/*
* The Mana Server
* Copyright (C) 2004-2011 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 2 of the License, or
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game-server/monster.h"
#include "common/configuration.h"
#include "common/resourcemanager.h"
#include "game-server/attributemanager.h"
#include "game-server/character.h"
#include "game-server/collisiondetection.h"
#include "game-server/item.h"
#include "game-server/map.h"
#include "game-server/mapcomposite.h"
#include "game-server/monstercombatcomponent.h"
#include "game-server/state.h"
#include "scripting/scriptmanager.h"
#include "utils/logger.h"
#include "utils/speedconv.h"
#include <cmath>
MonsterClass::~MonsterClass()
{
for (std::vector<AttackInfo *>::iterator it = mAttacks.begin(),
it_end = mAttacks.end(); it != it_end; ++it)
{
delete *it;
}
}
double MonsterClass::getVulnerability(Element element) const
{
Vulnerabilities::const_iterator it = mVulnerabilities.find(element);
if (it == mVulnerabilities.end())
return 1.0f;
return it->second;
}
MonsterComponent::MonsterComponent(Being &being, MonsterClass *specy):
mSpecy(specy),
mOwner(NULL)
{
LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ").");
being.setWalkMask(Map::BLOCKMASK_WALL | Map::BLOCKMASK_CHARACTER);
being.setBlockType(BLOCKTYPE_MONSTER);
/*
* Initialise the attribute structures.
*/
for (auto attrInfo : attributeManager->getAttributeScope(MonsterScope))
{
being.createAttribute(attrInfo.first, *attrInfo.second);
}
/*
* Set the attributes to the values defined by the associated monster
* class with or without mutations as needed.
*/
int mutation = specy->getMutation();
for (auto &attribute : specy->getAttributes())
{
double attributeValue = attribute.second;
if (mutation != 0)
{
double factor = 100 + (rand() % (mutation * 2)) - mutation;
attributeValue = attributeValue * factor / 100.0;
}
being.setAttribute(attribute.first, attributeValue);
}
being.setSize(specy->getSize());
being.setGender(specy->getGender());
being.signal_died.connect(sigc::mem_fun(this,
&MonsterComponent::monsterDied));
// Set positions relative to target from which the monster can attack
int dist = specy->getAttackDistance();
mAttackPositions.push_back(AttackPosition(dist, 0, LEFT));
mAttackPositions.push_back(AttackPosition(-dist, 0, RIGHT));
mAttackPositions.push_back(AttackPosition(0, -dist, DOWN));
mAttackPositions.push_back(AttackPosition(0, dist, UP));
MonsterCombatComponent *combatComponent =
new MonsterCombatComponent(being, specy);
being.addComponent(combatComponent);
double damageMutation = mutation ?
(100.0 + (rand() % (mutation * 2)) - mutation) / 100.0 : 1.0;
combatComponent->setDamageMutation(damageMutation);
combatComponent->signal_damaged.connect(
sigc::mem_fun(this, &MonsterComponent::receivedDamage));
}
MonsterComponent::~MonsterComponent()
{
}
void MonsterComponent::update(Entity &entity)
{
if (mKillStealProtectedTimeout.justFinished())
mOwner = NULL;
// Temporary until all depedencies are available as component
Being &being = static_cast<Being &>(entity);
// If dead, remove it
if (being.getAction() == DEAD)
{
if (mDecayTimeout.expired())
GameState::enqueueRemove(&being);
return;
}
if (mSpecy->getUpdateCallback().isValid())
{
Script *script = ScriptManager::currentState();
script->prepare(mSpecy->getUpdateCallback());
script->push(&entity);
script->execute(entity.getMap());
}
refreshTarget(entity);
// Cancel the rest when we have a target
if (entity.getComponent<CombatComponent>()->getTarget())
return;
// We have no target - let's wander around
if (mStrollTimeout.expired() &&
being.getPosition() == being.getDestination())
{
if (mKillStealProtectedTimeout.expired())
{
unsigned range = mSpecy->getStrollRange();
if (range)
{
Point randomPos(rand() % (range * 2 + 1)
- range + being.getPosition().x,
rand() % (range * 2 + 1)
- range + being.getPosition().y);
// Don't allow negative destinations, to avoid rounding
// problems when divided by tile size
if (randomPos.x >= 0 && randomPos.y >= 0)
being.setDestination(randomPos);
}
mStrollTimeout.set(10 + rand() % 10);
}
}
}
void MonsterComponent::refreshTarget(Entity &entity)
{
// Temporary until all depedencies are available as component
Being &being = static_cast<Being &>(entity);
// We are dead and sadly not possible to keep attacking :(
if (being.getAction() == DEAD)
return;
// Check potential attack positions
int bestTargetPriority = 0;
Being *bestTarget = 0;
Point bestAttackPosition;
// reset Target. We will find a new one if possible
entity.getComponent<CombatComponent>()->clearTarget();
// Iterate through objects nearby
int aroundArea = Configuration::getValue("game_visualRange", 448);
for (BeingIterator i(entity.getMap()->getAroundBeingIterator(&being,
aroundArea));
i; ++i)
{
// We only want to attack player characters
if ((*i)->getType() != OBJECT_CHARACTER)
continue;
Being *target = static_cast<Being *>(*i);
// Dead characters are ignored
if (target->getAction() == DEAD)
continue;
// Determine how much we hate the target
int targetPriority = 0;
std::map<Being *, AggressionInfo>::iterator angerIterator = mAnger.find(target);
