Remove Eggs::Eggs and rearrange Entity members a bit

This commit is contained in:
dongresource 2021-03-22 17:53:46 +01:00
parent 22678fcfc2
commit 3325397d17
8 changed files with 68 additions and 58 deletions

View File

@ -499,7 +499,7 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
}
char* tmp;
int eggType = std::strtol(args[1].c_str(), &tmp, 10);
int eggType = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
@ -520,7 +520,6 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
NPCManager::NPCs[id] = egg;
Eggs::Eggs[id] = egg;
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
// add to template

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@ -13,7 +13,6 @@ using namespace Eggs;
/// sock, CBFlag -> until
std::map<std::pair<CNSocket*, int32_t>, time_t> Eggs::EggBuffs;
std::unordered_map<int, EggType> Eggs::EggTypes;
std::unordered_map<int, Egg*> Eggs::Eggs;
int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
Player* plr = PlayerManager::getPlayer(sock);
@ -35,10 +34,10 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
sP_FE2CL_NPC_SKILL_HIT* skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
auto skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
if (skillId == 183) { // damage egg
sSkillResult_Damage* skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
auto skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
@ -48,7 +47,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
plr->HP = 0;
skill->iHP = plr->HP;
} else if (skillId == 150) { // heal egg
sSkillResult_Heal_HP* skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
auto skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
@ -58,7 +57,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
plr->HP = PC_MAXHEALTH(plr->level);
skill->iHP = plr->HP;
} else { // regular buff egg
sSkillResult_Buff* skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
auto skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
@ -92,9 +91,9 @@ static void eggStep(CNServer* serv, time_t currTime) {
auto it = EggBuffs.begin();
while (it != EggBuffs.end()) {
// check remaining time
if (it->second > timeStamp)
if (it->second > timeStamp) {
it++;
else { // if time reached 0
} else { // if time reached 0
CNSocket* sock = it->first.first;
int32_t CBFlag = it->first.second;
Player* plr = PlayerManager::getPlayer(sock);
@ -109,13 +108,13 @@ static void eggStep(CNServer* serv, time_t currTime) {
resp.eTBT = 3; // for egg buffs
plr->iConditionBitFlag &= ~CBFlag;
resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag;
sock->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE);
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players
resp2.eCT = 1;
resp2.iID = plr->iID;
resp2.iConditionBitFlag = plr->iConditionBitFlag;
PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT);
}
}
// remove buff from the map
@ -124,16 +123,21 @@ static void eggStep(CNServer* serv, time_t currTime) {
}
// check dead eggs and eggs in inactive chunks
for (auto egg : Eggs::Eggs) {
if (!egg.second->dead || !Chunking::inPopulatedChunks(&egg.second->viewableChunks))
for (auto npc : NPCManager::NPCs) {
if (npc.second->type != EntityType::EGG)
continue;
if (egg.second->deadUntil <= timeStamp) {
auto egg = (Egg*)npc.second;
if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
continue;
if (egg->deadUntil <= timeStamp) {
// respawn it
egg.second->dead = false;
egg.second->deadUntil = 0;
egg.second->appearanceData.iHP = 400;
egg->dead = false;
egg->deadUntil = 0;
egg->appearanceData.iHP = 400;
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg.second->chunkPos), {egg.first});
Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
}
}
@ -149,16 +153,20 @@ void Eggs::npcDataToEggData(sNPCAppearanceData* npc, sShinyAppearanceData* egg)
}
static void eggPickup(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_SHINY_PICKUP* pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int eggId = pickup->iShinyID;
EntityRef eggRef = {pickup->iShinyID};
if (Eggs::Eggs.find(eggId) == Eggs::Eggs.end()) {
if (!eggRef.isValid()) {
std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
return;
}
Egg* egg = Eggs::Eggs[eggId];
auto egg = (Egg*)eggRef.getEntity();
if (egg->type != EntityType::EGG) {
std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
return;
}
if (egg->dead) {
std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
@ -167,7 +175,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
/* this has some issues with position desync, leaving it out for now
if (abs(egg->appearanceData.iX - plr->x)>500 || abs(egg->appearanceData.iY - plr->y) > 500) {
std::cout << "[WARN] Player tried to open an egg from the other chunk?!" << std::endl;
std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl;
return;
}
*/
@ -182,16 +190,14 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
// buff the player
if (type->effectId != 0)
eggBuffPlayer(sock, type->effectId, eggId, type->duration);
eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
/*
* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect
*/
if (type->effectId != 0)
{
if (type->effectId != 0) {
INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId;
@ -200,7 +206,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
if (resp.iSkillID == 183)
resp.eCSTB = ECSB_INFECTION;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
sock->sendPacket(resp, P_FE2CL_REP_SHINY_PICKUP_SUCC);
}
// drop
@ -244,9 +250,9 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
}
if (egg->summoned)
NPCManager::destroyNPC(eggId);
NPCManager::destroyNPC(eggRef.id);
else {
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), {eggId});
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;

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@ -11,7 +11,6 @@ struct EggType {
};
namespace Eggs {
extern std::unordered_map<int, Egg*> Eggs;
extern std::map<std::pair<CNSocket*, int32_t>, time_t> EggBuffs;
extern std::unordered_map<int, EggType> EggTypes;

