OpenFusion/src/CustomCommands.cpp

1237 lines
46 KiB
C++

#include "CustomCommands.hpp"
#include "db/Database.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Chat.hpp"
#include "TableData.hpp"
#include "NPCManager.hpp"
#include "MobAI.hpp"
#include "Missions.hpp"
#include "Eggs.hpp"
#include "Items.hpp"
#include "Abilities.hpp"
#include <sstream>
#include <limits.h>
typedef void (*CommandHandler)(std::string fullString, std::vector<std::string>& args, CNSocket* sock);
struct ChatCommand {
int requiredAccLevel;
std::string help;
CommandHandler handlr;
ChatCommand(int r, CommandHandler h): requiredAccLevel(r), handlr(h) {}
ChatCommand(int r, CommandHandler h, std::string str): requiredAccLevel(r), help(str), handlr(h) {}
ChatCommand(): ChatCommand(0, nullptr) {}
};
static std::map<std::string, ChatCommand> commands;
static std::vector<std::string> parseArgs(std::string full) {
std::stringstream ss(full);
std::istream_iterator<std::string> begin(ss);
std::istream_iterator<std::string> end;
return std::vector<std::string>(begin, end);
}
bool CustomCommands::runCmd(std::string full, CNSocket* sock) {
std::vector<std::string> args = parseArgs(full);
std::string cmd = args[0].substr(1, args[0].size() - 1);
// check if the command exists
if (commands.find(cmd) != commands.end()) {
Player* plr = PlayerManager::getPlayer(sock);
ChatCommand command = commands[cmd];
// sanity check + does the player have the required account level to use the command?
if (plr != nullptr && plr->accountLevel <= command.requiredAccLevel) {
command.handlr(full, args, sock);
return true;
} else {
Chat::sendServerMessage(sock, "You don't have access to that command!");
return false;
}
}
Chat::sendServerMessage(sock, "Unknown command!");
return false;
}
//
static void updatePathMarkers(CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
for (BaseNPC* marker : TableData::RunningNPCPaths[plr->iID].second)
marker->enterIntoViewOf(sock);
}
}
//
static void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Chat::sendServerMessage(sock, "Commands available to you:");
Player *plr = PlayerManager::getPlayer(sock);
for (auto& cmd : commands) {
if (cmd.second.requiredAccLevel >= plr->accountLevel)
Chat::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : ""));
}
}
static void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Chat::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
}
static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Chat::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online");
}
static void levelCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "/level: no level specified");
return;
}
Player *plr = PlayerManager::getPlayer(sock);
char *tmp;
int level = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
if ((level < 1 || level > 36) && plr->accountLevel > 30)
return;
if (!(level < 1 || level > 36))
plr->level = level;
INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp);
resp.iPC_ID = plr->iID;
resp.iPC_Level = level;
sock->sendPacket(resp, P_FE2CL_REP_PC_CHANGE_LEVEL);
PlayerManager::sendToViewable(sock, resp, P_FE2CL_REP_PC_CHANGE_LEVEL);
}
static void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "[MSS] Too few arguments");
Chat::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test/export> <<height>>");
return;
}
// Validate route number
char* routeNumC;
int routeNum = std::strtol(args[1].c_str(), &routeNumC, 10);
if (*routeNumC) {
// not an integer
Chat::sendServerMessage(sock, "[MSS] Invalid route number '" + args[1] + "'");
return;
}
if (args.size() < 3) {
Chat::sendServerMessage(sock, "[MSS] Too few arguments");
Chat::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test> <<height>>");
return;
}
// get the route (if it doesn't exist yet, this will also make it)
std::vector<Vec3>* route = &TableData::RunningSkywayRoutes[routeNum];
// mss <route> add <height>
if (args[2] == "add") {
// make sure height token exists
if (args.size() < 4) {
Chat::sendServerMessage(sock, "[MSS] Point height must be specified");
Chat::sendServerMessage(sock, "[MSS] Usage: /mss <route> add <height>");
return;
}
// validate height token
char* heightC;
int height = std::strtol(args[3].c_str(), &heightC, 10);
if (*heightC) {
Chat::sendServerMessage(sock, "[MSS] Invalid height " + args[3]);
return;
}
Player* plr = PlayerManager::getPlayer(sock);
route->push_back({ plr->x, plr->y, height }); // add point
Chat::sendServerMessage(sock, "[MSS] Added point (" + std::to_string(plr->x) + ", " + std::to_string(plr->y) + ", " + std::to_string(height) + ") to route " + std::to_string(routeNum));
return;
}
// mss <route> remove
if (args[2] == "remove") {
if (route->empty()) {
Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
Vec3 pulled = route->back();
route->pop_back(); // remove point at top of stack
Chat::sendServerMessage(sock, "[MSS] Removed point (" + std::to_string(pulled.x) + ", " + std::to_string(pulled.y) + ", " + std::to_string(pulled.z) + ") from route " + std::to_string(routeNum));
return;
}
// mss <route> goto
if (args[2] == "goto") {
if (route->empty()) {
Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
Vec3 pulled = route->back();
PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
return;
}
// mss <route> clear
if (args[2] == "clear") {
route->clear();
Chat::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum));
return;
}
// mss <route> test
if (args[2] == "test") {
if (route->empty()) {
Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
Vec3 pulled = route->front();
PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
Transport::testMssRoute(sock, route);
return;
}
// for compatibility: mss <route> export
if (args[2] == "export") {
Chat::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
TableData::flush();
return;
}
// mss ????
