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https://github.com/OpenFusionProject/OpenFusion.git
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[WIP] Convert all chunk-related logic to the new system's semantics
Replaced all references to chunk->players and chunk->NPCs with chunk->entities and all instances of the old NPCClass enum with EntityType. The server compiles but will not yet run properly.
This commit is contained in:
100
src/Chunking.cpp
100
src/Chunking.cpp
@@ -240,59 +240,67 @@ bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
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void Chunking::createInstance(uint64_t instanceID) {
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std::vector<ChunkPos> templateChunks = getChunksInMap(MAPNUM(instanceID)); // base instance chunks
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if (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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for (ChunkPos &coords : templateChunks) {
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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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BaseNPC* baseNPC = NPCManager::NPCs[npcID];
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if (baseNPC->npcClass == NPC_MOB) {
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if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
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// only instantiate if the instance doesn't exist already
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if (getChunksInMap(instanceID).size() != 0) {
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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return;
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}
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId++; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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MobAI::Mobs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
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// add follower copy to leader copy
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newMob->groupMember[i] = followerID;
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NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
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instanceID, baseFollower->appearanceData.iAngle);
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}
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std::cout << "Creating instance " << instanceID << std::endl;
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for (ChunkPos &coords : templateChunks) {
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for (const EntityRef& ref : chunks[coords]->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int npcID = ref.id;
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BaseNPC* baseNPC = (BaseNPC*)ref.getEntity();
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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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if (baseNPC->type == EntityType::MOB) {
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if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId++; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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MobAI::Mobs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
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// add follower copy to leader copy
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newMob->groupMember[i] = followerID;
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NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
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instanceID, baseFollower->appearanceData.iAngle);
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}
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}
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NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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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, NPCManager::nextId++);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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}
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NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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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, NPCManager::nextId++);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
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instanceID, baseNPC->appearanceData.iAngle);
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}
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}
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} else {
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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}
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}
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