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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
Implemented static paths for mobs (like Don Doom and Bad Max).
* Mobs now retreat to where they were when they were roaming; not their spawn point * /toggleai still sends them back to their spawn point however * Fixed a bug where mobs would respawn where they were killed instead of their proper spawn point * Fixed mobs roaming despite simulatemobs being set to false * Updated tdata submodule
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@ -34,6 +34,7 @@ std::string U16toU8(char16_t* src);
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size_t U8toU16(std::string src, char16_t* des, size_t max); // returns number of char16_t that was written at des
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time_t getTime();
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time_t getTimestamp();
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void terminate(int);
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// The PROTOCOL_VERSION definition is defined by the build system.
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#if !defined(PROTOCOL_VERSION)
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@ -45,7 +45,6 @@ bool runCmd(std::string full, CNSocket* sock) {
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void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Commands available to you");
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Player *plr = PlayerManager::getPlayer(sock);
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int i = 1;
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for (auto& cmd : ChatManager::commands) {
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if (cmd.second.requiredAccLevel >= plr->accountId)
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@ -280,6 +279,10 @@ 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->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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@ -210,6 +210,10 @@ int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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mob->state = MobState::COMBAT;
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mob->nextMovement = getTime();
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mob->nextAttack = 0;
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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}
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mob->appearanceData.iHP -= damage;
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@ -254,7 +258,29 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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}
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}
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// delay the despawn animation
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mob->despawned = false;
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auto it = TransportManager::NPCQueues.find(mob->appearanceData.iNPC_ID);
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if (it == TransportManager::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (mob->staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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} else {
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TransportManager::NPCQueues.erase(mob->appearanceData.iNPC_ID);
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}
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}
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void MobManager::deadStep(Mob *mob, time_t currTime) {
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@ -284,6 +310,11 @@ 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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// reset position
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mob->appearanceData.iX = mob->spawnX;
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mob->appearanceData.iY = mob->spawnY;
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mob->appearanceData.iZ = mob->spawnZ;
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INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
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pkt.NPCAppearanceData = mob->appearanceData;
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@ -360,7 +391,7 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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}
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// retreat if the player leaves combat range
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distance = hypot(plr->x - mob->spawnX, plr->y - mob->spawnY);
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distance = hypot(plr->x - mob->roamX, plr->y - mob->roamY);
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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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@ -390,14 +421,18 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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if (mob->idleRange == 0)
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return;
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// no random roaming if the mob already has a set path
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if (mob->staticPath)
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return;
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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incNextMovement(mob, currTime);
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// only calculate a new route if we're not already on one
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auto it = TransportManager::NPCQueues.find(mob->appearanceData.iNPC_ID);
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if (it != TransportManager::NPCQueues.end() && it->second.empty())
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return;
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/*
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* mob->nextMovement is also updated whenever the path queue is traversed in
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* TransportManager::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
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* so we don't have to check if there's already entries in the queue since we know there won't be.
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*/
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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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@ -437,13 +472,13 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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mob->nextMovement = currTime + 500;
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int distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY);
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int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
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//if (distance > mob->data["m_iIdleRange"]) {
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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->spawnX, mob->spawnY, (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"] * 3);
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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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@ -720,10 +755,12 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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if (attackPower + defensePower * 2 == 0)
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return ret;
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// base calculation
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int damage = attackPower * attackPower / (attackPower + defensePower);
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damage = std::max(std::max(29, attackPower / 7), damage - defensePower * (12 + difficulty) / 65);
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damage = damage * (rand() % 40 + 80) / 100;
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// Adaptium/Blastons/Cosmix
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if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
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if (attackerStyle < defenderStyle || attackerStyle - defenderStyle == 2)
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damage = damage * 5 / 4;
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@ -731,6 +768,7 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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damage = damage * 4 / 5;
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}
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// weapon boosts
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if (batteryBoost)
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damage = damage * 5 / 4;
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@ -913,6 +951,11 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