Chat::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'");
}
static void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "/summonW: no mob type specified");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
int type = std::strtol(args[1].c_str(), &rest, 10);
if (*rest) {
Chat::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
int limit = NPCManager::NPCData.back()["m_iNpcNumber"];
// permission & sanity check
if (type > limit)
return;
BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
// update angle
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->id));
TableData::RunningMobs[npc->id] = npc; // only record the one in the template
}
static void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
Chat::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
return;
}
if (TableData::RunningEggs.find(npc->id) != TableData::RunningEggs.end()) {
Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningEggs.erase(npc->id);
NPCManager::destroyNPC(npc->id);
return;
}
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->id) == TableData::RunningGroups.end()) {
Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
if (NPCManager::NPCs.find(npc->id) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->id]->kind == EntityKind::MOB) {
int leadId = ((Mob*)npc)->groupLeader;
if (leadId != 0) {
if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->kind != EntityKind::MOB) {
std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
}
Mob* leadNpc = (Mob*)NPCManager::NPCs[leadId];
for (int i = 0; i < 4; i++) {
if (leadNpc->groupMember[i] == 0)
break;
if (NPCManager::NPCs.find(leadNpc->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadNpc->groupMember[i]]->kind != EntityKind::MOB) {
std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl;
continue;
}
NPCManager::destroyNPC(leadNpc->groupMember[i]);
}
TableData::RunningGroups.erase(leadId);
NPCManager::destroyNPC(leadId);
Chat::sendServerMessage(sock, "/unsummonW: Mob group destroyed.");
return;
}
}
Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->type) +
", id: " + std::to_string(npc->id));
TableData::RunningMobs.erase(npc->id);
NPCManager::destroyNPC(npc->id);
}
static void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
MobAI::simulateMobs = !MobAI::simulateMobs;
if (MobAI::simulateMobs)
return;
// return all mobs to their spawn points
for (auto& pair : NPCManager::NPCs) {
if (pair.second->kind != EntityKind::MOB)
continue;
Mob* mob = (Mob*)pair.second;
mob->state = AIState::RETREAT;
mob->target = nullptr;
mob->nextMovement = getTime();
// mobs with static paths can chill where they are
if (mob->staticPath) {
mob->roamX = mob->x;
mob->roamY = mob->y;
mob->roamZ = mob->z;
} else {
mob->roamX = mob->spawnX;
mob->roamY = mob->spawnY;
mob->roamZ = mob->spawnZ;
}
}
}
static void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
Chat::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
return;
}
int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
bool isGruntworkNpc = true;
// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) {
TableData::RunningNPCRotations[npc->id] = angle;
isGruntworkNpc = false;
}
Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) +
" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id));
// update rotation clientside by refreshing the player's chunks (same as the /refresh command)
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
}
static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
}
static void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
// no additional arguments: report current instance ID
if (args.size() < 2) {
Chat::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
Chat::sendServerMessage(sock, "[INST] (Map " + std::to_string(MAPNUM(plr->instanceID)) + ", instance " + std::to_string(PLAYERID(plr->instanceID)) + ")");
return;
}
// move player to specified instance
// validate instance ID
char* instanceS;
uint64_t instance = std::strtoll(args[1].c_str(), &instanceS, 10);
if (*instanceS) {
Chat::sendServerMessage(sock, "[INST] Invalid instance ID: " + args[1]);
