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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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367 lines
11 KiB
C++
367 lines
11 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 FAMILY_PROFILE_TRIBE_H
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#define FAMILY_PROFILE_TRIBE_H
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extern NLMISC::CVariable<bool> LogOutpostDebug;
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class CFamilyProfileTribe;
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/// outpost information
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class COutpostInfo
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:public NLMISC::CRefCount
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{
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COutpostInfo (CFamilyBehavior *const familyBehavior, const CFamilyProfileTribe *const familyProfileTribe, const CNpcZone*const zoneNpc)
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:_State(ZCSTATE::Tribe)
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,_FamilyBehavior(familyBehavior)
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,_FamilyProfileTribe(familyProfileTribe)
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,_ZoneNpc(zoneNpc)
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,_FightGroupExist(false)
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,_BossGroupExist(false)
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,_ContactGroupExist(false)
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{
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}
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public:
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static NLMISC::CSmartPtr<COutpostInfo> createOutpost (CFamilyBehavior *const familyBehavior, const CFamilyProfileTribe *const familyProfileTribe, const NLMISC::TStringId &outpostName)
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{
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const CNpcZone *const zoneNpc=familyBehavior->getOwner()->lookupNpcZoneByName(/*familyBehavior->getFamily(), */NLMISC::CStringMapper::unmap(outpostName));
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if ( !zoneNpc
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|| !familyProfileTribe
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|| !familyBehavior)
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return NULL;
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return new COutpostInfo(familyBehavior, familyProfileTribe, zoneNpc);
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}
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typedef std::vector<NLMISC::CDbgPtr<CGroupNpc> > TGroupList;
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virtual ~COutpostInfo()
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{
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for (TGroupList::iterator it=_FightGroup.begin(), itEnd=_FightGroup.end();it!=itEnd;++it)
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{
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NLMISC::CDbgPtr<CGroupNpc> &dbgPtr=*it;
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if (!dbgPtr.isNULL())
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dbgPtr->despawnGrp();
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}
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for (TGroupList::iterator it=_ContactGroups.begin(), itEnd=_ContactGroups.end();it!=itEnd;++it)
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{
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NLMISC::CDbgPtr<CGroupNpc> &dbgPtr=*it;
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if (!dbgPtr.isNULL())
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dbgPtr->despawnGrp();
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}
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if (!_BossGroup.isNULL())
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{
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_BossGroup->despawnGrp();
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}
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}
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void spawnBoss ();
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void outpostEvent (ZCSTATE::TZcState state);
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void updateOutPostInfo ();
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void fightGroups(bool exist);
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void bossGroups(bool exist);
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void contactGroups(bool exist);
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void addToDespawnGroupList (CSpawnGroupNpc *grpNpc)
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{
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grpNpc->activityProfile().setAIProfile(NULL); // remove comportment.
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_DespawnList.push_back(&grpNpc->getPersistent());
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}
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void checkDespawnGroupList ();
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private:
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/// The npc zone for the outpost
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NLMISC::CstCDbgPtr<CNpcZone> _ZoneNpc;
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/// The current outpost state.
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ZCSTATE::TZcState _State;
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TGroupList _ContactGroups;
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/// Fight Groups.
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TGroupList _FightGroup;
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TGroupList _DespawnList;
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/// Pointer on the boss group when present.
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NLMISC::CDbgPtr<CGroupNpc> _BossGroup;
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NLMISC::CDbgPtr<CFamilyBehavior> _FamilyBehavior;
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NLMISC::CDbgPtr<CFamilyProfileTribe> _FamilyProfileTribe;
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public:
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bool _FightGroupExist;
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bool _BossGroupExist;
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bool _ContactGroupExist;
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};
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class CFamilyProfileTribe
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:public NLMISC::CDbgRefCount<CFamilyProfileTribe>
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,public IFamilyProfile
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{
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/// The zone that is used as camp for the tribe.
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NLMISC::CSmartPtr<const CNpcZone> _CampZone; // smart to have a counter on NpcZone. (Bad but no time to do better).
