[refactor] Remove the word 'Manager' from most source files/namespaces

ChatManager -> Chat
MissionManager -> Missions
NanoManager -> Nanos
TransportManager -> Transport
ChunkManager -> Chunking
BuddyManager -> Buddies
GroupManager -> Groups
RacingManager -> Racing
ItemManager -> Items

NPCManager and PlayerManager remain.

Note: You can use git log --follow src/file.cpp to trace the history of
a file from before it was renamed.
This commit is contained in:
2021-03-16 23:29:13 +01:00
parent cee09f6344
commit e9bc2fe561
38 changed files with 513 additions and 513 deletions

View File

@@ -1,8 +1,8 @@
#include "MobAI.hpp"
#include "Player.hpp"
#include "RacingManager.hpp"
#include "TransportManager.hpp"
#include "NanoManager.hpp"
#include "Racing.hpp"
#include "Transport.hpp"
#include "Nanos.hpp"
#include "Combat.hpp"
#include "Abilities.hpp"
@@ -19,7 +19,7 @@ bool MobAI::simulateMobs;
static void roamingStep(Mob *mob, time_t currTime);
/*
* Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and
* Dynamic lerp; distinct from Transport::lerp(). This one doesn't care about height and
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
*/
static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
@@ -130,7 +130,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
int mobRange = mob->sightRange;
if (plr->iConditionBitFlag & CSB_BIT_UP_STEALTH
|| RacingManager::EPRaces.find(s) != RacingManager::EPRaces.end())
|| Racing::EPRaces.find(s) != Racing::EPRaces.end())
mobRange /= 3;
// 0.33x - 1.66x the range
@@ -223,10 +223,10 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
respdata[i].iActiveNanoSlotNum = n;
respdata[i].iNanoID = plr->activeNano;
int style2 = NanoManager::nanoStyle(plr->activeNano);
int style2 = Nanos::nanoStyle(plr->activeNano);
if (style2 == -1) { // no nano
respdata[i].iHitFlag = 8;
respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
respdata[i].iDamage = Nanos::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
} else if (style == style2) {
respdata[i].iHitFlag = 8; // tie
respdata[i].iDamage = 0;
@@ -239,12 +239,12 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
// fire damage power disguised as a corruption attack back at the enemy
std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
for (auto& pwr : NanoManager::NanoPowers)
for (auto& pwr : Nanos::NanoPowers)
if (pwr.skillType == EST_DAMAGE)
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
} else {
respdata[i].iHitFlag = 16; // lose
respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
respdata[i].iDamage = Nanos::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
if (plr->Nanos[plr->activeNano].iStamina < 0) {
respdata[i].bNanoDeactive = 1;
@@ -305,7 +305,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
continue;
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
if (distance < NanoManager::SkillTable[skillID].effectArea) {
if (distance < Nanos::SkillTable[skillID].effectArea) {
targetData[0] += 1;
targetData[targetData[0]] = plr->iID;
if (targetData[0] > 3) // make sure not to have more than 4
@@ -315,8 +315,8 @@ static void useAbilities(Mob *mob, time_t currTime) {
}
for (auto& pwr : Combat::MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
if (pwr.skillType == Nanos::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
mob->skillStyle = -3; // eruption cooldown
mob->nextAttack = currTime + 1000;
return;
@@ -336,10 +336,10 @@ static void useAbilities(Mob *mob, time_t currTime) {
int skillID = (int)mob->data["m_iActiveSkill1"];
std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
for (auto& pwr : Combat::MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType) {
if (pwr.skillType == Nanos::SkillTable[skillID].skillType) {
if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
return; // prevent debuffing a player twice
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
}
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
return;
@@ -353,7 +353,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
pkt.iValue1 = plr->x;
pkt.iValue2 = plr->y;
pkt.iValue3 = plr->z;
mob->skillStyle = NanoManager::nanoStyle(plr->activeNano) - 1;
mob->skillStyle = Nanos::nanoStyle(plr->activeNano) - 1;
if (mob->skillStyle == -1)
mob->skillStyle = 2;
if (mob->skillStyle == -2)
@@ -394,8 +394,8 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
for (auto& pwr : Combat::MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
if (pwr.skillType == Nanos::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
@@ -652,7 +652,7 @@ static void roamingStep(Mob *mob, time_t currTime) {
/*
* mob->nextMovement is also updated whenever the path queue is traversed in
* TransportManager::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
* Transport::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
* so we don't have to check if there's already entries in the queue since we know there won't be.
*/
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
@@ -694,9 +694,9 @@ static void roamingStep(Mob *mob, time_t currTime) {
WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
WarpLocation to = { farX, farY, mob->appearanceData.iZ };
// add a route to the queue; to be processed in TransportManager::stepNPCPathing()
TransportManager::lerp(&queue, from, to, speed);
TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, speed);
Transport::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
if (mob->groupLeader != 0 && mob->groupLeader == mob->appearanceData.iNPC_ID) {
// make followers follow this npc.
@@ -713,8 +713,8 @@ static void roamingStep(Mob *mob, time_t currTime) {
Mob* followerMob = Mobs[mob->groupMember[i]];
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
TransportManager::lerp(&queue2, from, to, speed);
TransportManager::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
Transport::lerp(&queue2, from, to, speed);
Transport::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
}
}
}
@@ -757,8 +757,8 @@ static void retreatStep(Mob *mob, time_t currTime) {
// cast a return home heal spell, this is the right way(tm)
std::vector<int> targetData = {1, 0, 0, 0, 0};
for (auto& pwr : Combat::MobPowers)
if (pwr.skillType == NanoManager::SkillTable[110].skillType)
pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
if (pwr.skillType == Nanos::SkillTable[110].skillType)
pwr.handle(mob, targetData, 110, Nanos::SkillTable[110].durationTime[0], Nanos::SkillTable[110].powerIntensity[0]);
// clear outlying debuffs
clearDebuff(mob);
}