Grouped Mobs are gruntworkable

* Using /summonGroupW
This commit is contained in:
Jade 2020-11-15 18:19:34 +00:00 committed by Gent S
parent 883a1c17e6
commit 5e8b6eec6e
2 changed files with 160 additions and 0 deletions

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@ -523,6 +523,119 @@ void playersCommand(std::string full, std::vector<std::string>& args, CNSocket*
ChatManager::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second));
}
void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 4) {
ChatManager::sendServerMessage(sock, "/summonGroupW <leadermob> <mob> <number> [distance]");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
int type = std::strtol(args[1].c_str(), &rest, 10);
int type2 = std::strtol(args[2].c_str(), &rest, 10);
int count = std::strtol(args[3].c_str(), &rest, 10);
int distance = 150;
if (args.size() > 4)
distance = std::strtol(args[4].c_str(), &rest, 10);
if (*rest) {
ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
// permission & sanity check
if (plr == nullptr || type >= 3314 || type2 >= 3314 || count > 5)
return;
Mob* leadNpc = nullptr;
for (int i = 0; i < count; i++) {
int team = NPCManager::NPCData[type]["m_iTeam"];
assert(NPCManager::nextId < INT32_MAX);
#define EXTRA_HEIGHT 200
BaseNPC *npc = nullptr;
int id = NPCManager::nextId++;
int x = plr->x;
int y = plr->y;
int z = plr->z;
if (i > 0) {
int angle = 360.0f / (count-1) * (i-1);
if (count == 3)
angle = 90 + 60 * i;
angle += (plr->angle + 180) % 360;
x += -1.0f * sin(angle / 180.0f * M_PI) * distance;
y += -1.0f * cos(angle / 180.0f * M_PI) * distance;
z = plr->z;
}
if (team == 2) {
npc = new Mob(x, y, z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
if (i > 0) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
// re-enable respawning
((Mob*)npc)->summoned = false;
} else {
npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
id = NPCManager::nextId++;
if (team == 2) {
npc = new Mob(x, y, z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
if (i > 0) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
((Mob*)npc)->summoned = false;
} else {
npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
}
ChatManager::sendServerMessage(sock, "/summonGroupW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
if (i == 0 && team == 2) {
type = type2;
leadNpc = MobManager::Mobs[npc->appearanceData.iNPC_ID];
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
}
}
}
void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
TableData::flush();
ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
@ -553,6 +666,7 @@ void ChatManager::init() {
registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
registerCommand("notify", 30, notifyCommand, "receive a message whenever a player joins the server");
registerCommand("players", 30, playersCommand, "print all players on the server");
registerCommand("summonGroupW", 30, summonGroupWCommand, "permanently summon group NPCs");
}
void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {

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@ -641,6 +641,8 @@ void TableData::loadGruntwork(int32_t *nextId) {
// mobs
auto mobs = gruntwork["mobs"];
int leaderMob = -1;
int leaderMobFollowers = 0;
for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
auto mob = _mob.value();
BaseNPC *npc;
@ -655,6 +657,37 @@ void TableData::loadGruntwork(int32_t *nextId) {
((Mob*)npc)->summoned = false;
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
// handling groups
if (mob.find("iOffsetX") != mob.end() && MobManager::Mobs.find(id) != MobManager::Mobs.end()) {
Mob* currNpc = MobManager::Mobs[id];
if (leaderMob == -1) {
if (MobManager::Mobs.find(id-1) != MobManager::Mobs.end()) {
Mob* leadNpc = MobManager::Mobs[id-1];
leaderMob = id-1;
leadNpc->groupMember[leaderMobFollowers] = id;
leaderMobFollowers++;
currNpc->groupLeader = id-1;
leadNpc->groupLeader = id-1;
}
} else {
if (MobManager::Mobs.find(leaderMob) != MobManager::Mobs.end()) {
Mob* leadNpc = MobManager::Mobs[leaderMob];
leaderMob = leaderMob;
leadNpc->groupMember[leaderMobFollowers] = id;
leaderMobFollowers++;
currNpc->groupLeader = leaderMob;
}
}
currNpc->offsetX = (int)mob["iOffsetX"];
currNpc->offsetY = mob.find("iOffsetY") == mob.end() ? 0 : (int)mob["iOffsetY"];
} else {
leaderMob = -1;
leaderMobFollowers = 0;
}
} else {
npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
}
@ -737,12 +770,19 @@ void TableData::flush() {
continue;
int x, y, z, hp;
int offsetX = 0;
int offsetY = 0;
if (npc->npcClass == NPC_MOB) {
Mob *m = (Mob*)npc;
x = m->spawnX;
y = m->spawnY;
z = m->spawnZ;
hp = m->maxHealth;
// handling groups
if (m->groupLeader != 0 && m->groupLeader != m->appearanceData.iNPC_ID) {
offsetX = m->offsetX;
offsetY = m->offsetY;
}
} else {
x = npc->appearanceData.iX;
y = npc->appearanceData.iY;
@ -760,6 +800,12 @@ void TableData::flush() {
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = npc->appearanceData.iAngle;
// there is an assumption that group mobs will never have an offset of (0,0)
if (offsetX != 0 || offsetY != 0) {
mob["iOffsetX"] = offsetX;
mob["iOffsetY"] = offsetY;
}
// it's called mobs, but really it's everything
gruntwork["mobs"].push_back(mob);
}