mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 03:40:05 +00:00
Remove redundant Mob map
This commit is contained in:
parent
65462d01e3
commit
fd965fbf03
@ -137,12 +137,18 @@ int Nanos::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t gr
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namespace Nanos {
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bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (MobAI::Mobs.find(targetID) == MobAI::Mobs.end()) {
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std::cout << "[WARN] doDebuff: mob ID not found" << std::endl;
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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std::cout << "[WARN] doDebuff: NPC ID not found" << std::endl;
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return false;
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}
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Mob* mob = MobAI::Mobs[targetID];
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BaseNPC* npc = NPCManager::NPCs[targetID];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] doDebuff: NPC is not a mob" << std::endl;
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return false;
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}
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0);
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respdata[i].eCT = 4;
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@ -201,13 +207,19 @@ bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID
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}
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bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (MobAI::Mobs.find(targetID) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] doDamageNDebuff: mob ID not found" << std::endl;
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std::cout << "[WARN] doDamageNDebuff: NPC ID not found" << std::endl;
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return false;
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}
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Mob* mob = MobAI::Mobs[targetID];
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BaseNPC* npc = NPCManager::NPCs[targetID];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] doDamageNDebuff: NPC is not a mob" << std::endl;
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return false;
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}
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0); // just to gain aggro
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@ -263,13 +275,19 @@ bool doHeal(CNSocket *sock, sSkillResult_Heal_HP *respdata, int i, int32_t targe
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}
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bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (MobAI::Mobs.find(targetID) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] doDamage: mob ID not found" << std::endl;
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std::cout << "[WARN] doDamage: NPC ID not found" << std::endl;
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return false;
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}
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Mob* mob = MobAI::Mobs[targetID];
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BaseNPC* npc = NPCManager::NPCs[targetID];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] doDamage: NPC is not a mob" << std::endl;
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return false;
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}
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Mob* mob = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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@ -313,12 +331,19 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
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healdata->iHP = plr->HP;
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healdata->iHealHP = healedAmount;
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if (MobAI::Mobs.find(targetID) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] doLeech: mob ID not found" << std::endl;
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std::cout << "[WARN] doLeech: NPC ID not found" << std::endl;
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return false;
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}
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Mob* mob = MobAI::Mobs[targetID];
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BaseNPC* npc = NPCManager::NPCs[targetID];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] doLeech: NPC is not a mob" << std::endl;
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return false;
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}
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Mob* mob = (Mob*)npc;
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int damage = Combat::hitMob(sock, mob, amount * 2);
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@ -540,12 +565,18 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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}
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bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (MobAI::Mobs.find(targetID) == MobAI::Mobs.end()) {
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std::cout << "[WARN] doDebuff: mob ID not found" << std::endl;
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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std::cout << "[WARN] doHeal: NPC ID not found" << std::endl;
