forked from cataclysmbnteam/Cataclysm-BN
-
Notifications
You must be signed in to change notification settings - Fork 0
/
mattack_actors.cpp
680 lines (581 loc) · 22 KB
/
mattack_actors.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
#include "mattack_actors.h"
#include <algorithm>
#include <limits>
#include <memory>
#include <optional>
#include "avatar.h"
#include "calendar.h"
#include "creature.h"
#include "enums.h"
#include "game.h"
#include "generic_factory.h"
#include "gun_mode.h"
#include "int_id.h"
#include "item.h"
#include "json.h"
#include "line.h"
#include "map.h"
#include "map_iterator.h"
#include "material.h"
#include "messages.h"
#include "monster.h"
#include "mtype.h"
#include "npc.h"
#include "player.h"
#include "point.h"
#include "ranged.h"
#include "rng.h"
#include "sounds.h"
#include "translations.h"
#include "vehicle.h"
#include "vpart_range.h"
static const efftype_id effect_badpoison( "badpoison" );
static const efftype_id effect_bite( "bite" );
static const efftype_id effect_grabbed( "grabbed" );
static const efftype_id effect_infected( "infected" );
static const efftype_id effect_laserlocked( "laserlocked" );
static const efftype_id effect_poison( "poison" );
static const efftype_id effect_targeted( "targeted" );
static const efftype_id effect_was_laserlocked( "was_laserlocked" );
static const trait_id trait_TOXICFLESH( "TOXICFLESH" );
static const trait_id trait_NORANGEDCRIT( "NO_RANGED_CRIT" );
// Simplified version of the function in monattack.cpp
static bool is_adjacent( const monster &z, const Creature &target )
{
if( rl_dist( z.pos(), target.pos() ) != 1 ) {
return false;
}
if( !z.can_squeeze_to( target.pos() ) ) {
return false;
}
return z.posz() == target.posz();
}
void leap_actor::load_internal( const JsonObject &obj, const std::string & )
{
// Mandatory:
max_range = obj.get_float( "max_range" );
// Optional:
min_range = obj.get_float( "min_range", 1.0f );
allow_no_target = obj.get_bool( "allow_no_target", false );
move_cost = obj.get_int( "move_cost", 150 );
min_consider_range = obj.get_float( "min_consider_range", 0.0f );
max_consider_range = obj.get_float( "max_consider_range", 200.0f );
}
std::unique_ptr<mattack_actor> leap_actor::clone() const
{
return std::make_unique<leap_actor>( *this );
}
bool leap_actor::call( monster &z ) const
{
if( !z.can_act() || !z.move_effects( false ) ) {
return false;
}
std::vector<tripoint> options;
tripoint target = z.move_target();
float best_float = trigdist ? trig_dist( z.pos(), target ) : square_dist( z.pos(), target );
if( best_float < min_consider_range || best_float > max_consider_range ) {
return false;
}
// We wanted the float for range check
// int here will make the jumps more random
int best = std::numeric_limits<int>::max();
if( !allow_no_target && z.attack_target() == nullptr ) {
return false;
}
map &here = get_map();
std::multimap<int, tripoint> candidates;
for( const tripoint &candidate : here.points_in_radius( z.pos(), max_range ) ) {
if( candidate == z.pos() ) {
continue;
}
float leap_dist = trigdist ? trig_dist( z.pos(), candidate ) :
square_dist( z.pos(), candidate );
if( leap_dist > max_range || leap_dist < min_range ) {
continue;
}
int candidate_dist = rl_dist( candidate, target );
if( candidate_dist >= best_float ) {
continue;
}
candidates.emplace( candidate_dist, candidate );
}
for( const auto &candidate : candidates ) {
const int &cur_dist = candidate.first;
const tripoint &dest = candidate.second;
if( cur_dist > best ) {
break;
}
if( !z.sees( dest ) ) {
continue;
}
if( !g->is_empty( dest ) ) {
continue;
}
bool blocked_path = false;
// check if monster has a clear path to the proposed point
std::vector<tripoint> line = here.find_clear_path( z.pos(), dest );
tripoint prev_point = z.pos();
for( auto &i : line ) {
if( here.impassable( i ) || here.obstructed_by_vehicle_rotation( prev_point, i ) ) {
blocked_path = true;
break;
}
prev_point = i;
}
// don't leap into water if you could drown (#38038)
if( z.is_aquatic_danger( dest ) ) {
blocked_path = true;
}
if( blocked_path ) {
continue;
}
options.push_back( dest );
best = cur_dist;
}
if( options.empty() ) {
return false; // Nowhere to leap!
