
|
return chance;
|
|
}
|
|
|
|
int64 Mob::TuneCalcEvasionBonus(int final_avoidance, int base_avoidance) {
|
|
|
|
/*
|
|
float eb = static_cast<float>(final_avoidance) / static_cast<float>(base_avoidance);
|
|
Shout(" eb %.2f ", eb);
|
|
eb = eb * 100.f;
|
|
Shout(" eb %.2f ", eb);
|
|
eb = eb - 100.0f;
|
|
Shout(" eb %.2f ", eb);
|
|
return eb;
|
|
*/
|
|
|
|
int loop_max = 5000;
|
|
int evasion_bonus = 10;
|
|
int current_avoidance = 0;
|
|
|
|
int interval = 1;
|
|
|
|
if (base_avoidance > final_avoidance)
|
|
{
|
|
interval = interval * -1;
|
|
}
|
|
|
|
for (int i = 0; i < loop_max; i++)
|
|
{
|
|
current_avoidance = (base_avoidance * (100 + evasion_bonus)) / 100;
|
|
|
|
if (interval > 0 && current_avoidance >= final_avoidance)
|
|
{
|
|
return evasion_bonus;
|
|
}
|
|
else if (interval < 0 && current_avoidance <= final_avoidance)
|
|
{
|
|
return evasion_bonus;
|
|
}
|
|
evasion_bonus = evasion_bonus + interval;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
Calculate from modified attack.cpp functions.
|
|
*/
|
|
|
|
int64 Mob::TuneNPCAttack(Mob* other, bool no_avoid, bool no_hit_chance, int hit_chance_bonus, int ac_override, int atk_override, int add_ac, int add_atk, bool get_offense, bool get_accuracy,
|
|
int avoidance_override, int accuracy_override, int add_avoidance, int add_accuracy)
|
|
{
|
|
if (!IsNPC()) {
|
|
Message(Chat::Red, "#Tune Failure: A null NON NPC object was passed to TuneNPCAttack() for evaluation!");
|
|
return false;
|
|
}
|
|
|
|
if (!other) {
|
|
Message(Chat::Red, "#Tune Failure: A null Mob object was passed to TuneNPCAttack() for evaluation!");
|
|
return false;
|
|
}
|
|
|
|
//Check that we can attack before we calc heading and face our target
|
|
if (!IsAttackAllowed(other)) {
|
|
Message(Chat::Red, "#Tune Failure: This NPC can not attack this target!");
|
|
return false;
|
|
}
|
|
|
|
DamageHitInfo my_hit;
|
|
my_hit.skill = EQ::skills::SkillHandtoHand;
|
|
my_hit.hand = EQ::invslot::slotPrimary;
|
|
my_hit.damage_done = 1;
|
|
|
|
my_hit.skill = static_cast<EQ::skills::SkillType>(CastToNPC()->GetPrimSkill());
|
|
OffHandAtk(false);
|
|
|
|
uint8 otherlevel = other->GetLevel();
|
|
uint8 mylevel = GetLevel();
|
|
|
|
otherlevel = otherlevel ? otherlevel : 1;
|
|
mylevel = mylevel ? mylevel : 1;
|
|
|
|
my_hit.base_damage = CastToNPC()->GetBaseDamage();
|
|
my_hit.min_damage = CastToNPC()->GetMinDamage();
|
|
//int32 hate = my_hit.base_damage + my_hit.min_damage;
|
|
|
|
my_hit.offense = Tuneoffense(my_hit.skill, atk_override, add_atk);
|
|
if (get_offense) {
|
|
return my_hit.offense;
|
|
}
|
|
my_hit.tohit = TuneGetTotalToHit(my_hit.skill, hit_chance_bonus, accuracy_override, add_accuracy);
|
|
if (get_accuracy) {
|
|
return my_hit.tohit;
|
|
}
|
|
|
|
TuneDoAttack(other, my_hit, nullptr, no_avoid, no_hit_chance, ac_override, add_ac, avoidance_override, accuracy_override, add_avoidance, add_accuracy);
|
|
|
|
LogCombat("Final damage against [{}]: [{}]", other->GetName(), my_hit.damage_done);
|
|
if (other->IsClient() && IsPet() && GetOwner()->IsOfClientBot()) {
|
|
//pets do half damage to clients in pvp
|
|
my_hit.damage_done /= 2;
|
|
if (my_hit.damage_done < 1)
|
|
my_hit.damage_done = 1;
|
|
}
|
|
|
|
return my_hit.damage_done;
|
|
}
|
|
|
|
int64 Mob::TuneClientAttack(Mob* other, bool no_avoid, bool no_hit_chance, int hit_chance_bonus, int ac_override, int atk_override, int add_ac, int add_atk, bool get_offense, bool get_accuracy,
|
|
int avoidance_override, int accuracy_override, int add_avoidance, int add_accuracy)
|
|
{
|
|
if (!IsClient()) {
|
|
Message(Chat::Red, "#Tune Failure: A null NON CLIENT object was passed to TuneClientAttack() for evaluation!");
|
|
return false;
|
|
}
|
|
|
|
if (!other) {
|
|
Message(Chat::Red, "#Tune Failure: A null Mob object was passed to TuneClientAttack() for evaluation!");
|
|
return false;
|
|
}
|
|
|
|
int Hand = EQ::invslot::slotPrimary;
|
|
|
|
EQ::ItemInstance* weapon = nullptr;
