khanat-code-old/code/ryzom/server/src/ai_service/family_profile_tribe.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "nel/misc/smart_ptr.h"
#include "family_profile.h"
#include "continent.h"
#include "ai_grp_fauna.h"
#include "ai_grp_npc.h"
#include "ai_mgr_fauna.h"
#include "ai_mgr_npc.h"
#include "group_profile.h"
#include "family_behavior.h"
#include "family_profile_tribe.h"
#include "continent_inline.h"
using namespace std;
using namespace NLMISC;
using namespace AITYPES;
using namespace RYAI_MAP_CRUNCH;
CAiFactory<IFamilyProfile, CFamilyProfileTribe> _singleProfileTribe;
IAiFactory<IFamilyProfile> *_ProfileTribe=&_singleProfileTribe;
//CPropertyId act_fz_spawn("activity_fauna_spawn");
//
//CPropertyId act_fz_food_herb("activity_fauna_food_herb");
//CPropertyId act_fz_food_carn("activity_fauna_food_carn");
//CPropertyId act_fz_rest_herb("activity_fauna_rest_herb");
//CPropertyId act_fz_rest_carn("activity_fauna_rest_carn");
//
//CPropertyId act_nz_harvest("activity_npc_harvest");
//CPropertyId act_nz_ambush("activity_npc_ambush");
//CPropertyId act_nz_rest("activity_npc_rest");
//CPropertyId act_nz_outpost("activity_npc_outpost");
//CPropertyId act_nz_spawn("activity_npc_spawn");
//CPropertyId act_nz_outpost_def("activity_npc_outpost_def");
//CPropertyId act_nz_outpost_atk("activity_npc_outpost_atk");
//CPropertyId act_nz_kami_wander("activity_npc_kami_wander");
//CPropertyId act_nz_escort("activity_npc_escort");
//CPropertyId act_nz_convoy("activity_npc_convoy");
//CPropertyId act_nz_contact("activity_npc_contact");
//CPropertyId act_nz_fight("activity_npc_fight");
//
//CPropertyId act_nz_contact_camp("activity_npc_contact_camp");
//CPropertyId act_nz_contact_outpost("activity_npc_contact_outpost");
//CPropertyId act_nz_contact_city("activity_npc_contact_city");
//// CPropertyId act_nz_contact_city("activity_npc_fight_boss"); problem ?
//CPropertyId act_nz_fight_boss("act_nz_fight_boss");
//
//CPropertyId act_fz_food_kitin("act_fz_food_kitin");
//CPropertyId act_fz_food_kitin_invasion("act_fz_food_kitin_invasion");
//CPropertyId act_fz_rest_kitin_invasion("act_fz_rest_kitin_invasion");
//CPropertyId act_fz_food_degen("act_fz_food_degen");
//CPropertyId act_fz_plant("act_fz_plant");
//CPropertyId act_fz_rest_kitin("act_fz_rest_kitin");
//CPropertyId act_fz_rest_degen("act_fz_rest_degen");
// Todo:
//
// +faire gaffe <20> l'init du CGrpProfileFollowRoute dans le cadre statique .. :\ (adapter?)//
// (done)+ dynCamping n'a pas une bonne current zone, -> <20> mettre.
// (done)+ probl<62>me d'ordre des points pour le suivit de chemin.
// + v<>rifier que les comportements statiques fonctionnent toujours avec le nouveau code (r<>gression).
//
// - Choisir le comportement au spawn des groupes.
// - Mettre des activit<69>s dans les <20>v<EFBFBD>nements d'OutPosts. (pas de chianlie..).
// - V<>rifer la logique des comportements (pas de trous).
// - V<>rifier que currentZone est bien g<>r<EFBFBD> dans les classes.
//
// - Death report / OutPosts.
// - getGeometry (forced by the unconceptualized finite state machine script implementation legacy in the leveldesign :( ).
