mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
Mob-related cleanup.
* NPCs now keep track of their chunk information like PlayerView does for players * NPCManager::sendToViewable() parallels PlayerManager::sendToViewable() * Nano damage and debuffs now count as attacking a mob * Mobs will de-aggro if something else killed their target
This commit is contained in:
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72d625fd8d
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279cb78d5f
@ -60,33 +60,10 @@ 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(mob->target, mob);
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int damage = hitMob(sock, mob, 100);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = 100;
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respdata[i].iDamage = damage;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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}
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@ -131,7 +108,6 @@ void MobManager::npcAttackPc(Mob *mob) {
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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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@ -184,14 +160,37 @@ void MobManager::giveReward(CNSocket *sock) {
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}
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int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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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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return 0; // no damage
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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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}
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mob->appearanceData.iHP -= damage;
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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(mob->target, mob);
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return damage;
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}
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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 << "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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@ -199,9 +198,6 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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}
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void MobManager::deadStep(Mob *mob, time_t currTime) {
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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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// despawn the mob after a short delay
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if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
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mob->despawned = true;
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@ -210,11 +206,7 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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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_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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}
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}
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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// if it was summoned, remove it permanently
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if (mob->summoned) {
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@ -231,18 +223,13 @@ 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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pkt.NPCAppearanceData = mob->appearanceData;
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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_NEW, sizeof(sP_FE2CL_NPC_NEW));
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}
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}
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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}
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void MobManager::combatStep(Mob *mob, time_t currTime) {
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@ -252,14 +239,16 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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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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// did something else kill the player in the mean time?
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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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return;
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}
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int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
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@ -268,7 +257,6 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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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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@ -278,8 +266,6 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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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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@ -301,15 +287,8 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ;
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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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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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// retreat if kited too far
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@ -317,7 +296,6 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (distance >= mob->data["m_iCombatRange"]) {
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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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@ -338,10 +316,6 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
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// skip 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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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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int xStart = mob->spawnX - mob->idleRange/2;
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int yStart = mob->spawnY - mob->idleRange/2;
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@ -362,15 +336,8 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToZ = mob->appearanceData.iZ;
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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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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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@ -380,9 +347,6 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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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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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->spawnX, mob->spawnY, mob->data["m_iRunSpeed"]);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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@ -392,17 +356,12 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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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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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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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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@ -423,6 +382,11 @@ void MobManager::step(CNServer *serv, time_t currTime) {
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if (!settings::SIMULATEMOBS && pair.second->state != MobState::DEAD)
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continue;
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// skip attack/move if stunned or asleep
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if (pair.second->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)
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&& (pair.second->state == MobState::ROAMING || pair.second->state == MobState::COMBAT))
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continue;
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switch (pair.second->state) {
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case MobState::INACTIVE:
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// no-op
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@ -94,6 +94,7 @@ namespace MobManager {
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void dotDamageOnOff(CNSocket *sock, CNPacketData *data);
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void npcAttackPc(Mob *mob);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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void killMob(CNSocket *sock, Mob *mob);
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void giveReward(CNSocket *sock);
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std::pair<int,int> lerp(int, int, int, int, int);
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@ -1,11 +1,14 @@
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#pragma once
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#include "CNStructs.hpp"
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#include "ChunkManager.hpp"
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class BaseNPC {
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public:
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sNPCAppearanceData appearanceData;
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NPCClass npcClass;
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std::pair<int, int> chunkPos;
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std::vector<Chunk*> currentChunks;
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BaseNPC() {};
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BaseNPC(int x, int y, int z, int type, int id) {
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@ -18,6 +21,9 @@ public:
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appearanceData.iConditionBitFlag = 0;
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appearanceData.iBarkerType = 0;
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appearanceData.iNPC_ID = id;
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chunkPos = ChunkManager::grabChunk(x, y);
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currentChunks = ChunkManager::grabChunks(chunkPos);
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};
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BaseNPC(int x, int y, int z, int type, int id, NPCClass classType) : BaseNPC(x, y, z, type, id) {
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npcClass = classType;
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@ -147,6 +147,14 @@ void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) {
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ChunkManager::addNPC(X, Y, npc->appearanceData.iNPC_ID);
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}
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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for (Chunk *chunk : npc->currentChunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(buf, type, size);
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}
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}
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}
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void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY))
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return; // malformed packet
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@ -28,6 +28,8 @@ namespace NPCManager {
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void removeNPC(int32_t);
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void updateNPCPosition(int32_t, int X, int Y, int Z);
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void sendToViewable(BaseNPC* npc, void* buf, uint32_t type, size_t size);
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void npcBarkHandler(CNSocket* sock, CNPacketData* data);
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void npcSummonHandler(CNSocket* sock, CNPacketData* data);
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void npcUnsummonHandler(CNSocket* sock, CNPacketData* data);
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@ -309,13 +309,10 @@ bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *re
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Mob* mob = MobManager::Mobs[pktdata[i]];
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mob->appearanceData.iHP -= amount;
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if (mob->appearanceData.iHP <= 0)
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MobManager::killMob(sock, mob);
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int damage = MobManager::hitMob(sock, mob, amount);
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respdata[i].eCT = 4;
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respdata[i].iDamage = amount;
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respdata[i].iDamage = damage;
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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].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
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@ -380,16 +377,10 @@ bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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mob->appearanceData.iHP -= amount;
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int damage = MobManager::hitMob(sock, mob, amount);
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// wake up sleeping monster
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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if (mob->appearanceData.iHP <= 0)
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MobManager::killMob(sock, mob);
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respdata[i].eCT = 4;
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respdata[i].iDamage = amount;
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respdata[i].iDamage = damage;
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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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@ -433,16 +424,10 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
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}
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Mob* mob = MobManager::Mobs[pktdata[i]];
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mob->appearanceData.iHP -= amount;
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// wake up sleeping monster
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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if (mob->appearanceData.iHP <= 0)
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MobManager::killMob(sock, mob);
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int damage = MobManager::hitMob(sock, mob, amount);
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damagedata->eCT = 4;
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damagedata->iDamage = amount;
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damagedata->iDamage = damage;
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damagedata->iID = mob->appearanceData.iNPC_ID;
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damagedata->iHP = mob->appearanceData.iHP;
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