Save gruntwork group mobs hierarchically

This commit is contained in:
Gent S 2020-11-25 10:41:10 -05:00
parent 73ef5fa5ff
commit 6ff762ba57
3 changed files with 76 additions and 14 deletions

View File

@ -651,8 +651,6 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
ChatManager::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
if (wCommand)
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
if (i == 0 && team == 2) {
type = type2;
@ -660,6 +658,16 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
}
}
if (!wCommand)
return; // not writing; don't add to running mobs
if (leadNpc == nullptr) {
std::cout << "/summonGroupW: can't find group leader! Won't be saved!\n";
return;
}
TableData::RunningGroups[leadNpc->appearanceData.iNPC_ID] = leadNpc; // only record the leader
}
void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {

View File

@ -16,6 +16,7 @@ std::map<int32_t, std::vector<WarpLocation>> TableData::RunningSkywayRoutes;
std::map<int32_t, int> TableData::RunningNPCRotations;
std::map<int32_t, int> TableData::RunningNPCMapNumbers;
std::map<int32_t, BaseNPC*> TableData::RunningMobs;
std::map<int32_t, BaseNPC*> TableData::RunningGroups;
std::map<int32_t, BaseNPC*> TableData::RunningEggs;
class TableException : public std::exception {
@ -781,19 +782,12 @@ 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;
@ -811,14 +805,73 @@ 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);
}
for (auto& pair : RunningGroups) {
nlohmann::json mob;
BaseNPC* npc = pair.second;
if (NPCManager::NPCs.find(pair.first) == NPCManager::NPCs.end())
continue;
int x, y, z, hp;
std::vector<Mob*> followers;
if (npc->npcClass == NPC_MOB) {
Mob* m = (Mob*)npc;
x = m->spawnX;
y = m->spawnY;
z = m->spawnZ;
hp = m->maxHealth;
if (m->groupLeader != m->appearanceData.iNPC_ID) { // make sure this is a leader
std::cout << "[WARN] Non-leader mob found in running groups; ignoring\n";
continue;
}
// add follower data to vector; go until OOB or until follower ID is 0
for (int i = 0; i < 4 && m->groupMember[i] > 0; i++) {
if (MobManager::Mobs.find(m->groupMember[i]) == MobManager::Mobs.end()) {
std::cout << "[WARN] Follower with ID " << m->groupMember[i] << " not found; skipping\n";
continue;
}
followers.push_back(MobManager::Mobs[m->groupMember[i]]);
}
}
else {
x = npc->appearanceData.iX;
y = npc->appearanceData.iY;
z = npc->appearanceData.iZ;
hp = npc->appearanceData.iHP;
}
// NOTE: this format deviates slightly from the one in mobs.json
mob["iNPCType"] = (int)npc->appearanceData.iNPCType;
mob["iHP"] = hp;
mob["iX"] = x;
mob["iY"] = y;
mob["iZ"] = z;
mob["iMapNum"] = MAPNUM(npc->instanceID);
// 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;
// followers
while (followers.size() > 0) {
Mob* follower = followers.back();
followers.pop_back(); // remove from vector
// populate JSON entry
nlohmann::json fol;
fol["iNPCType"] = follower->appearanceData.iNPCType;
fol["iHP"] = follower->maxHealth;
fol["iOffsetX"] = follower->offsetX;
fol["iOffsetY"] = follower->offsetY;
mob["aFollowers"].push_back(fol); // add to follower array
}
// it's called mobs, but really it's everything
gruntwork["mobs"].push_back(mob);
gruntwork["groups"].push_back(mob);
}
for (auto& pair : RunningEggs) {

View File

@ -9,6 +9,7 @@ namespace TableData {
extern std::map<int32_t, int> RunningNPCRotations;
extern std::map<int32_t, int> RunningNPCMapNumbers;
extern std::map<int32_t, BaseNPC*> RunningMobs;
extern std::map<int32_t, BaseNPC*> RunningGroups;
extern std::map<int32_t, BaseNPC*> RunningEggs;
void init();