Attack.pm
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- #########################################################################
- # OpenKore - Attack AI
- # Copyright (c) 2006 OpenKore Team
- #
- # This software is open source, licensed under the GNU General Public
- # License, version 2.
- # Basically, this means that you're allowed to modify and distribute
- # this software. However, if you distribute modified versions, you MUST
- # also distribute the source code.
- # See http://www.gnu.org/licenses/gpl.html for the full license.
- #
- # $Revision: 4286 $
- # $Id: Commands.pm 4286 2006-04-17 14:02:27Z illusion_kore $
- #
- #########################################################################
- #
- # This module contains the attack AI's code.
- package AI::Attack;
- use strict;
- use Carp::Assert;
- use Time::HiRes qw(time);
- use Globals;
- use AI;
- use Actor;
- use Field;
- use Log qw(message debug warning);
- use Translation qw(T TF);
- use Network::Send ();
- use Skill;
- use Misc;
- use Utils;
- use Utils::Benchmark;
- use Utils::PathFinding;
- sub process {
- Benchmark::begin("ai_attack") if DEBUG;
- my $args = AI::args;
- if (AI::action eq "attack" && AI::args->{suspended}) {
- $args->{ai_attack_giveup}{time} += time - $args->{suspended};
- delete $args->{suspended};
- }
- if (AI::action eq "attack" && $args->{move_start}) {
- # We've just finished moving to the monster.
- # Don't count the time we spent on moving
- $args->{ai_attack_giveup}{time} += time - $args->{move_start};
- undef $args->{unstuck}{time};
- undef $args->{move_start};
- } elsif (AI::action eq "attack" && $args->{avoiding} && $args->{attackID}) {
- my $target = Actor::get($args->{attackID});
- $args->{ai_attack_giveup}{time} = time + $target->{time_move_calc} + 3;
- undef $args->{avoiding};
- } elsif (((AI::action eq "route" && AI::action(1) eq "attack") || (AI::action eq "move" && AI::action(2) eq "attack"))
- && $args->{attackID} && timeOut($AI::Temp::attack_route_adjust, 1)) {
- # We're on route to the monster; check whether the monster has moved
- my $ID = $args->{attackID};
- my $attackSeq = (AI::action eq "route") ? AI::args(1) : AI::args(2);
- my $target = Actor::get($ID);
- if ($target->{type} ne 'Unknown' && $attackSeq->{monsterPos} && %{$attackSeq->{monsterPos}}
- && round(distance(calcPosition($target), $attackSeq->{monsterPos})) > $attackSeq->{attackMethod}{maxDistance}) {
- # Monster has moved; stop moving and let the attack AI readjust route
- AI::dequeue;
- AI::dequeue if (AI::action eq "route");
- $attackSeq->{ai_attack_giveup}{time} = time;
- debug "Target has moved more than $attackSeq->{attackMethod}{maxDistance} blocks; readjusting routen", "ai_attack";
- } elsif ($target->{type} ne 'Unknown' && $attackSeq->{monsterPos} && %{$attackSeq->{monsterPos}}
- && round(distance(calcPosition($target), calcPosition($char))) <= $attackSeq->{attackMethod}{maxDistance}) {
- # Monster is within attack range; stop moving
- AI::dequeue;
- AI::dequeue if (AI::action eq "route");
- $attackSeq->{ai_attack_giveup}{time} = time;
- debug "Target at ($attackSeq->{monsterPos}{x},$attackSeq->{monsterPos}{y}) is now within " .