|
|
weapon = CastToClient()->GetInv().GetItem(EQ::invslot::slotPrimary);
|
|
OffHandAtk(false);
|
|
|
|
if (weapon != nullptr) {
|
|
if (!weapon->IsWeapon()) {
|
|
Message(Chat::Red, "#Tune Failure: Attack cancelled, Item %s is not a weapon!", weapon->GetItem()->Name);
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
DamageHitInfo my_hit;
|
|
my_hit.skill = TuneAttackAnimation(Hand, weapon);
|
|
|
|
// Now figure out damage
|
|
my_hit.damage_done = 1;
|
|
my_hit.min_damage = 0;
|
|
int64 hate = 0;
|
|
if (weapon)
|
|
hate = (weapon->GetItem()->Damage + weapon->GetItem()->ElemDmgAmt);
|
|
|
|
my_hit.base_damage = GetWeaponDamage(other, weapon, &hate);
|
|
if (hate == 0 && my_hit.base_damage > 1)
|
|
hate = my_hit.base_damage;
|
|
|
|
//if weapon damage > 0 then we know we can hit the target with this weapon
|
|
//otherwise we cannot and we set the damage to -5 later on
|
|
if (my_hit.base_damage > 0) {
|
|
// if we revamp this function be more general, we will have to make sure this isn't
|
|
// executed for anything BUT normal melee damage weapons from auto attack
|
|
if (Hand == EQ::invslot::slotPrimary || Hand == EQ::invslot::slotSecondary)
|
|
my_hit.base_damage = CastToClient()->DoDamageCaps(my_hit.base_damage);
|
|
auto shield_inc = spellbonuses.ShieldEquipDmgMod + itembonuses.ShieldEquipDmgMod + aabonuses.ShieldEquipDmgMod;
|
|
if (shield_inc > 0 && HasShieldEquipped() && Hand == EQ::invslot::slotPrimary) {
|
|
my_hit.base_damage = my_hit.base_damage * (100 + shield_inc) / 100;
|
|
hate = hate * (100 + shield_inc) / 100;
|
|
}
|
|
|
|
// ***************************************************************
|
|
// *** Calculate the damage bonus, if applicable, for this hit ***
|
|
// ***************************************************************
|
|
|
|
int ucDamageBonus = 0;
|
|
|
|
if (Hand == EQ::invslot::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
|
|
{
|
|
// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
|
|
// who belong to a melee class. If we're here, then all of these conditions apply.
|
|
|
|
ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQ::ItemData*) nullptr);
|
|
|
|
my_hit.min_damage = ucDamageBonus;
|
|
hate += ucDamageBonus;
|
|
}
|
|
|
|
my_hit.offense = Tuneoffense(my_hit.skill, atk_override, add_atk); // we need this a few times
|
|
if (get_offense) {
|
|
return my_hit.offense;
|
|
}
|
|
my_hit.hand = Hand;
|
|
|
|
my_hit.tohit = TuneGetTotalToHit(my_hit.skill, hit_chance_bonus, accuracy_override, add_accuracy);
|
|
if (get_accuracy) {
|
|
return my_hit.tohit;
|
|
}
|
|
TuneDoAttack(other, my_hit, nullptr, no_avoid, no_hit_chance, ac_override, add_ac, avoidance_override, accuracy_override, add_avoidance, add_accuracy);
|
|
}
|
|
else {
|
|
my_hit.damage_done = DMG_INVULNERABLE;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////
|
|
////// Send Attack Damage
|
|
///////////////////////////////////////////////////////////
|
|
|
|
//other->Damage(this, my_hit.damage_done, SPELL_UNKNOWN, my_hit.skill, true, -1, false, m_specialattacks);
|
|
|
|
return my_hit.damage_done;
|
|
}
|
|
|
|
void Mob::TuneDoAttack(Mob *other, DamageHitInfo &hit, ExtraAttackOptions *opts, bool no_avoid, bool no_hit_chance, int ac_override, int add_ac,
|
|
int avoidance_override, int accuracy_override, int add_avoidance, int add_accuracy)
|
|
{
|
|
if (!other)
|
|
return;
|
|
LogCombat("[{}]::DoAttack vs [{}] base [{}] min [{}] offense [{}] tohit [{}] skill [{}]", GetName(),
|
|
other->GetName(), hit.base_damage, hit.min_damage, hit.offense, hit.tohit, hit.skill);
|
|
|
|
// check to see if we hit..
|
|
if (no_avoid || (!no_avoid && other->AvoidDamage(this, hit))) {
|
|
int strike_through = itembonuses.StrikeThrough + spellbonuses.StrikeThrough + aabonuses.StrikeThrough;
|
|
if (strike_through && zone->random.Roll(strike_through)) {
|
|
MessageString(Chat::StrikeThrough,
|
|
STRIKETHROUGH_STRING); // You strike through your opponents defenses!