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return false;
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}
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Mob* targetMob = MobAI::Mobs[targetID];
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BaseNPC* npc = NPCManager::NPCs[targetID];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] doHeal: NPC is not a mob" << std::endl;
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return false;
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}
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Mob* targetMob = (Mob*)npc;
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int healedAmount = amount * targetMob->maxHealth / 1000;
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targetMob->appearanceData.iHP += healedAmount;
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@ -264,7 +264,6 @@ void Chunking::createInstance(uint64_t instanceID) {
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Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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@ -279,7 +278,6 @@ void Chunking::createInstance(uint64_t instanceID) {
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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MobAI::Mobs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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@ -92,12 +92,20 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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resp->iNPCCnt = pkt->iNPCCnt;
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for (int i = 0; i < data->trCnt; i++) {
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if (MobAI::Mobs.find(targets[i]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(targets[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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std::cout << "[WARN] pcAttackNpcs: NPC ID not found" << std::endl;
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return;
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}
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Mob *mob = MobAI::Mobs[targets[i]];
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BaseNPC* npc = NPCManager::NPCs[targets[i]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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@ -436,12 +444,19 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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respdata[i].iHP = target->HP;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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} else { // eCT == 4; attack mob
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if (MobAI::Mobs.find(pktdata[i*2]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
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return;
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}
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Mob *mob = MobAI::Mobs[pktdata[i*2]];
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BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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@ -636,13 +651,19 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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Bullet* bullet = &Bullets[plr->iID][pkt->iBulletID];
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for (int i = 0; i < pkt->iTargetCnt; i++) {
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if (MobAI::Mobs.find(pktdata[i]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] projectileHit: mob ID not found" << std::endl;
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std::cout << "[WARN] projectileHit: NPC ID not found" << std::endl;
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return;
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}
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Mob* mob = MobAI::Mobs[pktdata[i]];
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BaseNPC* npc = NPCManager::NPCs[pktdata[i]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int, int> damage;
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damage.first = pkt->iTargetCnt > 1 ? bullet->groupDamage : bullet->pointDamage;
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@ -270,18 +270,18 @@ static void unsummonWCommand(std::string full, std::vector<std::string>& args, C
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return;
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}
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if (MobAI::Mobs.find(npc->appearanceData.iNPC_ID) != MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(npc->appearanceData.iNPC_ID) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->appearanceData.iNPC_ID]->type == EntityType::MOB) {
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int leadId = ((Mob*)npc)->groupLeader;
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if (leadId != 0) {
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if (MobAI::Mobs.find(leadId) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->type != EntityType::MOB) {
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std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
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}
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Mob* leadNpc = MobAI::Mobs[leadId];
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Mob* leadNpc = (Mob*)NPCManager::NPCs[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 (MobAI::Mobs.find(leadNpc->groupMember[i]) == MobAI::Mobs.end()) {