- "$attackSeq->{attackMethod}{maxDistance} blocks; stop movingn", "ai_attack";
- }
- $AI::Temp::attack_route_adjust = time;
- }
- if (AI::action eq "attack") {
- my $ID = $args->{ID};
- if (targetGone()) {
- finishAttacking();
- } elsif (shouldGiveUp()) {
- giveUp();
- } else {
- if (timeOut($args->{attackMainTimeout}, 0.1)) {
- $args->{attackMainTimeout} = time;
- main();
- }
- }
- }
- # Check for kill steal and mob-training while moving
- if ((AI::is("move", "route") && $args->{attackID} && AI::inQueue("attack")
- && timeOut($args->{movingWhileAttackingTimeout}, 0.2))) {
- my $ID = AI::args->{attackID};
- my $monster = $monsters{$ID};
- # Check for kill steal while moving
- if ($monster && !Misc::checkMonsterCleanness($ID)) {
- message T("Dropping target - you will not kill steal othersn");
- stopAttack();
- $monster->{ignore} = 1;
- # Right now, the queue is either
- # move, route, attack
- # -or-
- # route, attack
- AI::dequeue;
- AI::dequeue;
- AI::dequeue if (AI::action eq "attack");
- if ($config{teleportAuto_dropTargetKS}) {
- message T("Teleport due to dropping attack targetn");
- useTeleport(1);
- }
- }
- # Mob-training, stop attacking the monster if it is already aggressive
- if ((my $control = mon_control($monster->{name},$monster->{nameID}))) {
- if ($control->{attack_auto} == 3
- && ($monster->{dmgToYou} || $monster->{missedYou} || $monster->{dmgFromYou})) {
- message TF("Dropping target - %s (%s) has been provokedn", $monster->{name}, $monster->{binID});
- stopAttack();
- $monster->{ignore} = 1;
- # Right now, the queue is either
- # move, route, attack
- # -or-
- # route, attack
- AI::dequeue;
- AI::dequeue;
- AI::dequeue if (AI::action eq "attack");
- }
- }
- $args->{movingWhileAttackingTimeout} = time;
- }
- Benchmark::end("ai_attack") if DEBUG;
- }
- sub shouldGiveUp {
- my $args = AI::args;
- return !$config{attackNoGiveup} && (timeOut($args->{ai_attack_giveup}) || $args->{unstuck}{count} > 5);
- }
- sub giveUp {
- my $ID = AI::args->{ID};
- my $target = Actor::get($ID);
- $target->{attack_failed} = time if ($monsters{$ID});
- AI::dequeue;
- message T("Can't reach or damage target, dropping targetn"), "ai_attack";
- if ($config{'teleportAuto_dropTarget'}) {
- message T("Teleport due to dropping attack targetn");
- useTeleport(1);
- }
- }
- sub targetGone {
- my $args = AI::args;
- return !$monsters{$args->{ID}} && (!$players{$args->{ID}} || $players{$args->{ID}}{dead});
- }
- sub finishAttacking {
- my $args = AI::args;
- $timeout{'ai_attack'}{'time'} -= $timeout{'ai_attack'}{'timeout'};
- my $ID = $args->{ID};
- AI::dequeue;
- if ($monsters_old{$ID} && $monsters_old{$ID}{dead}) {
- message T("Target diedn"), "ai_attack";
- Plugins::callHook("target_died");
- monKilled();
- # Pickup loot when monster's dead
- if ($AI == 2 && $config{'itemsTakeAuto'} && $monsters_old{$ID}{dmgFromYou} > 0 && !$monsters_old{$ID}{ignore}) {
- AI::clear("items_take");
- ai_items_take($monsters_old{$ID}{pos}{x}, $monsters_old{$ID}{pos}{y},
- $monsters_old{$ID}{pos_to}{x}, $monsters_old{$ID}{pos_to}{y});
- } else {
- # Cheap way to suspend all movement to make it look real
- ai_clientSuspend(0, $timeout{'ai_attack_waitAfterKill'}{'timeout'});
- }
- ## kokal start
- ## mosters counting
- my $i = 0;
- my $found = 0;
- while ($monsters_Killed[$i]) {
- if ($monsters_Killed[$i]{'nameID'} eq $monsters_old{$ID}{'nameID'}) {
- $monsters_Killed[$i]{'count'}++;
- monsterLog($monsters_Killed[$i]{'name'});
- $found = 1;
- last;
- }
- $i++;
- }
- if (!$found) {
- $monsters_Killed[$i]{'nameID'} = $monsters_old{$ID}{'nameID'};
- $monsters_Killed[$i]{'name'} = $monsters_old{$ID}{'name'};
- $monsters_Killed[$i]{'count'} = 1;
- monsterLog($monsters_Killed[$i]{'name'})
- }
- ## kokal end
- } elsif ($config{teleportAuto_lostTarget}) {
- message T("Target lost, teleporting.n"), "ai_attack";
- useTeleport(1);
- } else {
- message T("Target lostn"), "ai_attack";
- }
