Implemented mob roaming.

Will likely need further tuning.
Mobs in vacant chunks are skipped.
This commit is contained in:
2020-09-22 20:33:10 +02:00
parent 94ab5b8b64
commit ac1fd1e5be
5 changed files with 75 additions and 3 deletions

View File

@@ -179,9 +179,47 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
}
}
void MobManager::roamingStep(Mob *mob, time_t currTime) {
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
int delay = (int)mob->data["m_iDelayTime"] * 1000;
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
int xStart = mob->spawnX - mob->idleRange/2;
int yStart = mob->spawnY - mob->idleRange/2;
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = mob->data["m_iWalkSpeed"];
pkt.iToX = mob->appearanceData.iX = xStart + rand() % mob->idleRange;
pkt.iToY = mob->appearanceData.iY = yStart + rand() % mob->idleRange;
pkt.iToZ = mob->appearanceData.iZ;
auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
auto chunks = ChunkManager::grabChunks(chunk);
// notify all nearby players
for (Chunk *chunk : chunks) {
for (CNSocket *s : chunk->players) {
s->sendPacket(&pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
}
}
}
void MobManager::step(time_t currTime) {
for (auto& pair : Mobs) {
int x = pair.second->appearanceData.iX;
int y = pair.second->appearanceData.iY;
// skip chunks without players
if (!ChunkManager::inPopulatedChunks(x, y))
continue;
switch (pair.second->state) {
case MobState::ROAMING:
roamingStep(pair.second, currTime);
break;
case MobState::DEAD:
deadStep(pair.second, currTime);
break;