Commit Graph

104 Commits

Author SHA1 Message Date
3b5af415fb Fixed the NULL Player* in PlayerManager::players bug. 2020-10-23 05:32:14 +02:00
c9f9b093f4 Bugfixes.
* Add newly created chunks to nearby players and NPCs. This fixes the
slider/static path mob pop-in problem.
* Update a player's chunks when resurrecting. This fixes a mob desync
problem.
* Use a private instance for the Time Lab
* Spawn a slider for every stop
* Fix mobs in private lairs using the template chunk mobs's current
health for their max health
* Don't call into the JSON lib in the loop in aggroCheck(). This is an
optimization found after using gprof.
* Don't print NPC deletions to console. This stops the spam when a
private instance is deleted.
* Changed default view distance to half the length of a map tile, so
chunks are aligned to map tiles
* Update tdata reference
2020-10-21 02:38:30 +02:00
10534886b8 Cleanup for 1.2.
Cleaned up whitespace, comments, brace style, etc.
Updated tdata reference.
2020-10-19 20:48:57 +02:00
bbd695cad1 Minor tweaks.
* The server now refuses to start if any JSONs fail to load
* Mobs now take height into account when losing aggro on a player
* Mobs now aggro on the closest player in range, rather then on the
earliest one to connect to the server of the ones in range
* /summonW now works in IZs and Lairs as well
* Lowered the extra height that mobs spawn at with /summonW to prevent
glitching problems
2020-10-18 04:17:52 +02:00
3ce8cf2129 Cleaned up item drop logic.
* Replaced bad exception logic with C-style error returns in ItemManager
* Removed unnecessary instances of objects being passed by value
* Fixed whitespace problems
* Added new config options to the default config.ini
* Updated tabledata reference
2020-10-18 01:30:37 +02:00
kamilprzyb
dd54668697 functional crates (no more plungers) (#133)
* FM, Taros and Boosts awards from killing mobs should be pretty
accurate now. A temporary formula for adjusting player/mob level gap is
implemented, but it will probably need to be adjusted in the future

* Mobs now drop correct crates

* Crates can be opened and give you correct items This includes
regular mob crates, world boss crates, mission crates, IZ race crates,
E.G.G.E.R.s, golden Eggs, and Event Crates.  Keep in mind that neither
IZ races or golden Eggs are implemented, but if you spawn such a crate
it can be opened.

* All data is read from a json file, for which I'm going to release a
tool soon so it's easily adjustable

* There is a new setting for enabling events, which enables dropping
extra event crates These are Knishmas, Halloween and Easter
2020-10-18 01:30:37 +02:00
599bbedd8c Implemented static paths for mobs (like Don Doom and Bad Max).
* Mobs now retreat to where they were when they were roaming; not their
spawn point
* /toggleai still sends them back to their spawn point however
* Fixed a bug where mobs would respawn where they were killed instead of
their proper spawn point
* Fixed mobs roaming despite simulatemobs being set to false
* Updated tdata submodule
2020-10-13 21:44:43 +02:00
c792fb9d0d Clang lied to me.
It's reasonable that you can't use inline like this, but in my defense
it worked until MobManager.o was recomplied, I think.
2020-10-12 21:18:03 +02:00
901e011740 Mobs roam proper distances now.
* Mob roaming is now integrated into the TransportManager
* Doubled the roaming distance, since it was clearly too small
* Tripled retreat speed
* Made use of NPCManager::sendToViewable() in TransportManager
2020-10-12 21:08:19 +02:00
4d687a82ea
Merge pull request #132 from JadeShrineMaiden/test
Bugfixes + Damage Formula Adjustment
2020-10-11 20:59:40 +02:00
d99dad261c Bugfixes + Damage Formula Adjustment
* Entering/exiting groups should apply/remove group buffs.
* Fixed issues with nanos losing all stamina from various revives/warp away.
* Heavily tweaked damage formula, nano types now boost/decrease damage.
* Weapons can consume battery returning extra damage, battery consumed depends on enemy level.
2020-10-11 18:39:52 +01:00
9f280c2c31 Validate arguments to /level and /summonW; fix retreatStep() bug. 2020-10-08 20:20:12 +02:00
bae834fefa The login server now sends live checks.
This should stop server providers from kicking tutorial players as
inactive TCP connections. The interval is generous for that reason.