- Plugins::callHook('attack_end', {ID => $ID})
- }
- sub dropTargetWhileMoving {
- my $ID = AI::args->{attackID};
- message T("Dropping target - you will not kill steal othersn");
- stopAttack();
- $monsters{$ID}{ignore} = 1;
- # Right now, the queue is either
- # move, route, attack
- # -or-
- # route, attack
- AI::dequeue;
- AI::dequeue;
- AI::dequeue if (AI::action eq "attack");
- if ($config{teleportAuto_dropTargetKS}) {
- message T("Teleport due to dropping attack targetn");
- useTeleport(1);
- }
- }
- sub main {
- my $args = AI::args;
- Benchmark::begin("ai_attack (part 1)") if DEBUG;
- Benchmark::begin("ai_attack (part 1.1)") if DEBUG;
- # The attack sequence hasn't timed out and the monster is on screen
- # Update information about the monster and the current situation
- my $args = AI::args;
- my $followIndex = AI::findAction("follow");
- my $following;
- my $followID;
- if (defined $followIndex) {
- $following = AI::args($followIndex)->{following};
- $followID = AI::args($followIndex)->{ID};
- }
- my $ID = $args->{ID};
- my $target = Actor::get($ID);
- my $myPos = $char->{pos_to};
- my $monsterPos = $target->{pos_to};
- my $monsterDist = round(distance($myPos, $monsterPos));
- my ($realMyPos, $realMonsterPos, $realMonsterDist, $hitYou);
- my $realMyPos = calcPosition($char);
- my $realMonsterPos = calcPosition($target);
- my $realMonsterDist = round(distance($realMyPos, $realMonsterPos));
- if (!$config{'runFromTarget'}) {
- $myPos = $realMyPos;
- $monsterPos = $realMonsterPos;
- }
- my $cleanMonster = checkMonsterCleanness($ID);
- # If the damage numbers have changed, update the giveup time so we don't timeout
- if ($args->{dmgToYou_last} != $target->{dmgToYou}
- || $args->{missedYou_last} != $target->{missedYou}
- || $args->{dmgFromYou_last} != $target->{dmgFromYou}
- || $args->{lastSkillTime} != $char->{last_skill_time}) {
- $args->{ai_attack_giveup}{time} = time;
- debug "Update attack giveup timen", "ai_attack", 2;
- }
- $hitYou = ($args->{dmgToYou_last} != $target->{dmgToYou}
- || $args->{missedYou_last} != $target->{missedYou});
- $args->{dmgToYou_last} = $target->{dmgToYou};
- $args->{missedYou_last} = $target->{missedYou};
- $args->{dmgFromYou_last} = $target->{dmgFromYou};
- $args->{missedFromYou_last} = $target->{missedFromYou};
- $args->{lastSkillTime} = $char->{last_skill_time};
- Benchmark::end("ai_attack (part 1.1)") if DEBUG;
- Benchmark::begin("ai_attack (part 1.2)") if DEBUG;
- # Determine what combo skill to use
- delete $args->{attackMethod};
- my $lastSkill;
- if ($char->{last_skill_used}) {
- $lastSkill = Skill->new(idn => $char->{last_skill_used})->getName();
- }
- my $i = 0;
- while (exists $config{"attackComboSlot_$i"}) {
- if (!$config{"attackComboSlot_$i"}) {
- $i++;
- next;
- }
- if ($config{"attackComboSlot_${i}_afterSkill"} eq $lastSkill
- && ( !$config{"attackComboSlot_${i}_maxUses"} || $args->{attackComboSlot_uses}{$i} < $config{"attackComboSlot_${i}_maxUses"} )
- && ( !$config{"attackComboSlot_${i}_autoCombo"} || ($char->{combo_packet} && $config{"attackComboSlot_${i}_autoCombo"}) )
- && ( !defined($args->{ID}) || $args->{ID} eq $char->{last_skill_target} || !$config{"attackComboSlot_${i}_isSelfSkill"})
- && checkSelfCondition("attackComboSlot_$i")
- && (!$config{"attackComboSlot_${i}_monsters"} || existsInList($config{"attackComboSlot_${i}_monsters"}, $target->{name}))
- && (!$config{"attackComboSlot_${i}_notMonsters"} || !existsInList($config{"attackComboSlot_${i}_notMonsters"}, $target->{name}))
- && checkMonsterCondition("attackComboSlot_${i}_target", $target)) {
- $args->{attackComboSlot_uses}{$i}++;
- delete $char->{last_skill_used};
- if ($config{"attackComboSlot_${i}_autoCombo"}) {
- $char->{combo_packet} = 1500 if ($char->{combo_packet} > 1500);
- # eAthena seems to have a bug where the combo_packet overflows and gives an
- # abnormally high number. This causes kore to get stuck in a waitBeforeUse timeout.
