mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 03:40:05 +00:00
Remove Eggs::Eggs and rearrange Entity members a bit
This commit is contained in:
parent
22678fcfc2
commit
3325397d17
@ -499,7 +499,7 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
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}
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char* tmp;
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int eggType = std::strtol(args[1].c_str(), &tmp, 10);
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int eggType = std::strtol(args[1].c_str(), &tmp, 10);
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if (*tmp)
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return;
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@ -520,7 +520,6 @@ static void eggCommand(std::string full, std::vector<std::string>& args, CNSocke
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Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
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NPCManager::NPCs[id] = egg;
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Eggs::Eggs[id] = egg;
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NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
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// add to template
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62
src/Eggs.cpp
62
src/Eggs.cpp
@ -13,7 +13,6 @@ using namespace Eggs;
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/// sock, CBFlag -> until
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std::map<std::pair<CNSocket*, int32_t>, time_t> Eggs::EggBuffs;
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std::unordered_map<int, EggType> Eggs::EggTypes;
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std::unordered_map<int, Egg*> Eggs::Eggs;
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int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* plr = PlayerManager::getPlayer(sock);
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@ -35,10 +34,10 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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sP_FE2CL_NPC_SKILL_HIT* skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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auto skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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if (skillId == 183) { // damage egg
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sSkillResult_Damage* skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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auto skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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@ -48,7 +47,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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plr->HP = 0;
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skill->iHP = plr->HP;
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} else if (skillId == 150) { // heal egg
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sSkillResult_Heal_HP* skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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auto skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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@ -58,7 +57,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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plr->HP = PC_MAXHEALTH(plr->level);
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skill->iHP = plr->HP;
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} else { // regular buff egg
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sSkillResult_Buff* skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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auto skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->iID = plr->iID;
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@ -92,9 +91,9 @@ static void eggStep(CNServer* serv, time_t currTime) {
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auto it = EggBuffs.begin();
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while (it != EggBuffs.end()) {
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// check remaining time
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if (it->second > timeStamp)
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if (it->second > timeStamp) {
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it++;
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else { // if time reached 0
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} else { // if time reached 0
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CNSocket* sock = it->first.first;
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int32_t CBFlag = it->first.second;
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Player* plr = PlayerManager::getPlayer(sock);
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@ -109,13 +108,13 @@ static void eggStep(CNServer* serv, time_t currTime) {
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resp.eTBT = 3; // for egg buffs
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plr->iConditionBitFlag &= ~CBFlag;
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resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag;
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sock->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players
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resp2.eCT = 1;
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resp2.iID = plr->iID;
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resp2.iConditionBitFlag = plr->iConditionBitFlag;
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PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT);
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}
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}
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// remove buff from the map
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@ -124,16 +123,21 @@ static void eggStep(CNServer* serv, time_t currTime) {
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}
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// check dead eggs and eggs in inactive chunks
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for (auto egg : Eggs::Eggs) {
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if (!egg.second->dead || !Chunking::inPopulatedChunks(&egg.second->viewableChunks))
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for (auto npc : NPCManager::NPCs) {
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if (npc.second->type != EntityType::EGG)
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continue;
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if (egg.second->deadUntil <= timeStamp) {
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auto egg = (Egg*)npc.second;
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if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
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continue;
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if (egg->deadUntil <= timeStamp) {
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// respawn it
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egg.second->dead = false;
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egg.second->deadUntil = 0;
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egg.second->appearanceData.iHP = 400;
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egg->dead = false;
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egg->deadUntil = 0;
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egg->appearanceData.iHP = 400;
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Chunking::addEntityToChunks(Chunking::getViewableChunks(egg.second->chunkPos), {egg.first});
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Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
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}
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}
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@ -149,16 +153,20 @@ void Eggs::npcDataToEggData(sNPCAppearanceData* npc, sShinyAppearanceData* egg)
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}
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static void eggPickup(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_SHINY_PICKUP* pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
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auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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int eggId = pickup->iShinyID;
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EntityRef eggRef = {pickup->iShinyID};
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if (Eggs::Eggs.find(eggId) == Eggs::Eggs.end()) {
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if (!eggRef.isValid()) {
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std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
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return;
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}
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Egg* egg = Eggs::Eggs[eggId];
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auto egg = (Egg*)eggRef.getEntity();
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if (egg->type != EntityType::EGG) {
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std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
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return;
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}
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if (egg->dead) {
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std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
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@ -167,7 +175,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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/* this has some issues with position desync, leaving it out for now
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if (abs(egg->appearanceData.iX - plr->x)>500 || abs(egg->appearanceData.iY - plr->y) > 500) {
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std::cout << "[WARN] Player tried to open an egg from the other chunk?!" << std::endl;
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std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl;
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return;
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}
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*/
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@ -182,16 +190,14 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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// buff the player
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if (type->effectId != 0)
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eggBuffPlayer(sock, type->effectId, eggId, type->duration);
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eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
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/*
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* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
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* (buff icon pops up in the bottom of the screen)
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* so we don't send it for non-effect
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*/
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if (type->effectId != 0)
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{
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if (type->effectId != 0) {
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INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
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resp.iSkillID = type->effectId;
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@ -200,7 +206,7 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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if (resp.iSkillID == 183)
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resp.eCSTB = ECSB_INFECTION;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
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sock->sendPacket(resp, P_FE2CL_REP_SHINY_PICKUP_SUCC);
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}
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// drop
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@ -244,9 +250,9 @@ static void eggPickup(CNSocket* sock, CNPacketData* data) {
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}
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if (egg->summoned)
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NPCManager::destroyNPC(eggId);