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if (NPCManager::NPCs.find(leadNpc->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadNpc->groupMember[i]]->type != EntityType::MOB) {
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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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@ -310,20 +310,24 @@ static void toggleAiCommand(std::string full, std::vector<std::string>& args, CN
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return;
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// return all mobs to their spawn points
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for (auto& pair : MobAI::Mobs) {
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pair.second->state = MobState::RETREAT;
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pair.second->target = nullptr;
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pair.second->nextMovement = getTime();
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for (auto& pair : NPCManager::NPCs) {
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if (pair.second->type != EntityType::MOB)
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continue;
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Mob* mob = (Mob*)pair.second;
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mob->state = MobState::RETREAT;
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mob->target = nullptr;
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mob->nextMovement = getTime();
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// mobs with static paths can chill where they are
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if (pair.second->staticPath) {
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pair.second->roamX = pair.second->appearanceData.iX;
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pair.second->roamY = pair.second->appearanceData.iY;
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pair.second->roamZ = pair.second->appearanceData.iZ;
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if (mob->staticPath) {
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mob->roamX = mob->appearanceData.iX;
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mob->roamY = mob->appearanceData.iY;
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mob->roamZ = mob->appearanceData.iZ;
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} else {
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pair.second->roamX = pair.second->spawnX;
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pair.second->roamY = pair.second->spawnY;
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pair.second->roamZ = pair.second->spawnZ;
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mob->roamX = mob->spawnX;
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mob->roamY = mob->spawnY;
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mob->roamZ = mob->spawnZ;
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}
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}
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}
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@ -595,9 +599,9 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
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}
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BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
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if (team == 2 && i > 0) {
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if (team == 2 && i > 0 && npc->type == EntityType::MOB) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobAI::Mobs[npc->appearanceData.iNPC_ID];
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Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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@ -610,9 +614,9 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
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if (PLAYERID(plr->instanceID) != 0) {
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npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
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if (team == 2 && i > 0) {
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if (team == 2 && i > 0 && npc->type == EntityType::MOB) {
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leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
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Mob* mob = MobAI::Mobs[npc->appearanceData.iNPC_ID];
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Mob* mob = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
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mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
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mob->offsetX = x - plr->x;
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mob->offsetY = y - plr->y;
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@ -625,9 +629,9 @@ static void summonGroupCommand(std::string full, std::vector<std::string>& args,
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Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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if (i == 0 && team == 2) {
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if (i == 0 && team == 2 && npc->type == EntityType::MOB) {
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type = type2;
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leadNpc = MobAI::Mobs[npc->appearanceData.iNPC_ID];
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leadNpc = (Mob*)NPCManager::NPCs[npc->appearanceData.iNPC_ID];
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leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
