mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 21:40:05 +00:00
Properly copy mob groups to instances
This commit is contained in:
parent
85113a667f
commit
e7301f46ef
@ -457,20 +457,50 @@ void ChunkManager::createInstance(uint64_t instanceID) {
|
|||||||
for (ChunkPos &coords : templateChunks) {
|
for (ChunkPos &coords : templateChunks) {
|
||||||
for (int npcID : chunks[coords]->NPCs) {
|
for (int npcID : chunks[coords]->NPCs) {
|
||||||
// make a copy of each NPC in the template chunks and put them in the new instance
|
// make a copy of each NPC in the template chunks and put them in the new instance
|
||||||
int newID = NPCManager::nextId++;
|
|
||||||
BaseNPC* baseNPC = NPCManager::NPCs[npcID];
|
BaseNPC* baseNPC = NPCManager::NPCs[npcID];
|
||||||
if (baseNPC->npcClass == NPC_MOB) {
|
if (baseNPC->npcClass == NPC_MOB) {
|
||||||
|
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
|
||||||
|
continue; // follower; don't copy individually
|
||||||
|
|
||||||
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
||||||
instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], newID);
|
instanceID, baseNPC->appearanceData.iNPCType, ((Mob*)baseNPC)->maxHealth, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
|
||||||
NPCManager::NPCs[newID] = newMob;
|
NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
|
||||||
MobManager::Mobs[newID] = newMob;
|
MobManager::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
|
||||||
|
|
||||||
|
// if in a group, copy over group members as well
|
||||||
|
if (((Mob*)baseNPC)->groupLeader != 0) {
|
||||||
|
newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
|
||||||
|
Mob* mobData = (Mob*)baseNPC;
|
||||||
|
for (int i = 0; i < 4; i++) {
|
||||||
|
if (mobData->groupMember[i] != 0) {
|
||||||
|
int followerID = NPCManager::nextId++; // id for follower
|
||||||
|
BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
|
||||||
|
// new follower instance
|
||||||
|
Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
|
||||||
|
instanceID, baseFollower->appearanceData.iNPCType, ((Mob*)baseFollower)->maxHealth, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
|
||||||
|
// add follower to NPC maps
|
||||||
|
NPCManager::NPCs[followerID] = newMobFollower;
|
||||||
|
MobManager::Mobs[followerID] = newMobFollower;
|
||||||
|
// set follower-specific properties
|
||||||
|
newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
|
||||||
|
newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
|
||||||
|
newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
|
||||||
|
// add follower copy to leader copy
|
||||||
|
newMob->groupMember[i] = followerID;
|
||||||
|
NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
|
||||||
|
instanceID, baseFollower->appearanceData.iAngle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
||||||
|
instanceID, baseNPC->appearanceData.iAngle);
|
||||||
} else {
|
} else {
|
||||||
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
||||||
instanceID, baseNPC->appearanceData.iNPCType, newID);
|
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
|
||||||
NPCManager::NPCs[newID] = newNPC;
|
NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
|
||||||
|
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
||||||
|
instanceID, baseNPC->appearanceData.iAngle);
|
||||||
}
|
}
|
||||||
NPCManager::updateNPCPosition(newID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
|
||||||
instanceID, baseNPC->appearanceData.iAngle);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
|
Loading…
Reference in New Issue
Block a user