- $config{"attackComboSlot_${i}_waitBeforeUse"} = ($char->{combo_packet} / 1000);
- }
- delete $char->{combo_packet};
- $args->{attackMethod}{type} = "combo";
- $args->{attackMethod}{comboSlot} = $i;
- $args->{attackMethod}{distance} = $config{"attackComboSlot_${i}_dist"};
- $args->{attackMethod}{maxDistance} = $config{"attackComboSlot_${i}_dist"};
- $args->{attackMethod}{isSelfSkill} = $config{"attackComboSlot_${i}_isSelfSkill"};
- last;
- }
- $i++;
- }
- # Determine what skill to use to attack
- if (!$args->{attackMethod}{type}) {
- if ($config{'attackUseWeapon'}) {
- $args->{attackMethod}{distance} = $config{'attackDistance'};
- $args->{attackMethod}{maxDistance} = $config{'attackMaxDistance'};
- $args->{attackMethod}{type} = "weapon";
- } else {
- $args->{attackMethod}{distance} = 30;
- $args->{attackMethod}{maxDistance} = 30;
- undef $args->{attackMethod}{type};
- }
- $i = 0;
- while (exists $config{"attackSkillSlot_$i"}) {
- if (!$config{"attackSkillSlot_$i"}) {
- $i++;
- next;
- }
- my $skill = new Skill(name => $config{"attackSkillSlot_$i"});
- if (checkSelfCondition("attackSkillSlot_$i")
- && (!$config{"attackSkillSlot_$i"."_maxUses"} ||
- $target->{skillUses}{$skill->getHandle()} < $config{"attackSkillSlot_$i"."_maxUses"})
- && (!$config{"attackSkillSlot_$i"."_maxAttempts"} || $args->{attackSkillSlot_attempts}{$i} < $config{"attackSkillSlot_$i"."_maxAttempts"})
- && (!$config{"attackSkillSlot_$i"."_monsters"} || existsInList($config{"attackSkillSlot_$i"."_monsters"}, $target->{'name'}))
- && (!$config{"attackSkillSlot_$i"."_notMonsters"} || !existsInList($config{"attackSkillSlot_$i"."_notMonsters"}, $target->{'name'}))
- && (!$config{"attackSkillSlot_$i"."_previousDamage"} || inRange($target->{dmgTo}, $config{"attackSkillSlot_$i"."_previousDamage"}))
- && checkMonsterCondition("attackSkillSlot_${i}_target", $target)
- ) {
- $args->{attackSkillSlot_attempts}{$i}++;
- $args->{attackMethod}{distance} = $config{"attackSkillSlot_$i"."_dist"};
- $args->{attackMethod}{maxDistance} = $config{"attackSkillSlot_$i"."_dist"};
- $args->{attackMethod}{type} = "skill";
- $args->{attackMethod}{skillSlot} = $i;
- last;
- }
- $i++;
- }
- if ($config{'runFromTarget'} && $config{'runFromTarget_dist'} > $args->{attackMethod}{distance}) {
- $args->{attackMethod}{distance} = $config{'runFromTarget_dist'};
- }
- }
- $args->{attackMethod}{maxDistance} ||= $config{attackMaxDistance};
- $args->{attackMethod}{distance} ||= $config{attackDistance};
- if ($args->{attackMethod}{maxDistance} < $args->{attackMethod}{distance}) {
- $args->{attackMethod}{maxDistance} = $args->{attackMethod}{distance};
- }
- Benchmark::end("ai_attack (part 1.2)") if DEBUG;
- Benchmark::end("ai_attack (part 1)") if DEBUG;
- if ($char->{sitting}) {
- ai_setSuspend(0);
- stand();
- } elsif (!$cleanMonster) {
- # Drop target if it's already attacked by someone else
- message T("Dropping target - you will not kill steal othersn"), "ai_attack";
