#include "Racing.hpp" #include "db/Database.hpp" #include "servers/CNShardServer.hpp" #include "NPCManager.hpp" #include "PlayerManager.hpp" #include "Missions.hpp" #include "Items.hpp" using namespace Racing; std::map Racing::EPData; std::map Racing::EPRaces; std::map, std::vector>> Racing::EPRewards; static void racingStart(CNSocket* sock, CNPacketData* data) { auto req = (sP_CL2FE_REQ_EP_RACE_START*)data->buf; if (NPCManager::NPCs.find(req->iStartEcomID) == NPCManager::NPCs.end()) return; // starting line agent not found int mapNum = MAPNUM(NPCManager::NPCs[req->iStartEcomID]->instanceID); if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0) return; // IZ not found // make ongoing race entry EPRace race = { {}, req->iEPRaceMode, req->iEPTicketItemSlotNum, getTime() / 1000 }; EPRaces[sock] = race; INITSTRUCT(sP_FE2CL_REP_EP_RACE_START_SUCC, resp); resp.iStartTick = 0; // ignored resp.iLimitTime = EPData[mapNum].maxTime; sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_START_SUCC); } static void racingGetPod(CNSocket* sock, CNPacketData* data) { if (EPRaces.find(sock) == EPRaces.end()) return; // race not found auto req = (sP_CL2FE_REQ_EP_GET_RING*)data->buf; if (EPRaces[sock].collectedRings.count(req->iRingLID)) return; // can't collect the same ring twice // without an anticheat system, we really don't have a choice but to honor the request // TODO: proximity check so players can't cheat the race by replaying packets EPRaces[sock].collectedRings.insert(req->iRingLID); INITSTRUCT(sP_FE2CL_REP_EP_GET_RING_SUCC, resp); resp.iRingLID = req->iRingLID; resp.iRingCount_Get = EPRaces[sock].collectedRings.size(); sock->sendPacket(resp, P_FE2CL_REP_EP_GET_RING_SUCC); } static void racingCancel(CNSocket* sock, CNPacketData* data) { if (EPRaces.find(sock) == EPRaces.end()) return; // race not found Player* plr = PlayerManager::getPlayer(sock); EPRaces.erase(sock); INITSTRUCT(sP_FE2CL_REP_EP_RACE_CANCEL_SUCC, resp); sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_CANCEL_SUCC); /* * This request packet is used for both cancelling the race via the * NPC at the start, *and* failing the race by running out of time. * If the latter is to happen, the client disables movement until it * receives a packet from the server that re-enables it. * * So, in order to prevent a potential softlock we respawn the player. */ WarpLocation* respawnLoc = PlayerManager::getRespawnPoint(plr); if (respawnLoc != nullptr) { PlayerManager::sendPlayerTo(sock, respawnLoc->x, respawnLoc->y, respawnLoc->z, respawnLoc->instanceID); } else { // fallback, just respawn the player in-place if no suitable point is found PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, plr->instanceID); } } static void racingEnd(CNSocket* sock, CNPacketData* data) { if (EPRaces.find(sock) == EPRaces.end()) return; // race not found auto req = (sP_CL2FE_REQ_EP_RACE_END*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (NPCManager::NPCs.find(req->iEndEcomID) == NPCManager::NPCs.end()) return; // finish line agent not found int mapNum = MAPNUM(NPCManager::NPCs[req->iEndEcomID]->instanceID); if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0) return; // IZ not found EPInfo& epInfo = EPData[mapNum]; EPRace& epRace = EPRaces[sock]; uint64_t now = getTime() / 1000; int timeDiff = now - epRace.startTime; int podsCollected = epRace.collectedRings.size(); int score = std::min(epInfo.maxScore, (int)std::exp( (epInfo.podFactor * podsCollected) / epInfo.maxPods - (epInfo.timeFactor * timeDiff) / epInfo.maxTime + epInfo.scaleFactor)); int fm = (1.0 + std::exp(epInfo.scaleFactor - 1.0) * epInfo.podFactor * podsCollected) / epInfo.maxPods; // we submit the ranking first... Database::RaceRanking postRanking = {}; postRanking.EPID = epInfo.EPID; postRanking.PlayerID = plr->iID; postRanking.RingCount = podsCollected; postRanking.Score = score; postRanking.Time = timeDiff; postRanking.Timestamp = getTimestamp(); Database::postRaceRanking(postRanking); // ...then we get the top ranking, which may or may not be what we just submitted Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(epInfo.EPID, plr->iID); INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp); // get rank scores and rewards std::vector* rankScores = &EPRewards[epInfo.EPID].first; std::vector* rankRewards = &EPRewards[epInfo.EPID].second; // top ranking int topRank = 0; while (rankScores->at(topRank) > topRankingPlayer.Score) topRank++; resp.iEPTopRank = topRank + 1; resp.iEPTopRingCount = topRankingPlayer.RingCount; resp.iEPTopScore = topRankingPlayer.Score; resp.iEPTopTime = topRankingPlayer.Time; // this ranking int rank = 0; while (rankScores->at(rank) > postRanking.Score) rank++; resp.iEPRank = rank + 1; resp.iEPRingCnt = postRanking.RingCount; resp.iEPScore = postRanking.Score; resp.iEPRaceTime = postRanking.Time; resp.iEPRaceMode = EPRaces[sock].mode; resp.iEPRewardFM = fm; Missions::updateFusionMatter(sock, resp.iEPRewardFM); resp.iFusionMatter = plr->fusionmatter; resp.iFatigue = 50; resp.iFatigue_Level = 1; sItemReward reward; reward.iSlotNum = Items::findFreeSlot(plr); reward.eIL = 1; sItemBase item; item.iID = rankRewards->at(rank); // rank scores and rewards line up item.iType = 9; item.iOpt = 1; item.iTimeLimit = 0; reward.sItem = item; if (reward.iSlotNum > -1 && reward.sItem.iID != 0) { resp.RewardItem = reward; plr->Inven[reward.iSlotNum] = item; } EPRaces.erase(sock); sock->sendPacket(resp, P_FE2CL_REP_EP_RACE_END_SUCC); } void Racing::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_START, racingStart); REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_GET_RING, racingGetPod); REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_CANCEL, racingCancel); REGISTER_SHARD_PACKET(P_CL2FE_REQ_EP_RACE_END, racingEnd); }