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}
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}
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@ -11,8 +11,6 @@
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using namespace MobAI;
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std::map<int32_t, Mob*> MobAI::Mobs;
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bool MobAI::simulateMobs = settings::SIMULATEMOBS;
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static void roamingStep(Mob *mob, time_t currTime);
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@ -59,17 +57,17 @@ void MobAI::clearDebuff(Mob *mob) {
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}
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void MobAI::followToCombat(Mob *mob) {
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if (Mobs.find(mob->groupLeader) != Mobs.end()) {
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Mob* leadMob = Mobs[mob->groupLeader];
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if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->type == EntityType::MOB) {
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Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
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if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->type != EntityType::MOB) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = Mobs[leadMob->groupMember[i]];
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Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
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if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
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continue;
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@ -85,19 +83,19 @@ void MobAI::followToCombat(Mob *mob) {
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}
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void MobAI::groupRetreat(Mob *mob) {
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if (Mobs.find(mob->groupLeader) == Mobs.end())
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if (NPCManager::NPCs.find(mob->groupLeader) == NPCManager::NPCs.end() || NPCManager::NPCs[mob->groupLeader]->type != EntityType::MOB)
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return;
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Mob* leadMob = Mobs[mob->groupLeader];
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Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
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if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->type != EntityType::MOB) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = Mobs[leadMob->groupMember[i]];
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Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
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followerMob->target = nullptr;
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followerMob->state = MobState::RETREAT;
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@ -474,8 +472,8 @@ static void deadStep(Mob *mob, time_t currTime) {
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// if mob is a group leader/follower, spawn where the group is.
|
||||
if (mob->groupLeader != 0) {
|
||||
if (Mobs.find(mob->groupLeader) != Mobs.end()) {
|
||||
Mob* leaderMob = Mobs[mob->groupLeader];
|
||||
if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->type == EntityType::MOB) {
|
||||
Mob* leaderMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
|
||||
mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
|
||||
mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
|
||||
mob->appearanceData.iZ = leaderMob->appearanceData.iZ;
|
||||
@ -713,13 +711,13 @@ static void roamingStep(Mob *mob, time_t currTime) {
|
||||
if (mob->groupMember[i] == 0)
|
||||
break;
|
||||
|
||||
if (Mobs.find(mob->groupMember[i]) == Mobs.end()) {
|
||||
if (NPCManager::NPCs.find(mob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[mob->groupMember[i]]->type != EntityType::MOB) {
|
||||
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
|
||||
continue;
|
||||
}
|
||||
|
||||
std::queue<WarpLocation> queue2;
|
||||
Mob* followerMob = Mobs[mob->groupMember[i]];
|
||||
Mob* followerMob = (Mob*)NPCManager::NPCs[mob->groupMember[i]];
|
||||
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
|
||||
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
|
||||
Transport::lerp(&queue2, from, to, speed);
|
||||
|
@ -102,7 +102,6 @@ struct Mob : public CombatNPC {
|
||||
|
||||
namespace MobAI {
|
||||
extern bool simulateMobs;
|
||||
extern std::map<int32_t, Mob*> Mobs;
|
||||
|
||||
// TODO: make this internal later
|
||||
void incNextMovement(Mob *mob, time_t currTime=0);
|
||||
|
@ -59,10 +59,6 @@ void NPCManager::destroyNPC(int32_t id) {
|
||||
// remove from viewable chunks
|
||||
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(entity->chunkPos), ref);
|
||||
|
||||
// remove from mob manager
|
||||
if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
|
||||
MobAI::Mobs.erase(id);
|
||||
|
||||
// finally, remove it from the map and free it
|
||||
NPCs.erase(id);
|
||||
delete entity;
|
||||
@ -134,7 +130,6 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
|
||||
|
||||
if (team == 2) {
|
||||
npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
|
||||
MobAI::Mobs[id] = (Mob*)npc;
|
||||
|
||||
// re-enable respawning, if desired
|
||||
((Mob*)npc)->summoned = !respawn;
|
||||
|
@ -150,7 +150,7 @@ static void loadPaths(int* nextId) {
|
||||
lastPoint = point;
|
||||
}
|
||||
|
||||
// npc paths
|
||||
