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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-25 22:40:16 +00:00
Implemented mob roaming.
Will likely need further tuning. Mobs in vacant chunks are skipped.
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@ -104,3 +104,15 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
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return delta;
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}
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bool ChunkManager::inPopulatedChunks(int posX, int posY) {
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auto chunk = ChunkManager::grabChunk(posX, posY);
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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for (Chunk *c: nearbyChunks) {
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if (!c->players.empty())
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return true;
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}
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return false;
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}
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@ -26,4 +26,5 @@ namespace ChunkManager {
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std::pair<int, int> grabChunk(int posX, int posY);
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std::vector<Chunk*> grabChunks(std::pair<int, int> chunkPos);
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std::vector<Chunk*> getDeltaChunks(std::vector<Chunk*> from, std::vector<Chunk*> to);
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bool inPopulatedChunks(int posX, int posY);
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}
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@ -179,9 +179,47 @@ void MobManager::deadStep(Mob *mob, time_t currTime) {
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}
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}
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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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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
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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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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = mob->data["m_iWalkSpeed"];
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pkt.iToX = mob->appearanceData.iX = xStart + rand() % mob->idleRange;
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pkt.iToY = mob->appearanceData.iY = yStart + rand() % mob->idleRange;
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pkt.iToZ = mob->appearanceData.iZ;
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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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}
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}
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void MobManager::step(time_t currTime) {
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for (auto& pair : Mobs) {
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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// skip chunks without players
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if (!ChunkManager::inPopulatedChunks(x, y))
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continue;
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switch (pair.second->state) {
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case MobState::ROAMING:
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roamingStep(pair.second, currTime);
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break;
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case MobState::DEAD:
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deadStep(pair.second, currTime);
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break;
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@ -5,6 +5,8 @@
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#include "CNShardServer.hpp"
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#include "NPC.hpp"
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#include "contrib/JSON.hpp"
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#include <map>
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enum class MobState {
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@ -22,14 +24,32 @@ struct Mob : public BaseNPC {
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const int regenTime;
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bool despawned = false; // for the sake of death animations
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Mob(int x, int y, int z, int type, int hp, int angle, int rt)
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: BaseNPC(x, y, z, type), maxHealth(hp), regenTime(rt) {
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int spawnX;
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int spawnY;
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int spawnZ;
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const int idleRange;
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time_t nextMovement = 0;
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// temporary; until we're sure what's what
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nlohmann::json data;
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Mob(int x, int y, int z, int type, int hp, int angle, nlohmann::json d)
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: BaseNPC(x, y, z, type), maxHealth(hp), regenTime(d["m_iRegenTime"]), idleRange(d["m_iIdleRange"]), data(d) {
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state = MobState::ROAMING;
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spawnX = appearanceData.iX;
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spawnY = appearanceData.iY;
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spawnZ = appearanceData.iZ;
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// NOTE: there appear to be discrepancies in the dump
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appearanceData.iHP = maxHealth;
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}
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~Mob() {}
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auto operator[](std::string s) {
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return data[s];
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}
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};
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namespace MobManager {
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@ -39,6 +59,7 @@ namespace MobManager {
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void step(time_t);
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void deadStep(Mob*, time_t);
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void roamingStep(Mob*, time_t);
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void pcAttackNpcs(CNSocket *sock, CNPacketData *data);
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void combatBegin(CNSocket *sock, CNPacketData *data);
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@ -162,7 +162,7 @@ void TableData::init() {
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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 td = npcTableData[(int)npc["iNPCType"]];
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iNPCType"], npc["iHP"], npc["iAngle"], td["m_iRegenTime"]);
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iNPCType"], npc["iHP"], npc["iAngle"], td);
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// Temporary fix, IDs will be pulled from json later
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tmp->appearanceData.iNPC_ID = i;
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