Also snuck in a change that makes mobs retreat all the way to their
spawn points, to aid during mob gruntwork with /toggleai.
2020-10-08 01:21:48 +02:00
0d0332e551 Added /toggleai command for easier mob placement and testing. 2020-10-07 20:38:32 +02:00
661070dc3a Cleaned up whitespace.
Incantation: sed -i 's/[ \t]*$//g' src/*.[ch]pp

Also switched BuddyManager from tabs to spaces using vim's :retab command.
2020-10-05 02:03:13 +02:00
JadeShrineMaiden
b8f586bc10
Groups, Group Nano powers and Revive (#129)
* Initial Group Implementation

* Request/refuse/join and leave groups.
* Chat into groups.
* Get status updates on every group member each tick.
* Owner leaving the group destroys the entire group.

* Added more nano powers

* Revive for both variants work.
* Many nano powers now have a group variant working.
* Enemy checks for aggro before retreating.
* Enemies keep aggro on dead players with revive nanos out.

* Further Nano powers + Bugfixes

* Infection damage now relies on bitcondition flags.
* Antidote power now works.
* Improved how groups handle leaving players.
* Fixed mob aggro range.
* Group Healing is now functional.
* Possibly fixed the player being unselectable bug.
* Fixed indentations.

* Dismiss nano when starting a MSS ride

* Sneak, Invisibility and Bugfixes

* Sneak and invisibility affect mob aggro.
* Possibly bugfixed equips not showing to other players.
* Aggro checking is less likely to cause nullptr related crashes.

* Group PR cleanup.

* Made sure to label all hacky workarounds
* Implemented the Antidote nano power the right way
* Cleaned up the way various little things are written

Didn't have the opportunity to actually test groups.

Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
Co-authored-by: CPunch <sethtstubbs@gmail.com>
Co-authored-by: dongresource <dongresource@protonmail.com>
2020-10-05 01:54:08 +02:00
Gent
cbd04c2ce6 Unsummon nano when stamina runs out 2020-10-02 17:03:11 -04:00
21b7500e13 Define NOMINMAX globally to work around VS nonsense. 2020-10-02 22:04:23 +02:00
Gent
3c734e3e76 Fixed crash on killing summoned NPC 2020-10-01 10:36:52 -04:00
4cd7b7cb53 added basework for instancing 2020-09-30 20:44:37 -05:00
ab990116a2 Various bugfixes and adjustments
* Nano missions should now stop repeating.
* Bitwise operators are now used to handle buff/debuff bitfields.
* Changing nano powers will no longer grant you infinite buffs.
* Mobs now heal up client-side after retreating, this comes with candy effect being played however.
* Lower level mobs now hit harder.
* Nanos drain stamina quicker when they grant passive powers.
* Healing, damage and leech powers scale up with your level.
* Player on player damage now accounts for damage and armor.
2020-09-29 22:27:48 +01:00
3f35d2e960 sanity check to fix possible FPE 2020-09-28 15:31:01 -05:00
884b844d65 minor refactoring 2020-09-28 13:11:13 -05:00
4079806436 Support the /batteryN and /batteryW commands.
Also up the PVP damage to 700.
2020-09-28 18:54:39 +02:00
efb3df7133 Implemented GM SpecialState Handling
Co-authored-by: dongresource <dongresource@protonmail.com>
2020-09-27 22:19:21 +02:00
c9be0e5402 Do not tick dead players.
This fixes the "dancing in Fusion Matter" bug.
Also (temporarily?) added updateNPCPosition() to the suppression list.
Might want to take it out again (along with some of the other ones) if
we do end up implementing Chunk GC.
2020-09-27 20:29:26 +02:00
a324f3fda9
Merge pull request #118 from JadeShrineMaiden/moblocomotion
Greased up enemies
2020-09-27 20:02:52 +02:00
6ea47ddb56 Fixes.
* Mobs should account for height when aggroing on nearby players
* We don't need to keep track of lastHealTime for each player separately
* Warp attendants no longer steal the players weapon and money
2020-09-27 19:58:37 +02:00
Gent Semaj
b03cc563eb Fix mobs not aggroing 2020-09-27 03:05:55 -04:00
Gent Semaj
dd374b2ea1 Fix boosts and potions not updating on reward 2020-09-27 03:05:55 -04:00
f8f2088e38 fixed player health regen 2020-09-27 01:13:27 -05:00
a5d3160588 Mob movement smoothening + Bugfixes
* Mobs now move at a tickrate per second of 2 as opposed to less than 1 before.
* How lerping works was changed slightly, mobs are bumped down to half the speed to account for the higher tickrate.
* Damage formula was altered to more closely match the OG game.
2020-09-27 05:43:50 +01:00
4fea2ae896 Variable damage to/from mobs
* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs.
* Players have a 5% chance to critical strike mobs, this doubles the player's weapon power.
* Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.
2020-09-27 02:53:03 +01:00
b4fb449e69 Fix VS build. 2020-09-27 01:00:31 +02:00
4fa6618abb Implemented player tick (health/nano stamina).
* The player now heals while not in combat
* Nanos lose stamina while active, regain it while resting
* Using active nano powers drains stamina
* Standing in FM patches/lakes now deals damage
* Fixed a memory error in npcAttackPc()
* Mobs now aggro when a player gets close
* Mobs now give up the chase if the player gets out of the combat zone;
they no longer try chasing until they themselves have left it
* Added a few missing break statements in the loops in BuddyManager