- $messageSender->sendMove($realMyPos->{x}, $realMyPos->{y});
- AI::dequeue;
- if ($config{teleportAuto_dropTargetKS}) {
- message T("Teleporting due to dropping attack targetn"), "teleport";
- useTeleport(1);
- }
- } elsif (
- $config{attackCheckLOS} && $args->{attackMethod}{distance} > 2
- && (($config{attackCanSnipe} && !checkLineSnipable($realMyPos, $realMonsterPos))
- || (!$config{attackCanSnipe} && $realMonsterDist < $args->{attackMethod}{maxDistance} && !checkLineWalkable($realMyPos, $realMonsterPos)))
- ) {
- # We are a ranged attacker without LOS
- # Calculate squares around monster within shooting range, but not
- # closer than runFromTarget_dist
- my @stand = calcRectArea2($realMonsterPos->{x}, $realMonsterPos->{y},
- $args->{attackMethod}{distance},
- $config{runFromTarget} ? $config{runFromTarget_dist} : 0);
- my ($master, $masterPos);
- if ($config{follow}) {
- foreach (keys %players) {
- if ($players{$_}{name} eq $config{followTarget}) {
- $master = $players{$_};
- last;
- }
- }
- $masterPos = calcPosition($master) if $master;
- }
- # Determine which of these spots are snipable
- my $best_spot;
- my $best_dist;
- for my $spot (@stand) {
- # Is this spot acceptable?
- # 1. It must have LOS to the target ($realMonsterPos).
- # 2. It must be within $config{followDistanceMax} of
- # $masterPos, if we have a master.
- if (
- (($config{attackCanSnipe} && checkLineSnipable($spot, $realMonsterPos))
- && checkLineWalkable($spot, $realMonsterPos))
- && $field->isWalkable($spot->{x}, $spot->{y})
- && ($realMyPos->{x} != $spot->{x} && $realMyPos->{y} != $spot->{y})
- && (!$master || round(distance($spot, $masterPos)) <= $config{followDistanceMax})
- ) {
- my $dist = distance($realMyPos, $spot);
- if (!defined($best_dist) || $dist < $best_dist) {
- $best_dist = $dist;
- $best_spot = $spot;
- }
- }
- }
- # Move to the closest spot
- my $msg = "No LOS from ($realMyPos->{x}, $realMyPos->{y}) to target ($realMonsterPos->{x}, $realMonsterPos->{y})";
- if ($best_spot) {
- message TF("%s; moving to (%s, %s)n", $msg, $best_spot->{x}, $best_spot->{y});
- if ($config{attackChangeTarget} == 1) {
- # Restart attack from processAutoAttack
- AI::dequeue;
- ai_route($field{name}, $best_spot->{x}, $best_spot->{y}, LOSSubRoute => 1);
- } else {
- ai_route($field{name}, $best_spot->{x}, $best_spot->{y});
- }
- } else {
- warning TF("%s; no acceptable place to standn", $msg);
- $target->{attack_failedLOS} = time;
- AI::dequeue;
- AI::dequeue;
- AI::dequeue if (AI::action eq "attack");
- }
- } elsif ($config{'runFromTarget'} && ($realMonsterDist < $config{'runFromTarget_dist'} || $hitYou)) {
- #my $begin = time;
- # Get a list of blocks that we can run to
- my @blocks = calcRectArea($myPos->{x}, $myPos->{y},
- # If the monster hit you while you're running, then your recorded
- # location may be out of date. So we use a smaller distance so we can still move.
