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Misc changes.
The first two fixes were caught by infer. The Big Bug(tm) remains unfixed. * Fixed the Leech nano power * Fixed an unlikely nullptr dereference in ItemManager * /toggleai now makes mobs retreat immediately, instead of waiting for their next movement tick * Static path mobs will now stop in place instead of retreating to their spawn points when AI is disabled * Changed the misleading config option name from "chunksize" to "viewdistance", since it's actually only a third of the chunk size
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@ -19,8 +19,9 @@ dbsaveinterval=240
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[shard]
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port=8002
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ip=127.0.0.1
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# distance at which other players and NPCs become visible
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chunksize=30000
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# distance at which other players and NPCs become visible.
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# this value is used for calculating chunk size
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viewdistance=30000
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# time, in milliseconds, to wait before kicking a non-responsive client
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# default is 1 minute
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timeout=60000
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@ -279,12 +279,20 @@ void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket*
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for (auto& pair : MobManager::Mobs) {
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pair.second->state = MobState::RETREAT;
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pair.second->target = nullptr;
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pair.second->nextMovement = getTime();
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// mobs with static paths can chill where they are
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if (pair.second->staticPath) {
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pair.second->roamX = pair.second->appearanceData.iX;
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pair.second->roamY = pair.second->appearanceData.iY;
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pair.second->roamZ = pair.second->appearanceData.iZ;
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} else {
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pair.second->roamX = pair.second->spawnX;
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pair.second->roamY = pair.second->spawnY;
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pair.second->roamZ = pair.second->spawnZ;
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}
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}
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}
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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@ -109,7 +109,7 @@ bool ChunkManager::checkChunk(std::tuple<int, int, int> chunk) {
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}
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std::tuple<int, int, int> ChunkManager::grabChunk(int posX, int posY, int instanceID) {
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return std::make_tuple(posX / (settings::CHUNKSIZE / 3), posY / (settings::CHUNKSIZE / 3), instanceID);
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return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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std::vector<Chunk*> ChunkManager::grabChunks(std::tuple<int, int, int> chunk) {
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@ -5,7 +5,7 @@
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#include "NanoManager.hpp"
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#include "Player.hpp"
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#include <string.h> // for memset() and memcmp()
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#include <string.h> // for memset()
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#include <assert.h>
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std::map<std::pair<int32_t, int32_t>, Item> ItemManager::ItemData;
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@ -911,6 +911,10 @@ void ItemManager::setItemStats(Player* plr) {
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for (int i = 0; i < 4; i++) {
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itemStatsDat = ItemManager::getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
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if (itemStatsDat == nullptr) {
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std::cout << "[WARN] setItemStats(): getItemData() returned NULL" << std::endl;
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continue;
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}
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plr->pointDamage += itemStatsDat->pointDamage;
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plr->groupDamage += itemStatsDat->groupDamage;
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plr->defense += itemStatsDat->defense;
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@ -625,8 +625,8 @@ void activePower(CNSocket *sock, CNPacketData *data,
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return;
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pkt->iTargetCnt = otherPlr->groupCnt;
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}
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + pkt->iTargetCnt * sizeof(sPAYLOAD);
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} else
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + pkt->iTargetCnt * sizeof(sPAYLOAD);
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// validate response packet
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@ -12,7 +12,7 @@ int settings::DBSAVEINTERVAL = 240;
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int settings::SHARDPORT = 8002;
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std::string settings::SHARDSERVERIP = "127.0.0.1";
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time_t settings::TIMEOUT = 60000;
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int settings::CHUNKSIZE = 40000;
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int settings::VIEWDISTANCE = 40000;
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bool settings::SIMULATEMOBS = true;
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// default spawn point is Sector V (future)
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@ -47,7 +47,7 @@ void settings::init() {
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SHARDSERVERIP = reader.Get("shard", "ip", "127.0.0.1");
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DBSAVEINTERVAL = reader.GetInteger("shard", "dbsaveinterval", DBSAVEINTERVAL);
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TIMEOUT = reader.GetInteger("shard", "timeout", TIMEOUT);
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CHUNKSIZE = reader.GetInteger("shard", "chunksize", CHUNKSIZE);
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VIEWDISTANCE = reader.GetInteger("shard", "viewdistance", VIEWDISTANCE);
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SIMULATEMOBS = reader.GetBoolean("shard", "simulatemobs", SIMULATEMOBS);
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SPAWN_X = reader.GetInteger("shard", "spawnx", SPAWN_X);
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SPAWN_Y = reader.GetInteger("shard", "spawny", SPAWN_Y);
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@ -8,7 +8,7 @@ namespace settings {
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extern int SHARDPORT;
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extern std::string SHARDSERVERIP;
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extern time_t TIMEOUT;
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extern int CHUNKSIZE;
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extern int VIEWDISTANCE;
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extern bool SIMULATEMOBS;
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extern int SPAWN_X;
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extern int SPAWN_Y;
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