}
z.moves -= move_cost;
const tripoint chosen = random_entry( options );
bool seen = g->u.sees( z ); // We can see them jump...
z.setpos( chosen );
seen |= g->u.sees( z ); // ... or we can see them land
if( seen ) {
add_msg( _( "The %s leaps!" ), z.name() );
}
return true;
}
std::unique_ptr<mattack_actor> mon_spellcasting_actor::clone() const
{
return std::make_unique<mon_spellcasting_actor>( *this );
}
void mon_spellcasting_actor::load_internal( const JsonObject &obj, const std::string & )
{
std::string sp_id;
fake_spell intermediate;
mandatory( obj, was_loaded, "spell_data", intermediate );
self = intermediate.self;
translation monster_message;
optional( obj, was_loaded, "monster_message", monster_message,
//~ "<Monster Display name> cast <Spell Name> on <Target name>!"
to_translation( "%1$s casts %2$s at %3$s!" ) );
spell_data = intermediate.get_spell();
spell_data.set_message( monster_message );
avatar fake_player;
move_cost = spell_data.casting_time( fake_player );
}
bool mon_spellcasting_actor::call( monster &mon ) const
{
if( !mon.can_act() ) {
return false;
}
if( !mon.attack_target() ) {
// this is an attack. there is no reason to attack if there isn't a real target.
return false;
}
const tripoint target = self ? mon.pos() : mon.attack_target()->pos();
std::string fx = spell_data.effect();
// is the spell an attack that needs to hit the target?
// examples of spells that don't: summons, teleport self
const bool targeted_attack = fx == "target_attack" || fx == "projectile_attack" ||
fx == "cone_attack" || fx == "line_attack";
if( targeted_attack && rl_dist( mon.pos(), target ) > spell_data.range() ) {
return false;
}
std::string target_name;
if( const Creature *target_monster = g->critter_at( target ) ) {
target_name = target_monster->disp_name();
}
if( g->u.sees( target ) ) {
add_msg( spell_data.message(), mon.disp_name(), spell_data.name(), target_name );
}
spell_data.cast_all_effects( mon, target );
return true;
}
melee_actor::melee_actor()
{
damage_max_instance = damage_instance::physical( 9, 0, 0, 0 );
min_mul = 0.5f;
max_mul = 1.0f;
move_cost = 100;
}
void melee_actor::load_internal( const JsonObject &obj, const std::string & )
{
// Optional:
if( obj.has_array( "damage_max_instance" ) ) {
damage_max_instance = load_damage_instance( obj.get_array( "damage_max_instance" ) );
} else if( obj.has_object( "damage_max_instance" ) ) {
damage_max_instance = load_damage_instance( obj );
}
min_mul = obj.get_float( "min_mul", 0.0f );
max_mul = obj.get_float( "max_mul", 1.0f );
move_cost = obj.get_int( "move_cost", 100 );
accuracy = obj.get_int( "accuracy", INT_MIN );
optional( obj, was_loaded, "miss_msg_u", miss_msg_u,
to_translation( "The %s lunges at you, but you dodge!" ) );
optional( obj, was_loaded, "no_dmg_msg_u", no_dmg_msg_u,
to_translation( "The %1$s bites your %2$s, but fails to penetrate armor!" ) );
optional( obj, was_loaded, "hit_dmg_u", hit_dmg_u,
to_translation( "The %1$s bites your %2$s!" ) );
optional( obj, was_loaded, "miss_msg_npc", miss_msg_npc,
to_translation( "The %s lunges at <npcname>, but they dodge!" ) );
optional( obj, was_loaded, "no_dmg_msg_npc", no_dmg_msg_npc,
to_translation( "The %1$s bites <npcname>'s %2$s, but fails to penetrate armor!" ) );
optional( obj, was_loaded, "hit_dmg_npc", hit_dmg_npc,
to_translation( "The %1$s bites <npcname>'s %2$s!" ) );
if( obj.has_array( "body_parts" ) ) {
for( JsonArray sub : obj.get_array( "body_parts" ) ) {
const body_part bp = get_body_part_token( sub.get_string( 0 ) );
const float prob = sub.get_float( 1 );
body_parts.add_or_replace( bp, prob );
}
}
if( obj.has_array( "effects" ) ) {
for( JsonObject eff : obj.get_array( "effects" ) ) {
effects.push_back( load_mon_effect_data( eff ) );
}
}
}
Creature *melee_actor::find_target( monster &z ) const
{
if( !z.can_act() ) {
return nullptr;
}
Creature *target = z.attack_target();
if( target == nullptr || !is_adjacent( z, *target ) ) {
return nullptr;
}
return target;
}
bool melee_actor::call( monster &z ) const
{
Creature *target = find_target( z );
if( target == nullptr ) {
return false;
}
z.mod_moves( -move_cost );
add_msg( m_debug, "%s attempting to melee_attack %s", z.name(),
target->disp_name() );
const int acc = accuracy >= 0 ? accuracy : z.type->melee_skill;
int hitspread = target->deal_melee_attack( &z, dice( acc, 10 ) );
if( hitspread < 0 ) {
auto msg_type = target->is_avatar() ? m_warning : m_info;
sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
sfx::get_heard_angle( z.pos() ) );
target->add_msg_player_or_npc( msg_type, miss_msg_u, miss_msg_npc, z.name() );
return true;
}
damage_instance damage = damage_max_instance;
double multiplier = rng_float( min_mul, max_mul );
damage.mult_damage( multiplier );
body_part bp_hit = body_parts.empty() ?