// npc paths (pending refactor)
|
||||
nlohmann::json pathDataNPC = pathData["npc"];
|
||||
/*
|
||||
for (nlohmann::json::iterator npcPath = pathDataNPC.begin(); npcPath != pathDataNPC.end(); npcPath++) {
|
||||
@ -161,19 +161,23 @@ static void loadPaths(int* nextId) {
|
||||
// mob paths
|
||||
pathDataNPC = pathData["mob"];
|
||||
for (nlohmann::json::iterator npcPath = pathDataNPC.begin(); npcPath != pathDataNPC.end(); npcPath++) {
|
||||
for (auto& pair : MobAI::Mobs) {
|
||||
if (pair.second->appearanceData.iNPCType == npcPath.value()["iNPCType"]) {
|
||||
std::cout << "[INFO] Using static path for mob " << pair.second->appearanceData.iNPCType << " with ID " << pair.first << std::endl;
|
||||
for (auto& pair : NPCManager::NPCs) {
|
||||
if (pair.second->type != EntityType::MOB)
|
||||
continue;
|
||||
|
||||
Mob* mob = (Mob*)pair.second;
|
||||
if (mob->appearanceData.iNPCType == npcPath.value()["iNPCType"]) {
|
||||
std::cout << "[INFO] Using static path for mob " << mob->appearanceData.iNPCType << " with ID " << pair.first << std::endl;
|
||||
|
||||
auto firstPoint = npcPath.value()["points"][0];
|
||||
if (firstPoint["iX"] != pair.second->spawnX || firstPoint["iY"] != pair.second->spawnY) {
|
||||
if (firstPoint["iX"] != mob->spawnX || firstPoint["iY"] != mob->spawnY) {
|
||||
std::cout << "[FATAL] The first point of the route for mob " << pair.first <<
|
||||
" (type " << pair.second->appearanceData.iNPCType << ") does not correspond with its spawn point." << std::endl;
|
||||
" (type " << mob->appearanceData.iNPCType << ") does not correspond with its spawn point." << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
constructPathNPC(npcPath, pair.first);
|
||||
pair.second->staticPath = true;
|
||||
mob->staticPath = true;
|
||||
break; // only one NPC per path
|
||||
}
|
||||
}
|
||||
@ -472,8 +476,6 @@ static void loadGruntwork(int32_t *nextId) {
|
||||
|
||||
// re-enable respawning
|
||||
((Mob*)npc)->summoned = false;
|
||||
|
||||
MobAI::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
|
||||
} else {
|
||||
npc = new BaseNPC(mob["iX"], mob["iY"], mob["iZ"], mob["iAngle"], instanceID, mob["iNPCType"], id);
|
||||
}
|
||||
@ -496,7 +498,6 @@ static void loadGruntwork(int32_t *nextId) {
|
||||
((Mob*)tmp)->summoned = false;
|
||||
|
||||
NPCManager::NPCs[*nextId] = tmp;
|
||||
MobAI::Mobs[*nextId] = (Mob*)NPCManager::NPCs[*nextId];
|
||||
NPCManager::updateNPCPosition(*nextId, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
|
||||
|
||||
tmp->groupLeader = *nextId;
|
||||
@ -515,7 +516,6 @@ static void loadGruntwork(int32_t *nextId) {
|
||||
((Mob*)tmp)->summoned = false;
|
||||
|
||||
NPCManager::NPCs[*nextId] = tmpFol;
|
||||
MobAI::Mobs[*nextId] = (Mob*)NPCManager::NPCs[*nextId];
|
||||
NPCManager::updateNPCPosition(*nextId, (int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], instanceID, leader["iAngle"]);
|
||||
|
||||
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
|
||||
@ -806,7 +806,6 @@ void TableData::init() {
|
||||
Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, nextId);
|
||||
|
||||
NPCManager::NPCs[nextId] = tmp;
|
||||
MobAI::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
|
||||
NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
|
||||
|
||||
nextId++;
|
||||
@ -832,7 +831,6 @@ void TableData::init() {
|
||||
Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, nextId);
|
||||
|
||||
NPCManager::NPCs[nextId] = tmp;
|
||||
MobAI::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
|
||||
NPCManager::updateNPCPosition(nextId, leader["iX"], leader["iY"], leader["iZ"], instanceID, leader["iAngle"]);
|
||||
|
||||
tmp->groupLeader = nextId;
|
||||
@ -847,7 +845,6 @@ void TableData::init() {
|
||||
Mob* tmpFol = new Mob((int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], leader["iAngle"], instanceID, follower["iNPCType"], tdFol, nextId);
|
||||
|
||||
NPCManager::NPCs[nextId] = tmpFol;
|
||||
MobAI::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
|
||||
NPCManager::updateNPCPosition(nextId, (int)leader["iX"] + (int)follower["iOffsetX"], (int)leader["iY"] + (int)follower["iOffsetY"], leader["iZ"], instanceID, leader["iAngle"]);
|
||||
|
||||
tmpFol->offsetX = follower.find("iOffsetX") == follower.end() ? 0 : (int)follower["iOffsetX"];
|
||||
@ -884,10 +881,9 @@ void TableData::init() {
|
||||
|
||||
int team = NPCManager::NPCData[(int)npc["iNPCType"]]["m_iTeam"];
|
||||
|
||||
if (team == 2) {
|
||||
if (team == 2)
|
||||
NPCManager::NPCs[nextId] = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], NPCManager::NPCData[(int)npc["iNPCType"]], nextId);
|
||||
MobAI::Mobs[nextId] = (Mob*)NPCManager::NPCs[nextId];
|
||||
} else
|
||||
else
|
||||
NPCManager::NPCs[nextId] = new BaseNPC(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], nextId);
|
||||
|
||||
NPCManager::updateNPCPosition(nextId, npc["iX"], npc["iY"], npc["iZ"], instanceID, npc["iAngle"]);
|
||||
@ -1010,11 +1006,11 @@ void TableData::flush() {
|
||||
|
||||
// add follower data to vector; go until OOB or until follower ID is 0
|
||||
for (int i = 0; i < 4 && m->groupMember[i] > 0; i++) {
|
||||
if (MobAI::Mobs.find(m->groupMember[i]) == MobAI::Mobs.end()) {
|
||||
if (NPCManager::NPCs.find(m->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[m->groupMember[i]]->type != EntityType::MOB) {
|
||||
std::cout << "[WARN] Follower with ID " << m->groupMember[i] << " not found; skipping\n";
|
||||
continue;
|
||||
}
|
||||
followers.push_back(MobAI::Mobs[m->groupMember[i]]);
|
||||
followers.push_back((Mob*)NPCManager::NPCs[m->groupMember[i]]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
Loading…
Reference in New Issue
Block a user