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-rw-r--r--src/map/mob.c169
1 files changed, 91 insertions, 78 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index ffab804a6..2605b414f 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -52,7 +52,9 @@ struct mob_interface mob_s;
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
-#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
+// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
+// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
+#define MOB_LAZYSKILLPERC(md) (md->state.spotted?1000:0)
// Move probability for mobs away from players (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYMOVEPERC(md) ((md)->state.spotted?1000:0)
@@ -946,7 +948,7 @@ int mob_spawn (struct mob_data *md)
md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
md->state.skillstate = MSS_IDLE;
- md->next_walktime = tick+rnd()%5000+1000;
+ md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->dmgtick = tick - 5000;
md->last_pcneartime = 0;
@@ -1074,15 +1076,6 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
battle->check_range(&md->bl,bl,md->db->range2)
) { //Pick closest target?
-
- if( map->list[bl->m].icewall_num &&
- !path->search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) {
-
- if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) )
- return 0;
-
- }
-
(*target) = bl;
md->target_id=bl->id;
md->min_chase= dist + md->db->range3;
@@ -1286,22 +1279,23 @@ int mob_unlocktarget(struct mob_data *md, int64 tick) {
md->state.skillstate = MSS_IDLE;
case MSS_IDLE:
// Idle skill.
- if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) &&
- mob->skill_use(md, tick, -1))
+ if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mob->skill_use(md, tick, -1))
break;
//Random walk.
if (!md->master_id &&
DIFF_TICK(md->next_walktime, tick) <= 0 &&
!mob->randomwalk(md,tick))
//Delay next random walk when this one failed.
- md->next_walktime=tick+rnd()%3000;
+ md->next_walktime = tick+rnd()%1000;
break;
default:
mob_stop_attack(md);
- if (battle_config.mob_ai&0x8)
- mob_stop_walking(md,1); //Immediately stop chasing.
+ mob_stop_walking(md,1); //Stop chasing.
md->state.skillstate = MSS_IDLE;
- md->next_walktime=tick+rnd()%3000+3000;
+ if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
+ md->next_walktime = tick+rnd()%1000;
+ else
+ md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
break;
}
if (md->target_id) {
@@ -1309,6 +1303,10 @@ int mob_unlocktarget(struct mob_data *md, int64 tick) {
md->ud.target_to = 0;
unit->set_target(&md->ud, 0);
}
+ if(map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
+ unit->walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
+ }
+
return 0;
}
/*==========================================
@@ -1328,6 +1326,7 @@ int mob_randomwalk(struct mob_data *md, int64 tick) {
d =12-md->move_fail_count;
if(d<5) d=5;
+ if(d>7) d=7;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rnd();
x=r%(d*2+1)-d;
@@ -1335,7 +1334,7 @@ int mob_randomwalk(struct mob_data *md, int64 tick) {
x+=md->bl.x;
y+=md->bl.y;
- if((map->getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit->walktoxy(&md->bl,x,y,1)){
+ if(((x != md->bl.x) || (y != md->bl.y)) && map->getcell(md->bl.m,x,y,CELL_CHKPASS) && unit->walktoxy(&md->bl,x,y,8)){
break;
}
}
@@ -1358,7 +1357,7 @@ int mob_randomwalk(struct mob_data *md, int64 tick) {
}
md->state.skillstate=MSS_WALK;
md->move_fail_count=0;
- md->next_walktime = tick+rnd()%3000+3000+c;
+ md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c;
return 1;
}
@@ -1404,9 +1403,6 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
if (md->ud.skilltimer != INVALID_TIMER)
return false;
- if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= 3)
- return false;
-
// Abnormalities
if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE )
|| md->sc.data[SC_DEEP_SLEEP] || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {
@@ -1434,10 +1430,13 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
|| ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
)
) {
- //Unlock current target.
+ //No valid target
if (mob->warpchase(md, tbl))
return true; //Chasing this target.
- mob->unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Immediately do random walk.
+ if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
+ && (tbl || md->ud.walkpath.path_pos == 0))
+ return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
+ mob_unlocktarget(md, tick); //Unlock target
tbl = NULL;
}
}
@@ -1448,12 +1447,14 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
if( md->attacked_id == md->target_id )
{ //Rude attacked check.
if( !battle->check_range(&md->bl, tbl, md->status.rhw.range)
- && ( //Can't attack back and can't reach back.
+ && ( //Can't attack back and can't reach back.
