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- // eAthena TODO for Monster AI
- // -----------------------------------------
- // The idea of this file is to write a system to use for mob AI because
- // to put it bluntly, our mobs are stupid. If we can pull off some sweet
- // AI, we will own the other emulators.
- //
- // What we have here are 2 columns. I describe them below...
- // - 'mode' : Mode is when the monster can attack, like, can it move? can it
- // attack first? can it assist other monsters?
- //
- // - 'AI' : AI is the smart part of the monster. This is how the monster
- // will actully go about attacking something. For example we
- // could make archer skeletons fire an arrow or 2, then flee
- // and fire a few more arrows. Or we could have them avoid other
- // classes with range (archers, mages). We could also have mobs
- // run when being sniped off cliffs by archers/mages (wont they
- // hate that, but in reality, thats what they would do).
- //
- // The mode flags will be given an ID to the power of 2, (binary style, like
- // job id's in the item_db) and added together to make the mode. But before
- // the system can be written we need a nice file to explain it. That would be
- // this file. So add away, when it looks done, begin the implementation.
- //
- // Also, if possible, new config file in /conf/. 'mob_ai_athena.conf'. This is
- // where mob AI is enabled/disable. And options can be set to allow and dis-
- // allow certin modes. Ex: People like the AI, but dont like one options, can
- // simply disable THAT AI feature rather then rewriting mob_db to remove it.
- //
- // I wrote the first modes, C devs, move them around as you see fit for programming.
- //
- // -Ancyker
- //
- // (check bottom for more AI ideas)
- //
- 'mode'
- Immobile - Monster can not move, can not be moved (like by archers knockback skills)
- Agressive - Monster can attack first (doesn't mean it will, decided in 'AI')
- Detect cast - Monster will detect if someone is casting on it, and attack back
- Assist - Monster will help other monsters (what monsters it will assist is decided in 'AI')
- Looter - Monster will loot items (if 'Agressive' flag is set, it will attack before looting)
- No Target Change - Monster will not start attacking another target until the first target is dead or out of range
- Passive - Monster will not attack back (ever, unless 'Agressive' flag is also set?)
- Detects Hidden - Monster can see hidden players
- 'ai'
- NoAI - Doesn't do anything (plants)
- NoSnipe - Monster will run away if being 'sniped' from a clif by archer, mage, etc.
- AttackFlee - Monster will attack, then flee, attack, then flee, etc (Archer Skels, run away, shoot arrow, etc)
- AttackRange1 - Will only attack if player is in a set range [0-3] (It's like the player is close, its a threat now)
- AttackRange2 - Will only attack if player is in a set range [4-6]
- ClassFlee1 - Will run from any player with range (archers, mages, thiefs with bows)
- NoviceNoFlee - Will not run if a player is a novice
- LevelFlee - Wlll run if player is of a higher level (porings would run from level 99s, AHH DONT KILL ME!)
- AvoidPlayer - Will run if it sees any player (So it cancels 'Agressive' flag)
- AttackMostDamage - Will attack the player doing the overall most damage
- AttackLessDamage - Will attack the player doing the overall least damage
- AttackLowestLevel - Will attack the lowest level first
- AttackHighestLevel - Will attack the highest level first
- WarpLowHP - Will warp if HP is low (how low is low?)
- NeverStop - Monster will always be on the move, never stop walking. (Is over-ridden by 'Immobile' flag)
- //
- // Again, more stuff...
- //
- // The monster spawns sripts need some more params. some examples...
- //
- // We have: map,x,y,offsetx,offsety, ...
- // What if we added more? To only let the monster move so far off from
- // where it was spawned. It could 'guard' an arena, an exit/enterance
- // an npc, whatever =).
- //
- // .... ID,time,time,blah...,mode,WAP
- // Have monsters walk a certin path. Waypoint files are your friend.
- // If a monster has a WAP (optional) it will walk this path.
- // Guardians on patrol? Could be interesting.
- //
- // Add more if you think of any =)
- //
- // If you don't like an idea, comment why, dont remove it.
- // example: (using this one cuz not sure about it)
- //
- // // NeverStop - Will/Could cause lag, don't think its a good idea -name
- // NeverStop - ...
- //
- Lupus: (guys, rearrange my ideas or move them as u want)
- Some memory - speed optimizations:
- There'a big "for cycle" when u look up for a place to mob spawn.
- It could be made quite fast:
- On server .GAT loading you should make an array with OFFSETS (not even X,Y) of right
- places for future mob spawns.
- If the waypoints aren't found for the loadied map then you should make at least 1-2 waypoints automatically.
- About AI:
- EACH map has defined mobs. Your mob should have a flag "healer", "supporter" etc. "weak", "ranged attacker"
- and each map should contain an attached list of mobs with their types
- when one MVP is hurt it'd look for "helpers", "healers".
- And if a mob is almost 0 HP it should look for helpers or look for other mobs ranged attackers
- defence. Etc.
- Mobs AI should be WRITTEN IN SPECIAL SCRIPTS.
- Some default mobs will use the same script.
- And some advanced ones will use their own.
- MOB-scripts are quite interesting. (remember Robot-Wars game?)
- Gulid Wars:
- I think guardians should be able to warp from room to room using WARPS like common Players.
- Aria's Ideas: (do whatever u want)
- We can make aggressive monsters make ambushes, where one attacks and runs away to a huge group of the same monster
- instead of dropping 2 x1 items, just drop 1 x2 item
- make AI vary inside of a group of monsters (IE 1/2 porings do 1 thing, and the other half do another)
- aggressive monsters sould surround enemies, not just blindly attack them
- we should also make monsters look as player-like as possible. There should be groups traveling together, or 2 monsters
- next to eachother, chatting.
- we shouldn't let mobs spawn right infront of people, like in anime or manga. they always walk towards you, or you walk
- towards them.
- let mob stats vary a little bit - every mob shouldn't be the exact same. if it's stronger it gives more exp, and vice
- versa.
- have a monster be able to use its drops, and not drop it. like a poring using an apple.
- davidsiaw: About that last line, now the player finds a 4 slot pike and a poring takes it and uses it against him... hmm won't that be a lil... frustrating?
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