//
// - mettre un coup de boule dans le mur pour se calmer.
void COutpostInfo::checkDespawnGroupList ()
{
while (_DespawnList.size()>0)
{
CGroupNpc *grpNpc=_DespawnList.back();
_DespawnList.pop_back();
{
TGroupList::iterator it=_FightGroup.begin();
const TGroupList::iterator itEnd=_FightGroup.end();
for (;(it!=itEnd) && ((*it).ptr()!=grpNpc);++it);
if (it!=itEnd)
{
(*it)->despawnGrp();
_FightGroup.erase(it);
continue;
}
}
{
TGroupList::iterator it=_ContactGroups.begin();
const TGroupList::iterator itEnd=_ContactGroups.end();
for (;(it!=itEnd) && ((*it).ptr()!=grpNpc);++it);
if (it!=itEnd)
{
(*it)->despawnGrp();
_ContactGroups.erase(it);
continue;
}
}
#ifdef NL_DEBUG
nlassert(true==false); // unknown group.
#endif
}
}
// Not Implemented.
void COutpostInfo::spawnBoss ()
{
}
void COutpostInfo::outpostEvent (ZCSTATE::TZcState state)
{
if (_ZoneNpc.isNULL())
return;
_State=state;
// sets group presence in the outpost.
switch (_State)
{
case ZCSTATE::Tribe: // no charge
fightGroups(false);
bossGroups(false);
contactGroups(true);
break;
case ZCSTATE::TribeInWar: // tribe got the outpost, tribe is in war
case ZCSTATE::GuildInWar: // Guild got the outpost, Guild is in war
fightGroups(true);
bossGroups(true);
contactGroups(false);
break;
case ZCSTATE::GuildInPeace: // Guild got the outpost, Guild is in peace
fightGroups(false);
bossGroups(false);
contactGroups(false);
break;
}
}
void COutpostInfo::fightGroups(bool exist)
{
return;
// TODO
// if (exist)
// {
// if (_FightGroupExist) // if no groups, spawn them ..
// return;
//
// CCellZone &cellZone=_FamilyBehavior->getOwner();
//
// for (uint i=0; i<10; ++i)
// {
// // look for a fight group
// const CGroupDesc *const gd = cellZone.getOwner()->getProportionalGroupDesc(_FamilyBehavior, act_nz_fight, act_nz_fight_boss);
// if (!gd)
// continue;
//
// // set the npc of the group attackable
// gd->setAttackable(true);
//
// // look for a spawn point
// const CNpcZone *const spawnZone = cellZone.lookupNpcZone(/*_FamilyBehavior->getFamily(),*/ act_nz_spawn);
// if (!spawnZone)
// continue;
//
// // Look for a defense zone
// const CNpcZone *const defZone = cellZone.lookupNpcZone(/*_FamilyBehavior->getFamily(),*/ act_nz_outpost_def);
// if (!defZone)
// continue;
//
// CGroupNpc *const grp = _FamilyProfileTribe->createNpcGroup(spawnZone,gd);
// if (!grp)
// continue;
//
// grp->setDiscardable (false);
// // this group will run !
// grp->mergeProfileParameter (CProfileParameters::TProfileParameter("running", "", 0));
//
// CGrpProfileDynFight *dynFight=new CGrpProfileDynFight(grp->getSpawnObj(),_FamilyProfileTribe, spawnZone, this);
// grp->getSpawnObj()->activityProfile().setAIProfile (dynFight);
// dynFight->gotoZone(defZone, act_nz_outpost_atk+act_nz_contact_camp);
// _FightGroup.push_back(grp);
// }
//
// }
// else
// {
// if (!_FightGroupExist)
// return;
//
// for (TGroupList::iterator it=_FightGroup.begin(), itEnd=_FightGroup.end();it!=itEnd;++it)
// {
// NLMISC::CDbgPtr<CGroupNpc> &dbgPtr=*it;
//#ifdef NL_DEBUG
// nlassert(!dbgPtr.isNULL());
//#endif
// CGrpProfileDynFight *dynFight=safe_cast<CGrpProfileDynFight*>(dbgPtr->getSpawnObj()->activityProfile().getAIProfile());
// dynFight->gotoZone(_FamilyProfileTribe->getCampZone(),CPropertySet());
// }
//
// }
// _FightGroupExist=exist;
}
void COutpostInfo::bossGroups(bool exist) // not implemented yet.
{
_BossGroupExist=exist;
}
void COutpostInfo::contactGroups(bool exist) // contact groups ..
