#include "NPCManager.hpp" #include "Items.hpp" #include "settings.hpp" #include "Combat.hpp" #include "Missions.hpp" #include "Chunking.hpp" #include "Nanos.hpp" #include "TableData.hpp" #include "Groups.hpp" #include "Racing.hpp" #include "Vendors.hpp" #include "Abilities.hpp" #include "Rand.hpp" #include #include #include #include #include #include #include #include "JSON.hpp" using namespace NPCManager; std::unordered_map NPCManager::NPCs; std::map NPCManager::Warps; std::vector NPCManager::RespawnPoints; nlohmann::json NPCManager::NPCData; static std::queue RemovalQueue; /* * Initialized at the end of TableData::init(). * This allows us to summon and kill mobs in arbitrary order without * NPC ID collisions. */ int32_t NPCManager::nextId; void NPCManager::destroyNPC(int32_t id) { // sanity check if (NPCs.find(id) == NPCs.end()) { std::cout << "npc not found: " << id << std::endl; return; } BaseNPC* entity = NPCs[id]; // sanity check if (!Chunking::chunkExists(entity->chunkPos)) { std::cout << "chunk not found!" << std::endl; return; } // remove NPC from the chunk EntityRef ref = {id}; Chunking::untrackEntity(entity->chunkPos, ref); // remove from viewable chunks Chunking::removeEntityFromChunks(Chunking::getViewableChunks(entity->chunkPos), ref); // finally, remove it from the map and free it NPCs.erase(id); delete entity; } void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) { BaseNPC* npc = NPCs[id]; npc->appearanceData.iAngle = angle; ChunkPos oldChunk = npc->chunkPos; ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I); npc->x = X; npc->y = Y; npc->z = Z; npc->instanceID = I; if (oldChunk == newChunk) return; // didn't change chunks Chunking::updateEntityChunk({id}, oldChunk, newChunk); } void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) { for (auto it = npc->viewableChunks.begin(); it != npc->viewableChunks.end(); it++) { Chunk* chunk = *it; for (const EntityRef& ref : chunk->entities) { if (ref.type == EntityType::PLAYER) ref.sock->sendPacket(buf, type, size); } } } static void npcBarkHandler(CNSocket* sock, CNPacketData* data) { sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf; // get bark IDs from task data TaskData* td = Missions::Tasks[req->iMissionTaskID]; std::vector barks; for (int i = 0; i < 4; i++) { if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only barks.push_back(td->task["m_iHBarkerTextID"][i]); } if (barks.empty()) return; // no barks INITSTRUCT(sP_FE2CL_REP_BARKER, resp); resp.iNPC_ID = req->iNPC_ID; resp.iMissionStringID = barks[Rand::rand(barks.size())]; sock->sendPacket(resp, P_FE2CL_REP_BARKER); } static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) { Player* plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 30) return; sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf; NPCManager::destroyNPC(req->iNPC_ID); } // type must already be checked and updateNPCPosition() must be called on the result BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) { uint64_t inst = baseInstance ? MAPNUM(instance) : instance; #define EXTRA_HEIGHT 0 assert(nextId < INT32_MAX); int id = nextId++; int team = NPCData[type]["m_iTeam"]; BaseNPC *npc = nullptr; if (team == 2) { npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id); // re-enable respawning, if desired ((Mob*)npc)->summoned = !respawn; } else npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id); NPCs[id] = npc; return npc; } static void npcSummonHandler(CNSocket* sock, CNPacketData* data) { auto req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf; Player* plr = PlayerManager::getPlayer(sock); int limit = NPCData.back()["m_iNpcNumber"]; // permission & sanity check if (plr->accountLevel > 30 || req->iNPCType > limit || req->iNPCCnt > 100) return; for (int i = 0; i < req->iNPCCnt; i++) { BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType); updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0); } } static void handleWarp(CNSocket* sock, int32_t warpId) { Player* plr = PlayerManager::getPlayer(sock); // sanity check if (Warps.find(warpId) == Warps.end()) return; if (plr->iPCState & 8) { // remove the player's vehicle plr->iPCState &= ~8; // send to self INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off); sock->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC); // send to others INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg); chg.iPC_ID = plr->iID; chg.iState = plr->iPCState; PlayerManager::sendToViewable(sock, chg, P_FE2CL_PC_STATE_CHANGE); } // std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl; if (Warps[warpId].isInstance) { uint64_t instanceID = Warps[warpId].instanceID; // if warp requires you to be on a mission, it's gotta be a unique instance if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID Chunking::createInstance(instanceID); // save Lair entrance coords as a pseudo-Resurrect 'Em plr->recallX = Warps[warpId].x; plr->recallY = Warps[warpId].y; plr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT; plr->recallInstance = instanceID; } if (plr->iID == plr->iIDGroup && plr->groupCnt == 1) PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID); else { Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); for (int i = 0; i < leaderPlr->groupCnt; i++) { Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]); CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]); if (otherPlr == nullptr || sockTo == nullptr) continue; // save Lair entrance coords for everyone else as well otherPlr->recallX = Warps[warpId].x; otherPlr->recallY = Warps[warpId].y; otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT; otherPlr->recallInstance = instanceID; // remove their vehicle if they're on one if (otherPlr->iPCState & 8) { // remove the player's vehicle otherPlr->iPCState &= ~8; // send to self INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off); sockTo->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC); // send to others INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg); chg.iPC_ID = otherPlr->iID; chg.iState = otherPlr->iPCState; PlayerManager::sendToViewable(sockTo, chg, P_FE2CL_PC_STATE_CHANGE); } PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID); } } } else { INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false resp.iX = Warps[warpId].x; resp.iY = Warps[warpId].y; resp.iZ = Warps[warpId].z; resp.iCandy = plr->money; resp.eIL = 4; // do not take away any items uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp plr->instanceID = INSTANCE_OVERWORLD; Missions::failInstancedMissions(sock); // fail any instanced missions sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC); Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle); // remove the player's ongoing race, if any if (Racing::EPRaces.find(sock) != Racing::EPRaces.end()) Racing::EPRaces.erase(sock); // post-warp: check if the source instance has no more players in it and delete it if so Chunking::destroyInstanceIfEmpty(fromInstance); } } static void npcWarpHandler(CNSocket* sock, CNPacketData* data) { auto warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf; handleWarp(sock, warpNpc->iWarpID); } static void npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) { // this is just a warp request handleWarp(sock, 28); } /* * Helper function to get NPC closest to coordinates in specified chunks */ BaseNPC* NPCManager::getNearestNPC(std::set* chunks, int X, int Y, int Z) { BaseNPC* npc = nullptr; int lastDist = INT_MAX; for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it Chunk* chunk = *c; for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) { if (ent->type == EntityType::PLAYER) continue; BaseNPC* npcTemp = (BaseNPC*)ent->getEntity(); int distXY = std::hypot(X - npcTemp->x, Y - npcTemp->y); int dist = std::hypot(distXY, Z - npcTemp->z); if (dist < lastDist) { npc = npcTemp; lastDist = dist; } } } return npc; } // TODO: Move this to MobAI, possibly #pragma region NPCEvents // summon right arm and stage 2 body static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) { Mob *oldbody = (Mob*)npc; // adaptium, stun Player *plr = PlayerManager::getPlayer(sock); std::cout << "Lord Fuse stage two" << std::endl; // Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData* // Blastons, Heal Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467); newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle; NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ, plr->instanceID, oldbody->appearanceData.iAngle); // right arm, Adaptium, Stun Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469); arm->appearanceData.iAngle = oldbody->appearanceData.iAngle; NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ, plr->instanceID, oldbody->appearanceData.iAngle); } // summon left arm and stage 3 body static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) { Mob *oldbody = (Mob*)npc; Player *plr = PlayerManager::getPlayer(sock); std::cout << "Lord Fuse stage three" << std::endl; // Cosmix, Damage Point Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468); newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle; NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ, plr->instanceID, oldbody->appearanceData.iAngle); // Blastons, Heal Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470); arm->appearanceData.iAngle = oldbody->appearanceData.iAngle; NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ, plr->instanceID, oldbody->appearanceData.iAngle); } std::vector NPCManager::NPCEvents = { NPCEvent(2466, ON_KILLED, lordFuseStageTwo), NPCEvent(2467, ON_KILLED, lordFuseStageThree), }; #pragma endregion NPCEvents void NPCManager::queueNPCRemoval(int32_t id) { RemovalQueue.push(id); } static void step(CNServer *serv, time_t currTime) { for (auto& pair : NPCs) { if (pair.second->type != EntityType::COMBAT_NPC && pair.second->type != EntityType::MOB) continue; auto npc = (CombatNPC*)pair.second; npc->stepAI(currTime); } // deallocate all NPCs queued for removal while (RemovalQueue.size() > 0) { NPCManager::destroyNPC(RemovalQueue.front()); RemovalQueue.pop(); } } void NPCManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler); REGISTER_SHARD_TIMER(step, 200); }