From cfef8a0088c3a74071834baeaea837de75e2d925 Mon Sep 17 00:00:00 2001 From: Playtester Date: Sat, 27 Sep 2014 23:50:45 +0200 Subject: [PATCH] Rewrote the hard monster AI. Monsters will now behave a lot closer to official servers: * Monsters will now attack immediately when they are chasing a target and it comes into attack range (bugreport:7370) * Monsters will now chase their target during their aDelay, but they still have to wait for aMotion to be able to move again (bugreport:9269) * Monsters will now rethink their chase in a configurable interval (see monster_chase_refresh in monster.conf), official value is once per cell, previously it was once per 3 cells * Monsters will now stop when they rethink their chase and their target is gone (player hides or target loot was picked), regardless of the monster_ai setting (note: if you want the old, stupid behavior, just increase monster_chase_refresh instead) --- conf/battle/monster.conf | 15 ++++++++-- src/map/battle.c | 1 + src/map/battle.h | 1 + src/map/mob.c | 62 +++++++++++++++++++++++----------------- 4 files changed, 49 insertions(+), 30 deletions(-) diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 5102c3a875..cfbecf2266 100644 --- a/conf/battle/monster.conf +++ b/conf/battle/monster.conf @@ -29,9 +29,7 @@ monster_max_aspd: 199 // 0x004: If not set, mobs that can change target only do so when melee attacked // (distance player/mob < 3), otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. -// 0x008: If set, when a mob loses track of their target, they stop walking -// immediately. Otherwise, they continue to their last target tile. When -// set mobs also scatter as soon as they lose their target. Use this mode +// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode // to make it much harder to mob-train by hiding and collecting them on a // single spot (ie: GrimTooth training) // 0x010: If set, mob skills defined for friends will also trigger on themselves. @@ -52,6 +50,17 @@ monster_max_aspd: 199 // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0 +// How often should a monster rethink its chase? +// 0: Every 100ms (MIN_MOBTHINKTIME) +// 1: Every cell moved (official) +// 2: Every 2 cells moved +// 3: Every 3 cells moved (previous setting) +// x: Every x cells moved +// Regardless of this setting, a monster will always rethink its chase if it has +// reached its target. Increase this value if you want to make monsters continue +// moving after they lost their target (hide, loot picked, etc.). +monster_chase_refresh: 1 + // Should mobs be able to be warped (add as needed)? // 0: Disable. // 1: Enable mob-warping when standing on NPC-warps diff --git a/src/map/battle.c b/src/map/battle.c index 58449aeb0f..407000657f 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -7666,6 +7666,7 @@ static const struct _battle_data { { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, + { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, }, { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, diff --git a/src/map/battle.h b/src/map/battle.h index c792c91348..2329d40510 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -402,6 +402,7 @@ extern struct Battle_Config int berserk_cancels_buffs; // [Aru] int debuff_on_logout; // Removes a few "official" negative Scs on logout. [Skotlex] int mob_ai; //Configures various mob_ai settings to make them smarter or dumber(official). [Skotlex] + int mob_chase_refresh; //How often a monster should refresh its chase [Playtester] int hom_setting; //Configures various homunc settings which make them behave unlike normal characters.. [Skotlex] int dynamic_mobs; // Dynamic Mobs [Wizputer] - battle_athena flag implemented by [random] int mob_remove_damaged; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] diff --git a/src/map/mob.c b/src/map/mob.c index fd0c726bc8..a92f1e85e7 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1316,8 +1316,7 @@ int mob_unlocktarget(struct mob_data *md, unsigned int tick) 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; break; @@ -1423,9 +1422,6 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int 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_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {//Should reset targets. @@ -1451,10 +1447,12 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) tbl->type == BL_PC && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) || ((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)); //Imediately do random walk. + if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh) + return true; //Walk at least "mob_chase_refresh" cells before dropping the target + mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Immediately do random walk. tbl = NULL; } } @@ -1626,25 +1624,25 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int 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. - return true; - if (battle_check_range (&md->bl, tbl, md->status.rhw.range)) { //Target within range, 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(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_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) { - md->target_id = tbl->id; - md->min_chase = md->db->range3; + 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_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) { + md->target_id = tbl->id; + md->min_chase = md->db->range3; + } } } return true; @@ -1653,17 +1651,23 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) //Out of range... if (!(mode&MD_CANMOVE)) { //Can't chase. Attempt an idle skill before unlocking. - md->state.skillstate = MSS_IDLE; - if (!mobskill_use(md, tick, -1)) - mob_unlocktarget(md,tick); + if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER) + { //Only use skill if no more attack delay left + md->state.skillstate = MSS_IDLE; + if (!mobskill_use(md, tick, -1)) + 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)) - mobskill_use(md, tick, -1); + if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER) + { //Only use skill if no more attack delay left + md->state.skillstate = MSS_IDLE; + if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) + mobskill_use(md, tick, -1); + } return true; } @@ -1674,6 +1678,10 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) )) //Current target tile is still within attack range. return true; + //Only update target cell after having moved at least "mob_chase_refresh" cells + if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh) + return true; + //Follow up if possible. if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) || !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))