{
// TODO
// if (exist)
// {
// if (_ContactGroupExist)
// return;
//
// // try to create a contact group
// breakable
// {
// const CGroupDesc *gd = _FamilyBehavior->getOwner()->getOwner()->getProportionalGroupDesc(_FamilyBehavior, act_nz_contact+act_nz_contact_camp, act_nz_escort+act_nz_convoy+act_nz_fight_boss);
// if (!gd)
// break;
//
// CGroupNpc *const grp=_FamilyProfileTribe->createNpcGroup(_FamilyProfileTribe->getCampZone(),gd);
// if (!grp)
// break;
//
// grp->getSpawnObj()->activityProfile().setAIProfile(new CGrpProfileDynContact(grp->getSpawnObj(), _FamilyProfileTribe, this, true));
// _ContactGroups.push_back(grp);
// }
//
// // 2 other contacts
// for (uint32 i=0;i<2;i++)
// {
// // try to create a contact group
// const CGroupDesc *gd = _FamilyBehavior->getOwner()->getOwner()->getProportionalGroupDesc(_FamilyBehavior, act_nz_contact+act_nz_contact_outpost, act_nz_escort+act_nz_convoy);
// if (!gd)
// continue;
//
// CGroupNpc *const grp=_FamilyProfileTribe->createNpcGroup(_FamilyProfileTribe->getCampZone(),gd);
// if (!grp)
// continue;
//
// grp->getSpawnObj()->activityProfile().setAIProfile(new CGrpProfileDynContact(grp->getSpawnObj(), _FamilyProfileTribe, this));
// _ContactGroups.push_back(grp);
//
// }
//
// }
// else
// {
// if (!_ContactGroupExist)
// return;
//
// for (TGroupList::iterator it=_ContactGroups.begin(), itEnd=_ContactGroups.end();it!=itEnd;++it)
// {
// NLMISC::CDbgPtr<CGroupNpc> &dbgPtr=*it;
// CGrpProfileDynFight *dynFight=safe_cast<CGrpProfileDynFight*>(dbgPtr->getSpawnObj()->activityProfile().getAIProfile());
// dynFight->gotoZone(_FamilyProfileTribe->getCampZone(),CPropertySet());
// }
//
// }
// _ContactGroupExist=exist;
}
void COutpostInfo::updateOutPostInfo ()
{
checkDespawnGroupList ();
}
CFamilyProfileTribe::CFamilyProfileTribe (const CtorParam &ctorParam)
:IFamilyProfile(ctorParam)
{
// choose a camp zone.
// need to choose a camp zone
static CPropertyId act_nz_rest("activity_rest");
_CampZone = _FamilyBehavior->getOwner()->lookupNpcZone(_FamilyBehavior->getFamilyTag()+act_nz_rest, _FamilyBehavior->grpFamily()->getSubstitutionId());
// get params.
const NLMISC::CVirtualRefCount*const param=ctorParam.familyBehavior()->grpFamily()->getProfileParams("aggro_groups");
const CAggroGroupContainer *const aggroGroupContainer=type_cast<const CAggroGroupContainer*>(param);
if (aggroGroupContainer)
_AggroGroupIds=aggroGroupContainer->aggroGroupIds;
}
void CFamilyProfileTribe::setDefaultProfile(const CNpcZone *const zone, CGroupNpc *grp)
{
#ifdef NL_DEBUG
nlassert(grp);
#endif
static CPropertyId act_nz_harvest("activity_harvest");
CSpawnGroupNpc *const spawnGrp=grp->getSpawnObj();
const CNpcZone *const dest = getFamilyBehavior()->getOwner()->lookupNpcZone(act_nz_harvest, getFamilyBehavior()->grpFamily()->getSubstitutionId());
if ( !dest
|| dest==zone)
{
spawnGrp->activityProfile().setAIProfile(new CGrpProfileDynWaitInZone(spawnGrp,zone));
return;
}
spawnGrp->activityProfile().setAIProfile(new CGrpProfileDynHarvest(spawnGrp,this,dest,zone));
}
void CFamilyProfileTribe::outpostAdd(NLMISC::TStringId outpostName)
{
if (_OutpostInfos.find(outpostName) != _OutpostInfos.end())
{
return;
}
if (LogOutpostDebug)
nldebug("OUTPOST: adding outpost '%s' to tribe '%s' control in '%s'",
CStringMapper::unmap(outpostName).c_str(),
_FamilyBehavior->getName().c_str(),
_FamilyBehavior->getOwner()->getAliasFullName().c_str());
CSmartPtr<COutpostInfo> outPost=COutpostInfo::createOutpost(_FamilyBehavior,this,outpostName);
if (!outPost)
{
static map<CFamilyProfileTribe*, set<TStringId> > warnOnce;
if (warnOnce[this].find(outpostName) == warnOnce[this].end())
