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Fix getNearestNPC w/ uses
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@ -263,8 +263,7 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
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void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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std::vector<Chunk*> chunks; // TODO
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BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
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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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ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
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@ -286,11 +285,19 @@ void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket
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int leadId = ((Mob*)npc)->groupLeader;
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if (leadId != 0) {
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if (MobManager::Mobs.find(leadId) == MobManager::Mobs.end()) {
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std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
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}
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Mob* leadNpc = MobManager::Mobs[leadId];
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for (int i = 0; i < 4; i++) {
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if (leadNpc->groupMember[i] == 0)
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break;
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if (MobManager::Mobs.find(leadNpc->groupMember[i]) == MobManager::Mobs.end()) {
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std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl;
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continue;
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}
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TableData::RunningMobs.erase(leadNpc->groupMember[i]);
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NPCManager::destroyNPC(leadNpc->groupMember[i]);
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}
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@ -336,8 +343,7 @@ void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket*
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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std::vector<Chunk*> chunks; // TODO
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BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
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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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ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
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@ -407,8 +413,7 @@ void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSock
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return;
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}
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std::vector<Chunk*> chunks; // TODO
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BaseNPC* npc = NPCManager::getNearestNPC(chunks, plr->x, plr->y, plr->z);
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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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ChatManager::sendServerMessage(sock, "[NPCI] No NPCs found nearby");
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@ -562,8 +567,10 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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}
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// permission & sanity check
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if (plr == nullptr || type >= 3314 || type2 >= 3314 || count > 5)
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if (type >= 3314 || type2 >= 3314 || count > 5) {
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ChatManager::sendServerMessage(sock, "Invalid parameters; double check types and count");
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return;
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}
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Mob* leadNpc = nullptr;
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@ -571,7 +578,6 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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#define EXTRA_HEIGHT 200
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BaseNPC *npc = nullptr;
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int id = NPCManager::nextId++;
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@ -613,7 +619,7 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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@ -640,7 +646,7 @@ void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSock
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z);
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
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}
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ChatManager::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
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@ -550,10 +550,10 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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/*
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* Helper function to get NPC closest to coordinates in specified chunks
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*/
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BaseNPC* NPCManager::getNearestNPC(std::vector<Chunk*> chunks, int X, int Y, int Z) {
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BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z) {
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BaseNPC* npc = nullptr;
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int lastDist = INT_MAX;
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for (auto c = chunks.begin(); c != chunks.end(); c++) { // haha get it
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for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
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Chunk* chunk = *c;
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for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
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BaseNPC* npcTemp = NPCs[*_npc];
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@ -68,7 +68,7 @@ namespace NPCManager {
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void handleWarp(CNSocket* sock, int32_t warpId);
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BaseNPC* getNearestNPC(std::vector<Chunk*> chunks, int X, int Y, int Z);
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BaseNPC* getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z);
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/// returns -1 on fail
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int eggBuffPlayer(CNSocket* sock, int skillId, int duration);
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