eqemu-server/zone/fearpath.cpp
Knightly 7ab909ee47 Standardize Licensing
- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE
- This is confirmed by the inclusion of libraries that are incompatible with GPLv2
- This is also confirmed by KLS and the agreement of KLS's predecessors
- Added GPLv3 license headers to the compilable source files
- Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations
- Removed individual contributor license headers since the project has been under the "developer" mantle for many years
- Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
2026-04-01 17:09:57 -07:00

434 lines
12 KiB
C++

/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/rulesys.h"
#include "zone/map.h"
#include "zone/water_map.h"
#include "zone/zone.h"
extern Zone* zone;
#define FEAR_PATHING_DEBUG
int Mob::GetFleeRatio(Mob* other)
{
int flee_ratio = GetSpecialAbility(SpecialAbility::FleePercent); // if a special SpecialAbility::FleePercent exists
Mob *hate_top = GetHateTop();
if (other != nullptr) {
hate_top = other;
}
if (!hate_top) {
return 0;
}
// If no special flee_percent check for Gray or Other con rates
if (flee_ratio == 0) {
flee_ratio = RuleI(Combat, FleeHPRatio);
if (GetLevelCon(hate_top->GetLevel(), GetLevel()) == ConsiderColor::Gray && RuleB(Combat, FleeGray) &&
GetLevel() <= RuleI(Combat, FleeGrayMaxLevel)) {
flee_ratio = RuleI(Combat, FleeGrayHPRatio);
LogFlee("Mob [{}] using combat flee gray flee_ratio [{}]", GetCleanName(), flee_ratio);
}
}
return flee_ratio;
}
//this is called whenever we are damaged to process possible fleeing
void Mob::CheckFlee()
{
if (IsPet() || IsCasting() || GetHP() == 0 || GetBodyType() == BodyType::Undead || (IsNPC() && CastToNPC()->IsUnderwaterOnly())) {
return;
}
//if were already fleeing, we only need to check speed. Speed changes will trigger pathing updates.
if (flee_mode && currently_fleeing) {
int flee_speed = GetFearSpeed();
if (flee_speed < 1) {
flee_speed = 0;
}
SetRunAnimSpeed(flee_speed);
if (IsMoving() && flee_speed < 1) {
StopNavigation();
}
return;
}
//dont bother if we are immune to fleeing
if (GetSpecialAbility(SpecialAbility::FleeingImmunity) || spellbonuses.ImmuneToFlee) {
LogFlee("Mob [{}] is immune to fleeing via special ability or spell bonus", GetCleanName());
return;
}
int hp_ratio = GetIntHPRatio();
int flee_ratio = GetFleeRatio();
Mob *hate_top = GetHateTop();
// Sanity Check for race conditions
if(!hate_top) {
//this should never happen...
StartFleeing();
return;
}
bool mob_has_low_enough_health_to_flee = hp_ratio >= flee_ratio;
if (mob_has_low_enough_health_to_flee) {
LogFlee(
"Mob [{}] does not have low enough health to flee | hp_ratio [{}] flee_ratio [{}]",
GetCleanName(),
hp_ratio,
flee_ratio
);
return;
}
// Sanity Check this should never happen...
if (!hate_top) {
currently_fleeing = true;
StartFleeing();
return;
}
int other_ratio = hate_top->GetIntHPRatio();
// If the Client is nearing death the NPC will not flee and instead try to kill the client.
if (other_ratio < 20) {
return;
}
// Flee Chance checking based on con.
uint32 con = GetLevelCon(hate_top->GetLevel(), GetLevel());
int flee_chance;
switch (con) {
//these values are not 100% researched
case ConsiderColor::Gray:
flee_chance = 100;
break;
case ConsiderColor::Green:
flee_chance = 90;
break;
case ConsiderColor::LightBlue:
flee_chance = 90;
break;
case ConsiderColor::DarkBlue:
flee_chance = 80;
break;
default:
flee_chance = 70;
break;
}
LogFlee(
"Post con-switch | Mob [{}] con [{}] hp_ratio [{}] flee_ratio [{}] flee_chance [{}]",
GetCleanName(),
con,
hp_ratio,
flee_ratio,
flee_chance
);
// If we got here we are allowed to roll on flee chance if there is not other hated NPC's in the area.