|
|
hit.damage_done = 1; // set to one, we will check this to continue
|
|
}
|
|
// I'm pretty sure you can riposte a riposte
|
|
if (hit.damage_done == DMG_RIPOSTED) {
|
|
//DoRiposte(other); //Disabled for TUNE
|
|
//if (IsDead())
|
|
return;
|
|
}
|
|
LogCombat("Avoided/strikethrough damage with code [{}]", hit.damage_done);
|
|
}
|
|
|
|
if (hit.damage_done >= 0) {
|
|
if (no_hit_chance || (!no_hit_chance && other->TuneCheckHitChance(this, hit, avoidance_override, add_avoidance))) {
|
|
other->TuneMeleeMitigation(this, hit, ac_override, add_ac);
|
|
if (hit.damage_done > 0) {
|
|
ApplyDamageTable(hit);
|
|
TuneCommonOutgoingHitSuccess(other, hit, opts);
|
|
}
|
|
LogCombat("Final damage after all reductions: [{}]", hit.damage_done);
|
|
}
|
|
else {
|
|
LogCombat("Attack missed. Damage set to 0");
|
|
hit.damage_done = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mob::TuneMeleeMitigation(Mob *attacker, DamageHitInfo &hit, int ac_override, int add_ac)
|
|
{
|
|
if (hit.damage_done < 0 || hit.base_damage == 0)
|
|
return;
|
|
|
|
Mob* defender = this;
|
|
//auto mitigation = defender->GetMitigationAC();
|
|
auto mitigation = defender->TuneACSum(false, ac_override, add_ac);
|
|
if (IsClient() && attacker->IsClient())
|
|
mitigation = mitigation * 80 / 100; // 2004 PvP changes
|
|
|
|
auto roll = RollD20(hit.offense, mitigation);
|
|
|
|
// Add bonus to roll if level difference is sufficient
|
|
const int level_diff = attacker->GetLevel() - GetLevel();
|
|
const int level_diff_roll_check = RuleI(Combat, LevelDifferenceRollCheck);
|
|
|
|
if (level_diff_roll_check >= 0) {
|
|
if (level_diff > level_diff_roll_check) {
|
|
roll += RuleR(Combat, LevelDifferenceRollBonus);
|
|
|
|
if (roll > 2.0f) {
|
|
roll = 2.0f;
|
|
}
|
|
} else if (level_diff < (-level_diff_roll_check)) {
|
|
roll -= RuleR(Combat, LevelDifferenceRollBonus);
|
|
|
|
if (roll < 0.1f) {
|
|
roll = 0.1f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// +0.5 for rounding, min to 1 dmg
|
|
hit.damage_done = std::max(static_cast<int>(roll * static_cast<double>(hit.base_damage) + 0.5), 1);
|
|
}
|
|
|
|
int64 Mob::TuneACSum(bool skip_caps, int ac_override, int add_ac)
|
|
{
|
|
int ac = 0; // this should be base AC whenever shrouds come around
|
|
ac += itembonuses.AC; // items + food + tribute
|
|
|
|
if (IsClient()) {
|
|
if (ac_override) {
|
|
ac = ac_override;
|
|
}
|
|
if (add_ac) {
|
|
ac += add_ac;
|
|
}
|
|
}
|
|
|
|
int shield_ac = 0;
|
|
if (HasShieldEquipped() && IsOfClientBot()) {
|
|
auto inst = (IsClient()) ? GetInv().GetItem(EQ::invslot::slotSecondary) : CastToBot()->GetBotItem(EQ::invslot::slotSecondary);
|
|
if (inst) {
|
|
if (inst->GetItemRecommendedLevel(true) <= GetLevel()) {
|
|
shield_ac = inst->GetItemArmorClass(true);
|
|
} else {
|
|
shield_ac = CalcRecommendedLevelBonus(GetLevel(), inst->GetItemRecommendedLevel(true),inst->GetItemArmorClass(true));
|
|
}
|
|
}
|
|
shield_ac += itembonuses.heroic_str_shield_ac;
|
|
}
|
|
// EQ math
|
|
ac = (ac * 4) / 3;
|
|
|
|
// anti-twink
|
|
if (!skip_caps && IsClient() && GetLevel() < RuleI(Combat, LevelToStopACTwinkControl))
|
|
ac = std::min(ac, 25 + 6 * GetLevel());
|
|
ac = std::max(0, ac + GetClassRaceACBonus());
|
|
|
|
if (IsNPC()) {
|
|
// This is the developer tweaked number
|
|
// for the VAST amount of NPCs in EQ this number didn't exceed 600 until recently (PoWar)
|
|
// According to the guild hall Combat Dummies, a level 50 classic EQ mob it should be ~115
|
|
// For a 60 PoP mob ~120, 70 OoW ~120
|
|
|
|
|
|
if (ac_override) {
|
|
ac += ac_override;
|
|
}
|
|
else {
|
|
ac += GetAC();
|
|
}
|
|
ac += add_ac;
|
|
|
|
ac += GetPetACBonusFromOwner();
|
