Added /summonW and /unsummonW gruntwork commands.

Also:
* Filled in the battery fileds in the REWARD_ITEM packets in
MissionManager.
* Removed redundant NPC_ENTER in npcSummonHandler()
This commit is contained in:
dongresource 2020-10-07 19:29:59 +02:00
parent 6e3d0868cb
commit 606384445c
7 changed files with 135 additions and 18 deletions

View File

@ -4,11 +4,13 @@
#include "PlayerManager.hpp"
#include "TransportManager.hpp"
#include "TableData.hpp"
#include "limits.h"
#include "NPCManager.hpp"
#include "MobManager.hpp"
#include <sstream>
#include <iterator>
#include <cmath>
#include <limits.h>
std::map<std::string, ChatCommand> ChatManager::commands;
@ -184,11 +186,87 @@ void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock
// mss ????
ChatManager::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'");
}
void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
int type = std::strtol(args[1].c_str(), &rest, 10);
if (*rest) {
ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
// permission & sanity check
if (plr == nullptr || type >= 3314)
return;
int team = NPCManager::NPCData[type]["m_iTeam"];
assert(NPCManager::nextId < INT32_MAX);
BaseNPC *npc = nullptr;
if (team == 2) {
npc = new Mob(plr->x, plr->y, plr->z, plr->instanceID, type, NPCManager::NPCData[type], NPCManager::nextId++);
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
// re-enable respawning
((Mob*)npc)->summoned = false;
} else {
ChatManager::sendServerMessage(sock, "Error: /summonW only supports Mobs at this time.");
return;
}
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
ChatManager::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc;
}
void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
// shamelessly stolen from npcRotateCommand()
BaseNPC* npc = nullptr;
int lastDist = INT_MAX;
for (auto c = plrv.currentChunks.begin(); c != plrv.currentChunks.end(); c++) {
Chunk* chunk = *c;
for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
BaseNPC* npcTemp = NPCManager::NPCs[*_npc];
int distXY = std::hypot(plr->x - npcTemp->appearanceData.iX, plr->y - npcTemp->appearanceData.iY);
int dist = std::hypot(distXY, plr->z - npcTemp->appearanceData.iZ);
if (dist < lastDist) {
npc = npcTemp;
lastDist = dist;
}
}
}
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
return;
}
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
ChatManager::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
ChatManager::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
}
void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
@ -230,8 +308,8 @@ void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket*
}
void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
TableData::flush();
ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
}
void ChatManager::init() {
@ -244,6 +322,8 @@ void ChatManager::init() {
// TODO: add help command
registerCommand("mss", 30, mssCommand);
registerCommand("npcr", 30, npcRotateCommand);
registerCommand("summonW", 30, summonWCommand);
registerCommand("unsummonW", 30, unsummonWCommand);
registerCommand("flush", 30, flushCommand);
registerCommand("level", 50, levelCommand);
registerCommand("population", 100, populationCommand);

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@ -306,6 +306,8 @@ void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id,
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->iTaskID = task;
@ -365,6 +367,8 @@ int MissionManager::giveMissionReward(CNSocket *sock, int task) {
resp->iFatigue = 100; // prevents warning message
resp->iFatigue_Level = 1;
resp->iItemCnt = nrewards;
resp->m_iBatteryN = plr->batteryN;
resp->m_iBatteryW = plr->batteryW;
for (int i = 0; i < nrewards; i++) {
item[i].sItem.iType = reward->itemTypes[i];

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@ -531,7 +531,6 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet
sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
INITSTRUCT(sP_FE2CL_NPC_ENTER, resp);
Player* plr = PlayerManager::getPlayer(sock);
// permission & sanity check
@ -541,20 +540,15 @@ void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
int team = NPCData[req->iNPCType]["m_iTeam"];
assert(nextId < INT32_MAX);
resp.NPCAppearanceData.iNPC_ID = nextId++;
resp.NPCAppearanceData.iNPCType = req->iNPCType;
resp.NPCAppearanceData.iHP = 1000;
resp.NPCAppearanceData.iX = plr->x;
resp.NPCAppearanceData.iY = plr->y;
resp.NPCAppearanceData.iZ = plr->z;
int id = nextId++;
if (team == 2) {
NPCs[resp.NPCAppearanceData.iNPC_ID] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], resp.NPCAppearanceData.iNPC_ID);
MobManager::Mobs[resp.NPCAppearanceData.iNPC_ID] = (Mob*)NPCs[resp.NPCAppearanceData.iNPC_ID];
NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id);
MobManager::Mobs[id] = (Mob*)NPCs[id];
} else
NPCs[resp.NPCAppearanceData.iNPC_ID] = new BaseNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, resp.NPCAppearanceData.iNPC_ID);
NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, id);
updateNPCPosition(resp.NPCAppearanceData.iNPC_ID, plr->x, plr->y, plr->z);
updateNPCPosition(id, plr->x, plr->y, plr->z);
}
void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {

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@ -222,7 +222,6 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, int I) {
}
void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
PlayerManager::updatePlayerPosition(sock, X, Y, Z);
INITSTRUCT(sP_FE2CL_REP_PC_GOTO_SUCC, pkt);
pkt.iX = X;

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@ -14,6 +14,7 @@
std::map<int32_t, std::vector<WarpLocation>> TableData::RunningSkywayRoutes;
std::map<int32_t, int> TableData::RunningNPCRotations;
std::map<int32_t, BaseNPC*> TableData::RunningMobs;
void TableData::init() {
int32_t nextId = 0;
@ -197,7 +198,7 @@ void TableData::init() {
std::cerr << "[WARN] Malformed mobs.json file! Reason:" << err.what() << std::endl;
}
loadGruntwork();
loadGruntwork(&nextId);
NPCManager::nextId = nextId;
}
@ -340,7 +341,7 @@ void TableData::constructPathNPC(nlohmann::json::iterator _pathData) {
}
// load gruntwork output; if it exists
void TableData::loadGruntwork() {
void TableData::loadGruntwork(int32_t *nextId) {
try {
std::ifstream inFile(settings::GRUNTWORKJSON);
nlohmann::json gruntwork;
@ -376,6 +377,23 @@ void TableData::loadGruntwork() {
npc->appearanceData.iAngle = angle;
}
// mobs
auto mobs = gruntwork["mobs"];
for (auto _mob = mobs.begin(); _mob != mobs.end(); _mob++) {
auto mob = _mob.value();
Mob *npc = new Mob(mob["iX"], mob["iY"], mob["iZ"], INSTANCE_OVERWORLD, mob["iNPCType"],
NPCManager::NPCData[(int)mob["iNPCType"]], (*nextId)++);
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
MobManager::Mobs[npc->appearanceData.iNPC_ID] = npc;
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, mob["iX"], mob["iY"], mob["iZ"]);
// re-enable respawning
npc->summoned = false;
}
std::cout << "[INFO] Loaded gruntwork.json" << std::endl;
}
catch (const std::exception& err) {
@ -417,5 +435,24 @@ void TableData::flush() {
gruntwork["rotations"].push_back(rotation);
}
for (auto& pair : RunningMobs) {
nlohmann::json mob;
Mob *m = (Mob*)pair.second; // we need spawnX, etc
if (NPCManager::NPCs.find(pair.first) == NPCManager::NPCs.end())
continue;
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)m->appearanceData.iNPCType;
mob["iHP"] = (int)m->maxHealth;
mob["iX"] = m->spawnX;
mob["iY"] = m->spawnY;
mob["iZ"] = m->spawnZ;
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = m->appearanceData.iAngle;
gruntwork["mobs"].push_back(mob);
}
file << gruntwork << std::endl;
}

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@ -7,10 +7,11 @@
namespace TableData {
extern std::map<int32_t, std::vector<WarpLocation>> RunningSkywayRoutes;
extern std::map<int32_t, int> RunningNPCRotations;
extern std::map<int32_t, BaseNPC*> RunningMobs;
void init();
void cleanup();
void loadGruntwork();
void loadGruntwork(int32_t*);
void flush();
int getItemType(int);

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@ -3,4 +3,6 @@ leak:ChunkManager::addPlayer
leak:ChunkManager::addNPC
leak:NPCManager::updateNPCPosition
leak:NPCManager::npcSummonHandler
leak:summonWCommand
leak:TableData::loadGruntwork
leak:nlohmann::basic_json