{
nlwarning("OUTPOST: no zone found for outpost '%s'", CStringMapper::unmap(outpostName).c_str());
warnOnce[this].insert(outpostName);
}
return;
}
_OutpostInfos.insert(make_pair(outpostName, outPost));
}
void CFamilyProfileTribe::outpostRemove(NLMISC::TStringId outpostName)
{
TOutpostContainer::iterator it(_OutpostInfos.find(outpostName));
if (it==_OutpostInfos.end())
return;
// nlassert(it != _OutpostInfos.end());
if (LogOutpostDebug)
nldebug("OUTPOST: Removing outpost '%s' to tribe 'ss' control in '%s'",
CStringMapper::unmap(outpostName).c_str(),
/*_FamilyBehavior->getFamily().getFamilyName().c_str(),*/
_FamilyBehavior->getOwner()->getAliasFullName().c_str());
_OutpostInfos.erase(it);
}
void CFamilyProfileTribe::spawnBoss(NLMISC::TStringId outpostName)
{
TOutpostContainer::iterator it(_OutpostInfos.find(outpostName));
if (it==_OutpostInfos.end())
return;
// nlassert(it != _OutpostInfos.end());
it->second->spawnBoss();
}
void CFamilyProfileTribe::spawnGroup()
{
H_AUTO(FamilySpawnTribe)
static CPropertyId act_nz_spawn("activity_spawn");
if (getCampZone().isNull())
return;
static CPropertyId act_nz_rest("activity_rest");
const CNpcZone *const spawn = _FamilyBehavior->getOwner()->lookupNpcZone(/*_FamilyBehavior->getFamily(),*/ act_nz_spawn+act_nz_rest, _FamilyBehavior->grpFamily()->getSubstitutionId());
if (!spawn)
return;
static CPropertyId act_nz_escort("activity_escort");
static CPropertyId act_nz_contact("activity_contact");
static CPropertyId act_nz_fight_boss("act_nz_fight_boss");
// CCellZone &cellZone=_FamilyBehavior->getOwner();
const CGroupDesc<CGroupFamily> *const gd = _FamilyBehavior->grpFamily()->getProportionalGroupDesc(_FamilyBehavior, CPropertySet(), act_nz_contact+act_nz_fight_boss+act_nz_escort);
if (!gd)
return;
// set the npc of the group attackable
// gd->setAttackable(true);
// set the npc of the group vulnerable
// gd->setVulnerable(true);
const CGroupNpc *const grp=createNpcGroup(spawn,gd);
if (!grp)
return;
grp->getSpawnObj()->spawnBotOfGroup();
}
/// The main update for the profile. Called aprox every 10 s (100 ticks)
void CFamilyProfileTribe::update()
{
H_AUTO(FamilyTribeUpdate)
// update outposts
TOutpostContainer::iterator first(_OutpostInfos.begin()), last(_OutpostInfos.end());
for (; first != last; ++first)
first->second->updateOutPostInfo();
}
/************************************************************************/
/* Profiles */
/************************************************************************/
//---------------------------------------------------------------------------------
// CGrpProfileDynContact
//---------------------------------------------------------------------------------
void CGrpProfileDynContact::beginProfile()
{
static CPropertyId act_nz_rest("activity_rest");
static CPropertyId act_nz_outpost("activity_outpost");
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, _CurrentZone, _FamilyProfile->getCampZone(), act_nz_outpost + act_nz_rest));
}
// routine called just before bot starts to use a new profile or when a bot dies
void CGrpProfileDynContact::endProfile()
{
}
// routine called every time the bot is updated (frequency depends on player proximity, etc)
// there's a coherence problem about the activity.
void CGrpProfileDynContact::updateProfile(uint ticksSinceLastUpdate)
{
// this is a contact group, special treatment
switch (_Grp->movingProfile().getAIProfileType())
{
case ZONE_WAIT:
// we must be in a city or in an outpost, just check the date to return to camp.
if (CTimeInterface::timeOfDay()!=CRyzomTime::nightfall)
break;
{
// go back to the camp.