target->select_body_part( &z, hitspread ) :
*body_parts.pick();
target->on_hit( &z, convert_bp( bp_hit ).id() );
dealt_damage_instance dealt_damage = target->deal_damage( &z, convert_bp( bp_hit ).id(), damage );
dealt_damage.bp_hit = bp_hit;
int damage_total = dealt_damage.total_damage();
add_msg( m_debug, "%s's melee_attack did %d damage", z.name(), damage_total );
if( damage_total > 0 ) {
on_damage( z, *target, dealt_damage );
} else {
sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
sfx::get_heard_angle( z.pos() ) );
target->add_msg_player_or_npc( m_neutral, no_dmg_msg_u, no_dmg_msg_npc, z.name(),
body_part_name_accusative( bp_hit ) );
}
return true;
}
// TODO: Remove after effect permanence change
#include "effect.h"
void melee_actor::on_damage( monster &z, Creature &target, dealt_damage_instance &dealt ) const
{
if( target.is_player() ) {
sfx::play_variant_sound( "mon_bite", "bite_hit", sfx::get_heard_volume( z.pos() ),
sfx::get_heard_angle( z.pos() ) );
sfx::do_player_death_hurt( dynamic_cast<player &>( target ), false );
}
auto msg_type = target.attitude_to( g->u ) == Creature::A_FRIENDLY ? m_bad : m_neutral;
const body_part bp = dealt.bp_hit;
target.add_msg_player_or_npc( msg_type, hit_dmg_u, hit_dmg_npc, z.name(),
body_part_name_accusative( bp ) );
for( const auto &eff : effects ) {
if( x_in_y( eff.chance, 100 ) ) {
const body_part affected_bp = eff.affect_hit_bp ? bp : eff.bp;
target.add_effect( eff.id, time_duration::from_turns( eff.duration ), affected_bp );
if( eff.permanent ) {
target.get_effect( eff.id, affected_bp ).set_permanent();
}
}
}
}
std::unique_ptr<mattack_actor> melee_actor::clone() const
{
return std::make_unique<melee_actor>( *this );
}
bite_actor::bite_actor() = default;
void bite_actor::load_internal( const JsonObject &obj, const std::string &src )
{
melee_actor::load_internal( obj, src );
no_infection_chance = obj.get_int( "no_infection_chance", 14 );
}
void bite_actor::on_damage( monster &z, Creature &target, dealt_damage_instance &dealt ) const
{
melee_actor::on_damage( z, target, dealt );
if( target.has_effect( effect_grabbed ) && one_in( no_infection_chance - dealt.total_damage() ) ) {
const body_part hit = dealt.bp_hit;
if( target.has_effect( effect_bite, hit ) ) {
target.add_effect( effect_bite, 40_minutes, hit );
} else if( target.has_effect( effect_infected, hit ) ) {
target.add_effect( effect_infected, 25_minutes, hit );
} else {
target.add_effect( effect_bite, 1_turns, hit );
}
}
if( target.has_trait( trait_TOXICFLESH ) ) {
z.add_effect( effect_poison, 5_minutes );
z.add_effect( effect_badpoison, 5_minutes );
}
}
std::unique_ptr<mattack_actor> bite_actor::clone() const
{
return std::make_unique<bite_actor>( *this );
}
gun_actor::gun_actor() : description( _( "The %1$s fires its %2$s!" ) ),
targeting_sound( _( "beep-beep-beep!" ) )
{
}
void gun_actor::load_internal( const JsonObject &obj, const std::string & )
{
obj.read( "gun_type", gun_type, true );
obj.read( "ammo_type", ammo_type );
if( obj.has_array( "fake_skills" ) ) {
for( JsonArray cur : obj.get_array( "fake_skills" ) ) {
fake_skills[skill_id( cur.get_string( 0 ) )] = cur.get_int( 1 );
}
}
obj.read( "fake_str", fake_str );
obj.read( "fake_dex", fake_dex );
obj.read( "fake_int", fake_int );
obj.read( "fake_per", fake_per );
