mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-17 03:20:06 +00:00
Refactor player groups
Group structures are used now. Adds more checks in some places but simplifies things overall. We can expand this system to entities as well now pretty trivially.
This commit is contained in:
parent
710300c04c
commit
22c93ac854
@ -268,16 +268,10 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
|
|||||||
* single RNG roll per mission task, and every group member shares that same
|
* single RNG roll per mission task, and every group member shares that same
|
||||||
* set of rolls.
|
* set of rolls.
|
||||||
*/
|
*/
|
||||||
void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
|
void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
|
||||||
auto players = (*leader->group)[EntityKind::PLAYER];
|
|
||||||
for (int i = 0; i < players.size(); i++) {
|
for (int i = 0; i < players.size(); i++) {
|
||||||
|
|
||||||
CNSocket *otherSock = players[i].sock;
|
Player* member = players[i];
|
||||||
if (otherSock == nullptr)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Player *member = PlayerManager::getPlayer(otherSock);
|
|
||||||
|
|
||||||
for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
|
for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
|
||||||
if (member->tasks[j] != 0)
|
if (member->tasks[j] != 0)
|
||||||
rolls[member->tasks[j]] = Rand::rand();
|
rolls[member->tasks[j]] = Rand::rand();
|
||||||
|
@ -25,5 +25,5 @@ namespace Combat {
|
|||||||
void init();
|
void init();
|
||||||
|
|
||||||
void npcAttackPc(Mob *mob, time_t currTime);
|
void npcAttackPc(Mob *mob, time_t currTime);
|
||||||
void genQItemRolls(Player* leader, std::map<int, int>& rolls);
|
void genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls);
|
||||||
}
|
}
|
||||||
|
@ -120,14 +120,16 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
|
|||||||
if (otherPlr == nullptr)
|
if (otherPlr == nullptr)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
int size = otherPlr->group == nullptr ? 1 : (*otherPlr->group)[EntityKind::PLAYER].size();
|
||||||
|
|
||||||
// fail if the group is full or the other player is already in a group
|
// fail if the group is full or the other player is already in a group
|
||||||
if (plr->group != nullptr || (otherPlr->group != nullptr && (*otherPlr->group)[EntityKind::PLAYER].size() >= 4)) {
|
if (plr->group != nullptr || size + 1 > 4) {
|
||||||
INITSTRUCT(sP_FE2CL_PC_GROUP_JOIN_FAIL, resp);
|
INITSTRUCT(sP_FE2CL_PC_GROUP_JOIN_FAIL, resp);
|
||||||
sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_JOIN_FAIL, sizeof(sP_FE2CL_PC_GROUP_JOIN_FAIL));
|
sock->sendPacket((void*)&resp, P_FE2CL_PC_GROUP_JOIN_FAIL, sizeof(sP_FE2CL_PC_GROUP_JOIN_FAIL));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN), (*otherPlr->group)[EntityKind::PLAYER].size() + 1, sizeof(sPCGroupMemberInfo))) {
|
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GROUP_JOIN), size + 1, sizeof(sPCGroupMemberInfo))) {
|
||||||
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n";
|
std::cout << "[WARN] bad sP_FE2CL_PC_GROUP_JOIN packet size\n";
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -842,16 +842,18 @@ void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
|
|||||||
Items::DropRoll rolled;
|
Items::DropRoll rolled;
|
||||||
Items::DropRoll eventRolled;
|
Items::DropRoll eventRolled;
|
||||||
std::map<int, int> qitemRolls;
|
std::map<int, int> qitemRolls;
|
||||||
|
std::vector<Player*> playerRefs;
|
||||||
|
|
||||||
if (plr->group == nullptr) {
|
if (plr->group == nullptr) {
|
||||||
Combat::genQItemRolls(plr, qitemRolls);
|
playerRefs.push_back(plr);
|
||||||
|
Combat::genQItemRolls(playerRefs, qitemRolls);
|
||||||
Items::giveMobDrop(src.sock, self, rolled, eventRolled);
|
Items::giveMobDrop(src.sock, self, rolled, eventRolled);
|
||||||
Missions::mobKilled(src.sock, self->type, qitemRolls);
|
Missions::mobKilled(src.sock, self->type, qitemRolls);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
auto players = (*plr->group)[EntityKind::PLAYER];
|
auto players = (*plr->group)[EntityKind::PLAYER];
|
||||||
Player* leader = PlayerManager::getPlayer(players[0].sock);
|
for (EntityRef pRef : players) playerRefs.push_back(PlayerManager::getPlayer(pRef.sock));
|
||||||
Combat::genQItemRolls(leader, qitemRolls);
|
Combat::genQItemRolls(playerRefs, qitemRolls);
|
||||||
for (int i = 0; i < players.size(); i++) {
|
for (int i = 0; i < players.size(); i++) {
|
||||||
CNSocket* sockTo = players[i].sock;
|
CNSocket* sockTo = players[i].sock;
|
||||||
Player* otherPlr = PlayerManager::getPlayer(sockTo);
|
Player* otherPlr = PlayerManager::getPlayer(sockTo);
|
||||||
|
@ -41,7 +41,8 @@ void PlayerManager::removePlayer(CNSocket* key) {
|
|||||||
Player* plr = getPlayer(key);
|
Player* plr = getPlayer(key);
|
||||||
uint64_t fromInstance = plr->instanceID;
|
uint64_t fromInstance = plr->instanceID;
|
||||||
|
|
||||||
Groups::groupKick(plr);
|
if(plr->group != nullptr)
|
||||||
|
Groups::groupKick(plr);
|
||||||
|
|
||||||
// remove player's bullets
|
// remove player's bullets
|
||||||
Combat::Bullets.erase(plr->iID);
|
Combat::Bullets.erase(plr->iID);
|
||||||
|
Loading…
Reference in New Issue
Block a user