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/// The contact group in the camp
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NLMISC::CstCDbgPtr<CGroupNpc> _CampContact;
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public:
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std::vector<uint32> _AggroGroupIds;
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CFamilyProfileTribe (const CtorParam &ctorParam);
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virtual ~CFamilyProfileTribe ()
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{
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}
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CFamilyBehavior *getFamilyBehavior ()
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{
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return _FamilyBehavior;
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}
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/// The zone that is used as camp for the tribe.
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const NLMISC::CSmartPtr<const CNpcZone> &getCampZone() const
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{
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return _CampZone;
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}
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void setCampZone (const CNpcZone *campZone)
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{
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_CampZone=campZone;
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}
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void spawnBoss(NLMISC::TStringId outpostName);
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void setDefaultProfile(const CNpcZone *const zone, CGroupNpc *grp);
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typedef std::map<NLMISC::TStringId, NLMISC::CSmartPtr<COutpostInfo> > TOutpostContainer;
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TOutpostContainer _OutpostInfos;
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void fillOutpostNames(std::vector<NLMISC::TStringId> outpostNames)
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{
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outpostNames.clear();
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for (TOutpostContainer::const_iterator first(_OutpostInfos.begin()), last(_OutpostInfos.end()); first != last; ++first)
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outpostNames.push_back(first->first);
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}
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void outpostAdd(NLMISC::TStringId outpostName);
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void outpostRemove(NLMISC::TStringId outpostName);
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void outpostEvent(NLMISC::TStringId outpostName, ZCSTATE::TZcState state)
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{
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TOutpostContainer::iterator it(_OutpostInfos.find(outpostName));
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if (it==_OutpostInfos.end())
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return;
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// nlassert(it != _OutpostInfos.end());
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it->second->outpostEvent(state);
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};
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void spawnGroup();
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/// The main update for the profile. Called aprox every 10 s (100 ticks)
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void update();
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};
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extern IAiFactory<IFamilyProfile> *_ProfileTribe;
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//---------------------------------------------------------------------------------
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// CGrpProfileDynContact
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//---------------------------------------------------------------------------------
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//
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//
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class CGrpProfileDynContact
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: public CGrpProfileNormal
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{
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public:
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CGrpProfileDynContact(CProfileOwner *const owner, CFamilyProfileTribe *const familyProfile, COutpostInfo *const outPostInfo, bool isTheContactGroup=false)
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:CGrpProfileNormal(owner)
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,_FamilyProfile(familyProfile)
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,_isTheContactGroup(isTheContactGroup)
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,_OutPostInfo(outPostInfo)
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{
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_CurrentZone=_FamilyProfile->getCampZone();
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// this group can't be despawnded
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_Grp->getPersistent().setDiscardable(!isTheContactGroup);
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}
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virtual ~CGrpProfileDynContact()
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{
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}
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//---------------------------------------------------------------------------------------------------------
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// virtual routines used to mange behaviour of bot
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// note that this code is responsible for setting the 'nextActivity' bot property and may modify
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// the 'activityTimer' property - may also set the 'nextTarget' property
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// routine called when a bot starts to use a given profile
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// note that bots have a data member called 'void *aiProfileData' reserved for the use of the profile code
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// this data member should be setup here if it is to be used by the profile
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virtual void beginProfile();
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// routine called just before bot starts to use a new profile or when a bot dies
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virtual void endProfile();
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// routine called every time the bot is updated (frequency depends on player proximity, etc)
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virtual void updateProfile(uint ticksSinceLastUpdate);
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// routine used to build a debug string for detailed information on a bot's status (with respect to their aiProfile)
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virtual std::string buildDebugString() const;
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virtual AITYPES::TProfiles getAIProfileType () const
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{
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return AITYPES::ACTIVITY_CONTACT;
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}
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void gotoZone(const CNpcZone *const zone, const AITYPES::CPropertySet &flags);
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private:
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COutpostInfo *const _OutPostInfo;
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CFamilyProfileTribe *const _FamilyProfile;
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NLMISC::CstCDbgPtr<CNpcZone> _CurrentZone;
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const bool _isTheContactGroup;