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NPCManager::destroyNPC(eggRef.id);
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else {
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Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), {eggId});
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Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
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egg->dead = true;
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egg->deadUntil = getTime() + (time_t)type->regen * 1000;
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egg->appearanceData.iHP = 0;
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@ -11,7 +11,6 @@ struct EggType {
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};
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namespace Eggs {
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extern std::unordered_map<int, Egg*> Eggs;
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extern std::map<std::pair<CNSocket*, int32_t>, time_t> EggBuffs;
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extern std::unordered_map<int, EggType> EggTypes;
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@ -4,6 +4,7 @@
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "Eggs.hpp"
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#include "MobAI.hpp"
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#include <type_traits>
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@ -45,7 +46,10 @@ void BaseNPC::enterIntoViewOf(CNSocket *sock) {
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = appearanceData;
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sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
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}
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void Mob::enterIntoViewOf(CNSocket *sock) {
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this->BaseNPC::enterIntoViewOf(sock);
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playersInView++;
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}
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@ -96,7 +100,10 @@ void BaseNPC::disappearFromViewOf(CNSocket *sock) {
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INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
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pkt.iNPC_ID = appearanceData.iNPC_ID;
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sock->sendPacket(pkt, P_FE2CL_NPC_EXIT);
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}
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void Mob::disappearFromViewOf(CNSocket *sock) {
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this->BaseNPC::disappearFromViewOf(sock);
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playersInView--;
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}
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@ -5,7 +5,7 @@
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#include <stdint.h>
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#include <set>
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enum class EntityType {
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enum class EntityType : uint8_t {
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INVALID,
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PLAYER,
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SIMPLE_NPC,
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@ -32,6 +32,10 @@ struct Entity {
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// stubs
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virtual void enterIntoViewOf(CNSocket *sock) {}
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virtual void disappearFromViewOf(CNSocket *sock) {}
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// we don't want objects of this base class to exist
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protected:
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Entity() {}
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};
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struct EntityRef {
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@ -76,9 +80,6 @@ struct EntityRef {
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class BaseNPC : public Entity {
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public:
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sNPCAppearanceData appearanceData = {};
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//NPCClass npcClass;
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int playersInView = 0;
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BaseNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id) { // XXX
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appearanceData.iX = x;
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@ -91,19 +92,8 @@ public:
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appearanceData.iBarkerType = 0;
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appearanceData.iNPC_ID = id;
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type = EntityType::SIMPLE_NPC;
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instanceID = iID;
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chunkPos = std::make_tuple(0, 0, 0);
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playersInView = 0;
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};
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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) {
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type = entityType;
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}
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// XXX: move to CombatNPC, probably
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virtual bool isAlive() override { return appearanceData.iHP > 0; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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@ -121,13 +111,14 @@ struct CombatNPC : public BaseNPC {
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// XXX
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP) :
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BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(maxHP)
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{}
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maxHealth(maxHP) {}
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virtual void stepAI() {
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if (_stepAI != nullptr)
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_stepAI();
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}
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virtual bool isAlive() override { return appearanceData.iHP > 0; }
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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@ -152,6 +143,11 @@ struct Egg : public BaseNPC {
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// TODO: decouple from BaseNPC
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struct Bus : public BaseNPC {
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Bus(int x, int y, int z, int angle, uint64_t iID, int t, int id) :
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BaseNPC(x, y, z, angle, iID, t, id) {
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type = EntityType::BUS;
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}
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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@ -45,6 +45,9 @@ struct Mob : public CombatNPC {
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int offsetX = 0, offsetY = 0;
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int groupMember[4] = {};
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// for optimizing away AI in empty chunks
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int playersInView = 0;
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// temporary; until we're sure what's what
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nlohmann::json data = {};
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@ -86,6 +89,9 @@ struct Mob : public CombatNPC {
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auto operator[](std::string s) {
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return data[s];
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}
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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namespace MobAI {
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@ -10,7 +10,6 @@
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#include "Racing.hpp"
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#include "Vendor.hpp"
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#include "Abilities.hpp"
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#include "Eggs.hpp"
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#include <cmath>
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#include <algorithm>
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@ -62,10 +61,6 @@ void NPCManager::destroyNPC(int32_t id) {
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if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
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MobAI::Mobs.erase(id);
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// remove from eggs
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if (Eggs::Eggs.find(id) != Eggs::Eggs.end())
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Eggs::Eggs.erase(id);
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// finally, remove it from the map and free it
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NPCs.erase(id);
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delete entity;
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@ -139,7 +139,7 @@ static void loadPaths(int* nextId) {
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if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
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passedDistance -= SLIDER_GAP_SIZE; // step down
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// spawn a slider
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BaseNPC* slider = new BaseNPC(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++, EntityType::BUS);
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Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++);
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
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Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
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@ -384,6 +384,7 @@ static void loadEggs(int32_t* nextId) {
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// Egg instances
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auto eggs = eggData["Eggs"];
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int eggCount = 0;
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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auto egg = _egg.value();
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int id = (*nextId)++;
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@ -391,11 +392,11 @@ static void loadEggs(int32_t* nextId) {
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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Eggs::Eggs[id] = addEgg;
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eggCount++;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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}
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std::cout << "[INFO] Loaded " <<Eggs::Eggs.size()<<" eggs" <<std::endl;
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std::cout << "[INFO] Loaded " << eggCount << " eggs" <<std::endl;
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}
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catch (const std::exception& err) {
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@ -540,7 +541,6 @@ static void loadGruntwork(int32_t *nextId) {
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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Eggs::Eggs[id] = addEgg;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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RunningEggs[id] = addEgg;
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}
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@ -1054,8 +1054,10 @@ void TableData::flush() {
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nlohmann::json egg;
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BaseNPC* npc = pair.second;
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||||
|
||||
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;
|
||||
|
Loading…
Reference in New Issue
Block a user