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298 lines
10 KiB
C++
298 lines
10 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RYAI_GRP_NPC_H
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#define RYAI_GRP_NPC_H
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#include "ai_grp.h"
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#include "timer.h"
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#include "ai_vision.h"
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#include "ai_keywords.h"
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#include "state_instance.h"
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#include "named_entity_manager.h"
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#include "nel/misc/string_mapper.h"
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class CMgrNpc;
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class CBotNpc;
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class CSpawnBotNpc;
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//////////////////////////////////////////////////////////////////////////////
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// CSpawnGroupNpc //
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//////////////////////////////////////////////////////////////////////////////
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class CSpawnGroupNpc
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: public NLMISC::CDbgRefCount<CSpawnGroupNpc>
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, public CSpawnGroup
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{
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public:
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CSpawnGroupNpc(CPersistent<CSpawnGroup>& owner);
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virtual ~CSpawnGroupNpc() { }
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CGroupNpc& getPersistent() const;
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virtual void spawnBots();
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virtual void despawnBots(bool immediately);
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void update();
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void sendInfoToEGS() const;
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std::string buildDebugString(uint idx) const;
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void stateChange(CAIState const* oldState, CAIState const* newState);
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void botHaveDied(CBotNpc* bot);
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void botHaveDespawn(CBotNpc* bot);
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void botHaveSpawn(CBotNpc* bot);
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public:
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void resetSlowUpdateCycle();
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static void setSlowUpdatePeriod(uint32 ticks);
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static uint32 getSlowUpdatePeriod();
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static void displaySlowUpdateBuckets();
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void noMoreHandle(uint32 nNbTickBeforeDespawn);
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void handlePresent();
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private:
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bool _GroupInVision;
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CAITimer _BotUpdateTimer;
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uint32 _LastUpdate; // gamecycle at which update() last called
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uint32 _LastBotUpdate;
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uint32 _SlowUpdateCycle;
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static uint32 _SlowUpdatePeriod;
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static std::vector<uint32> _SlowUpdateBuckets;
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bool _DespawnBotsWhenNoMoreHandleTimerActive;
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CAITimer _DespawnBotsWhenNoMoreHandleTimer;
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};
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//////////////////////////////////////////////////////////////////////////////
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// CGroupNpc //
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//////////////////////////////////////////////////////////////////////////////
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class CGroupNpc
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: public NLMISC::CDbgRefCount<class CGroupNpc>
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, public CGroup
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, public CDynGrpBase
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, public CPersistentStateInstance
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{
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public:
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typedef std::set<std::pair<std::string, sint32> > TFactionAttackableSet;
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public:
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CGroupNpc(CMgrNpc* mgr, CAIAliasDescriptionNode* aliasTree, RYAI_MAP_CRUNCH::TAStarFlag denyFlags);
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CGroupNpc(CMgrNpc* mgr, uint32 alias, std::string const& name, RYAI_MAP_CRUNCH::TAStarFlag denyFlags);
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virtual ~CGroupNpc();
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/// @name CChild implementation
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//@{
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// virtual std::string getIndexString() const;
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virtual std::string getOneLineInfoString() const;
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virtual std::vector<std::string> getMultiLineInfoString() const;
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// virtual std::string getFullName() const;
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//@}
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CDynGrpBase* getGrpDynBase() { return this; }
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//////////////////////////////////////////////////////////////////////////
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// PersistentStateInstance
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CAliasTreeOwner* aliasTreeOwner() { return this; }
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void stateChange(CAIState const* oldState, CAIState const* newState);
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CGroup* getGroup() { return this; }
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//////////////////////////////////////////////////////////////////////////
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virtual void lastBotDespawned();
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virtual void firstBotSpawned();
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// debugging stuff
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CDebugHistory* getDebugHistory() { return this; }
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CAIS::CCounter& getSpawnCounter();
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RYZOMID::TTypeId getRyzomType() { return RYZOMID::npc; }
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NLMISC::CSmartPtr<CSpawnGroup> createSpawnGroup();
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CSpawnGroupNpc* getSpawnObj() const { return NLMISC::type_cast<CSpawnGroupNpc*>(CGroup::getSpawnObj()); }
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CPersistentStateInstance* getPersistentStateInstance() { return this; }
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void setEvent(uint eventId);
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virtual void serviceEvent (const CServiceEvent &info);
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void init() { }
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void release() { }
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// inheritted virtual interface ------------------------------------
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virtual bool spawn();
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virtual void despawnGrp();
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virtual std::string buildDebugString(uint idx) const;
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virtual void display(CStringWriter& stringWriter) const;
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void updateDependencies(CAIAliasDescriptionNode const& aliasTree, CAliasTreeOwner* aliasTreeOwner);
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IAliasCont* getAliasCont(AITYPES::TAIType type);
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CAliasTreeOwner* createChild(IAliasCont* cont, CAIAliasDescriptionNode* aliasTree);
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// basic utilities -------------------------------------------------
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CMgrNpc& mgr() const;
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// management of the bot population --------------------------------
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// allocator for allocating new bot objects
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CGroupNpc* newBot();
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bool botsAreNamed() { return _BotsAreNamed; }
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void setBotsAreNamedFlag() { _BotsAreNamed = true; }
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void clrBotsAreNamedFlag() { _BotsAreNamed = false; }
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// Parameter management -------------------------------------
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void clearParameters();
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// Parse a paremeter for this group.