if (angerIterator != mAnger.end())
{
const AggressionInfo &aggressionInfo = angerIterator->second;
targetPriority = aggressionInfo.anger;
}
else if (mSpecy->isAggressive())
{
targetPriority = 1;
}
else
{
continue;
}
// Check all attack positions
for (std::list<AttackPosition>::iterator j = mAttackPositions.begin();
j != mAttackPositions.end(); j++)
{
Point attackPosition = target->getPosition();
attackPosition.x += j->x;
attackPosition.y += j->y;
int posPriority = calculatePositionPriority(entity,
attackPosition,
targetPriority);
if (posPriority > bestTargetPriority)
{
bestTargetPriority = posPriority;
bestTarget = target;
bestAttackPosition = attackPosition;
}
}
}
if (bestTarget)
{
entity.getComponent<CombatComponent>()->setTarget(bestTarget);
if (bestAttackPosition == being.getPosition())
{
being.setAction(ATTACK);
being.updateDirection(being.getPosition(),
bestTarget->getPosition());
}
else
{
being.setDestination(bestAttackPosition);
}
}
}
int MonsterComponent::calculatePositionPriority(Entity &entity,
Point position,
int targetPriority)
{
// Temporary until all depedencies are available as component
Actor &actor = static_cast<Actor &>(entity);
Point thisPos = actor.getPosition();
unsigned range = mSpecy->getTrackRange();
Map *map = entity.getMap()->getMap();
int tileWidth = map->getTileWidth();
int tileHeight = map->getTileHeight();
// Check if we already are on this position
if (thisPos.x / tileWidth == position.x / tileWidth &&
thisPos.y / tileHeight == position.y / tileHeight)
{
return targetPriority *= range;
}
Path path;
path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight,
position.x / tileWidth, position.y / tileHeight,
actor.getWalkMask(),
range);
if (path.empty() || path.size() >= range)
{
return 0;
}
else
{
return targetPriority * (range - path.size());
}
}
void MonsterComponent::forgetTarget(Entity *entity)
{
Being *b = static_cast< Being * >(entity);
{
AggressionInfo &aggressionInfo = mAnger[b];
aggressionInfo.removedConnection.disconnect();
aggressionInfo.diedConnection.disconnect();
}
mAnger.erase(b);
if (b->getType() == OBJECT_CHARACTER)
{
Being *c = static_cast< Being * >(b);
mExpReceivers.erase(c);
mLegalExpReceivers.erase(c);
}
}
void MonsterComponent::changeAnger(Actor *target, int amount)
{
const EntityType type = target->getType();
if (type != OBJECT_MONSTER && type != OBJECT_CHARACTER)
return;
Being *being = static_cast< Being * >(target);
if (mAnger.find(being) != mAnger.end())
{
mAnger[being].anger += amount;
}
else
{
AggressionInfo &aggressionInfo = mAnger[being];
aggressionInfo.anger = amount;
// Forget target either when it's removed or died, whichever
// happens first.
aggressionInfo.removedConnection =
being->signal_removed.connect(sigc::mem_fun(this, &MonsterComponent::forgetTarget));
aggressionInfo.diedConnection =
being->signal_died.connect(sigc::mem_fun(this, &MonsterComponent::forgetTarget));
}
}
std::map<Being *, int> MonsterComponent::getAngerList() const
{
std::map<Being *, int> result;
std::map<Being *, AggressionInfo>::const_iterator i, i_end;
for (i = mAnger.begin(), i_end = mAnger.end(); i != i_end; ++i)
{
const AggressionInfo &aggressionInfo = i->second;
result.insert(std::make_pair(i->first, aggressionInfo.anger));
}
return result;
}
void MonsterComponent::monsterDied(Being *monster)
{
mDecayTimeout.set(DECAY_TIME);
if (mExpReceivers.size() > 0)
{
// If the monster was killed by players, randomly drop items.
const unsigned size = mSpecy->mDrops.size();
for (unsigned i = 0; i < size; i++)
{
const int p = rand() / (RAND_MAX / 10000);
const MonsterDrop &drop = mSpecy->mDrops[i];
if (p <= drop.probability)
{
Actor *item = Item::create(monster->getMap(),
monster->getPosition(),
drop.item, 1);
GameState::enqueueInsert(item);
}
}
// Distribute exp reward.
std::map<Being *, std::set <size_t> > ::iterator iChar;
std::set<size_t>::iterator iSkill;
float expPerChar = (float)mSpecy->getExp() / mExpReceivers.size();
for (iChar = mExpReceivers.begin(); iChar != mExpReceivers.end();
iChar++)
{
auto *character = (*iChar).first;
const std::set<size_t> &skillSet = (*iChar).second;
if (mLegalExpReceivers.find(character) == mLegalExpReceivers.end()
|| skillSet.empty())
continue;
auto characterComponent =
character->getComponent<CharacterComponent>();
int expPerSkill = int(expPerChar / skillSet.size());
for (iSkill = skillSet.begin(); iSkill != skillSet.end();
iSkill++)
{
characterComponent->receiveExperience(*iSkill, expPerSkill,
mSpecy->getOptimalLevel());
}
characterComponent->incrementKillCount(mSpecy->getId());
}
}
}
void MonsterComponent::receivedDamage(Being *source, const Damage &damage, int hpLoss)
{
if (source)
changeAnger(source, hpLoss);
if (hpLoss && source && source->getType() == OBJECT_CHARACTER)
{
mExpReceivers[source].insert(damage.skill);
if (mKillStealProtectedTimeout.expired() || mOwner == source
|| mOwner->getComponent<CharacterComponent>()->getParty() ==
source->getComponent<CharacterComponent>()->getParty())
{
mOwner = source;
mLegalExpReceivers.insert(source);
mKillStealProtectedTimeout.set(KILLSTEAL_PROTECTION_TIME);
}
}
}