mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Mobs fight back now.
There is still a lot of tuning, lerping and cleanup to do.
This commit is contained in:
parent
006d1000c7
commit
1f18104a6f
@ -4,6 +4,7 @@
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#include "ItemManager.hpp"
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#include "MissionManager.hpp"
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#include <cmath>
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#include <assert.h>
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std::map<int32_t, Mob*> MobManager::Mobs;
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@ -59,13 +60,30 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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}
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Mob *mob = Mobs[pktdata[i]];
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iHitFlag = 2; // probably still necessary
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continue;
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}
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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mob->target = sock;
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mob->state = MobState::COMBAT;
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mob->nextMovement = getTime();
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std::cout << "combat state\n";
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}
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mob->appearanceData.iHP -= 100;
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// wake up sleeping monster
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// TODO: remove client-side bit somehow
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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if (mob->appearanceData.iHP <= 0)
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killMob(sock, mob);
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killMob(mob->target, mob);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = 100;
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@ -85,6 +103,38 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen);
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}
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void MobManager::npcAttackPc(Mob *mob) {
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// player pointer has already been validated
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Player *plr = PlayerManager::getPlayer(mob->target);
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const size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + sizeof(sAttackResult);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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plr->HP += (int)mob->data["m_iPower"]; // already negative
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt->iPCCnt = 1;
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atk->iID = plr->iID;
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atk->iDamage = -(int)mob->data["m_iPower"];
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atk->iHP = plr->HP;
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atk->iHitFlag = 2;
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mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
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PlayerManager::sendToViewable(mob->target, (void*)&pkt, P_FE2CL_NPC_ATTACK_PCs, resplen);
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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std::cout << "retreat state\n";
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}
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}
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void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
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void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub
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void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub
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@ -136,10 +186,11 @@ void MobManager::giveReward(CNSocket *sock) {
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void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->appearanceData.iConditionBitFlag = 0;
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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std::cout << "killed mob " << mob->appearanceData.iNPC_ID << std::endl;
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std::cout << "dead state mob " << mob->appearanceData.iNPC_ID << std::endl;
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giveReward(sock);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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@ -173,6 +224,7 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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mob->appearanceData.iHP = mob->maxHealth;
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mob->state = MobState::ROAMING;
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std::cout << "roaming state\n";
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INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
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@ -186,6 +238,68 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::combatStep(Mob *mob, time_t currTime) {
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assert(mob->target != nullptr);
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// sanity check: did the target player lose connection?
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if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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std::cout << "RETREAT state\n";
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return;
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}
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Player *plr = PlayerManager::getPlayer(mob->target);
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// skip attack/move if stunned or asleep
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if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ))
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return;
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int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
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/*
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* If the mob is close enough to attack, do so. If not, get closer.
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* No, I'm not 100% sure this is how it's supposed to work.
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*/
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if (distance <= (int)mob->data["m_iAtkRange"]) {
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std::cout << "attack logic\n";
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// attack logic
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if (mob->nextAttack == 0) {
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mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; // I *think* this is what this is
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npcAttackPc(mob);
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} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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npcAttackPc(mob);
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}
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} else {
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std::cout << "movement logic\n";
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std::cout << "distance: " << distance << " attack range: " << mob->data["m_iAtkRange"] << std::endl;
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// movement logic
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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mob->nextMovement = currTime + (int)mob->data["m_iDelayTime"] * 100;
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = mob->data["m_iWalkSpeed"];
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pkt.iToX = mob->appearanceData.iX = mob->target->plr->x; // FIXME: lerping
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pkt.iToY = mob->appearanceData.iY = mob->target->plr->y;
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pkt.iToZ = mob->appearanceData.iZ = mob->target->plr->z;
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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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}
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}
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// TODO: retreat if kited too far
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}
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void MobManager::roamingStep(Mob *mob, time_t currTime) {
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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@ -225,6 +339,41 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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}
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}
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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// distance between spawn point and current location
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int distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY);
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if (distance > mob->data["m_iIdleRange"]) {
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = mob->data["m_iWalkSpeed"];
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pkt.iToX = mob->appearanceData.iX = mob->spawnX;
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pkt.iToY = mob->appearanceData.iY = mob->spawnY;
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pkt.iToZ = mob->appearanceData.iZ;
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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}
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}
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// if we got there
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if (distance <= mob->data["m_iIdleRange"]) {
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mob->state = MobState::ROAMING;
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std::cout << "roaming state\n";
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mob->appearanceData.iHP = mob->maxHealth;
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mob->killedTime = 0;
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mob->nextAttack = 0;
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mob->appearanceData.iConditionBitFlag = 0;
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}
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}
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void MobManager::step(CNServer *serv, time_t currTime) {
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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@ -242,6 +391,12 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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case MobState::ROAMING:
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roamingStep(pair.second, currTime);
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break;
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case MobState::COMBAT:
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combatStep(pair.second, currTime);
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break;
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case MobState::RETREAT:
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retreatStep(pair.second, currTime);
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break;
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case MobState::DEAD:
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deadStep(pair.second, currTime);
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break;
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@ -18,27 +18,38 @@ enum class MobState {
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};
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struct Mob : public BaseNPC {
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// general
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MobState state;
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const int maxHealth;
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time_t killedTime = 0;
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const int regenTime;
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bool despawned = false; // for the sake of death animations
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int spawnX;
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int spawnY;
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int spawnZ;
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const int idleRange;
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// dead
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time_t killedTime = 0;
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int regenTime;
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bool despawned = false; // for the sake of death animations
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// roaming
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int idleRange;
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time_t nextMovement = 0;
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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// temporary; until we're sure what's what
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nlohmann::json data;
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Mob(int x, int y, int z, int type, int hp, int angle, nlohmann::json d)
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: BaseNPC(x, y, z, type), maxHealth(hp), regenTime(d["m_iRegenTime"]), idleRange(d["m_iIdleRange"]), data(d) {
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: BaseNPC(x, y, z, type), maxHealth(hp) {
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state = MobState::ROAMING;
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data = d;
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regenTime = data["m_iRegenTime"];
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idleRange = data["m_iIdleRange"];
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spawnX = appearanceData.iX;
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spawnY = appearanceData.iY;
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spawnZ = appearanceData.iZ;
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@ -62,6 +73,8 @@ namespace MobManager {
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void step(CNServer*, time_t);
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void deadStep(Mob*, time_t);
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void combatStep(Mob*, time_t);
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void retreatStep(Mob*, time_t);
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void roamingStep(Mob*, time_t);
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void pcAttackNpcs(CNSocket *sock, CNPacketData *data);
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@ -69,6 +82,7 @@ namespace MobManager {
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void combatEnd(CNSocket *sock, CNPacketData *data);
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void dotDamageOnOff(CNSocket *sock, CNPacketData *data);
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void npcAttackPc(Mob *mob);
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock);
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}
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