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https://github.com/OpenFusionProject/OpenFusion.git
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Add /path command
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37b1d11948
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c7e2e66a51
@ -942,6 +942,212 @@ static void unbanCommand(std::string full, std::vector<std::string>& args, CNSoc
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}
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}
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static void pathCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (args.size() < 2) {
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Chat::sendServerMessage(sock, "[PATH] Too few arguments");
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Chat::sendServerMessage(sock, "[PATH] Usage: /path <start/kf/undo/test/cancel/end>");
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goto update;
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}
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// /path start
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if (args[1] == "start") {
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// make sure the player doesn't have a follower
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if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
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Chat::sendServerMessage(sock, "[PATH] An NPC is already following you");
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Chat::sendServerMessage(sock, "[PATH] Run '/path end <endType>' first, if you're done");
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goto update;
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}
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// find nearest NPC
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BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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Chat::sendServerMessage(sock, "[PATH] No NPCs found nearby");
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goto update;
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}
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// add first point at NPC's current location
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std::vector<BaseNPC*> pathPoints;
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BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
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pathPoints.push_back(marker);
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// map from player
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TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints);
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Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is now following you");
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goto update;
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} else {
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// make sure the player has a follower
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if (TableData::RunningNPCPaths.find(plr->iID) == TableData::RunningNPCPaths.end()) {
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Chat::sendServerMessage(sock, "[PATH] No NPC is currently following you");
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Chat::sendServerMessage(sock, "[PATH] Run '/path start' near an NPC first");
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goto update;
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}
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std::pair<BaseNPC*, std::vector<BaseNPC*>>* entry = &TableData::RunningNPCPaths[plr->iID];
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BaseNPC* npc = entry->first;
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// /path kf
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if (args[1] == "kf") {
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BaseNPC* marker = new BaseNPC(npc->x, npc->y, npc->z, 0, plr->instanceID, 1386, NPCManager::nextId--);
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entry->second.push_back(marker);
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Chat::sendServerMessage(sock, "[PATH] Added keyframe");
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goto update;
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}
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// /path undo
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if (args[1] == "undo") {
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if (entry->second.size() == 1) {
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Chat::sendServerMessage(sock, "[PATH] Nothing to undo");
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goto update;
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}
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BaseNPC* marker = entry->second.back();
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marker->disappearFromViewOf(sock); // vanish
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delete marker; // destroy
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entry->second.pop_back(); // remove from the vector
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Chat::sendServerMessage(sock, "[PATH] Undid last keyframe");
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goto update;
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}
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// /path test
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if (args[1] == "test") {
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int speed = NPC_DEFAULT_SPEED;
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if (args.size() > 2) { // speed specified
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char* buf;
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int speedArg = std::strtol(args[2].c_str(), &buf, 10);
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if (*buf) {
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Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]);
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goto update;
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}
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speed = speedArg;
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}
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// return NPC to home
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Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
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BaseNPC* home = entry->second[0];
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
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npc->disappearFromViewOf(sock);
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npc->enterIntoViewOf(sock);
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// do lerping magic
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entry->second.push_back(home); // temporary end point for loop completion
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std::queue<Vec3> keyframes;
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auto _point = entry->second.begin();
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Vec3 from = { (*_point)->x, (*_point)->y, (*_point)->z }; // point A coords
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for (_point++; _point != entry->second.end(); _point++) { // loop through all point Bs
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Vec3 to = { (*_point)->x, (*_point)->y, (*_point)->z }; // point B coords
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// add point A to the queue
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keyframes.push(from);
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Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
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from = to; // update point A
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}
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Transport::NPCQueues[npc->appearanceData.iNPC_ID] = keyframes;
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entry->second.pop_back(); // remove temp end point
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Chat::sendServerMessage(sock, "[PATH] Testing NPC path");
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goto update;
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}
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// /path cancel
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if (args[1] == "cancel") {
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// return NPC to home
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Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
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BaseNPC* home = entry->second[0];
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
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npc->disappearFromViewOf(sock);
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npc->enterIntoViewOf(sock);
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// deallocate markers
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for (BaseNPC* marker : entry->second) {
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marker->disappearFromViewOf(sock); // poof
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delete marker; // destroy
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}
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// unmap
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TableData::RunningNPCPaths.erase(plr->iID);
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Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
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goto update;
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}
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// /path end
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if (args[1] == "end") {
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if (args.size() < 2) {
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Chat::sendServerMessage(sock, "[PATH] Too few arguments");
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Chat::sendServerMessage(sock, "[PATH] Usage: /path end [speed] [a/r]");
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goto update;
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}
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int speed = NPC_DEFAULT_SPEED;
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bool relative = false;
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if (args.size() > 2) { // speed specified
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char* buf;
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int speedArg = std::strtol(args[2].c_str(), &buf, 10);
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if (*buf) {
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Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]);
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goto update;
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}
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speed = speedArg;
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}
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if (args.size() > 3 && args[3] == "r") { // relativity specified
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relative = true;
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}
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// return NPC to home
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Transport::NPCQueues.erase(npc->appearanceData.iNPC_ID); // delete transport queue
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BaseNPC* home = entry->second[0];
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, home->x, home->y, home->z, npc->instanceID, 0);
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npc->disappearFromViewOf(sock);
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npc->enterIntoViewOf(sock);
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// save to gruntwork
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std::vector<Vec3> finalPoints;
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for (BaseNPC* marker : entry->second) {
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Vec3 coords = { marker->x, marker->y, marker->z };
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if (relative) {
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coords.x -= home->x;
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coords.y -= home->y;
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coords.z -= home->z;
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}
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finalPoints.push_back(coords);
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}
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// end point to complete the circuit
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if (relative)
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finalPoints.push_back({ 0, 0, 0 });
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else
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finalPoints.push_back({ home->x, home->y, home->z });
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NPCPath finishedPath;
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finishedPath.escortTaskID = -1;
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finishedPath.isRelative = relative;
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finishedPath.speed = speed;
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finishedPath.points = finalPoints;
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finishedPath.targetIDs.push_back(npc->appearanceData.iNPC_ID);
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TableData::FinishedNPCPaths.push_back(finishedPath);
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// deallocate markers
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for (BaseNPC* marker : entry->second) {
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marker->disappearFromViewOf(sock); // poof
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delete marker; // destroy
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}
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// unmap
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TableData::RunningNPCPaths.erase(plr->iID);
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Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork");
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Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->appearanceData.iNPC_ID) + " is no longer following you");
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goto update;
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}
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// /path ???