- ($hitYou) ? $config{'runFromTarget_dist'} / 2 : $config{'runFromTarget_dist'});
- # Find the distance value of the block that's farthest away from a wall
- my $highest;
- foreach (@blocks) {
- my $dist = ord(substr($field{dstMap}, $_->{y} * $field{width} + $_->{x}));
- if (!defined $highest || $dist > $highest) {
- $highest = $dist;
- }
- }
- # Get rid of rediculously large route distances (such as spots that are on a hill)
- # Get rid of blocks that are near a wall
- my $pathfinding = new PathFinding;
- use constant AVOID_WALLS => 4;
- for (my $i = 0; $i < @blocks; $i++) {
- # We want to avoid walls (so we don't get cornered), if possible
- my $dist = ord(substr($field{dstMap}, $blocks[$i]{y} * $field{width} + $blocks[$i]{x}));
- if ($highest >= AVOID_WALLS && $dist < AVOID_WALLS) {
- delete $blocks[$i];
- next;
- }
- $pathfinding->reset(
- field => %field,
- start => $myPos,
- dest => $blocks[$i]);
- my $ret = $pathfinding->runcount;
- if ($ret <= 0 || $ret > $config{'runFromTarget_dist'} * 2) {
- delete $blocks[$i];
- next;
- }
- }
- # Find the block that's farthest to us
- my $largestDist;
- my $bestBlock;
- foreach (@blocks) {
- next unless defined $_;
- my $dist = distance($monsterPos, $_);
- if (!defined $largestDist || $dist > $largestDist) {
- $largestDist = $dist;
- $bestBlock = $_;
- }
- }
- #message "Time spent: " . (time - $begin) . "n";
- #debug_showSpots('runFromTarget', @blocks, $bestBlock);
- $args->{avoiding} = 1;
- move($bestBlock->{x}, $bestBlock->{y}, $ID);
- } elsif ($realMonsterDist > $args->{attackMethod}{maxDistance}
- && timeOut($args->{ai_attack_giveup}, 0.5)) {
- # The target monster moved; move to target
- $args->{move_start} = time;
- $args->{monsterPos} = {%{$monsterPos}};
- my $pos = meetingPosition($target, $args->{attackMethod}{maxDistance});
- my $dist = sprintf("%.1f", $monsterDist);
- debug "Target distance $dist is >$args->{attackMethod}{maxDistance}; moving to target: " .
- "from ($myPos->{x},$myPos->{y}) to ($pos->{x},$pos->{y})n", "ai_attack";
- my $result = ai_route($field{'name'}, $pos->{x}, $pos->{y},
- maxRouteTime => $config{'attackMaxRouteTime'},
- attackID => $ID,
- noMapRoute => 1,
- noAvoidWalls => 1);
- if (!$result) {
- # Unable to calculate a route to target
- $target->{attack_failed} = time;
- AI::dequeue;
- message T("Unable to calculate a route to target, dropping targetn"), "ai_attack";
- if ($config{'teleportAuto_dropTarget'}) {
- message T("Teleport due to dropping attack targetn");
- useTeleport(1);
- }
- }
- } elsif ((!$config{'runFromTarget'} || $realMonsterDist >= $config{'runFromTarget_dist'})
- && (!$config{'tankMode'} || !$target->{dmgFromYou})) {
- # Attack the target. In case of tanking, only attack if it hasn't been hit once.
- if (!$args->{firstAttack}) {
- $args->{firstAttack} = 1;
- my $pos = "$myPos->{x},$myPos->{y}";
- debug "Ready to attack target (which is $realMonsterDist blocks away); we're at ($pos)n", "ai_attack";
- }
- $args->{unstuck}{time} = time if (!$args->{unstuck}{time});
- if (!$target->{dmgFromYou} && timeOut($args->{unstuck})) {
- # We are close enough to the target, and we're trying to attack it,
- # but some time has passed and we still haven't dealed any damage.