|
auto spell_aa_ac = aabonuses.AC + spellbonuses.AC;
|
|
ac += GetSkill(EQ::skills::SkillDefense) / 5;
|
|
if (EQ::ValueWithin(static_cast<int>(GetClass()), Class::Necromancer, Class::Enchanter))
|
|
ac += spell_aa_ac / 3;
|
|
else
|
|
ac += spell_aa_ac / 4;
|
|
}
|
|
else { // TODO: so we can't set NPC skills ... so the skill bonus ends up being HUGE so lets nerf them a bit
|
|
auto spell_aa_ac = aabonuses.AC + spellbonuses.AC;
|
|
if (EQ::ValueWithin(static_cast<int>(GetClass()), Class::Necromancer, Class::Enchanter))
|
|
ac += GetSkill(EQ::skills::SkillDefense) / 2 + spell_aa_ac / 3;
|
|
else
|
|
ac += GetSkill(EQ::skills::SkillDefense) / 3 + spell_aa_ac / 4;
|
|
}
|
|
|
|
if (GetAGI() > 70)
|
|
ac += GetAGI() / 20;
|
|
if (ac < 0)
|
|
ac = 0;
|
|
|
|
if (!skip_caps && (IsClient())) {
|
|
auto softcap = GetACSoftcap();
|
|
auto returns = GetSoftcapReturns();
|
|
int total_aclimitmod = aabonuses.CombatStability + itembonuses.CombatStability + spellbonuses.CombatStability;
|
|
if (total_aclimitmod)
|
|
softcap = (softcap * (100 + total_aclimitmod)) / 100;
|
|
softcap += shield_ac;
|
|
if (ac > softcap) {
|
|
auto over_cap = ac - softcap;
|
|
ac = softcap + (over_cap * returns);
|
|
}
|
|
}
|
|
return ac;
|
|
}
|
|
|
|
int64 Mob::Tuneoffense(EQ::skills::SkillType skill, int atk_override, int add_atk)
|
|
{
|
|
int offense = GetSkill(skill);
|
|
int stat_bonus = GetSTR();
|
|
|
|
switch (skill) {
|
|
case EQ::skills::SkillArchery:
|
|
case EQ::skills::SkillThrowing:
|
|
stat_bonus = GetDEX();
|
|
break;
|
|
|
|
// Mobs with no weapons default to H2H.
|
|
// Since H2H is capped at 100 for many many classes,
|
|
// lets not handicap mobs based on not spawning with a
|
|
// weapon.
|
|
//
|
|
// Maybe we tweak this if Disarm is actually implemented.
|
|
|
|
case EQ::skills::SkillHandtoHand:
|
|
offense = GetBestMeleeSkill();
|
|
break;
|
|
}
|
|
|
|
if (stat_bonus >= 75) {
|
|
offense += (2 * stat_bonus - 150) / 3;
|
|
}
|
|
|
|
int32 tune_atk = GetATK();
|
|
|
|
// GetATK() = ATK + itembonuses.ATK + spellbonuses.ATK. However, ATK appears to already be itembonuses.ATK + spellbonuses.ATK for PCs, so as is, it is double counting attack
|
|
// This causes attack to be significantly more important than it should be based on era rule of thumbs. I do not want to change the GetATK() function in case doing so breaks something,
|
|
// so instead I am just adding a /2 to remedy the double counting. NPCs do not have this issue, so they are broken up.
|
|
// PCAttackPowerScaling is used to help bring attack power further in line with era estimates.
|
|
if (IsOfClientBotMerc()) {
|
|
offense += (GetATK() / 2 + GetPetATKBonusFromOwner()) * RuleI(Combat, PCAttackPowerScaling) / 100;
|
|
} else {
|
|
offense += GetATK();
|
|
}
|
|
|
|
if (atk_override) {
|
|
tune_atk = atk_override;
|
|
}
|
|
|
|
tune_atk += add_atk;
|
|
|
|
return offense;
|
|
}
|
|
|
|
EQ::skills::SkillType Mob::TuneAttackAnimation(int Hand, const EQ::ItemInstance* weapon, EQ::skills::SkillType skillinuse)
|
|
{
|
|
// Determine animation
|
|
int type = 0;
|
|
if (weapon && weapon->IsClassCommon()) {
|
|
const EQ::ItemData* item = weapon->GetItem();
|
|
|
|
switch (item->ItemType) {
|
|
case EQ::item::ItemType1HSlash: // 1H Slashing
|
|
skillinuse = EQ::skills::Skill1HSlashing;
|
|
type = anim1HWeapon;
|
|
break;
|
|
case EQ::item::ItemType2HSlash: // 2H Slashing
|
|
skillinuse = EQ::skills::Skill2HSlashing;
|
|
type = anim2HSlashing;
|
|
break;
|
|
case EQ::item::ItemType1HPiercing: // Piercing
|
|
skillinuse = EQ::skills::Skill1HPiercing;
|
|
type = anim1HPiercing;
|
|
break;
|
|
case EQ::item::ItemType1HBlunt: // 1H Blunt
|
|
skillinuse = EQ::skills::Skill1HBlunt;