for( JsonArray mode : obj.get_array( "ranges" ) ) {
if( mode.size() < 2 || mode.get_int( 0 ) > mode.get_int( 1 ) ) {
obj.throw_error( "incomplete or invalid range specified", "ranges" );
}
ranges.emplace( std::make_pair<int, int>( mode.get_int( 0 ), mode.get_int( 1 ) ),
gun_mode_id( mode.size() > 2 ? mode.get_string( 2 ) : "" ) );
}
obj.read( "max_ammo", max_ammo );
obj.read( "move_cost", move_cost );
if( obj.read( "description", description ) ) {
description = _( description );
}
if( obj.read( "failure_msg", failure_msg ) ) {
failure_msg = _( failure_msg );
}
if( obj.read( "no_ammo_sound", no_ammo_sound ) ) {
no_ammo_sound = _( no_ammo_sound );
} else {
no_ammo_sound = _( "Click." );
}
obj.read( "targeting_cost", targeting_cost );
obj.read( "require_targeting_player", require_targeting_player );
obj.read( "require_targeting_npc", require_targeting_npc );
obj.read( "require_targeting_monster", require_targeting_monster );
obj.read( "targeting_timeout", targeting_timeout );
obj.read( "targeting_timeout_extend", targeting_timeout_extend );
if( obj.read( "targeting_sound", targeting_sound ) ) {
targeting_sound = _( targeting_sound );
} else {
targeting_sound = _( "Beep." );
}
obj.read( "targeting_volume", targeting_volume );
obj.read( "laser_lock", laser_lock );
obj.read( "target_moving_vehicles", target_moving_vehicles );
obj.read( "require_sunlight", require_sunlight );
obj.read( "no_crits", no_crits );
}
std::unique_ptr<mattack_actor> gun_actor::clone() const
{
return std::make_unique<gun_actor>( *this );
}
int gun_actor::get_max_range() const
{
int max_range = 0;
for( const auto &e : ranges ) {
max_range = std::max( std::max( max_range, e.first.first ), e.first.second );
}
return max_range;
}
static std::optional<tripoint> find_target_vehicle( monster &z, int range )
{
map &here = get_map();
bool found = false;
tripoint aim_at;
for( wrapped_vehicle &v : here.get_vehicles() ) {
if( ( !fov_3d && v.pos.z != z.pos().z ) || v.v->velocity == 0 ) {
continue;
}
bool found_controls = false;
for( const vpart_reference &vp : v.v->get_avail_parts( "CONTROLS" ) ) {
if( z.sees( vp.pos() ) ) {
int new_dist = rl_dist( z.pos(), vp.pos() );
if( new_dist <= range ) {
aim_at = vp.pos();
range = new_dist;
found = true;
found_controls = true;
}
}
}
if( !found_controls ) {
std::vector<tripoint> line = here.find_clear_path( z.pos(), v.v->global_pos3() );
tripoint prev_point = z.pos();
for( tripoint &i : line ) {
if( here.floor_between( prev_point, i ) ) {
break;
}
optional_vpart_position vp = here.veh_at( i );
if( vp && &vp->vehicle() == v.v ) {
int new_dist = rl_dist( z.pos(), i );
if( new_dist <= range ) {
aim_at = i;
range = new_dist;
found = true;
}
break;
}
if( !here.is_transparent( i ) ) {
break;
}
prev_point = i;
}
}
}
if( found ) {
return std::make_optional( aim_at );
} else {
return std::optional<tripoint>();
}
}
bool gun_actor::call( monster &z ) const
{
Creature *target;
tripoint aim_at;
bool untargeted = false;
if( z.friendly ) {
int max_range = get_max_range();
int hostiles; // hostiles which cannot be engaged without risking friendly fire
target = z.auto_find_hostile_target( max_range, hostiles );
if( !target ) {
if( hostiles > 0 && g->u.sees( z ) ) {
add_msg( m_warning, vgettext( "Pointed in your direction, the %s emits an IFF warning beep.",
