2020-09-17 22:45:43 +00:00
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#include "ChunkManager.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "settings.hpp"
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2020-10-14 18:36:38 +00:00
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#include "MobManager.hpp"
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2020-09-17 22:45:43 +00:00
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2020-11-16 14:59:53 +00:00
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std::map<ChunkPos, Chunk*> ChunkManager::chunks;
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2020-09-17 22:45:43 +00:00
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void ChunkManager::init() {} // stubbed
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2020-11-16 14:59:53 +00:00
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void ChunkManager::newChunk(ChunkPos pos) {
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2020-10-20 22:55:58 +00:00
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Chunk *chunk = new Chunk();
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chunk->players = std::set<CNSocket*>();
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chunk->NPCs = std::set<int32_t>();
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2020-10-23 18:47:30 +00:00
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chunks[pos] = chunk;
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}
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2020-11-16 14:59:53 +00:00
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void ChunkManager::populateNewChunk(Chunk* chunk, ChunkPos pos) {// add the new chunk to every player and mob that's near it
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2020-10-20 22:55:58 +00:00
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for (Chunk *c : grabChunks(pos)) {
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if (c == chunk)
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continue;
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for (CNSocket *s : c->players)
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PlayerManager::players[s].currentChunks.push_back(chunk);
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for (int32_t id : c->NPCs)
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NPCManager::NPCs[id]->currentChunks.push_back(chunk);
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}
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}
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2020-10-12 16:55:41 +00:00
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void ChunkManager::addNPC(int posX, int posY, uint64_t instanceID, int32_t id) {
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2020-11-16 14:59:53 +00:00
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ChunkPos pos = grabChunk(posX, posY, instanceID);
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2020-09-17 22:45:43 +00:00
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2020-10-23 18:47:30 +00:00
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bool newChunkUsed = false;
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2020-09-17 22:45:43 +00:00
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// make chunk if it doesn't exist!
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if (chunks.find(pos) == chunks.end()) {
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2020-10-20 22:55:58 +00:00
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newChunk(pos);
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2020-10-23 18:47:30 +00:00
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newChunkUsed = true;
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}
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2020-09-17 22:45:43 +00:00
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Chunk* chunk = chunks[pos];
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2020-10-23 18:47:30 +00:00
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if (newChunkUsed)
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NPCManager::NPCs[id]->currentChunks.push_back(chunk);
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2020-09-17 22:45:43 +00:00
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chunk->NPCs.insert(id);
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2020-10-23 18:47:30 +00:00
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// we must update other players after the NPC is added to chunk
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if (newChunkUsed)
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populateNewChunk(chunk, pos);
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2020-09-17 22:45:43 +00:00
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}
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2020-10-12 16:55:41 +00:00
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void ChunkManager::addPlayer(int posX, int posY, uint64_t instanceID, CNSocket* sock) {
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ChunkPos pos = grabChunk(posX, posY, instanceID);
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2020-09-17 22:45:43 +00:00
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2020-10-23 18:47:30 +00:00
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bool newChunkUsed = false;
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2020-09-17 22:45:43 +00:00
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// make chunk if it doesn't exist!
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2020-10-23 18:47:30 +00:00
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if (chunks.find(pos) == chunks.end()) {
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2020-10-20 22:55:58 +00:00
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newChunk(pos);
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2020-10-23 18:47:30 +00:00
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newChunkUsed = true;
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}
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2020-09-17 22:45:43 +00:00
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Chunk* chunk = chunks[pos];
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2020-10-23 18:47:30 +00:00
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if (newChunkUsed)
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PlayerManager::players[sock].currentChunks.push_back(chunk);
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2020-09-17 22:45:43 +00:00
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chunk->players.insert(sock);
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2020-10-23 18:47:30 +00:00
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// we must update other players after this player is added to chunk
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if (newChunkUsed)
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populateNewChunk(chunk, pos);
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2020-09-17 22:45:43 +00:00
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}
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2020-11-16 14:59:53 +00:00
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bool ChunkManager::removePlayer(ChunkPos chunkPos, CNSocket* sock) {
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2020-09-21 19:55:34 +00:00
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if (!checkChunk(chunkPos))
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2020-10-15 02:36:38 +00:00
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return false; // do nothing if chunk doesn't even exist
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2020-10-05 00:03:13 +00:00
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2020-09-21 19:55:34 +00:00
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Chunk* chunk = chunks[chunkPos];
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chunk->players.erase(sock); // gone
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2020-10-13 22:30:19 +00:00
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// if players and NPCs are empty, free chunk and remove it from surrounding views
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2020-10-15 02:36:38 +00:00
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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2020-10-13 22:30:19 +00:00
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destroyChunk(chunkPos);
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2020-10-15 02:36:38 +00:00
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// the chunk we left was destroyed
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return true;
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}
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// the chunk we left was not destroyed
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return false;
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2020-09-21 19:55:34 +00:00
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}
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2020-11-16 14:59:53 +00:00
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bool ChunkManager::removeNPC(ChunkPos chunkPos, int32_t id) {
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2020-09-23 14:53:06 +00:00
