OpenFusion/src/ChunkManager.cpp

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#include "ChunkManager.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "settings.hpp"
#include "MobManager.hpp"
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std::map<std::tuple<int, int, uint64_t>, Chunk*> ChunkManager::chunks;
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void ChunkManager::init() {} // stubbed
void ChunkManager::newChunk(std::tuple<int, int, uint64_t> pos) {
Chunk *chunk = new Chunk();
chunk->players = std::set<CNSocket*>();
chunk->NPCs = std::set<int32_t>();
// add the new chunk to every player and mob that's near it
for (Chunk *c : grabChunks(pos)) {
if (c == chunk)
continue;
for (CNSocket *s : c->players)
PlayerManager::players[s].currentChunks.push_back(chunk);
for (int32_t id : c->NPCs)
NPCManager::NPCs[id]->currentChunks.push_back(chunk);
}
chunks[pos] = chunk;
}
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void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
std::tuple<int, int, uint64_t> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end())
newChunk(pos);
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Chunk* chunk = chunks[pos];
chunk->NPCs.insert(id);
}
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void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
std::tuple<int, int, uint64_t> pos = grabChunk(posX, posY, instanceID);
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// make chunk if it doesn't exist!
if (chunks.find(pos) == chunks.end())
newChunk(pos);
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Chunk* chunk = chunks[pos];
chunk->players.insert(sock);
}
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bool ChunkManager::removePlayer(std::tuple<int, int, uint64_t> chunkPos, CNSocket* sock) {
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if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
chunk->players.erase(sock); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
}
// the chunk we left was not destroyed
return false;
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}
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bool ChunkManager::removeNPC(std::tuple<int, int, uint64_t> chunkPos, int32_t id) {
if (!checkChunk(chunkPos))
return false; // do nothing if chunk doesn't even exist
Chunk* chunk = chunks[chunkPos];
chunk->NPCs.erase(id); // gone
// if players and NPCs are empty, free chunk and remove it from surrounding views
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
destroyChunk(chunkPos);
// the chunk we left was destroyed
return true;
}
// the chunk we left was not destroyed
return false;
}
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void ChunkManager::destroyChunk(std::tuple<int, int, uint64_t> chunkPos) {
if (!checkChunk(chunkPos))
return; // chunk doesn't exist, we don't need to do anything
Chunk* chunk = chunks[chunkPos];
// unspawn all of the mobs/npcs
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std::set npcIDs(chunk->NPCs);
for (uint32_t id : npcIDs) {
NPCManager::destroyNPC(id);
}
// we also need to remove it from all NPCs/Players views
for (Chunk* otherChunk : grabChunks(chunkPos)) {
if (otherChunk == chunk)
continue;
// remove from NPCs
for (uint32_t id : otherChunk->NPCs) {
if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
}
}
// remove from players
for (CNSocket* sock : otherChunk->players) {
PlayerView* plyr = &PlayerManager::players[sock];
if (std::find(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk) != plyr->currentChunks.end()) {
plyr->currentChunks.erase(std::remove(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk), plyr->currentChunks.end());
}
}
}
assert(chunk->players.size() == 0);
// remove from the map
chunks.erase(chunkPos);
delete chunk;
}
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bool ChunkManager::checkChunk(std::tuple<int, int, uint64_t> chunk) {
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return chunks.find(chunk) != chunks.end();
}
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std::tuple<int, int, uint64_t> ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, uint64_t> chunk) {
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std::vector<Chunk*> chnks;
chnks.reserve(9);
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int x, y;
uint64_t inst;
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std::tie(x, y, inst) = chunk;
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// grabs surrounding chunks if they exist
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for (int i = -1; i < 2; i++) {
for (int z = -1; z < 2; z++) {
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std::tuple<int, int, uint64_t> pos = std::make_tuple(x+i, y+z, inst);
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// if chunk exists, add it to the vector
if (checkChunk(pos))
chnks.push_back(chunks[pos]);
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}
}
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return chnks;
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}
// returns the chunks that aren't shared (only from from)
std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to) {
std::vector<Chunk*> delta;
for (Chunk* i : from) {
bool found = false;
// search for it in the other array
for (Chunk* z : to) {
if (i == z) {
found = true;
break;
}
}
// add it to the vector if we didn't find it!
if (!found)
delta.push_back(i);
}
return delta;
}
/*
* inefficient algorithm to get all chunks from a specific instance
*/
std::vector<std::tuple<int, int, uint64_t>> ChunkManager::getChunksInMap(uint64_t mapNum) {
std::vector<std::tuple<int, int, uint64_t>> chnks;
for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) {
if (std::get<2>(it->first) == mapNum) {
chnks.push_back(it->first);
}
}
return chnks;
}
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bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
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auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
auto nearbyChunks = ChunkManager::grabChunks(chunk);
for (Chunk *c: nearbyChunks) {
if (!c->players.empty())
return true;
}
return false;
}
void ChunkManager::createInstance(uint64_t instanceID) {
std::vector<std::tuple<int, int, uint64_t>> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
std::cout << "Creating instance " << instanceID << std::endl;
for (std::tuple<int, int, uint64_t> &coords : templateChunks) {
for (int npcID : chunks[coords]->NPCs) {
// make a copy of each NPC in the template chunks and put them in the new instance
int newID = NPCManager::nextId++;
BaseNPC* baseNPC = NPCManager::NPCs[npcID];
if (baseNPC->npcClass == NPC_MOB) {
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID);
NPCManager::NPCs[newID] = newMob;
MobManager::Mobs[newID] = newMob;
} else {
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
instanceID, baseNPC->appearanceData.iNPCType, newID);
NPCManager::NPCs[newID] = newNPC;
}
NPCManager::updateNPCInstance(newID, instanceID); // make sure the npc state gets updated
}
}
} else {
std::cout << "Instance " << instanceID << " already exists" << std::endl;
}
}
void ChunkManager::destroyInstance(uint64_t instanceID) {
std::cout << "Deleting instance " << instanceID << std::endl;
std::vector<std::tuple<int, int, uint64_t>> instanceChunks = ChunkManager::getChunksInMap(instanceID);
for (std::tuple<int, int, uint64_t>& coords : instanceChunks) {
destroyChunk(coords);
}
}
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void ChunkManager::destroyInstanceIfEmpty(uint64_t instanceID) {
if (PLAYERID(instanceID) == 0)
return; // don't clean up overworld/IZ chunks
std::vector<std::tuple<int, int, uint64_t>> sourceChunkCoords = getChunksInMap(instanceID);
for (std::tuple<int, int, uint64_t>& coords : sourceChunkCoords) {
Chunk* chunk = chunks[coords];
if (chunk->players.size() > 0)
return; // there are still players inside
}
destroyInstance(instanceID);
}