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Make /npcr use the nearest NPC
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parent
42fc018097
commit
5ed332d836
@ -4,9 +4,11 @@
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#include "PlayerManager.hpp"
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#include "PlayerManager.hpp"
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#include "TransportManager.hpp"
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#include "TransportManager.hpp"
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#include "TableData.hpp"
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#include "TableData.hpp"
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#include "limits.h"
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#include <sstream>
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#include <sstream>
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#include <iterator>
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#include <iterator>
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#include <cmath>
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std::map<std::string, ChatCommand> ChatManager::commands;
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std::map<std::string, ChatCommand> ChatManager::commands;
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@ -187,40 +189,39 @@ void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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PlayerView& plrv = PlayerManager::players[sock];
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ChatManager::sendServerMessage(sock, "[NPCR] Too few arguments");
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Player* plr = plrv.plr;
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ChatManager::sendServerMessage(sock, "[NPCR] Usage: /npcr <NPC ID>");
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BaseNPC* npc = nullptr;
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int lastDist = INT_MAX;
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for (auto c = plrv.currentChunks.begin(); c != plrv.currentChunks.end(); c++) { // haha get it
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Chunk* chunk = *c;
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for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
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BaseNPC* npcTemp = NPCManager::NPCs[*_npc];
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int distXY = std::hypot(plr->x - npcTemp->appearanceData.iX, plr->y - npcTemp->appearanceData.iY);
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int dist = std::hypot(distXY, plr->z - npcTemp->appearanceData.iZ);
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if (dist < lastDist) {
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npc = npcTemp;
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lastDist = dist;
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}
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}
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}
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
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return;
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return;
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}
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}
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// Validate NPC ID number
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int angle = (plr->angle + 180) % 360;
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char* npcIDC;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
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int npcID = std::strtol(args[1].c_str(), &npcIDC, 10);
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TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
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if (*npcIDC) {
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// not an integer
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ChatManager::sendServerMessage(sock, "[NPCR] Invalid NPC ID '" + args[1] + "'");
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return;
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}
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// Ensure NPC exists
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// update rotation clientside
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if (NPCManager::NPCs.find(npcID) == NPCManager::NPCs.end()) {
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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// doesn't exist
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pkt.NPCAppearanceData = npc->appearanceData;
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ChatManager::sendServerMessage(sock, "[NPCR] Can't find NPC with ID " + args[1]);
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sock->sendPacket((void*)&pkt, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC " + std::to_string(npc->appearanceData.iNPC_ID));
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BaseNPC* npc = NPCManager::NPCs[npcID];
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int angle = plr->angle + 180;
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// normalize angle
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while (angle >= 360)
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angle -= 360;
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while (angle < 0)
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angle += 360;
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NPCManager::updateNPCPosition(npcID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
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TableData::RunningNPCRotations[npcID] = angle;
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z);
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC " + args[1]);
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}
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}
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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