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mob->state = MobState::COMBAT;
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mob->nextMovement = currTime;
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mob->nextAttack = 0;
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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return true;
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}
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}
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@ -40,6 +40,7 @@ struct Mob : public BaseNPC {
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// combat
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CNSocket *target = nullptr;
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time_t nextAttack = 0;
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int roamX, roamY, roamZ;
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// temporary; until we're sure what's what
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nlohmann::json data;
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@ -57,9 +58,9 @@ struct Mob : public BaseNPC {
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if (regenTime >= 300000000)
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regenTime = 1500;
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spawnX = appearanceData.iX;
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spawnY = appearanceData.iY;
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spawnZ = appearanceData.iZ;
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roamX = spawnX = appearanceData.iX;
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roamY = spawnY = appearanceData.iY;
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roamZ = spawnZ = appearanceData.iZ;
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appearanceData.iConditionBitFlag = 0;
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@ -44,8 +44,6 @@ void TableData::init() {
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std::cerr << "[WARN] Malformed NPCs.json file! Reason:" << err.what() << std::endl;
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}
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loadPaths(&nextId); // load paths
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// load everything else from xdttable
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std::cout << "[INFO] Parsing xdt.json..." << std::endl;
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std::ifstream infile(settings::XDTJSON);
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@ -198,6 +196,8 @@ void TableData::init() {
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std::cerr << "[WARN] Malformed mobs.json file! Reason:" << err.what() << std::endl;
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}
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loadPaths(&nextId); // load paths
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loadGruntwork(&nextId);
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NPCManager::nextId = nextId;
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@ -264,6 +264,27 @@ void TableData::loadPaths(int* nextId) {
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for (nlohmann::json::iterator npcPath = pathDataNPC.begin(); npcPath != pathDataNPC.end(); npcPath++) {
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constructPathNPC(npcPath);
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}
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// mob paths
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pathDataNPC = pathData["mob"];
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for (nlohmann::json::iterator npcPath = pathDataNPC.begin(); npcPath != pathDataNPC.end(); npcPath++) {
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for (auto& pair : MobManager::Mobs) {
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if (pair.second->appearanceData.iNPCType == npcPath.value()["iNPCType"]) {
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std::cout << "[INFO] Using static path for mob " << pair.second->appearanceData.iNPCType << " with ID " << pair.first << std::endl;
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auto firstPoint = npcPath.value()["points"][0];
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if (firstPoint["iX"] != pair.second->spawnX || firstPoint["iY"] != pair.second->spawnY) {
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std::cout << "[FATAL] The first point of the route for mob " << pair.first <<
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" (type " << pair.second->appearanceData.iNPCType << ") does not correspond with its spawn point." << std::endl;
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terminate(0);
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}
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constructPathNPC(npcPath, pair.first);
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pair.second->staticPath = true;
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break; // only one NPC per path
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}
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}
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}
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std::cout << "[INFO] Loaded " << TransportManager::NPCQueues.size() << " NPC paths" << std::endl;
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}
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catch (const std::exception& err) {
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@ -319,7 +340,7 @@ void TableData::constructPathSlider(nlohmann::json points, int rotations, int sl
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TransportManager::NPCQueues[sliderID] = route;
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}
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void TableData::constructPathNPC(nlohmann::json::iterator _pathData) {
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void TableData::constructPathNPC(nlohmann::json::iterator _pathData, int32_t id) {
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auto pathData = _pathData.value();
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// Interpolate
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nlohmann::json pathPoints = pathData["points"];
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@ -337,7 +358,11 @@ void TableData::constructPathNPC(nlohmann::json::iterator _pathData) {
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from = to; // update point A
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stopTime = point["stop"];
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}
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TransportManager::NPCQueues[pathData["iNPCID"]] = points;
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if (id == 0)
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id = pathData["iNPCID"];
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TransportManager::NPCQueues[id] = points;
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}
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// load gruntwork output; if it exists
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@ -18,5 +18,5 @@ namespace TableData {
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void loadPaths(int*);
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void constructPathSkyway(nlohmann::json::iterator);
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void constructPathSlider(nlohmann::json, int, int);
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void constructPathNPC(nlohmann::json::iterator);
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void constructPathNPC(nlohmann::json::iterator, int id=0);
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}
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@ -282,6 +282,12 @@ void TransportManager::stepNPCPathing() {
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continue;
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}
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// skip if not simulating mobs
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if (npc->npcClass == NPC_MOB && !MobManager::simulateMobs) {
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it++;
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continue;
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}
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// do not roam if not roaming
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if (npc->npcClass == NPC_MOB && ((Mob*)npc)->state != MobState::ROAMING) {
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it++;
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2
tdata
2
tdata
@ -1 +1 @@
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Subproject commit 9c595541b3803664359a19379a2cef9b1c2cdc65
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Subproject commit f9430771644d21b2c7c350ab0cf46e27987e91f3
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