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https://github.com/OpenFusionProject/OpenFusion.git
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Refactor and generalize NPCEvent logic
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2924a27eb4
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@ -316,12 +316,10 @@ void CombatNPC::transition(AIState newState, EntityRef src) {
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transition(AIState::INACTIVE, id);
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}
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// TODO: Properly refactor this
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if (newState == AIState::DEAD && src.kind == EntityKind::PLAYER) {
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// trigger special NPCEvents, if applicable
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src.sock, this);
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}
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if (event.triggerState == newState && event.npcType == type)
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event.handler(this);
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}
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#pragma endregion
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@ -293,13 +293,12 @@ BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z
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return npc;
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}
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// TODO: Move this to MobAI, possibly
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// TODO: Move this to separate file in ai/ subdir when implementing more events
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#pragma region NPCEvents
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// summon right arm and stage 2 body
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static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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static void lordFuseStageTwo(CombatNPC *npc) {
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Mob *oldbody = (Mob*)npc; // adaptium, stun
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage two" << std::endl;
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@ -320,9 +319,8 @@ static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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}
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// summon left arm and stage 3 body
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static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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static void lordFuseStageThree(CombatNPC *npc) {
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Mob *oldbody = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage three" << std::endl;
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@ -342,8 +340,8 @@ static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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}
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
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NPCEvent(2467, ON_KILLED, lordFuseStageThree),
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NPCEvent(2466, AIState::DEAD, lordFuseStageTwo),
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NPCEvent(2467, AIState::DEAD, lordFuseStageThree),
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};
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#pragma endregion NPCEvents
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@ -14,20 +14,15 @@
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#define RESURRECT_HEIGHT 400
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enum Trigger {
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ON_KILLED,
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ON_COMBAT
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};
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typedef void (*NPCEventHandler)(CNSocket*, BaseNPC*);
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typedef void (*NPCEventHandler)(CombatNPC*);
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struct NPCEvent {
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int32_t npcType;
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int trigger;
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AIState triggerState;
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NPCEventHandler handler;
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NPCEvent(int32_t t, int tr, NPCEventHandler hndlr)
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: npcType(t), trigger(tr), handler(hndlr) {}
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NPCEvent(int32_t t, AIState tr, NPCEventHandler hndlr)
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: npcType(t), triggerState(tr), handler(hndlr) {}
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};
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namespace NPCManager {
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