[refactor] BaseNPC now uses Entity XYZ fields for handling positions

- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
This commit is contained in:
2021-04-13 19:57:24 -05:00
parent 48fb510b53
commit 9b84d9dc4d
11 changed files with 80 additions and 74 deletions

View File

@@ -147,8 +147,8 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
mobRange = -1;
// height is relevant for aggro distance because of platforming
int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
int distance = hypot(xyDistance, (mob->appearanceData.iZ - plr->z) * 2); // difference in Z counts twice
int xyDistance = hypot(mob->x - plr->x, mob->y - plr->y);
int distance = hypot(xyDistance, (mob->z - plr->z) * 2); // difference in Z counts twice
if (distance > mobRange || distance > closestDistance)
continue;
@@ -394,9 +394,9 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
mob->nextMovement = getTime();
mob->nextAttack = 0;
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
mob->roamX = mob->x;
mob->roamY = mob->y;
mob->roamZ = mob->z;
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
@@ -453,9 +453,9 @@ static void deadStep(Mob *mob, time_t currTime) {
}
// pre-set spawn coordinates if not marked for removal
mob->appearanceData.iX = mob->spawnX;
mob->appearanceData.iY = mob->spawnY;
mob->appearanceData.iZ = mob->spawnZ;
mob->x = mob->spawnX;
mob->y = mob->spawnY;
mob->z = mob->spawnZ;
}
// to guide their groupmates, group leaders still need to move despite being dead
@@ -474,9 +474,9 @@ static void deadStep(Mob *mob, time_t currTime) {
if (mob->groupLeader != 0) {
if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->type == EntityType::MOB) {
Mob* leaderMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
mob->appearanceData.iZ = leaderMob->appearanceData.iZ;
mob->x = leaderMob->x + mob->offsetX;
mob->y = leaderMob->y + mob->offsetY;
mob->z = leaderMob->z;
} else {
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
}
@@ -485,6 +485,9 @@ static void deadStep(Mob *mob, time_t currTime) {
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = mob->appearanceData;
pkt.NPCAppearanceData.iX = mob->x;
pkt.NPCAppearanceData.iY = mob->y;
pkt.NPCAppearanceData.iZ = mob->z;
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
@@ -556,7 +559,7 @@ static void combatStep(Mob *mob, time_t currTime) {
return;
}
int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
int distance = hypot(plr->x - mob->x, plr->y - mob->y);
int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
if (currTime >= mob->nextAttack) {
@@ -588,18 +591,18 @@ static void combatStep(Mob *mob, time_t currTime) {
}
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, distanceToTravel);
auto targ = lerp(mob->x, mob->y, targetX, targetY, distanceToTravel);
if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
mob->nextAttack = 0;
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->z, mob->instanceID, mob->appearanceData.iAngle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = speed;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
pkt.iToZ = plr->z;
pkt.iMoveStyle = 1;
@@ -681,13 +684,13 @@ static void roamingStep(Mob *mob, time_t currTime) {
farX = xStart + rand() % mob->idleRange;
farY = yStart + rand() % mob->idleRange;
distance = std::abs(std::max(farX - mob->appearanceData.iX, farY - mob->appearanceData.iY));
distance = std::abs(std::max(farX - mob->x, farY - mob->y));
if (distance == 0)
distance += 1; // hack to avoid FPE
// if it's too short a walk, go further in that direction
farX = mob->appearanceData.iX + (farX - mob->appearanceData.iX) * minDistance / distance;
farY = mob->appearanceData.iY + (farY - mob->appearanceData.iY) * minDistance / distance;
farX = mob->x + (farX - mob->x) * minDistance / distance;
farY = mob->y + (farY - mob->y) * minDistance / distance;
// but don't got out of bounds
farX = std::clamp(farX, xStart, xStart + mob->idleRange);
@@ -698,8 +701,8 @@ static void roamingStep(Mob *mob, time_t currTime) {
speed /= 2;
std::queue<WarpLocation> queue;
WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
WarpLocation to = { farX, farY, mob->appearanceData.iZ };
WarpLocation from = { mob->x, mob->y, mob->z };
WarpLocation to = { farX, farY, mob->z };
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, speed);
@@ -718,8 +721,8 @@ static void roamingStep(Mob *mob, time_t currTime) {
std::queue<WarpLocation> queue2;
Mob* followerMob = (Mob*)NPCManager::NPCs[mob->groupMember[i]];
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
from = { followerMob->x, followerMob->y, followerMob->z };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z };
Transport::lerp(&queue2, from, to, speed);
Transport::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
}
@@ -733,19 +736,19 @@ static void retreatStep(Mob *mob, time_t currTime) {
mob->nextMovement = currTime + 400;
// distance between spawn point and current location
int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
int distance = hypot(mob->x - mob->roamX, mob->y - mob->roamY);
//if (distance > mob->data["m_iIdleRange"]) {
if (distance > 10) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
auto targ = lerp(mob->x, mob->y, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ;
pkt.iToX = mob->x = targ.first;
pkt.iToY = mob->y = targ.second;
pkt.iToZ = mob->z = mob->spawnZ;
pkt.iMoveStyle = 1;
// notify all nearby players