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
- || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
- || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
- || !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH)
+ || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
+ || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
+ || md->walktoxy_fail_count > 0)
)
+ || !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH)
+ )
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mob->skill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
&& can_move && unit->escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape
@@ -1471,10 +1472,12 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
|| (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|| (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
&& ( // Reach check
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
- || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
- || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
- || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
+ (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
+ || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
+ || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
+ || md->walktoxy_fail_count > 0)
+ )
+ || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
)
)
) {
@@ -1547,7 +1550,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
}
}
- //This handles triggering idle walk/skill.
+ //This handles triggering idle/walk skill.
mob->unlocktarget(md, tick);
return true;
}
@@ -1604,48 +1607,56 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
mob->unlocktarget (md,tick);
return true;
}
+
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
- if (md->ud.target == tbl->id && md->ud.attacktimer != INVALID_TIMER) //Already locked.
+ if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
+ { //Target within range and able to use normal attack, engage
+ if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
+ { //Only attack if no more attack delay left
+ if(tbl->type == BL_PC)
+ mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
+
+ if( !(mode&MD_RANDOMTARGET) )
+ unit->attack(&md->bl,tbl->id,1);
+ else { // Attack once and find a new random target
+ int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
+ unit->attack(&md->bl,tbl->id, 0);
+ if ((tbl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) {
+ md->target_id = tbl->id;
+ md->min_chase = md->db->range3;
+ }
+ }
+ }
return true;
+ }
- if (battle->check_range (&md->bl, tbl, md->status.rhw.range))
- { //Target within range, engage
+ //Monsters in berserk state, unable to use normal attacks, will always attempt a skill
+ if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
+ if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
+ { //Only use skill if able to walk on next tick and not used a skill the last second
+ mob->skill_use(md, tick, -1);
+ }
+ }
- if(tbl->type == BL_PC)
- mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
+ //Target still in attack range, no need to chase the target
+ if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
+ return true;
- if(!(mode&MD_RANDOMTARGET))
- unit->attack(&md->bl,tbl->id,1);
- else { // Attack once and find new random target
- int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
- unit->attack(&md->bl,tbl->id,0);
- tbl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size);
- // If no target was found, keep atacking the old one
- if( tbl ) {
- md->target_id = tbl->id;
- md->min_chase = md->db->range3;
- }
- }
+ //Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
+ if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
return true;
- }
//Out of range...
- if (!(mode&MD_CANMOVE))
- { //Can't chase. Attempt an idle skill before unlocking.
- md->state.skillstate = MSS_IDLE;
- if (!mob->skill_use(md, tick, -1))
+ if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0))
+ { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill.
+ if (md->ud.attacktimer == INVALID_TIMER)
+ { //Only unlock target if no more attack delay left
+ //This handles triggering idle/walk skill.
mob->unlocktarget(md,tick);
+ }
return true;
- }
-
- if (!can_move)
- { //Stuck. Attempt an idle skill
- md->state.skillstate = MSS_IDLE;
- if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
- mob->skill_use(md, tick, -1);
- return true;
- }
+ }
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
(
@@ -1655,6 +1666,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
return true;
//Follow up if possible.
+ //Hint: Chase skills are handled in the walktobl routine
if(!mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
!unit->walktobl(&md->bl, tbl, md->status.rhw.range, 2))
mob->unlocktarget(md,tick);
@@ -1735,20 +1747,17 @@ int mob_ai_sub_lazy(struct mob_data *md, va_list args) {
}
if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit->can_move(&md->bl) ) {
- if( map->list[md->bl.m].users > 0 )
- {
- if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
- mob->randomwalk(md, tick);
- else
- if( rnd()%1000 < MOB_LAZYSKILLPERC ) //Chance to do a mob's idle skill.
- mob->skill_use(md, tick, -1);
- }
- else
- {
- if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
- mob->randomwalk(md, tick);
- }
+ if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
+ mob_randomwalk(md, tick);
+ }
+ else if( md->ud.walktimer == INVALID_TIMER )
+ {
+ //Because it is not unset when the mob finishes walking.
+ md->state.skillstate = MSS_IDLE;
+ if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill.
+ mob->skill_use(md, tick, -1);
}
+
return 0;
}
@@ -2641,7 +2650,7 @@ void mob_revive(struct mob_data *md, unsigned int hp)
int64 tick = timer->gettick();
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
- md->next_walktime = tick+rnd()%50+5000;
+ md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->last_pcneartime = 0;
memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
@@ -3711,6 +3720,10 @@ bool mob_parse_dbrow(char** str) {
if (mstatus->dex < 1) mstatus->dex = 1;
if (mstatus->luk < 1) mstatus->luk = 1;
+ //Tests showed that chase range is effectively 2 cells larger than expected [Playtester]
+ if (db->range3 > 0)
+ db->range3 += 2;
+
db->range2 = atoi(str[20]);
db->range3 = atoi(str[21]);
if (battle_config.view_range_rate != 100) {