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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Mobs roam proper distances now.
* Mob roaming is now integrated into the TransportManager * Doubled the roaming distance, since it was clearly too small * Tripled retreat speed * Made use of NPCManager::sendToViewable() in TransportManager
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@ -5,6 +5,7 @@
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#include "ItemManager.hpp"
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#include "MissionManager.hpp"
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#include "GroupManager.hpp"
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#include "TransportManager.hpp"
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#include <cmath>
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#include <assert.h>
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@ -366,12 +367,14 @@ void MobManager::combatStep(Mob *mob, time_t currTime) {
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}
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}
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/*
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* TODO: precalculate a path, lerp through it, repeat.
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* The way it works right now, mobs only move around a little bit. This will result
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* in more natural movement, and will mesh well with pre-calculated paths (for Don Doom,
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* Bad Max, etc.) once those have been made.
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*/
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inline void MobManager::incNextMovement(Mob *mob, time_t currTime) {
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if (currTime == 0)
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currTime = getTime();
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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
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}
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void MobManager::roamingStep(Mob *mob, time_t currTime) {
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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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@ -389,34 +392,44 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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incNextMovement(mob, currTime);
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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
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// only calculate a new route if we're not already on one
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auto it = TransportManager::NPCQueues.find(mob->appearanceData.iNPC_ID);
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if (it != TransportManager::NPCQueues.end() && it->second.empty())
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return;
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std::cout << "charting new path for Mob " << (int)mob->appearanceData.iNPC_ID << std::endl;
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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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 farX = xStart + rand() % mob->idleRange;
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int farY = yStart + rand() % mob->idleRange;
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int speed = mob->data["m_iWalkSpeed"];
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int farX, farY;
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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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farX = xStart + rand() % mob->idleRange;
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farY = yStart + rand() % mob->idleRange;
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distance = std::hypot(mob->appearanceData.iX - farX, mob->appearanceData.iY - farY);
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} while (distance < 500);
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// halve movement speed if snared
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, farX, farY, speed);
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std::queue<WarpLocation> queue;
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WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
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WarpLocation to = { farX, farY, mob->appearanceData.iZ };
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NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = speed;
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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.iToZ = mob->appearanceData.iZ;
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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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::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
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}
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void MobManager::retreatStep(Mob *mob, time_t currTime) {
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@ -432,10 +445,10 @@ void MobManager::retreatStep(Mob *mob, time_t currTime) {
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if (distance > 10) {
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->spawnX, mob->spawnY, mob->data["m_iRunSpeed"]);
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auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->spawnX, mob->spawnY, (int)mob->data["m_iRunSpeed"] * 3);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = mob->data["m_iRunSpeed"];
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pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 3;
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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.iToZ = mob->appearanceData.iZ;
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@ -702,7 +715,9 @@ void MobManager::playerTick(CNServer *serv, time_t currTime) {
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lastHealTime = currTime;
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}
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std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, bool batteryBoost, int attackerStyle, int defenderStyle, int difficulty) {
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std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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std::pair<int,int> ret = {0, 1};
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if (attackPower + defensePower * 2 == 0)
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return ret;
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@ -816,7 +831,8 @@ void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
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int difficulty = (int)mob->data["m_iNpcLevel"];
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW >= 11 + difficulty), NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW >= 11 + difficulty),
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NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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if (plr->batteryW >= 11 + difficulty)
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plr->batteryW -= 11 + difficulty;
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@ -35,6 +35,7 @@ struct Mob : public BaseNPC {
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// roaming
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int idleRange;
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time_t nextMovement = 0;
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bool staticPath = false;
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// combat
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CNSocket *target = nullptr;
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@ -50,7 +51,7 @@ struct Mob : public BaseNPC {
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data = d;
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regenTime = data["m_iRegenTime"];
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idleRange = data["m_iIdleRange"];
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idleRange = (int)data["m_iIdleRange"] * 2; // TODO: tuning?
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// XXX: temporarily force respawns for Fusions until we implement instancing
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if (regenTime >= 300000000)
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@ -111,5 +112,6 @@ namespace MobManager {
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void pcAttackChars(CNSocket *sock, CNPacketData *data);
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void resendMobHP(Mob *mob);
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void incNextMovement(Mob *mob, time_t currTime=0);
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bool aggroCheck(Mob *mob, time_t currTime);
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}
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@ -4,6 +4,7 @@
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#include "NanoManager.hpp"
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#include "TransportManager.hpp"
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#include "TableData.hpp"
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#include "MobManager.hpp"
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#include <unordered_map>
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#include <cmath>
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@ -275,12 +276,18 @@ void TransportManager::stepNPCPathing() {
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if (NPCManager::NPCs.find(it->first) != NPCManager::NPCs.end())
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npc = NPCManager::NPCs[it->first];
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if (npc == nullptr) {
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if (npc == nullptr || queue->empty()) {
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// pluck out dead path + update iterator
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it = NPCQueues.erase(it);
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continue;
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}
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// do not roam if not roaming
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if (npc->npcClass == NPC_MOB && ((Mob*)npc)->state != MobState::ROAMING) {
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it++;
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continue;
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}
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WarpLocation point = queue->front(); // get point
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queue->pop(); // remove point from front of queue
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@ -291,10 +298,6 @@ void TransportManager::stepNPCPathing() {
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// update NPC location to update viewables
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, point.x, point.y, point.z);
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// get chunks in view
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auto chunk = ChunkManager::grabChunk(npc->appearanceData.iX, npc->appearanceData.iY, npc->instanceID);
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auto chunks = ChunkManager::grabChunks(chunk);
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switch (npc->npcClass) {
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case NPC_BUS:
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INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
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@ -306,13 +309,11 @@ void TransportManager::stepNPCPathing() {
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busMove.iToZ = point.z;
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busMove.iSpeed = distanceBetween; // set to distance to match how monkeys work
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// send packet to players in view
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for (Chunk* chunk : chunks) {
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for (CNSocket* s : chunk->players) {
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s->sendPacket(&busMove, P_FE2CL_TRANSPORTATION_MOVE, sizeof(sP_FE2CL_TRANSPORTATION_MOVE));
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}
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}
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NPCManager::sendToViewable(npc, &busMove, P_FE2CL_TRANSPORTATION_MOVE, sizeof(sP_FE2CL_TRANSPORTATION_MOVE));
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break;
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case NPC_MOB:
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MobManager::incNextMovement((Mob*)npc);
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/* fallthrough */
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default:
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INITSTRUCT(sP_FE2CL_NPC_MOVE, move);
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move.iNPC_ID = npc->appearanceData.iNPC_ID;
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@ -322,16 +323,17 @@ void TransportManager::stepNPCPathing() {
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move.iToZ = point.z;
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move.iSpeed = distanceBetween;
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// send packet to players in view
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for (Chunk* chunk : chunks) {
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for (CNSocket* s : chunk->players) {
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s->sendPacket(&move, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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}
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NPCManager::sendToViewable(npc, &move, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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break;
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}
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queue->push(point); // move processed point to the back to maintain cycle
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/*
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* Move processed point to the back to maintain cycle, unless this is a
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* dynamically calculated mob route.
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*/
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if (!(npc->npcClass == NPC_MOB && !((Mob*)npc)->staticPath))
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queue->push(point);
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it++; // go to next entry in map
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}
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}
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