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if (!checkChunk(chunkPos))
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2020-10-15 02:36:38 +00:00
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return false; // do nothing if chunk doesn't even exist
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2020-09-23 14:53:06 +00:00
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Chunk* chunk = chunks[chunkPos];
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chunk->NPCs.erase(id); // gone
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2020-10-13 22:30:19 +00:00
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// if players and NPCs are empty, free chunk and remove it from surrounding views
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2020-10-15 02:36:38 +00:00
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if (chunk->NPCs.size() == 0 && chunk->players.size() == 0) {
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2020-10-13 22:30:19 +00:00
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destroyChunk(chunkPos);
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2020-10-15 02:36:38 +00:00
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// the chunk we left was destroyed
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return true;
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}
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// the chunk we left was not destroyed
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return false;
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2020-10-13 22:30:19 +00:00
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}
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2020-11-16 14:59:53 +00:00
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void ChunkManager::destroyChunk(ChunkPos chunkPos) {
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2020-10-13 22:30:19 +00:00
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if (!checkChunk(chunkPos))
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return; // chunk doesn't exist, we don't need to do anything
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Chunk* chunk = chunks[chunkPos];
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// unspawn all of the mobs/npcs
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2020-10-15 19:46:07 +00:00
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std::set npcIDs(chunk->NPCs);
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for (uint32_t id : npcIDs) {
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2020-10-13 22:30:19 +00:00
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NPCManager::destroyNPC(id);
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}
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// we also need to remove it from all NPCs/Players views
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for (Chunk* otherChunk : grabChunks(chunkPos)) {
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if (otherChunk == chunk)
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continue;
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2020-10-19 17:26:14 +00:00
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2020-10-13 22:30:19 +00:00
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// remove from NPCs
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for (uint32_t id : otherChunk->NPCs) {
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if (std::find(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk) != NPCManager::NPCs[id]->currentChunks.end()) {
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NPCManager::NPCs[id]->currentChunks.erase(std::remove(NPCManager::NPCs[id]->currentChunks.begin(), NPCManager::NPCs[id]->currentChunks.end(), chunk), NPCManager::NPCs[id]->currentChunks.end());
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}
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}
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// remove from players
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for (CNSocket* sock : otherChunk->players) {
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PlayerView* plyr = &PlayerManager::players[sock];
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if (std::find(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk) != plyr->currentChunks.end()) {
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plyr->currentChunks.erase(std::remove(plyr->currentChunks.begin(), plyr->currentChunks.end(), chunk), plyr->currentChunks.end());
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}
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}
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}
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assert(chunk->players.size() == 0);
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// remove from the map
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chunks.erase(chunkPos);
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delete chunk;
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2020-09-23 14:53:06 +00:00
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}
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2020-11-16 14:59:53 +00:00
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bool ChunkManager::checkChunk(ChunkPos chunk) {
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2020-09-21 19:55:34 +00:00
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return chunks.find(chunk) != chunks.end();
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}
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2020-11-16 14:59:53 +00:00
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ChunkPos ChunkManager::grabChunk(int posX, int posY, uint64_t instanceID) {
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2020-10-14 21:15:02 +00:00
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return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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2020-09-17 22:45:43 +00:00
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}
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2020-11-16 14:59:53 +00:00
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std::vector<Chunk*> ChunkManager::grabChunks(ChunkPos chunk) {
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2020-09-21 19:55:34 +00:00
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std::vector<Chunk*> chnks;
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chnks.reserve(9);
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2020-09-17 22:45:43 +00:00
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2020-10-12 16:55:41 +00:00
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int x, y;
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uint64_t inst;
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2020-10-01 01:44:37 +00:00
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std::tie(x, y, inst) = chunk;
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2020-09-21 19:55:34 +00:00
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// grabs surrounding chunks if they exist
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2020-09-17 22:45:43 +00:00
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for (int i = -1; i < 2; i++) {
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for (int z = -1; z < 2; z++) {
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2020-11-16 14:59:53 +00:00
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ChunkPos pos = std::make_tuple(x+i, y+z, inst);
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2020-10-05 00:03:13 +00:00
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2020-09-21 19:55:34 +00:00
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// if chunk exists, add it to the vector
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if (checkChunk(pos))
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chnks.push_back(chunks[pos]);
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2020-09-17 22:45:43 +00:00
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}
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}
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2020-09-21 19:55:34 +00:00
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return chnks;
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2020-09-17 22:45:43 +00:00
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}
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// returns the chunks that aren't shared (only from from)
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std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to) {
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std::vector<Chunk*> delta;
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for (Chunk* i : from) {
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bool found = false;
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// search for it in the other array
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for (Chunk* z : to) {
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if (i == z) {
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found = true;
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break;
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}
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}
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// add it to the vector if we didn't find it!
