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Move constructPathNPC to Transport
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6ae4ab2cbf
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@ -57,39 +57,6 @@ static void constructPathSkyway(json& pathData) {
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Transport::SkywayPaths[pathData["iRouteID"]] = points;
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}
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static void constructPathNPC(int32_t id, NPCPath* path) {
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BaseNPC* npc = NPCManager::NPCs[id];
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if(npc->type == EntityType::MOB)
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((Mob*)(npc))->staticPath = true;
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// Interpolate
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std::vector<Vec3> pathPoints = path->points;
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std::queue<Vec3> points;
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auto _point = pathPoints.begin();
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Vec3 from = *_point; // point A coords
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for (_point++; _point != pathPoints.end(); _point++) { // loop through all point Bs
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Vec3 to = *_point; // point B coords
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// add point A to the queue
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if (path->isRelative) {
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// relative; the NPCs current position is assumed to be its spawn point
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Vec3 fromReal = { from.x + npc->x, from.y + npc->y, from.z + npc->z };
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Vec3 toReal = { to.x + npc->x, to.y + npc->y, to.z + npc->z };
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points.push(fromReal);
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Transport::lerp(&points, fromReal, toReal, path->speed); // lerp from A to B
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}
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else {
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// absolute
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points.push(from);
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Transport::lerp(&points, from, to, path->speed); // lerp from A to B
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}
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from = to; // update point A
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}
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Transport::NPCQueues[id] = points;
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}
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/*
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* Load all relevant data from the XDT into memory
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* This should be called first, before any of the other load functions
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@ -908,7 +875,7 @@ static void loadNPCs(json& npcData) {
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NPCPath* npcPath = Transport::findApplicablePath(npcID, type);
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if (npcPath != nullptr) {
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//std::cout << "[INFO] Found path for NPC " << npcID << std::endl;
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constructPathNPC(npcID, npcPath);
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Transport::constructPathNPC(npcID, npcPath);
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}
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}
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}
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@ -954,7 +921,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
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NPCPath* npcPath = Transport::findApplicablePath(npcID, npc["iNPCType"]);
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if (npcPath != nullptr) {
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//std::cout << "[INFO] Found path for mob " << npcID << std::endl;
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constructPathNPC(npcID, npcPath);
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Transport::constructPathNPC(npcID, npcPath);
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}
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}
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@ -983,7 +950,7 @@ static void loadMobs(json& npcData, int32_t* nextId) {
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NPCPath* npcPath = Transport::findApplicablePath(leadID, leader["iNPCType"]);
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if (npcPath != nullptr) {
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//std::cout << "[INFO] Found path for mob " << leadID << std::endl;
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constructPathNPC(leadID, npcPath);
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Transport::constructPathNPC(leadID, npcPath);
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}
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tmp->groupLeader = leadID;
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@ -384,6 +384,39 @@ NPCPath* Transport::findApplicablePath(int32_t id, int32_t type, int taskID) {
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return match;
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}
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void Transport::constructPathNPC(int32_t id, NPCPath* path) {
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BaseNPC* npc = NPCManager::NPCs[id];
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if (npc->type == EntityType::MOB)
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((Mob*)(npc))->staticPath = true;
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// Interpolate
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std::vector<Vec3> pathPoints = path->points;
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std::queue<Vec3> points;
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auto _point = pathPoints.begin();
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Vec3 from = *_point; // point A coords
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for (_point++; _point != pathPoints.end(); _point++) { // loop through all point Bs
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Vec3 to = *_point; // point B coords
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// add point A to the queue
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if (path->isRelative) {
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// relative; the NPCs current position is assumed to be its spawn point
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Vec3 fromReal = { from.x + npc->x, from.y + npc->y, from.z + npc->z };
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Vec3 toReal = { to.x + npc->x, to.y + npc->y, to.z + npc->z };
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points.push(fromReal);
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Transport::lerp(&points, fromReal, toReal, path->speed); // lerp from A to B
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}
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else {
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// absolute
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points.push(from);
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Transport::lerp(&points, from, to, path->speed); // lerp from A to B
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}
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from = to; // update point A
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}
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Transport::NPCQueues[id] = points;
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}
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void Transport::init() {
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REGISTER_SHARD_TIMER(tickTransportationSystem, 1000);
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@ -51,4 +51,5 @@ namespace Transport {
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void lerp(std::queue<Vec3>*, Vec3, Vec3, int);
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NPCPath* findApplicablePath(int32_t, int32_t, int = -1);
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void constructPathNPC(int32_t, NPCPath*);
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}
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