|
|
type = anim1HWeapon;
|
|
break;
|
|
case EQ::item::ItemType2HBlunt: // 2H Blunt
|
|
skillinuse = EQ::skills::Skill2HBlunt;
|
|
type = RuleB(Combat, Classic2HBAnimation) ? anim2HWeapon : anim2HSlashing;
|
|
break;
|
|
case EQ::item::ItemType2HPiercing: // 2H Piercing
|
|
if (IsClient() && CastToClient()->ClientVersion() < EQ::versions::ClientVersion::RoF2)
|
|
skillinuse = EQ::skills::Skill1HPiercing;
|
|
else
|
|
skillinuse = EQ::skills::Skill2HPiercing;
|
|
type = anim2HWeapon;
|
|
break;
|
|
case EQ::item::ItemTypeMartial:
|
|
skillinuse = EQ::skills::SkillHandtoHand;
|
|
type = animHand2Hand;
|
|
break;
|
|
default:
|
|
skillinuse = EQ::skills::SkillHandtoHand;
|
|
type = animHand2Hand;
|
|
break;
|
|
}// switch
|
|
}
|
|
else if (IsNPC()) {
|
|
switch (skillinuse) {
|
|
case EQ::skills::Skill1HSlashing: // 1H Slashing
|
|
type = anim1HWeapon;
|
|
break;
|
|
case EQ::skills::Skill2HSlashing: // 2H Slashing
|
|
type = anim2HSlashing;
|
|
break;
|
|
case EQ::skills::Skill1HPiercing: // Piercing
|
|
type = anim1HPiercing;
|
|
break;
|
|
case EQ::skills::Skill1HBlunt: // 1H Blunt
|
|
type = anim1HWeapon;
|
|
break;
|
|
case EQ::skills::Skill2HBlunt: // 2H Blunt
|
|
type = anim2HSlashing; //anim2HWeapon
|
|
break;
|
|
case EQ::skills::Skill2HPiercing: // 2H Piercing
|
|
type = anim2HWeapon;
|
|
break;
|
|
case EQ::skills::SkillHandtoHand:
|
|
type = animHand2Hand;
|
|
break;
|
|
default:
|
|
type = animHand2Hand;
|
|
break;
|
|
}// switch
|
|
}
|
|
else {
|
|
skillinuse = EQ::skills::SkillHandtoHand;
|
|
type = animHand2Hand;
|
|
}
|
|
|
|
// If we're attacking with the secondary hand, play the dual wield anim
|
|
if (Hand == EQ::invslot::slotSecondary) // DW anim
|
|
type = animDualWield;
|
|
|
|
return skillinuse;
|
|
}
|
|
|
|
int64 Mob::Tunecompute_tohit(EQ::skills::SkillType skillinuse, int accuracy_override, int add_accuracy)
|
|
{
|
|
int tohit = GetSkill(EQ::skills::SkillOffense) + 7;
|
|
tohit += GetSkill(skillinuse);
|
|
if (IsNPC()) {
|
|
if (accuracy_override) {
|
|
tohit += accuracy_override;
|
|
}
|
|
else {
|
|
tohit += CastToNPC()->GetAccuracyRating();
|
|
}
|
|
tohit += add_accuracy;
|
|
}
|
|
if (IsClient()) {
|
|
double reduction = CastToClient()->GetIntoxication() / 2.0;
|
|
if (reduction > 20.0) {
|
|
reduction = std::min((110 - reduction) / 100.0, 1.0);
|
|
tohit = reduction * static_cast<double>(tohit);
|
|
}
|
|
else if (IsBerserk()) {
|
|
tohit += (GetLevel() * 2) / 5;
|
|
}
|
|
}
|
|
return std::max(tohit, 1);
|
|
}
|
|
|
|
// return -1 in cases that always hit
|
|
int64 Mob::TuneGetTotalToHit(EQ::skills::SkillType skill, int chance_mod, int accuracy_override, int add_accuracy)
|
|
{
|
|
if (chance_mod >= 10000) // override for stuff like SE_SkillAttack
|
|
return -1;
|
|
|
|
// calculate attacker's accuracy
|
|
auto accuracy = Tunecompute_tohit(skill, accuracy_override, add_accuracy) + 10; // add 10 in case the NPC's stats are fucked
|
|
if (chance_mod > 0) // multiplier
|
|
accuracy *= chance_mod;
|
|
|
|
// Torven parsed an apparent constant of 1.2 somewhere in here * 6 / 5 looks eqmathy to me!
|
|
// new test clients have 121 / 100
|
|
accuracy = (accuracy * 121) / 100;
|
|
|
|
// unsure on the stacking order of these effects, rather hard to parse
|
|
// item mod2 accuracy isn't applied to range? Theory crafting and parses back it up I guess
|
|
// mod2 accuracy -- flat bonus
|
|
if (skill != EQ::skills::SkillArchery && skill != EQ::skills::SkillThrowing) {
|
|
accuracy += itembonuses.HitChance;
|
|
} else {
|
|
// Applying a scale factor as sources suggest Accuracy should reduce number of missing by 0.1% per point, so 150 = 15% reduction in misses.
