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Group Mobs Initial Implementation
* For now only mob.json is read for grouped mobs. * Grouped mobs are fully functional granted the mobs.json is prepared correctly. * Removed redundant move packet.
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@ -434,6 +434,10 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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}
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}
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}
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}
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// to guide their groupmates, group leaders still need to move despite being dead
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if (mob->groupLeader == mob->appearanceData.iNPC_ID)
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roamingStep(mob, currTime);
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if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
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if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
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return;
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return;
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@ -443,8 +447,21 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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mob->state = MobState::ROAMING;
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mob->state = MobState::ROAMING;
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// reset position
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// reset position
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if (mob->groupLeader != 0) {
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// mob is a group leader/follower, spawn where the group is.
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if (Mobs.find(mob->groupLeader) != Mobs.end()) {
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Mob* leaderMob = Mobs[mob->groupLeader];
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mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
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mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
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} else {
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std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
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mob->appearanceData.iX = mob->spawnX;
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mob->appearanceData.iX = mob->spawnX;
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mob->appearanceData.iY = mob->spawnY;
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mob->appearanceData.iY = mob->spawnY;
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}
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} else {
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mob->appearanceData.iX = mob->spawnX;
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mob->appearanceData.iY = mob->spawnY;
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}
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mob->appearanceData.iZ = mob->spawnZ;
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mob->appearanceData.iZ = mob->spawnZ;
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INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
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INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
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@ -523,15 +540,6 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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if (distance <= (int)mob->data["m_iAtkRange"]) {
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if (distance <= (int)mob->data["m_iAtkRange"]) {
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// attack logic
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// attack logic
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if (mob->nextAttack == 0) {
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if (mob->nextAttack == 0) {
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"];
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pkt.iToX = mob->appearanceData.iX;
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pkt.iToY = mob->appearanceData.iY;
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pkt.iToZ = mob->target->plr->z;
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pkt.iMoveStyle = 1;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is
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mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is
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npcAttackPc(mob, currTime);
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npcAttackPc(mob, currTime);
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} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
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} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
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@ -562,6 +570,10 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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pkt.iSpeed = speed;
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pkt.iSpeed = speed;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToX = mob->appearanceData.iX = targ.first;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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pkt.iToY = mob->appearanceData.iY = targ.second;
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if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) {
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pkt.iToX += mob->offsetX;
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pkt.iToY += mob->offsetY;
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}
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pkt.iToZ = mob->target->plr->z;
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pkt.iToZ = mob->target->plr->z;
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pkt.iMoveStyle = 1;
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pkt.iMoveStyle = 1;
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@ -591,8 +603,9 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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/*
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/*
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* We reuse nextAttack to avoid scanning for players all the time, but to still
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* We reuse nextAttack to avoid scanning for players all the time, but to still
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* do so more often than if we waited for nextMovement (which is way too slow).
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* do so more often than if we waited for nextMovement (which is way too slow).
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* In the case of group leaders, this step will be called by dead mobs, so disable attack.
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*/
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*/
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if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
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if (mob->state != MobState::DEAD && (mob->nextAttack == 0 || currTime >= mob->nextAttack)) {
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mob->nextAttack = currTime + 500;
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mob->nextAttack = currTime + 500;
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if (aggroCheck(mob, currTime))
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if (aggroCheck(mob, currTime))
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return;
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return;
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@ -615,6 +628,9 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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* so we don't have to check if there's already entries in the queue since we know there won't be.
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* so we don't have to check if there's already entries in the queue since we know there won't be.
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*/
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*/
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if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) // don't roam by yourself without group leader
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return;
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int xStart = mob->spawnX - mob->idleRange/2;
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int xStart = mob->spawnX - mob->idleRange/2;
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int yStart = mob->spawnY - mob->idleRange/2;
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int yStart = mob->spawnY - mob->idleRange/2;
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int speed = mob->data["m_iWalkSpeed"];
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int speed = mob->data["m_iWalkSpeed"];
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@ -622,10 +638,6 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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int farX, farY;
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int farX, farY;
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int distance; // for short walk detection
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int distance; // for short walk detection
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/*
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* We don't want the mob to just take one step and stop, so we make sure
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* it has walked a half-decent distance.
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*/
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do {
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do {
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farX = xStart + rand() % mob->idleRange;
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farX = xStart + rand() % mob->idleRange;
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farY = yStart + rand() % mob->idleRange;
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farY = yStart + rand() % mob->idleRange;
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@ -644,6 +656,26 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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// add a route to the queue; to be processed in TransportManager::stepNPCPathing()
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// add a route to the queue; to be processed in TransportManager::stepNPCPathing()
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TransportManager::lerp(&queue, from, to, speed);
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TransportManager::lerp(&queue, from, to, speed);
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TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
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TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
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if (mob->groupLeader != 0 && mob->groupLeader == mob->appearanceData.iNPC_ID) {
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// make followers follow this npc.
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for (int i = 0; i < 4; i++) {
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if (mob->groupMember[i] == 0)
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break;
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if (Mobs.find(mob->groupMember[i]) == Mobs.end()) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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std::queue<WarpLocation> queue2;
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Mob* followerMob = Mobs[mob->groupMember[i]];
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from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
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to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
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TransportManager::lerp(&queue2, from, to, speed);
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TransportManager::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
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}
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}
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}
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}
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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@ -51,6 +51,11 @@ struct Mob : public BaseNPC {
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// drop
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// drop
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int dropType;
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int dropType;
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// group
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int groupLeader = 0;
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int offsetX, offsetY;
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int groupMember[4] = {0, 0, 0, 0};
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// temporary; until we're sure what's what
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// temporary; until we're sure what's what
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nlohmann::json data;
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nlohmann::json data;
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@ -201,17 +201,51 @@ void TableData::init() {
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// read file into json
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// read file into json
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inFile >> npcData;
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inFile >> npcData;
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int leaderMob = -1;
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int leaderMobFollowers = 0;
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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for (nlohmann::json::iterator _npc = npcData.begin(); _npc != npcData.end(); _npc++) {
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auto npc = _npc.value();
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auto npc = _npc.value();
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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auto td = NPCManager::NPCData[(int)npc["iNPCType"]];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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uint64_t instanceID = npc.find("iMapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["iMapNum"];
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npc["iHP"], td, nextId);
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], npc["iHP"], td, nextId);
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NPCManager::NPCs[nextId] = tmp;
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NPCManager::NPCs[nextId] = tmp;
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MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
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MobManager::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
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// handling groups
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if (npc.find("iOffsetX") != npc.end() && MobManager::Mobs.find(nextId) != MobManager::Mobs.end()) {
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Mob* currNpc = MobManager::Mobs[nextId];
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if (leaderMob == -1) {
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if (MobManager::Mobs.find(nextId-1) != MobManager::Mobs.end()) {
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Mob* leadNpc = MobManager::Mobs[nextId-1];
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leaderMob = nextId-1;
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leadNpc->groupMember[leaderMobFollowers] = nextId;
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leaderMobFollowers++;
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currNpc->groupLeader = nextId-1;
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leadNpc->groupLeader = nextId-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] = nextId;
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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)npc["iOffsetX"];
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currNpc->offsetY = npc.find("iOffsetY") == npc.end() ? 0 : (int)npc["iOffsetY"];
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std::cout << "[INFO] Added group NPC " << nextId << " to ID " << currNpc->groupLeader << std::endl;
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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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nextId++;
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nextId++;
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}
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}
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