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Rewrite /lair command
This wasn't strictly necessary as this command has outlived its usefulness, but I had gone ahead and rewritten it because it was (barring taskStart()) the only place in the codebase that accesses Chunking::chunks outside of Chunking.cpp. This became apparent during a (currently paused) effort to improve the API that the Chunking namespace exposes to the rest of the codebase. I went ahead and rewrote the rest of this command as it was poorly implemented anyway. This has been sitting in my working directory uncommitted for a few months, so I may as well push it.
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@ -13,6 +13,7 @@
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#include <sstream>
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#include <iterator>
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#include <math.h>
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#include <limits.h>
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typedef void (*CommandHandler)(std::string fullString, std::vector<std::string>& args, CNSocket* sock);
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@ -690,39 +691,35 @@ static void whoisCommand(std::string full, std::vector<std::string>& args, CNSoc
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static void lairUnlockCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (!Chunking::chunkExists(plr->chunkPos))
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return;
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Chunk* chnk = Chunking::chunks[plr->chunkPos];
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int taskID = -1;
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int missionID = -1;
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int found = 0;
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for (const EntityRef& ref : chnk->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int lastDist = INT_MAX;
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for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) {
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for (const EntityRef& ref : chnk->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int32_t id = ref.id;
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if (NPCManager::NPCs.find(id) == NPCManager::NPCs.end())
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continue;
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BaseNPC* npc = (BaseNPC*)ref.getEntity();
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BaseNPC* npc = NPCManager::NPCs[id];
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for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
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if ((*it).second.npcID == npc->appearanceData.iNPCType) {
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taskID = (*it).second.limitTaskID;
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missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
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found++;
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break;
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int distXY = std::hypot(plr->x - npc->x, plr->y - npc->y);
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int dist = std::hypot(distXY, plr->z - npc->z);
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if (dist >= lastDist)
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continue;
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for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
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if (it->second.npcID == npc->appearanceData.iNPCType) {
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taskID = it->second.limitTaskID;
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missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
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lastDist = dist;
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break;
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}
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}
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}
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}
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if (missionID == -1 || taskID == -1) {
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Chat::sendServerMessage(sock, "You are NOT standing near a lair portal; move around and try again!");
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return;
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}
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if (found > 1) {
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Chat::sendServerMessage(sock, "More than one lair found; decrease chunk size and try again!");
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Chat::sendServerMessage(sock, "No nearby Lair portals found.");
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return;
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}
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