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void addParameter(const std::string ¶meter);
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// set if the bots of the group are attackable by players
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void setPlayerAttackable(bool playerAttackable) { _PlayerAttackable = playerAttackable; }
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bool getPlayerAttackable() { return _PlayerAttackable; }
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// set if the bots of the group are attackable by other bots
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void setBotAttackable(bool botAttackable) { _BotAttackable = botAttackable; }
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bool getBotAttackable() { return _BotAttackable; }
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void setFactionAttackableAbove(std::string faction, sint32 threshold, bool botAttackable);
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TFactionAttackableSet const& getFactionAttackableAbove() const { return _FactionAttackableAbove; }
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void setFactionAttackableBelow(std::string faction, sint32 threshold, bool botAttackable);
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TFactionAttackableSet const& getFactionAttackableBelow() const { return _FactionAttackableBelow; }
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bool isFactionAttackable(std::string faction, sint32 fame);
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uint32 getAggroDist() { return _AggroDist; }
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uint32& despawnTime() { return _DespawnTime; }
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uint32& respawnTime() { return _RespawnTime; }
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AITYPES::CPropertySetWithExtraList<TAllianceId>& faction() { return _faction; }
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AITYPES::CPropertySetWithExtraList<TAllianceId>& ennemyFaction() { return _ennemyFaction; }
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AITYPES::CPropertySetWithExtraList<TAllianceId>& friendFaction() { return _friendFaction; }
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AITYPES::CPropertySetWithExtraList<TAllianceId> const& faction() const { return _faction; }
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AITYPES::CPropertySetWithExtraList<TAllianceId> const& ennemyFaction() const { return _ennemyFaction; }
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AITYPES::CPropertySetWithExtraList<TAllianceId> const& friendFaction() const { return _friendFaction; }
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public:
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void addHpUpTrigger(float threshold, int eventId);
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void delHpUpTrigger(float threshold, int eventId);
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void addHpUpTrigger(float threshold, std::string cbFunc);
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void delHpUpTrigger(float threshold, std::string cbFunc);
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void addHpDownTrigger(float threshold, int eventId);
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void delHpDownTrigger(float threshold, int eventId);
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void addHpDownTrigger(float threshold, std::string cbFunc);
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void delHpDownTrigger(float threshold, std::string cbFunc);
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bool haveHpTriggers();
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void hpTriggerCb(float oldVal, float newVal);
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void addNamedEntityListener(std::string const& name, std::string const& prop, int event);
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void delNamedEntityListener(std::string const& name, std::string const& prop, int event);
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void addNamedEntityListener(std::string const& name, std::string const& prop, std::string functionName);
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void delNamedEntityListener(std::string const& name, std::string const& prop, std::string functionName);
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void namedEntityListenerCb(std::string const& name, std::string const& prop);
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void addHandle(TDataSetRow playerRowId, uint32 missionAlias, uint32 DespawnTimeInTick);
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void delHandle(TDataSetRow playerRowId, uint32 missionAlias);
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uint32 getTimerWhenNoMoreHandle();
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void setSpawnZone(const CNpcZone *zone) { _SpawnZone = zone; }
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const CNpcZone *getSpawnZone() const { return _SpawnZone; }
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void setColour(uint8 colour);
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void setOutpostSide(OUTPOSTENUMS::TPVPSide side);
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void setOutpostFactions(OUTPOSTENUMS::TPVPSide side);
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bool isRingGrp() const { return _RingGrp;}
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private:
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/// group basics
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bool _BotsAreNamed; // true if the bots in the group are explicitly placed in level editor tool - false otherwise
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/// NPCs are attackable by player ?
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bool _PlayerAttackable;
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/// NPCs are attackable by npcs
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bool _BotAttackable;
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/// NPCs are attackable by players with fame for faction (string) above threshold (float)
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TFactionAttackableSet _FactionAttackableAbove;
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/// NPCs are attackable by players with fame for faction (string) below threshold (float)
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TFactionAttackableSet _FactionAttackableBelow;
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/// Aggro distance : any player passing at less this distance will be attacked
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uint32 _AggroDist;
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/// Respawn time in ticks
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uint32 _RespawnTime;
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/// Despawn time in ticks
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uint32 _DespawnTime;
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AITYPES::CPropertySetWithExtraList<TAllianceId> _faction;
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AITYPES::CPropertySetWithExtraList<TAllianceId> _ennemyFaction;
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AITYPES::CPropertySetWithExtraList<TAllianceId> _friendFaction;
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typedef std::multimap<float, int> THpTriggerList;
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typedef std::multimap<float, std::string> THpTriggerList2;
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THpTriggerList _hpUpTriggers;
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THpTriggerList _hpDownTriggers;
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THpTriggerList2 _hpUpTriggers2;
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THpTriggerList2 _hpDownTriggers2;
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typedef std::multimap<std::pair<std::string, std::string>, int> TNamedEntityListenerList;
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TNamedEntityListenerList _namedEntityListeners;
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typedef std::multimap<std::pair<std::string, std::string>, std::string> TNamedEntityListenerList2;
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TNamedEntityListenerList2 _namedEntityListeners2;
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struct SHandle
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{
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TDataSetRow PlayerRowId;
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uint32 MissionAlias;
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bool operator < (const SHandle &h) const
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{
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if (PlayerRowId < h.PlayerRowId) return true;
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if (PlayerRowId == h.PlayerRowId)
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if (MissionAlias < h.MissionAlias)
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return true;
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return false;
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}
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};
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std::set<SHandle> _Handles;
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uint32 _DespawnTimeWhenNoMoreHandle;
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bool _AutoSpawnWhenNoMoreHandle;
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NLMISC::CVirtualRefPtr<const CNpcZone> _SpawnZone;
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bool _RingGrp;//Ring rulez: like a override bandit profile
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};
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#endif
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