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Group warping & mob movement smoothing
* Warping into IZs and Fusion Lairs now will also take into account your group members. * MobManager lerp does not confusingly divide speed by 2 anymore. * Mobs pursue their targets more smoothly, they will avoid phasing into the player during combat. * Nerfed retreat speed by a factor of 1.5, normal mobs retreated way too quickly however mobs like Don Doom and Bad Max do not retreat fast enough. * Bugfixed sendPlayerTo, it did not call updatePlayerPosition leaving undesirable anomalies.
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@ -467,7 +467,15 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (distance <= (int)mob->data["m_iAtkRange"]) {
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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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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"];
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pkt.iToX = mob->appearanceData.iX;
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pkt.iToY = mob->appearanceData.iY;
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pkt.iToZ = mob->target->plr->z;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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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, currTime);
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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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@ -477,7 +485,9 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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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 + 500;
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mob->nextMovement = currTime + 399;
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if (currTime >= mob->nextAttack)
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mob->nextAttack = 0;
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int speed = mob->data["m_iRunSpeed"];
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@ -485,7 +495,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y, speed);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y,std::min(distance-(int)mob->data["m_iAtkRange"]+1, speed*2/5));
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NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ);
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@ -493,9 +503,11 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = speed;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ;
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pkt.iToX = (targ.first - mob->appearanceData.iX) * 5 / 2 + mob->appearanceData.iX;
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pkt.iToY = (targ.second - mob->appearanceData.iY) * 5 / 2 + mob->appearanceData.iY;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->target->plr->z;
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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@ -581,7 +593,7 @@ void MobManager::retreatStep(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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mob->nextMovement = currTime + 500;
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mob->nextMovement = currTime + 399;
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// distance between spawn point and current location
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int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
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@ -590,12 +602,16 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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if (distance > 10) {
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"] * 3);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 3;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToX = (targ.first - mob->appearanceData.iX) * 5 / 2 + mob->appearanceData.iX;
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pkt.iToY = (targ.second - mob->appearanceData.iY) * 5 / 2 + mob->appearanceData.iY;
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mob->appearanceData.iX = targ.first;
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mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ;
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// notify all nearby players
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@ -667,8 +683,6 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
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std::pair<int,int> ret = {x1, y1};
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speed /= 2;
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if (speed == 0)
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return ret;
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@ -596,9 +596,32 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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ChunkManager::createInstance(instanceID);
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}
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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} else {
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
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if (plrv.plr->iID == plrv.plr->iIDGroup && plrv.plr->groupCnt == 1)
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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else {
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Player* leaderPlr = PlayerManager::getPlayerFromID(plrv.plr->iIDGroup);
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for (int i = 0; i < leaderPlr->groupCnt; i++) {
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Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
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CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
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if (otherPlr == nullptr || sockTo == nullptr)
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continue;
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if (otherPlr->instanceID == 0) {
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otherPlr->lastX = otherPlr->x;
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otherPlr->lastY = otherPlr->y;
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otherPlr->lastZ = otherPlr->z;
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otherPlr->lastAngle = otherPlr->angle;
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}
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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}
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}
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else
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{
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); //Can only be used for exiting instances because it sets the instance flag to false
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resp.iX = Warps[warpId].x;
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resp.iY = Warps[warpId].y;
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resp.iZ = Warps[warpId].z;
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@ -261,6 +261,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock);
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plrv.currentChunks.clear();
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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updatePlayerPosition(sock, X, Y, Z);
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}
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ChunkManager::destroyInstanceIfEmpty(fromInstance);
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@ -279,6 +280,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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plrv.currentChunks.clear();
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plrv.chunkPos = std::make_tuple(0, 0, plrv.plr->instanceID);
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sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
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updatePlayerPosition(sock, X, Y, Z);
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}
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void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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