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@ -4,6 +4,7 @@
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "Eggs.hpp"
#include "MobAI.hpp"
#include <type_traits>
@ -45,7 +46,10 @@ void BaseNPC::enterIntoViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = appearanceData;
sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
}
void Mob::enterIntoViewOf(CNSocket *sock) {
this->BaseNPC::enterIntoViewOf(sock);
playersInView++;
}
@ -96,7 +100,10 @@ void BaseNPC::disappearFromViewOf(CNSocket *sock) {
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = appearanceData.iNPC_ID;
sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
}
void Mob::disappearFromViewOf(CNSocket *sock) {
this->BaseNPC::disappearFromViewOf(sock);
playersInView--;
}

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@ -5,7 +5,7 @@
#include <stdint.h>
#include <set>
enum class EntityType {
enum class EntityType : uint8_t {
INVALID,
PLAYER,
SIMPLE_NPC,
@ -32,6 +32,10 @@ struct Entity {
// stubs
virtual void enterIntoViewOf(CNSocket *sock) {}
virtual void disappearFromViewOf(CNSocket *sock) {}
// we don't want objects of this base class to exist
protected:
Entity() {}
};
struct EntityRef {
@ -76,9 +80,6 @@ struct EntityRef {
class BaseNPC : public Entity {
public:
sNPCAppearanceData appearanceData = {};
//NPCClass npcClass;
int playersInView = 0;
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
appearanceData.iX = x;
@ -91,19 +92,8 @@ public:
appearanceData.iBarkerType = 0;
appearanceData.iNPC_ID = id;
type = EntityType::SIMPLE_NPC;
instanceID = iID;
chunkPos = std::make_tuple(0, 0, 0);
playersInView = 0;
};
BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, EntityType entityType) : BaseNPC(x, y, z, angle, iID, t, id) {
type = entityType;
}
// XXX: move to CombatNPC, probably
virtual bool isAlive() override { return appearanceData.iHP > 0; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
@ -121,13 +111,14 @@ struct CombatNPC : public BaseNPC {
// XXX
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
BaseNPC(x, y, z, angle, iID, t, id),
maxHealth(maxHP)
{}
maxHealth(maxHP) {}
virtual void stepAI() {
if (_stepAI != nullptr)
_stepAI();
}
virtual bool isAlive() override { return appearanceData.iHP > 0; }
};
// Mob is in MobAI.hpp, Player is in Player.hpp
@ -152,6 +143,11 @@ struct Egg : public BaseNPC {
// TODO: decouple from BaseNPC
struct Bus : public BaseNPC {
Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
BaseNPC(x, y, z, angle, iID, t, id) {
type = EntityType::BUS;
}
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};

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@ -45,6 +45,9 @@ struct Mob : public CombatNPC {
int offsetX = 0, offsetY = 0;
int groupMember[4] = {};
// for optimizing away AI in empty chunks
int playersInView = 0;
// temporary; until we're sure what's what
nlohmann::json data = {};
@ -86,6 +89,9 @@ struct Mob : public CombatNPC {
auto operator[](std::string s) {
return data[s];
}
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
};
namespace MobAI {

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@ -10,7 +10,6 @@
#include "Racing.hpp"
#include "Vendor.hpp"
#include "Abilities.hpp"
#include "Eggs.hpp"
#include <cmath>
#include <algorithm>
@ -62,10 +61,6 @@ void NPCManager::destroyNPC(int32_t id) {
if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
MobAI::Mobs.erase(id);
// remove from eggs
if (Eggs::Eggs.find(id) != Eggs::Eggs.end())
Eggs::Eggs.erase(id);
// finally, remove it from the map and free it
NPCs.erase(id);
delete entity;

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@ -139,7 +139,7 @@ static void loadPaths(int* nextId) {
if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
passedDistance -= SLIDER_GAP_SIZE; // step down
// spawn a slider
BaseNPC* slider = new BaseNPC(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++, EntityType::BUS);
Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++);
NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
@ -384,6 +384,7 @@ static void loadEggs(int32_t* nextId) {
// Egg instances
auto eggs = eggData["Eggs"];
int eggCount = 0;
for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
auto egg = _egg.value();
int id = (*nextId)++;
@ -391,11 +392,11 @@ static void loadEggs(int32_t* nextId) {
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
Eggs::Eggs[id] = addEgg;
eggCount++;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
}
std::cout << "[INFO] Loaded " <<Eggs::Eggs.size()<<" eggs" <<std::endl;
std::cout << "[INFO] Loaded " << eggCount << " eggs" <<std::endl;
}
catch (const std::exception& err) {
@ -540,7 +541,6 @@ static void loadGruntwork(int32_t *nextId) {
Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
NPCManager::NPCs[id] = addEgg;
Eggs::Eggs[id] = addEgg;
NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
RunningEggs[id] = addEgg;
}
@ -1054,8 +1054,10 @@ void TableData::flush() {
nlohmann::json egg;
BaseNPC* npc = pair.second;
if (Eggs::Eggs.find(pair.first) == Eggs::Eggs.end())
if (NPCManager::NPCs.find(pair.first) == NPCManager::NPCs.end())
continue;
// we can trust that if it exists, it probably is indeed an egg
egg["iX"] = npc->appearanceData.iX;
egg["iY"] = npc->appearanceData.iY;
egg["iZ"] = npc->appearanceData.iZ;