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if (!found)
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delta.push_back(i);
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}
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return delta;
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2020-09-21 21:30:05 +00:00
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}
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2020-09-22 18:33:10 +00:00
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2020-10-13 03:42:47 +00:00
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/*
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* inefficient algorithm to get all chunks from a specific instance
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*/
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2020-11-16 14:59:53 +00:00
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std::vector<ChunkPos> ChunkManager::getChunksInMap(uint64_t mapNum) {
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std::vector<ChunkPos> chnks;
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2020-10-13 03:42:47 +00:00
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for (auto it = ChunkManager::chunks.begin(); it != ChunkManager::chunks.end(); it++) {
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if (std::get<2>(it->first) == mapNum) {
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chnks.push_back(it->first);
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}
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}
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return chnks;
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}
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2020-10-12 16:55:41 +00:00
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bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
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2020-10-01 01:44:37 +00:00
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auto chunk = ChunkManager::grabChunk(posX, posY, instanceID);
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2020-09-22 18:33:10 +00:00
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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for (Chunk *c: nearbyChunks) {
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if (!c->players.empty())
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return true;
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}
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return false;
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}
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2020-10-13 03:42:47 +00:00
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void ChunkManager::createInstance(uint64_t instanceID) {
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2020-11-16 14:59:53 +00:00
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std::vector<ChunkPos> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
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2020-10-13 03:42:47 +00:00
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if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
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std::cout << "Creating instance " << instanceID << std::endl;
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2020-11-16 14:59:53 +00:00
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for (ChunkPos &coords : templateChunks) {
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2020-10-13 03:42:47 +00:00
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for (int npcID : chunks[coords]->NPCs) {
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// make a copy of each NPC in the template chunks and put them in the new instance
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int newID = NPCManager::nextId++;
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2020-10-14 18:36:38 +00:00
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BaseNPC* baseNPC = NPCManager::NPCs[npcID];
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if (baseNPC->npcClass == NPC_MOB) {
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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2020-10-20 22:55:58 +00:00
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instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID);
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2020-10-14 18:36:38 +00:00
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NPCManager::NPCs[newID] = newMob;
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MobManager::Mobs[newID] = newMob;
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} else {
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BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, newID);
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NPCManager::NPCs[newID] = newNPC;
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}
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NPCManager::updateNPCInstance(newID, instanceID); // make sure the npc state gets updated
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2020-10-13 03:42:47 +00:00
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}
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}
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2020-10-19 17:26:14 +00:00
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} else {
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2020-10-13 03:42:47 +00:00
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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}
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}
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void ChunkManager::destroyInstance(uint64_t instanceID) {
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2020-10-25 22:14:35 +00:00
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2020-11-16 14:59:53 +00:00
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std::vector<ChunkPos> instanceChunks = ChunkManager::getChunksInMap(instanceID);
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2020-10-25 22:14:35 +00:00
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std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
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2020-11-16 14:59:53 +00:00
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for (ChunkPos& coords : instanceChunks) {
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2020-10-13 03:42:47 +00:00
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destroyChunk(coords);
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}
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}
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2020-10-19 02:30:12 +00:00
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void ChunkManager::destroyInstanceIfEmpty(uint64_t instanceID) {
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if (PLAYERID(instanceID) == 0)
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return; // don't clean up overworld/IZ chunks
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2020-11-16 14:59:53 +00:00
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std::vector<ChunkPos> sourceChunkCoords = getChunksInMap(instanceID);
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2020-10-19 02:30:12 +00:00
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2020-11-16 14:59:53 +00:00
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for (ChunkPos& coords : sourceChunkCoords) {
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2020-10-19 02:30:12 +00:00
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Chunk* chunk = chunks[coords];
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if (chunk->players.size() > 0)
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return; // there are still players inside
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}
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destroyInstance(instanceID);
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}
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