"Pointed in your direction, the %s emits %d annoyed sounding beeps.",
hostiles ),
z.name(), hostiles );
}
return false;
}
aim_at = target->pos();
} else {
target = z.attack_target();
if( !target || !z.sees( *target ) ) {
if( !target_moving_vehicles ) {
return false;
}
//No living targets, try to find a moving car
std::optional<tripoint> aim = find_target_vehicle( z, get_max_range() );
if( !aim ) {
return false;
}
aim_at = *aim;
untargeted = true;
} else {
aim_at = target->pos();
}
}
int dist = rl_dist( z.pos(), aim_at );
for( const auto &e : ranges ) {
if( dist >= e.first.first && dist <= e.first.second ) {
if( untargeted || try_target( z, *target ) ) {
shoot( z, aim_at, e.second );
}
return true;
}
}
return false;
}
bool gun_actor::try_target( monster &z, Creature &target ) const
{
if( require_sunlight && !g->is_in_sunlight( z.pos() ) ) {
if( one_in( 3 ) && g->u.sees( z ) ) {
add_msg( _( failure_msg ), z.name() );
}
return false;
}
const bool require_targeting = ( require_targeting_player && target.is_player() ) ||
( require_targeting_npc && target.is_npc() ) ||
( require_targeting_monster && target.is_monster() );
const bool not_targeted = require_targeting && !z.has_effect( effect_targeted );
const bool not_laser_locked = require_targeting && laser_lock &&
!target.has_effect( effect_was_laserlocked );
if( not_targeted || not_laser_locked ) {
if( targeting_volume > 0 && !targeting_sound.empty() ) {
sounds::sound( z.pos(), targeting_volume, sounds::sound_t::alarm,
_( targeting_sound ) );
}
if( not_targeted ) {
z.add_effect( effect_targeted, time_duration::from_turns( targeting_timeout ) );
}
if( not_laser_locked ) {
target.add_effect( effect_laserlocked, 5_turns );
target.add_effect( effect_was_laserlocked, 5_turns );
target.add_msg_if_player( m_warning,
_( "You're not sure why you've got a laser dot on you…" ) );
}
z.moves -= targeting_cost;
return false;
}
if( require_targeting ) {
z.add_effect( effect_targeted, time_duration::from_turns( targeting_timeout_extend ) );
}
if( laser_lock ) {
// To prevent spamming laser locks when the player can tank that stuff somehow
target.add_effect( effect_was_laserlocked, 5_turns );
}
return true;
}
void gun_actor::shoot( monster &z, const tripoint &target, const gun_mode_id &mode,
int inital_recoil ) const
{
z.moves -= move_cost;
item gun( gun_type );
gun.gun_set_mode( mode );
itype_id ammo = ammo_type ? ammo_type : gun.ammo_default();
if( ammo ) {
gun.ammo_set( ammo, z.ammo[ammo] );
}
if( !gun.ammo_sufficient() ) {
if( !no_ammo_sound.empty() ) {
sounds::sound( z.pos(), 10, sounds::sound_t::combat, _( no_ammo_sound ) );
}
return;
}
standard_npc tmp( _( "The " ) + z.name(), z.pos(), {}, 8,
fake_str, fake_dex, fake_int, fake_per );
tmp.set_fake( true );
tmp.set_attitude( z.friendly ? NPCATT_FOLLOW : NPCATT_KILL );
tmp.recoil = inital_recoil; // set inital recoil
if( no_crits ) {
tmp.toggle_trait( trait_NORANGEDCRIT );
}
for( const auto &pr : fake_skills ) {
tmp.set_skill_level( pr.first, pr.second );
}
tmp.primary_weapon() = gun;
tmp.i_add( item( "UPS_off", calendar::turn, 1000 ) );
if( g->u.sees( z ) ) {
add_msg( m_warning, _( description ), z.name(), tmp.primary_weapon().tname() );
}
z.ammo[ammo] -= ranged::fire_gun( tmp, target, gun.gun_current_mode().qty );
}