// SpecialAbility::AlwaysFlee, skip roll
// if FleeIfNotAlone is true, we skip alone check
// roll chance
if (GetSpecialAbility(SpecialAbility::AlwaysFlee) ||
((RuleB(Combat, FleeIfNotAlone) || entity_list.FleeAllyCount(hate_top, this) == 0) &&
zone->random.Roll(flee_chance))) {
LogFlee(
"Passed all checks to flee | Mob [{}] con [{}] hp_ratio [{}] flee_ratio [{}] flee_chance [{}]",
GetCleanName(),
con,
hp_ratio,
flee_ratio,
flee_chance
);
currently_fleeing = true;
StartFleeing();
}
}
void Mob::StopFleeing()
{
if (!flee_mode) {
return;
}
flee_mode = false;
//see if we are legitimately feared or blind now
if (!spellbonuses.IsFeared && !IsBlind()) {
currently_fleeing = false;
StopNavigation();
}
}
void Mob::FleeInfo(Mob* client)
{
float other_ratio = client->GetHPRatio();
bool wontflee = false;
std::string reason;
std::string flee;
int allycount = entity_list.FleeAllyCount(client, this);
if (flee_mode && currently_fleeing) {
wontflee = true;
reason = "NPC is already fleeing!";
} else if (GetSpecialAbility(SpecialAbility::FleeingImmunity)) {
wontflee = true;
reason = "NPC is immune to fleeing.";
} else if (other_ratio < 20) {
wontflee = true;
reason = "Player has low health.";
} else if (GetSpecialAbility(SpecialAbility::AlwaysFlee)) {
flee = "NPC has ALWAYS_FLEE set.";
} else if (RuleB(Combat, FleeIfNotAlone) || (!RuleB(Combat, FleeIfNotAlone) && allycount == 0)) {
flee = "NPC has no allies nearby or the rule to flee when not alone is enabled.";
} else {
wontflee = true;
reason = "NPC likely has allies nearby.";
}
if (!wontflee) {
client->Message(Chat::Green, "%s will flee at %d percent because %s", GetName(), GetFleeRatio(client), flee.c_str());
} else {
client->Message(Chat::Red, "%s will not flee because %s", GetName(), reason.c_str());
}
client->Message(Chat::Default, "NPC ally count %d", allycount);
}
void Mob::ProcessFlee()
{
if (!flee_mode) {
return;
}
//Stop fleeing if effect is applied after they start to run.
//When ImmuneToFlee effect fades it will turn fear back on and check if it can still flee.
if (flee_mode && (GetSpecialAbility(SpecialAbility::FleeingImmunity) || spellbonuses.ImmuneToFlee) &&
!spellbonuses.IsFeared && !spellbonuses.IsBlind) {
currently_fleeing = false;
return;
}
Mob *hate_top = GetHateTop();
bool dying = GetIntHPRatio() < GetFleeRatio();
// We have stopped fleeing for an unknown reason (couldn't find a node is possible) restart.
if (flee_mode && !currently_fleeing) {
if(dying) {
StartFleeing();
}
}
//see if we are still dying, if so, do nothing
if (dying) {
return;
}
//we are not dying anymore, check to make sure we're not blind or feared and cancel flee.
StopFleeing();
}
void Mob::CalculateNewFearpoint()
{
// blind waypoint logic isn't the same as fear's. Has a chance to run toward the player
// chance is very high if the player is moving, otherwise it's low
if (IsBlind() && !IsFeared() && GetTarget()) {
int roll = 20;
if (GetTarget()->GetCurrentSpeed() > 0.1f || (GetTarget()->IsClient() && GetTarget()->animation != 0)) {
roll = 80;
}
if (zone->random.Roll(roll)) {
m_FearWalkTarget = glm::vec3(GetTarget()->GetPosition());
currently_fleeing = true;
return;
}
}
if (RuleB(Pathing, Fear) && zone->pathing) {
glm::vec3 Node;
int flags = PathingNotDisabled ^ PathingZoneLine;
if (IsNPC() && CastToNPC()->IsUnderwaterOnly() && !zone->IsWaterZone(GetZOffset())) {
Node = glm::vec3(0.0f);
} else {
Node = zone->pathing->GetRandomLocation(glm::vec3(GetX(), GetY(), GetZOffset()), flags);
}
if (Node.x != 0.0f || Node.y != 0.0f || Node.z != 0.0f) {
Node.z = GetFixedZ(Node);
PathfinderOptions opts;
opts.smooth_path = true;
opts.step_size = RuleR(Pathing, NavmeshStepSize);
opts.offset = GetZOffset();
opts.flags = flags;
auto partial = false;
auto stuck = false;
auto route = zone->pathing->FindPath(
glm::vec3(GetX(), GetY(), GetZOffset()),
glm::vec3(Node.x, Node.y, Node.z),
partial,
stuck,
opts
);
glm::vec3 last_good_loc = Node;