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};
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//---------------------------------------------------------------------------------
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// CGrpProfileDynHarvest
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//---------------------------------------------------------------------------------
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class CGrpProfileDynHarvest: public CGrpProfileNormal
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{
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public:
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CGrpProfileDynHarvest(CProfileOwner *const owner, CFamilyProfileTribe *const familyProfile, const CNpcZone *const harvestZone, const CNpcZone *const currentZone)
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:CGrpProfileNormal(owner)
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,_FamilyProfile(familyProfile)
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,_HarvestZone(harvestZone)
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{
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_CurrentZone=currentZone;
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}
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virtual ~CGrpProfileDynHarvest()
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{
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}
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//---------------------------------------------------------------------------------------------------------
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// virtual routines used to mange behaviour of bot
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// note that this code is responsible for setting the 'nextActivity' bot property and may modify
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// the 'activityTimer' property - may also set the 'nextTarget' property
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// routine called when a bot starts to use a given profile
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// note that bots have a data member called 'void *aiProfileData' reserved for the use of the profile code
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// this data member should be setup here if it is to be used by the profile
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virtual void beginProfile();
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// routine called just before bot starts to use a new profile or when a bot dies
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virtual void endProfile();
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// routine called every time the bot is updated (frequency depends on player proximity, etc)
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virtual void updateProfile(uint ticksSinceLastUpdate);
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void checkTargetsAround ();
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// routine used to build a debug string for detailed information on a bot's status (with respect to their aiProfile)
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virtual std::string buildDebugString() const;
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virtual AITYPES::TProfiles getAIProfileType () const
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{
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return AITYPES::ACTIVITY_HARVEST;
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}
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private:
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CAITimer _checkTargetTimer;
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CFamilyProfileTribe *const _FamilyProfile;
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NLMISC::CstCDbgPtr<CNpcZone> _CurrentZone;
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NLMISC::CstCDbgPtr<CNpcZone> const _HarvestZone;
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};
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//---------------------------------------------------------------------------------
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// CGrpProfileDynHarvest
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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// CGrpProfileDynFight
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//---------------------------------------------------------------------------------
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//
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//
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class CGrpProfileDynFight: public CGrpProfileNormal
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{
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public:
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CGrpProfileDynFight(CProfileOwner *const owner, CFamilyProfileTribe *const familyProfile, const CNpcZone*const zone, COutpostInfo *const outPostInfo)
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:CGrpProfileNormal(owner)
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,_FamilyProfile(familyProfile)
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,_CurrentZone(zone)
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,_OutPostInfo(outPostInfo)
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{
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}
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virtual ~CGrpProfileDynFight()
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{
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}
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//---------------------------------------------------------------------------------------------------------
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// virtual routines used to mange behaviour of bot
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// note that this code is responsible for setting the 'nextActivity' bot property and may modify
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// the 'activityTimer' property - may also set the 'nextTarget' property
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// routine called when a bot starts to use a given profile
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// note that bots have a data member called 'void *aiProfileData' reserved for the use of the profile code
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// this data member should be setup here if it is to be used by the profile
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virtual void beginProfile();
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// routine called just before bot starts to use a new profile or when a bot dies
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virtual void endProfile();
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// routine called every time the bot is updated (frequency depends on player proximity, etc)
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virtual void updateProfile(uint ticksSinceLastUpdate);
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// routine used to build a debug string for detailed information on a bot's status (with respect to their aiProfile)
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virtual std::string buildDebugString() const;
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virtual AITYPES::TProfiles getAIProfileType () const
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{
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return AITYPES::ACTIVITY_FIGHT;
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}
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void gotoZone(const CNpcZone *const zone, const AITYPES::CPropertySet &flags);
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private:
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COutpostInfo *const _OutPostInfo;
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CFamilyProfileTribe *const _FamilyProfile;
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NLMISC::CstCDbgPtr<CNpcZone> _CurrentZone;
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};
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#endif
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