|
|
// Based on my calculator 150 Accuracy was reducing misses by too much (closer to 20%)
|
|
// NOTE: This doesn't mean if you have a 30% miss chance you now miss 15%. It means if you have a 30% miss chance you now have a 30% * (100% - 15%) = 30% * 85% = 25.5% miss chance
|
|
// Using same scale factor for Avoidance and Accuracy since they impact the formula about the same.
|
|
accuracy += itembonuses.HitChance * RuleI(Combat, PCAccuracyAvoidanceMod2Scale) / 100;
|
|
}
|
|
|
|
//518 Increase ATK accuracy by percentage, stackable
|
|
auto atkhit_bonus = itembonuses.Attack_Accuracy_Max_Percent + aabonuses.Attack_Accuracy_Max_Percent + spellbonuses.Attack_Accuracy_Max_Percent;
|
|
if (atkhit_bonus)
|
|
accuracy += round(static_cast<double>(accuracy) * static_cast<double>(atkhit_bonus) * 0.0001);
|
|
|
|
// 216 Melee Accuracy Amt aka SE_Accuracy -- flat bonus
|
|
accuracy += itembonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
|
|
aabonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
|
|
spellbonuses.Accuracy[EQ::skills::HIGHEST_SKILL + 1] +
|
|
itembonuses.Accuracy[skill] +
|
|
aabonuses.Accuracy[skill] +
|
|
spellbonuses.Accuracy[skill];
|
|
|
|
if (IsClient()) {
|
|
if (accuracy_override) {
|
|
accuracy = accuracy_override;
|
|
}
|
|
accuracy += add_accuracy;
|
|
}
|
|
|
|
// auto hit discs (and looks like there are some autohit AAs)
|
|
if (spellbonuses.HitChanceEffect[skill] >= 10000 || aabonuses.HitChanceEffect[skill] >= 10000)
|
|
return -1;
|
|
|
|
if (spellbonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] >= 10000)
|
|
return -1;
|
|
|
|
// 184 Accuracy % aka SE_HitChance -- percentage increase
|
|
auto hit_bonus = itembonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] +
|
|
aabonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] +
|
|
spellbonuses.HitChanceEffect[EQ::skills::HIGHEST_SKILL + 1] +
|
|
itembonuses.HitChanceEffect[skill] +
|
|
aabonuses.HitChanceEffect[skill] +
|
|
spellbonuses.HitChanceEffect[skill];
|
|
|
|
if (skill == EQ::skills::SkillArchery) {
|
|
hit_bonus += spellbonuses.increase_archery + aabonuses.increase_archery + itembonuses.increase_archery;
|
|
hit_bonus -= hit_bonus * RuleR(Combat, ArcheryHitPenalty);
|
|
}
|
|
|
|
accuracy = (accuracy * (100 + hit_bonus)) / 100;
|
|
return accuracy;
|
|
}
|
|
|
|
// return -1 in cases that always miss
|
|
int64 Mob::TuneGetTotalDefense(int avoidance_override, int add_avoidance)
|
|
{
|
|
auto avoidance = Tunecompute_defense(avoidance_override, add_avoidance) + 10; // add 10 in case the NPC's stats are fucked
|
|
auto evasion_bonus = spellbonuses.AvoidMeleeChanceEffect; // we check this first since it has a special case
|
|
if (evasion_bonus >= 10000)
|
|
return -1;
|
|
|
|
// 515 SE_AC_Avoidance_Max_Percent
|
|
auto ac_aviodance_bonus = itembonuses.AC_Avoidance_Max_Percent + aabonuses.AC_Avoidance_Max_Percent + spellbonuses.AC_Avoidance_Max_Percent;
|
|
if (ac_aviodance_bonus)
|
|
avoidance += round(static_cast<double>(avoidance) * static_cast<double>(ac_aviodance_bonus) * 0.0001);
|
|
|
|
// 172 Evasion aka SE_AvoidMeleeChance
|
|
evasion_bonus += itembonuses.AvoidMeleeChanceEffect + aabonuses.AvoidMeleeChanceEffect; // item bonus here isn't mod2 avoidance
|
|
|
|
// 215 Pet Avoidance % aka SE_PetAvoidance
|
|
evasion_bonus += GetPetAvoidanceBonusFromOwner();
|
|
|
|
// Evasion is a percentage bonus according to AA descriptions
|
|
if (evasion_bonus)
|
|
avoidance = (avoidance * (100 + evasion_bonus)) / 100;
|
|
|
|
return avoidance;
|
|
}
|
|
|
|
int64 Mob::Tunecompute_defense(int avoidance_override, int add_avoidance)
|
|
{
|
|
int defense = GetSkill(EQ::skills::SkillDefense) * 400 / 225;
|
|
|
|
// In new code, AGI becomes a large contributor to avoidance at low levels, since AGI isn't capped by Level but Defense is
|
|
// A scale factor is implemented for PCs to reduce the effect of AGI at low levels. This isn't applied to NPCs since they can be
|
|
// easily controlled via the Database.