CGrpProfileDynWaitInZone const* const waitProfile = safe_cast<CGrpProfileDynWaitInZone*>(_Grp->movingProfile().getAIProfile());
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, waitProfile->currentZone(), _FamilyProfile->getCampZone(), CPropertySet()));
}
break;
case MOVE_CAMPING:
// the group is camping, if the day rise, send them to an outpost or city
if (CTimeInterface::timeOfDay()!=CRyzomTime::dawn)
break;
{
static CPropertyId act_nz_outpost("activity_outpost");
// time to go work childrens!
const CNpcZone *dest = _FamilyProfile->getFamilyBehavior()->getOwner()->lookupNpcZone(/*_FamilyProfile->getFamilyBehavior()->getFamily(),*/ act_nz_outpost, _FamilyProfile->getFamilyBehavior()->grpFamily()->getSubstitutionId());
if (dest)
{
CGrpProfileDynCamping const* const campingProfile = safe_cast<CGrpProfileDynCamping*>(_Grp->movingProfile().getAIProfile());
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, campingProfile->currentZone(), dest, CPropertySet()));
}
}
break;
case MOVE_DYN_FOLLOW_PATH:
{
CGrpProfileDynFollowPath* profile = NLMISC::safe_cast<CGrpProfileDynFollowPath*>(_Grp->movingProfile().getAIProfile());
// if arrived.
if (!profile->destinationReach())
break;
if (!_OutPostInfo->_ContactGroupExist)
{
_OutPostInfo->addToDespawnGroupList(_Grp);
return;
}
// ok, we are at the road end, what should we do now ?
if (_isTheContactGroup)
_Grp->activityProfile().setAIProfile(new CGrpProfileDynCamping(_Grp,profile->currentZone()));
else
_Grp->activityProfile().setAIProfile(new CGrpProfileDynWaitInZone(_Grp,profile->currentZone()));
}
break;
default:
#ifdef NL_DEBUG
nlassert(true==false);
#endif
break;
}
CGrpProfileNormal::updateProfile(ticksSinceLastUpdate);
}
void CGrpProfileDynContact::gotoZone(const CNpcZone *const zone, const CPropertySet &flags)
{
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, _CurrentZone, zone, flags));
}
string CGrpProfileDynContact::buildDebugString() const
{
return string();
}
//---------------------------------------------------------------------------------
// CGrpProfileDynHarvest
//---------------------------------------------------------------------------------
void CGrpProfileDynHarvest::beginProfile()
{
static CPropertyId act_nz_rest("activity_rest");
static CPropertyId act_nz_harvest("activity_harvest");
static CPropertyId act_nz_outpost("activity_outpost");
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, _CurrentZone, _HarvestZone, act_nz_outpost + act_nz_rest));
}
// routine called just before bot starts to use a new profile or when a bot dies
void CGrpProfileDynHarvest::endProfile()
{
}
// routine called every time the bot is updated (frequency depends on player proximity, etc)
void CGrpProfileDynHarvest::checkTargetsAround ()
{
if (!_checkTargetTimer.test())
return;
_checkTargetTimer.set(10+CAIS::rand16(2)); // every 11 seconds.
if (_FamilyProfile->_AggroGroupIds.size()==0)
return;
// check if we have a player property.
{
const std::vector<uint32> &aggroList=_FamilyProfile->_AggroGroupIds;
if (std::find(aggroList.begin(), aggroList.end(), AISHEETS::CSheets::getInstance()->playerGroupIndex())==aggroList.end())
return;
}
CAIVision<CPersistentOfPhysical> Vision;
breakable
{
CAIVector centerPos;
if (!_Grp->calcCenterPos(centerPos)) // true if there's some bots in the group.
break;
const uint32 playerRadius= uint(30); // _AggroRange);
const uint32 botRadius=uint(0); // _AggroRange);
const uint32 minRadius=playerRadius>botRadius?botRadius:playerRadius;
Vision.updateBotsAndPlayers(_Grp->getPersistent().getAIInstance(), centerPos, playerRadius, botRadius);
}
{
const std::vector<NLMISC::CDbgPtr<CPersistentOfPhysical> > &players = Vision.players();
std::vector<NLMISC::CDbgPtr<CPersistentOfPhysical> >::const_iterator first(players.begin()), last(players.end());
for (; first != last; ++first)
{
const CPersistentOfPhysical*const player = (*first);
const CAIEntityPhysical*const ep = player->getSpawnObj();
if ( !ep
|| !ep->isAlive()
|| ep->currentHitPoints()<=0.f )
continue;
const CRootCell *const rootCell=ep->wpos().getRootCell();
if ( rootCell
&& rootCell->getFlag()!=0 ) // Safe Zone ?