int route_size = route.size();
int route_count = 0;
bool have_los = true;
if (route_size == 2) {
// 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
// size 2 route usually means FindPath() bugged out. sometimes it returns locs outside the geometry
if (CheckLosFN(Node.x, Node.y, Node.z, 6.0)) {
LogPathingDetail("Direct route to fearpoint [{}], [{}], [{}] calculated for [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName());
m_FearWalkTarget = last_good_loc;
currently_fleeing = true;
return;
} else {
LogPathingDetail("FindRoute() returned single hop route to destination without LOS: [{}], [{}], [{}] for [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName());
}
// use fallback logic if LOS fails
} else if (!stuck) {
// check route for LOS failures to prevent mobs ending up outside of playable area
// only checking the last few hops because LOS will often fail in a valid route which can result in mobs getting undesirably trapped
auto iter = route.begin();
glm::vec3 previous_pos(GetX(), GetY(), GetZOffset());
while (iter != route.end() && have_los == true) {
auto &current_node = (*iter);
iter++;
route_count++;
if (iter == route.end()) {
continue;
}
previous_pos = current_node.pos;
auto &next_node = (*iter);
if (next_node.teleport) {
continue;
}
if ((route_size - route_count) < 5 && !zone->zonemap->CheckLoS(previous_pos, next_node.pos)) {
have_los = false;
break;
} else {
last_good_loc = next_node.pos;
}
}
if (have_los || route_count > 2) {
if (have_los) {
LogPathingDetail("Route to fearpoint [{}], [{}], [{}] calculated for [{}]; route size: [{}]", last_good_loc.x, last_good_loc.y, last_good_loc.z, GetName(), route_size);
} else {
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);
}
m_FearWalkTarget = last_good_loc;
currently_fleeing = true;
return;
}
}
}
}
// fallback logic if pathing system can't be used
bool inliquid = zone->HasWaterMap() && zone->watermap->InLiquid(glm::vec3(GetPosition())) || zone->IsWaterZone(GetZ());
bool stay_inliquid = (inliquid && IsNPC() && CastToNPC()->IsUnderwaterOnly());
bool levitating = IsClient() && (FindType(SpellEffect::Levitate) || flymode != GravityBehavior::Ground);
bool open_outdoor_zone = !zone->CanCastOutdoor() && !zone->IsCity();
int loop = 0;
float ranx, rany, ranz;
currently_fleeing = false;
glm::vec3 myloc(GetX(), GetY(), GetZ());
glm::vec3 myceil = myloc;
float ceil = zone->zonemap->FindCeiling(myloc, &myceil);
if (ceil != BEST_Z_INVALID) {
ceil -= 1.0f;
}
while (loop < 100) { //Max 100 tries
int ran = 250 - (loop * 2);
loop++;
if (open_outdoor_zone && loop < 20) { // try a distant loc first; other way will likely pick a close loc
ranx = zone->random.Int(0, ran);
rany = zone->random.Int(0, ran);
if (ranx + rany < 200) {
continue;
}
ranx = GetX() + (zone->random.Int(0, 1) == 1 ? ranx : -ranx);
rany = GetY() + (zone->random.Int(0, 1) == 1 ? rany : -rany);
} else {
ranx = GetX() + zone->random.Int(0, ran - 1) - zone->random.Int(0, ran - 1);
rany = GetY() + zone->random.Int(0, ran - 1) - zone->random.Int(0, ran - 1);
}
ranz = BEST_Z_INVALID;
glm::vec3 newloc(ranx, rany, ceil != BEST_Z_INVALID ? ceil : GetZ());
if (stay_inliquid || levitating || (loop > 50 && inliquid)) {
if (zone->zonemap->CheckLoS(myloc, newloc)) {
ranz = GetZ();
currently_fleeing = true;
break;
}
} else {
if (ceil != BEST_Z_INVALID) {
ranz = zone->zonemap->FindGround(newloc, &myceil);
} else {
ranz = zone->zonemap->FindBestZ(newloc, &myceil);
}
if (ranz != BEST_Z_INVALID) {
ranz = SetBestZ(ranz);
}
}
if (ranz == BEST_Z_INVALID) {
continue;
}
float fdist = ranz - GetZ();
if (fdist >= -50 && fdist <= 50 && CheckCoordLosNoZLeaps(GetX(), GetY(), GetZ(), ranx, rany, ranz)) {
currently_fleeing = true;
break;
}
}
if (currently_fleeing) {
m_FearWalkTarget = glm::vec3(ranx, rany, ranz);
LogPathingDetail("Non-pathed fearpoint [{}], [{}], [{}] selected for [{}]", ranx, rany, ranz, GetName());
}
return;
}