|
|
if (RuleB(Combat, LegacyComputeDefense)) {
|
|
int agi_scale_factor = 1000;
|
|
|
|
if (IsOfClientBot()) {
|
|
agi_scale_factor = std::min(1000, static_cast<int>(GetLevel()) * 1000 / 70); // Scales Agi Contribution for PC's Level, max Contribution at Level 70
|
|
}
|
|
|
|
defense += agi_scale_factor * (800 * (GetAGI() - 40)) / 3600 / 1000;
|
|
|
|
if (IsOfClientBot()) {
|
|
defense += GetHeroicAGI() / 10;
|
|
}
|
|
|
|
defense += itembonuses.AvoidMeleeChance * RuleI(Combat, PCAccuracyAvoidanceMod2Scale) / 100; // item mod2
|
|
} else {
|
|
defense += (8000 * (GetAGI() - 40)) / 36000;
|
|
|
|
if (IsOfClientBot()) {
|
|
defense += itembonuses.heroic_agi_avoidance;
|
|
}
|
|
|
|
defense += itembonuses.AvoidMeleeChance; // item mod2
|
|
}
|
|
|
|
|
|
//516 SE_AC_Mitigation_Max_Percent
|
|
auto ac_bonus = itembonuses.AC_Mitigation_Max_Percent + aabonuses.AC_Mitigation_Max_Percent + spellbonuses.AC_Mitigation_Max_Percent;
|
|
if (ac_bonus) {
|
|
defense += round(static_cast<double>(defense) * static_cast<double>(ac_bonus) * 0.0001);
|
|
}
|
|
|
|
if (IsNPC()) {
|
|
defense += CastToNPC()->GetAvoidanceRating();
|
|
}
|
|
|
|
if (IsClient()) {
|
|
double reduction = CastToClient()->GetIntoxication() / 2.0;
|
|
if (reduction > 20.0) {
|
|
reduction = std::min((110 - reduction) / 100.0, 1.0);
|
|
defense = reduction * static_cast<double>(defense);
|
|
}
|
|
}
|
|
|
|
return std::max(1, defense);
|
|
}
|
|
|
|
// called when a mob is attacked, does the checks to see if it's a hit
|
|
// and does other mitigation checks. 'this' is the mob being attacked.
|
|
bool Mob::TuneCheckHitChance(Mob* other, DamageHitInfo &hit, int avoidance_override, int add_avoidance)
|
|
{
|
|
|
|
Mob *attacker = other;
|
|
Mob *defender = this;
|
|
|
|
if (defender->IsClient() && defender->CastToClient()->IsSitting())
|
|
return true;
|
|
|
|
auto avoidance = defender->TuneGetTotalDefense(avoidance_override, add_avoidance);
|
|
if (avoidance == -1) // some sort of auto avoid disc
|
|
return false;
|
|
|
|
auto accuracy = hit.tohit;
|
|
if (accuracy == -1)
|
|
return true;
|
|
|
|
// so now we roll!
|
|
// relevant dev quote:
|
|
// Then your chance to simply avoid the attack is checked (defender's avoidance roll beat the attacker's accuracy roll.)
|
|
int tohit_roll = zone->random.Roll0(accuracy);
|
|
int avoid_roll = zone->random.Roll0(avoidance);
|
|
|
|
// tie breaker? Don't want to be biased any one way
|
|
if (tohit_roll == avoid_roll)
|
|
return zone->random.Roll(50);
|
|
return tohit_roll > avoid_roll;
|
|
}
|
|
|
|
void Mob::TuneCommonOutgoingHitSuccess(Mob* defender, DamageHitInfo &hit, ExtraAttackOptions *opts)
|
|
{
|
|
if (!defender)
|
|
return;
|
|
|
|
#ifdef LUA_EQEMU
|
|
bool ignoreDefault = false;
|
|
LuaParser::Instance()->CommonOutgoingHitSuccess(this, defender, hit, opts, ignoreDefault);
|
|
|
|
if (ignoreDefault) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// BER weren't parsing the halving
|
|
if (hit.skill == EQ::skills::SkillArchery ||
|
|
(hit.skill == EQ::skills::SkillThrowing && GetClass() != Class::Berserker))
|
|
hit.damage_done /= 2;
|
|
|
|
if (hit.damage_done < 1)
|
|
hit.damage_done = 1;
|
|
|
|
if (hit.skill == EQ::skills::SkillArchery) {
|
|
int bonus = aabonuses.ArcheryDamageModifier + itembonuses.ArcheryDamageModifier + spellbonuses.ArcheryDamageModifier;
|
|
hit.damage_done += hit.damage_done * bonus / 100;
|
|
int headshot = TryHeadShot(defender, hit.skill);
|
|
if (headshot > 0) {
|
|
hit.damage_done = headshot;
|
|
}
|
|
else if (GetClass() == Class::Ranger && GetLevel() > 50) { // no double dmg on headshot
|
|
if ((defender->IsNPC() && !defender->IsMoving() && !defender->IsRooted()) || !RuleB(Combat, ArcheryBonusRequiresStationary)) {