continue;
_Grp->setAggroMinimumFor(ep->dataSetRow(), 0.5f, false);
}
}
}
// there's a coherence problem about the activity.
void CGrpProfileDynHarvest::updateProfile(uint ticksSinceLastUpdate)
{
static CPropertyId act_nz_harvest("activity_harvest");
CProfilePtr &movingProfile=_Grp->movingProfile();
// this is a contact group, special treatment
switch (movingProfile.getAIProfileType())
{
// Camping -> Moving(Wandering(Harvesting))
case MOVE_CAMPING:
{
// the group is resting in the camp, check activity timeout
CGrpProfileDynCamping const* const profile = safe_cast<CGrpProfileDynCamping*>(movingProfile.getAIProfile());
if (!profile->timeOut())
break;
// send the group to a harvest point
const CNpcZone *const dest = _FamilyProfile->getFamilyBehavior()->getOwner()->lookupNpcZone(/*_FamilyProfile->getFamilyBehavior()->getFamily(),*/ act_nz_harvest, _FamilyProfile->getFamilyBehavior()->grpFamily()->getSubstitutionId());
if (dest==profile->currentZone()) // are we already at the right place ?
{
// then lets camp again ..
_Grp->movingProfile().setAIProfile(new CGrpProfileDynCamping(_Grp,dest));
}
else
{
// send the group to an harvest site.
movingProfile.setAIProfile(new CGrpProfileDynFollowPath(_Grp, profile->currentZone(), dest, CPropertySet()));
}
break;
}
break;
// Moving -> Wandering(Harvesting)|Camping
case MOVE_DYN_FOLLOW_PATH:
{
CGrpProfileDynFollowPath const* const fp = safe_cast<CGrpProfileDynFollowPath*>(movingProfile.getAIProfile());
if (!fp->destinationReach())
break;
if (fp->currentZone()==_FamilyProfile->getCampZone())
{
// the group just enter the camp, do a camping for some time
_Grp->movingProfile().setAIProfile(new CGrpProfileDynCamping(_Grp,fp->currentZone()));
break;
}
// ok the group has reach a destination that is not the camp ..
// lets forage ..
// set the group in wander/forage mode (with zone in param)
CGrpProfileWander *profile=new CGrpProfileWander(_Grp,fp->currentZone());
_Grp->movingProfile().setAIProfile(profile);
// do some foraging
profile->setBotStandProfile(BOT_FORAGE, &BotProfileForageFactory);
profile->setTimer(60*10+CAIS::rand32(30*10)); // between 1 to 1:30 minute long ..
}
break;
// Harvesting -> Moving(Camping)
case MOVE_WANDER:
{
// this is a harvest group doing foraging
const CGrpProfileWander * const profile=safe_cast<CGrpProfileWander*>(movingProfile.getAIProfile());
if (!profile->testTimer())
break;
// send the group to a harvest point
const CNpcZone *dest=NULL;
while ( !dest
|| dest==profile->currentZone())
{
if (CAIS::rand32(9)==0)
dest=_FamilyProfile->getCampZone();
else
dest=_FamilyProfile->getFamilyBehavior()->getOwner()->lookupNpcZone(/*_FamilyProfile->getFamilyBehavior()->getFamily(),*/ act_nz_harvest, _FamilyProfile->getFamilyBehavior()->grpFamily()->getSubstitutionId());
};
// send the group to the camp.
movingProfile.setAIProfile(new CGrpProfileDynFollowPath(_Grp, profile->currentZone(), dest, CPropertySet()));
}
break;
default: // don't think we have to be there ..