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Chat::sendServerMessage(sock, "[PATH] Unknown argument '" + args[1] + "'");
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}
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update:
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if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
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for (BaseNPC* marker : TableData::RunningNPCPaths[plr->iID].second)
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marker->enterIntoViewOf(sock);
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}
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}
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static void registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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commands[cmd] = ChatCommand(requiredLevel, handlr, help);
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}
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@ -980,4 +1186,5 @@ void CustomCommands::init() {
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registerCommand("registerall", 50, registerallCommand, "register all SCAMPER and MSS destinations");
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registerCommand("unregisterall", 50, unregisterallCommand, "clear all SCAMPER and MSS destinations");
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registerCommand("redeem", 100, redeemCommand, "redeem a code item");
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registerCommand("path", 30, pathCommand, "edit NPC paths");
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}
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@ -1,5 +1,6 @@
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#include "PlayerMovement.hpp"
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#include "PlayerManager.hpp"
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#include "TableData.hpp"
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#include "core/Core.hpp"
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static void movePlayer(CNSocket* sock, CNPacketData* data) {
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@ -28,6 +29,24 @@ static void movePlayer(CNSocket* sock, CNPacketData* data) {
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moveResponse.iSvrTime = tm;
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PlayerManager::sendToViewable(sock, moveResponse, P_FE2CL_PC_MOVE);
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// [gruntwork] check if player has a follower and move it
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if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
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BaseNPC* follower = TableData::RunningNPCPaths[plr->iID].first;
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Transport::NPCQueues.erase(follower->appearanceData.iNPC_ID); // erase existing points
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std::queue<Vec3> queue;
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Vec3 from = { follower->x, follower->y, follower->z };
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float drag = 0.95f; // this ensures that they don't bump into the player
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Vec3 to = {
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(int)(follower->x + (moveData->iX - follower->x) * drag),
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(int)(follower->y + (moveData->iY - follower->y) * drag),
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(int)(follower->z + (moveData->iZ - follower->z) * drag)
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};
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// add a route to the queue; to be processed in Transport::stepNPCPathing()
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Transport::lerp(&queue, from, to, NPC_DEFAULT_SPEED * 1.5); // little faster than typical
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Transport::NPCQueues[follower->appearanceData.iNPC_ID] = queue;
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}
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}
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static void stopPlayer(CNSocket* sock, CNPacketData* data) {
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@ -21,6 +21,8 @@ using namespace TableData;
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std::map<int32_t, std::vector<Vec3>> TableData::RunningSkywayRoutes;
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std::map<int32_t, int> TableData::RunningNPCRotations;
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std::map<int32_t, int> TableData::RunningNPCMapNumbers;
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std::unordered_map<int32_t, std::pair<BaseNPC*, std::vector<BaseNPC*>>> TableData::RunningNPCPaths;
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std::vector<NPCPath> TableData::FinishedNPCPaths;
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std::map<int32_t, BaseNPC*> TableData::RunningMobs;
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std::map<int32_t, BaseNPC*> TableData::RunningGroups;
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std::map<int32_t, BaseNPC*> TableData::RunningEggs;
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@ -16,6 +16,8 @@ namespace TableData {
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extern std::map<int32_t, std::vector<Vec3>> RunningSkywayRoutes;
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extern std::map<int32_t, int> RunningNPCRotations;
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extern std::map<int32_t, int> RunningNPCMapNumbers;
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extern std::unordered_map<int32_t, std::pair<BaseNPC*, std::vector<BaseNPC*>>> RunningNPCPaths; // player ID -> following NPC
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extern std::vector<NPCPath> FinishedNPCPaths; // NPC ID -> path
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extern std::map<int32_t, BaseNPC*> RunningMobs;
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extern std::map<int32_t, BaseNPC*> RunningGroups;
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extern std::map<int32_t, BaseNPC*> RunningEggs;
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