- # Our recorded position might be out of sync, so try to unstuck
- $args->{unstuck}{time} = time;
- debug("Attack - trying to unstuckn", "ai_attack");
- move($myPos->{x}, $myPos->{y});
- $args->{unstuck}{count}++;
- }
- if ($args->{attackMethod}{type} eq "weapon" && timeOut($timeout{ai_attack})) {
- if (Actor::Item::scanConfigAndCheck("attackEquip")) {
- #check if item needs to be equipped
- Actor::Item::scanConfigAndEquip("attackEquip");
- } else {
- $messageSender->sendAttack($ID,
- ($config{'tankMode'}) ? 0 : 7);
- $timeout{ai_attack}{time} = time;
- delete $args->{attackMethod};
- }
- } elsif ($args->{attackMethod}{type} eq "skill") {
- my $slot = $args->{attackMethod}{skillSlot};
- delete $args->{attackMethod};
- ai_setSuspend(0);
- my $skill = new Skill(name => lc($config{"attackSkillSlot_$slot"}));
- if (!ai_getSkillUseType($skill->getHandle())) {
- ai_skillUse(
- $skill->getHandle(),
- $config{"attackSkillSlot_${slot}_lvl"},
- $config{"attackSkillSlot_${slot}_maxCastTime"},
- $config{"attackSkillSlot_${slot}_minCastTime"},
- $config{"attackSkillSlot_${slot}_isSelfSkill"} ? $accountID : $ID,
- undef,
- "attackSkill",
- undef,
- undef,
- "attackSkillSlot_${slot}");
- } else {
- my $pos = calcPosition($config{"attackSkillSlot_${slot}_isSelfSkill"} ? $char : $target);
- ai_skillUse(
- $skill->getHandle(),
- $config{"attackSkillSlot_${slot}_lvl"},
- $config{"attackSkillSlot_${slot}_maxCastTime"},
- $config{"attackSkillSlot_${slot}_minCastTime"},
- $pos->{x},
- $pos->{y},
- "attackSkill",
- undef,
- undef,
- "attackSkillSlot_${slot}");
- }
- $args->{monsterID} = $ID;
- debug "Auto-skill on monster ".getActorName($ID).": ".qq~$config{"attackSkillSlot_$slot"} (lvl $config{"attackSkillSlot_${slot}_lvl"})n~, "ai_attack";
- } elsif ($args->{attackMethod}{type} eq "combo") {
- my $slot = $args->{attackMethod}{comboSlot};
- my $isSelfSkill = $args->{attackMethod}{isSelfSkill};
- my $skill = Skill->new(name => $config{"attackComboSlot_$slot"})->getHandle();
- delete $args->{attackMethod};
- if (!ai_getSkillUseType($skill)) {
- my $targetID = ($isSelfSkill) ? $accountID : $ID;
- ai_skillUse(
- $skill,
- $config{"attackComboSlot_${slot}_lvl"},
- $config{"attackComboSlot_${slot}_maxCastTime"},
- $config{"attackComboSlot_${slot}_minCastTime"},
- $targetID,
- undef,
- undef,
- undef,
- $config{"attackComboSlot_${slot}_waitBeforeUse"});
- } else {
- my $pos = ($isSelfSkill) ? $char->{pos_to} : $target->{pos_to};
- ai_skillUse(
- $skill,
- $config{"attackComboSlot_${slot}_lvl"},
- $config{"attackComboSlot_${slot}_maxCastTime"},
- $config{"attackComboSlot_${slot}_minCastTime"},
- $pos->{x},
- $pos->{y},
- undef,
- undef,
- $config{"attackComboSlot_${slot}_waitBeforeUse"});
- }
- $args->{monsterID} = $ID;
- }
- } elsif ($config{tankMode}) {
- if ($args->{dmgTo_last} != $target->{dmgTo}) {
- $args->{ai_attack_giveup}{time} = time;
- }
- $args->{dmgTo_last} = $target->{dmgTo};
- }
- }
- 1;