Commit Graph

72 Commits

Author SHA1 Message Date
Gent S
d1baa0d9f9 Replace inPopulatedChunks with player counter for NPCs 2020-11-22 16:48:29 -05:00
Gent S
95b385dee1 Reimplement chunk data caching 2020-11-19 19:16:51 -05:00
Gent S
dae3b24093 Reimplement chunk position caching 2020-11-19 17:37:07 -05:00
Gent S
e50a4c2edd Experimental chunk refactor. 2020-11-19 17:37:02 -05:00
Gent S
5cbb8538c0 Get rid of PlayerView. For good. 2020-11-19 17:36:49 -05:00
Kamil
d17890af68 cleanup 2020-11-16 21:38:49 -05:00
Kamil
6c1d8c3527 updated comment 2020-11-16 21:38:49 -05:00
Kamil
59ab81d3c6 fixed weapon boosts being used with 0 batteryW 2020-11-16 21:38:49 -05:00
Kamil
a483b0fb44 fully implemented rockets and grenades 2020-11-16 21:38:49 -05:00
Gent
7135767cc4 Egg checks, fixes, and cleanup
fixed not taking egg buff flag into consideration in mob manager

fixed stamina bug and improved sanity check

Egg cleanups
2020-11-11 23:19:07 -05:00
Kamil
6d4afd0c6a fixed goo damage not taking all flags into account 2020-11-11 23:19:07 -05:00
2744ed64e3 Fix a bug where the server would crash if Drain killed a mob. 2020-11-11 23:35:00 +01:00
Gent
26460c0167 Add battery caps for combat rewards & commands 2020-11-07 21:51:16 -05:00
d21f727e9d Moved Debuff handling to Combat + Bugfixes
* Majority of mob debuff handling is moved to combatStep().
* Drain now kills the mob and does 40% overall damage.
* Bumped up active nano debuff durations, debuffs like drain linger longer but damage less.
* Debuffs are cleared upon mob death and retreating.
* Patched out vehicle off success packet spam
* Boosts and potions now cost the right amount (100 taros) and give the right quantity (100).
* Damage was tweaked slightly. At higher levels you are more likely to fall prey to rand().
* Enemies now use run animations during combat and retreating.
2020-10-31 15:55:44 +00:00
Gent
4ab686bc46 Fix abused unordered map 2020-10-24 18:30:02 -04:00
c8497a4856
Implement two more mission types + tweaks & fixes
* Weapons will consume your batteries fully.
* Nerfed enemy damage at lower levels.
* Further reworked drain, uses a static variable as a timer (lastDrainTime)
* resendMobHP has been repurposed to drainMobHP.
* Players heal faster after a sizable cooldown.
* Nano type advantage is more noticeable during combat.

Implemented two more mission types + Tweaks

* Item delivery quests now work.
* Timed missions now work.
* All escort missions (type 6) are skipped.
* /minfo now also prints the terminator npc.
* Weapon battery consumption tweaked
* Fixed indentations.
* Heal nanos have better output (25% -> 35%)
* Damage formula had a slight tweak.
* Bugfixed weapon equipping.
* Other tweaks
2020-10-24 14:04:42 -04:00
177c5f0f17
Nano Drain, Debuffs are timed
* Nano drain power works, currently does 30% damage over a period of 3 seconds.
* Stun, Sleep and Snare powers will now run out of time on mobs.
* A few other adjustments to mob mobility.
2020-10-24 14:00:00 -04:00
2782706355
Group warping & mob movement smoothing
* Warping into IZs and Fusion Lairs now will also take into account your group members.
* MobManager lerp does not confusingly divide speed by 2 anymore.
* Mobs pursue their targets more smoothly, they will avoid phasing into the player during combat.
* Nerfed retreat speed by a factor of 1.5, normal mobs retreated way too quickly however mobs like Don Doom and Bad Max do not retreat fast enough.
* Bugfixed sendPlayerTo, it did not call updatePlayerPosition leaving undesirable anomalies.
2020-10-24 14:00:00 -04:00
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