|
|
hit.damage_done *= 2;
|
|
MessageString(Chat::MeleeCrit, BOW_DOUBLE_DAMAGE);
|
|
}
|
|
}
|
|
}
|
|
|
|
int extra_mincap = 0;
|
|
int min_mod = hit.base_damage * GetMeleeMinDamageMod_SE(hit.skill) / 100;
|
|
if (hit.skill == EQ::skills::SkillBackstab) {
|
|
extra_mincap = GetLevel() < 7 ? 7 : GetLevel();
|
|
if (GetLevel() >= 60)
|
|
extra_mincap = GetLevel() * 2;
|
|
else if (GetLevel() > 50)
|
|
extra_mincap = GetLevel() * 3 / 2;
|
|
if (IsSpecialAttack(eSpecialAttacks::ChaoticStab)) {
|
|
hit.damage_done = extra_mincap;
|
|
}
|
|
else {
|
|
int ass = TryAssassinate(defender, hit.skill);
|
|
if (ass > 0)
|
|
hit.damage_done = ass;
|
|
}
|
|
}
|
|
else if (hit.skill == EQ::skills::SkillFrenzy && GetClass() == Class::Berserker && GetLevel() > 50) {
|
|
extra_mincap = 4 * GetLevel() / 5;
|
|
}
|
|
|
|
// this has some weird ordering
|
|
// Seems the crit message is generated before some of them :P
|
|
|
|
// worn item +skill dmg, SPA 220, 418. Live has a normalized version that should be here too
|
|
hit.min_damage += GetSkillDmgAmt(hit.skill) + GetPositionalDmgAmt(defender);
|
|
|
|
// shielding mod2
|
|
if (defender->itembonuses.MeleeMitigation)
|
|
hit.min_damage -= hit.min_damage * defender->itembonuses.MeleeMitigation / 100;
|
|
|
|
ApplyMeleeDamageMods(hit.skill, hit.damage_done, defender, opts);
|
|
min_mod = std::max(min_mod, extra_mincap);
|
|
if (min_mod && hit.damage_done < min_mod) // SPA 186
|
|
hit.damage_done = min_mod;
|
|
|
|
hit.damage_done += hit.min_damage;
|
|
if (IsOfClientBot()) {
|
|
int extra = 0;
|
|
switch (hit.skill) {
|
|
case EQ::skills::SkillThrowing:
|
|
case EQ::skills::SkillArchery:
|
|
extra = itembonuses.heroic_dex_ranged_damage;
|
|
break;
|
|
default:
|
|
extra = itembonuses.heroic_str_melee_damage;
|
|
break;
|
|
}
|
|
hit.damage_done += extra;
|
|
}
|
|
|
|
// this appears where they do special attack dmg mods
|
|
int spec_mod = 0;
|
|
if (IsSpecialAttack(eSpecialAttacks::Rampage)) {
|
|
int mod = GetSpecialAbilityParam(SpecialAbility::Rampage, 2);
|
|
if (mod > 0)
|
|
spec_mod = mod;
|
|
if ((IsPet() || IsTempPet()) && IsPetOwnerOfClientBot()) {
|
|
//SE_PC_Pet_Rampage SPA 464 on pet, damage modifier
|
|
int spell_mod = spellbonuses.PC_Pet_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD] + itembonuses.PC_Pet_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD] + aabonuses.PC_Pet_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD];
|
|
if (spell_mod > spec_mod)
|
|
spec_mod = spell_mod;
|
|
}
|
|
}
|
|
else if (IsSpecialAttack(eSpecialAttacks::AERampage)) {
|
|
int mod = GetSpecialAbilityParam(SpecialAbility::AreaRampage, 2);
|
|
if (mod > 0)
|
|
spec_mod = mod;
|
|
if ((IsPet() || IsTempPet()) && IsPetOwnerOfClientBot()) {
|
|
//SE_PC_Pet_AE_Rampage SPA 465 on pet, damage modifier
|
|
int spell_mod = spellbonuses.PC_Pet_AE_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD] + itembonuses.PC_Pet_AE_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD] + aabonuses.PC_Pet_AE_Rampage[SBIndex::PET_RAMPAGE_DMG_MOD];
|
|
if (spell_mod > spec_mod)
|
|
spec_mod = spell_mod;
|
|
}
|
|
}
|
|
if (spec_mod > 0)
|
|
hit.damage_done = (hit.damage_done * spec_mod) / 100;
|
|
|
|
int pct_damage_reduction = defender->GetSkillDmgTaken(hit.skill, opts) + defender->GetPositionalDmgTaken(this);
|
|
|
|
hit.damage_done += (hit.damage_done * pct_damage_reduction / 100) + defender->GetPositionalDmgTakenAmt(this);
|
|
|
|
if (defender->GetShielderID()) {
|
|
DoShieldDamageOnShielder(defender, hit.damage_done, hit.skill);
|
|
hit.damage_done -= hit.damage_done * defender->GetShieldTargetMitigation() / 100; //Default shielded takes 50 pct damage
|
|
}
|
|
}
|