#ifdef NL_DEBUG
nlassert(true==false);
#endif
break;
}
checkTargetsAround ();
CGrpProfileNormal::updateProfile(ticksSinceLastUpdate);
}
string CGrpProfileDynHarvest::buildDebugString() const
{
return string();
}
//---------------------------------------------------------------------------------
// CGrpProfileDynFight
//---------------------------------------------------------------------------------
void CGrpProfileDynFight::beginProfile()
{
static CPropertyId act_nz_rest("activity_rest");
static CPropertyId act_nz_harvest("activity_harvest");
static CPropertyId act_nz_outpost("activity_outpost");
const CNpcZone *const dest = _FamilyProfile->getFamilyBehavior()->getOwner()->lookupNpcZone(/*_FamilyProfile->getFamilyBehavior()->getFamily(),*/ act_nz_harvest, _FamilyProfile->getFamilyBehavior()->grpFamily()->getSubstitutionId());
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, _CurrentZone, dest, act_nz_outpost + act_nz_rest + act_nz_harvest));
}
// routine called just before bot starts to use a new profile or when a bot dies
void CGrpProfileDynFight::endProfile()
{
}
// routine called every time the bot is updated (frequency depends on player proximity, etc)
// there's a coherence problem about the activity.
void CGrpProfileDynFight::updateProfile(uint ticksSinceLastUpdate)
{
static CPropertyId act_nz_outpost("activity_outpost");
CProfilePtr &movingProfile=_Grp->movingProfile();
// this is a contact group, special treatment
switch (movingProfile.getAIProfileType())
{
// Camping -> Moving(Wandering(Fighting))
case MOVE_CAMPING:
{
// the group is resting in the camp, check activity timeout
CGrpProfileDynCamping const* const profile = safe_cast<CGrpProfileDynCamping*>(movingProfile.getAIProfile());
#ifdef NL_DEBUG
nlassert(_CurrentZone==profile->currentZone());
#endif
if (!profile->timeOut())
break;
// send the group to a harvest point
const CNpcZone *const dest = _FamilyProfile->getFamilyBehavior()->getOwner()->lookupNpcZone(/*_FamilyProfile->getFamilyBehavior()->getFamily(),*/ act_nz_outpost, _FamilyProfile->getFamilyBehavior()->grpFamily()->getSubstitutionId());
// send the group to an harvest site.
movingProfile.setAIProfile(new CGrpProfileDynFollowPath(_Grp, profile->currentZone(), dest, CPropertySet()));
break;
}
break;
// Moving -> Wandering(Fighting)|Camping
case MOVE_DYN_FOLLOW_PATH:
{
CGrpProfileDynFollowPath const* const fp = safe_cast<CGrpProfileDynFollowPath*>(movingProfile.getAIProfile());
_CurrentZone=fp->currentZone();
if (!fp->destinationReach())
break;
if (!_OutPostInfo->_FightGroupExist)
{
_OutPostInfo->addToDespawnGroupList(_Grp);
return;
}
if (fp->currentZone()==_FamilyProfile->getCampZone())
{
// the group just enter the camp, do a camping for some time
_Grp->movingProfile().setAIProfile(new CGrpProfileDynCamping(_Grp,fp->currentZone()));
break;
}
// ok the group has reach a destination that is not the camp ..
// lets forage ..
// set the group in wander/forage mode (with zone in param)
CGrpProfileWander* profile = new CGrpProfileWander(_Grp,fp->currentZone());
_Grp->movingProfile().setAIProfile(profile);
profile->setTimer(30*60*10+CAIS::rand32(15*50*10));
}
break;
// Fighting -> Moving(Camping)
case MOVE_WANDER:
{
// this is a harvest group doing foraging
CGrpProfileWander const* const profile = safe_cast<CGrpProfileWander*>(movingProfile.getAIProfile());
#ifdef NL_DEBUG
nlassert(_CurrentZone==profile->currentZone());
#endif
if (!profile->testTimer())
break;
// send the group to the camp.
movingProfile.setAIProfile(new CGrpProfileDynFollowPath(_Grp, profile->currentZone(), _FamilyProfile->getCampZone(), CPropertySet()));
}
break;
default: // don't think we have to be there ..
#ifdef NL_DEBUG
nlassert(true==false);
#endif
break;
}
CGrpProfileNormal::updateProfile(ticksSinceLastUpdate);
}
void CGrpProfileDynFight::gotoZone(const CNpcZone *const zone, const CPropertySet &flags)
{
_Grp->movingProfile().setAIProfile(new CGrpProfileDynFollowPath(_Grp, _CurrentZone, zone, flags));
}
string CGrpProfileDynFight::buildDebugString() const
{
return string();
}