Other players are not yet instantly notified of health/stamina updates,
as finding the correct way to do this has proven tricky. FM patch damage
updates other player's views just fine, though.
2020-09-27 00:16:15 +02:00
43d268e142 Enough with the plungers already.
At least from killed mobs.
2020-09-26 16:45:32 +02:00
9657aaf202 Tuned various values.
* The player no longer receives the Blossom nano mission until they've
left the future
* As a temporary measure for the sake of the public server, Fusions in
respawn in their lairs after 2.5 minutes
* Changed default player damage value to 150
* Mobs now drop the correct amount of FM, as well as a close
approximation of the correct amount of taros
* You can no longer break the FM cap in the Future zone
* Fixed the updateFusionMatter() bug the right way this time
* Completing a nano mission now subtracts FM as it should
* Setting a Nano's power no longer reports 0 FM to the client
2020-09-26 03:48:45 +02:00
8f84c4c2f8 updateNPCPosition now tracks chunks 2020-09-24 20:58:20 -05:00
279cb78d5f Mob-related cleanup.
* NPCs now keep track of their chunk information like PlayerView does
for players
* NPCManager::sendToViewable() parallels PlayerManager::sendToViewable()
* Nano damage and debuffs now count as attacking a mob
* Mobs will de-aggro if something else killed their target
2020-09-25 02:00:26 +02:00
72d625fd8d Summoned mobs are now actually treated as mobs.
Unfortunetly, this necessitated keeping around yet more JSON objects for
the duration of the server's runtime.
It also involved unifying the way NPC IDs are handled, such that they
may be allocated and deallocated out of order.

If any NPCID-related bugs occour, this commit should be regarded as
the prime suspect.
2020-09-25 00:51:18 +02:00
cfb3d25bc5 Lerp mob movement a little.
We'll lerp a little harder later. Also retreat if kited
too far.
2020-09-24 23:11:14 +02:00
1f18104a6f Mobs fight back now.
There is still a lot of tuning, lerping and cleanup to do.
2020-09-24 23:11:14 +02:00
c33f218e56 updateFusionMatter now sets fusion matter 2020-09-23 16:04:58 -05:00
78930916ad added support for nano missions 2020-09-23 14:44:27 -05:00
c722044bf5 The Sleep, Stun and Snare powers now affect mobs.
They currently don't expire after a set amount of time.
Attacking a sleeping monster does wake it up, but doesn't remove the
debuff status client-side yet.
2020-09-22 22:22:10 +02:00
95a79ec815 Switched MobManager::step() to the timer.
It doesn't really need to run on every shard step. This makes it a lot
less hot.
2020-09-22 21:31:08 +02:00
ba5998d53a Added a config option to disable mob movement and combat.
This will come in handy when gruntwork starts.
Also fixed a bug where the ACCLEVEL setting was read as a boolean.
2020-09-22 20:53:44 +02:00
ac1fd1e5be Implemented mob roaming.
Will likely need further tuning.
Mobs in vacant chunks are skipped.
2020-09-22 20:33:10 +02:00
12fbdc9621 Wait about 2s before despawning killed mobs.
This gives them enough time to play their death animations before
they disappear.
2020-09-22 00:23:18 +02:00
d6357197d3 Use the chunk's visibility lists when respawning mobs. 2020-09-21 23:13:13 +02:00
f4db0830ba huge refactoring, chunking added 2020-09-17 17:45:43 -05:00
001564a257 Hotfix to stop crashing the server.
This will need to be fixed properly; probably while we implement
chunking.
2020-09-17 21:22:31 +02:00
e79f179628 Mobs respawn now.
Began work on mob logic. Also cleaned up TableData a little.
2020-09-17 01:43:48 +02:00
e03da83ff3 Rearranged the codebase a little.
* Deleted empty Player.cpp
* Moved the helper functions from the obsolete CNStructs.cpp into
main.cpp and deleted it
* Renamed CombatManager to MobManager, as that will likely become it's
main focus soon
2020-09-16 21:46:15 +02:00