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https://github.com/OpenFusionProject/OpenFusion.git
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Grouped Mobs are gruntworkable
* Using /summonGroupW
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883a1c17e6
commit
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@ -523,6 +523,119 @@ void playersCommand(std::string full, std::vector<std::string>& args, CNSocket*
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ChatManager::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second));
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}
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void summonGroupWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 4) {
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ChatManager::sendServerMessage(sock, "/summonGroupW <leadermob> <mob> <number> [distance]");
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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char *rest;
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int type = std::strtol(args[1].c_str(), &rest, 10);
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int type2 = std::strtol(args[2].c_str(), &rest, 10);
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int count = std::strtol(args[3].c_str(), &rest, 10);
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int distance = 150;
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if (args.size() > 4)
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distance = std::strtol(args[4].c_str(), &rest, 10);
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if (*rest) {
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ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
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return;
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}
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// permission & sanity check
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if (plr == nullptr || type >= 3314 || type2 >= 3314 || count > 5)
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return;
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Mob* leadNpc = nullptr;
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for (int i = 0; i < count; i++) {
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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#define EXTRA_HEIGHT 200
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BaseNPC *npc = nullptr;
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int id = NPCManager::nextId++;
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int x = plr->x;
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int y = plr->y;
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int z = plr->z;
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if (i > 0) {
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int angle = 360.0f / (count-1) * (i-1);
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if (count == 3)
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angle = 90 + 60 * i;
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angle += (plr->angle + 180) % 360;
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x += -1.0f * sin(angle / 180.0f * M_PI) * distance;
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y += -1.0f * cos(angle / 180.0f * M_PI) * distance;
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z = plr->z;
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}
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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if (i > 0) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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}
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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if (i > 0) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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}
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
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}
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ChatManager::sendServerMessage(sock, "/summonGroupW: placed mob with type: " + std::to_string(type) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
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if (i == 0 && team == 2) {
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type = type2;
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leadNpc = MobManager::Mobs[npc->appearanceData.iNPC_ID];
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leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
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}
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}
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}
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void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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TableData::flush();
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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@ -553,6 +666,7 @@ void ChatManager::init() {
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registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
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registerCommand("notify", 30, notifyCommand, "receive a message whenever a player joins the server");
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registerCommand("players", 30, playersCommand, "print all players on the server");
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registerCommand("summonGroupW", 30, summonGroupWCommand, "permanently summon group NPCs");
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}
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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) {
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// mobs
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auto mobs = gruntwork["mobs"];
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int leaderMob = -1;
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int leaderMobFollowers = 0;
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for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
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auto mob = _mob.value();
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BaseNPC *npc;
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@ -655,6 +657,37 @@ void TableData::loadGruntwork(int32_t *nextId) {
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((Mob*)npc)->summoned = false;
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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// handling groups
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if (mob.find("iOffsetX") != mob.end() && MobManager::Mobs.find(id) != MobManager::Mobs.end()) {
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Mob* currNpc = MobManager::Mobs[id];
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if (leaderMob == -1) {
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if (MobManager::Mobs.find(id-1) != MobManager::Mobs.end()) {
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Mob* leadNpc = MobManager::Mobs[id-1];
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leaderMob = id-1;
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leadNpc->groupMember[leaderMobFollowers] = id;
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leaderMobFollowers++;
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currNpc->groupLeader = id-1;
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leadNpc->groupLeader = id-1;
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}
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} else {
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if (MobManager::Mobs.find(leaderMob) != MobManager::Mobs.end()) {
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Mob* leadNpc = MobManager::Mobs[leaderMob];
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leaderMob = leaderMob;
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leadNpc->groupMember[leaderMobFollowers] = id;
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leaderMobFollowers++;
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currNpc->groupLeader = leaderMob;
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}
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}
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currNpc->offsetX = (int)mob["iOffsetX"];
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currNpc->offsetY = mob.find("iOffsetY") == mob.end() ? 0 : (int)mob["iOffsetY"];
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} else {
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leaderMob = -1;
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leaderMobFollowers = 0;
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}
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} else {
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npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
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}
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@ -737,12 +770,19 @@ void TableData::flush() {
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continue;
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int x, y, z, hp;
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int offsetX = 0;
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int offsetY = 0;
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if (npc->npcClass == NPC_MOB) {
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Mob *m = (Mob*)npc;
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x = m->spawnX;
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y = m->spawnY;
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z = m->spawnZ;
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hp = m->maxHealth;
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// handling groups
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if (m->groupLeader != 0 && m->groupLeader != m->appearanceData.iNPC_ID) {
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offsetX = m->offsetX;
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offsetY = m->offsetY;
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}
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} else {
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x = npc->appearanceData.iX;
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y = npc->appearanceData.iY;
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@ -760,6 +800,12 @@ void TableData::flush() {
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// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
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mob["iAngle"] = npc->appearanceData.iAngle;
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// there is an assumption that group mobs will never have an offset of (0,0)
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if (offsetX != 0 || offsetY != 0) {
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mob["iOffsetX"] = offsetX;
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mob["iOffsetY"] = offsetY;
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}
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// it's called mobs, but really it's everything
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gruntwork["mobs"].push_back(mob);
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}
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