return;
}
if (args.size() >= 3) {
char* playeridS;
uint64_t playerid = std::strtoll(args[2].c_str(), &playeridS, 10);
if (playerid != 0) {
instance |= playerid << 32ULL;
Chunking::createInstance(instance);
// a precaution
plr->recallInstance = 0;
}
}
PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, instance);
Chat::sendServerMessage(sock, "[INST] Switched to instance with ID " + std::to_string(instance));
}
static void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (args.size() < 2) {
Chat::sendServerMessage(sock, "[NPCI] Instance ID must be specified");
Chat::sendServerMessage(sock, "[NPCI] Usage: /npci <instance ID>");
return;
}
BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
Chat::sendServerMessage(sock, "[NPCI] No NPCs found nearby");
return;
}
// validate instance ID
char* instanceS;
int instance = std::strtol(args[1].c_str(), &instanceS, 10);
if (*instanceS) {
Chat::sendServerMessage(sock, "[NPCI] Invalid instance ID: " + args[1]);
return;
}
Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->id) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->id] = instance;
NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, instance, npc->angle);
}
static void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
Chat::sendServerMessage(sock, "[MINFO] Current mission ID: " + std::to_string(plr->CurrentMissionID));
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0) {
TaskData& task = *Missions::Tasks[plr->tasks[i]];
if ((int)(task["m_iHMissionID"]) == plr->CurrentMissionID) {
Chat::sendServerMessage(sock, "[MINFO] Current task ID: " + std::to_string(plr->tasks[i]));
Chat::sendServerMessage(sock, "[MINFO] Current task type: " + std::to_string((int)(task["m_iHTaskType"])));
Chat::sendServerMessage(sock, "[MINFO] Current waypoint NPC ID: " + std::to_string((int)(task["m_iSTGrantWayPoint"])));
Chat::sendServerMessage(sock, "[MINFO] Current terminator NPC ID: " + std::to_string((int)(task["m_iHTerminatorNPCID"])));
if ((int)(task["m_iSTGrantTimer"]) != 0)
Chat::sendServerMessage(sock, "[MINFO] Current task timer: " + std::to_string((int)(task["m_iSTGrantTimer"])));
for (int j = 0; j < 3; j++)
if ((int)(task["m_iCSUEnemyID"][j]) != 0)
Chat::sendServerMessage(sock, "[MINFO] Current task mob #" + std::to_string(j+1) +": " + std::to_string((int)(task["m_iCSUEnemyID"][j])));
return;
}
}
}
}
static void tasksCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0) {
TaskData& task = *Missions::Tasks[plr->tasks[i]];
Chat::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] mission ID: " + std::to_string((int)(task["m_iHMissionID"])));
Chat::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] task ID: " + std::to_string(plr->tasks[i]));
}
}
}
static void buffCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 3) {
Chat::sendServerMessage(sock, "/buff: no skill Id and duration time specified");
return;
}
char* tmp;
int skillId = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
int duration = std::strtol(args[2].c_str(), &tmp, 10);
if (*tmp)
return;
if (Abilities::SkillTable.count(skillId) == 0) {
Chat::sendServerMessage(sock, "/buff: unknown skill Id");
return;
}
Eggs::eggBuffPlayer(sock, skillId, 0, duration);
}
static void eggCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "/egg: no egg type specified");
return;
}
char* tmp;
int eggType = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
if (Eggs::EggTypes.find(eggType) == Eggs::EggTypes.end()) {
Chat::sendServerMessage(sock, "/egg: Unknown egg type");
return;
}
//assert(NPCManager::nextId < INT32_MAX);
int id = NPCManager::nextId--;
Player* plr = PlayerManager::getPlayer(sock);
// some math to place egg nicely in front of the player
// temporarly disabled for sake of gruntwork
int addX = 0; //-500.0f * sin(plr->angle / 180.0f * M_PI);
int addY = 0; //-500.0f * cos(plr->angle / 180.0f * M_PI);
Egg* egg = new Egg(plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
NPCManager::NPCs[id] = egg;
NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
// add to template
TableData::RunningEggs[id] = egg;
}
static void notifyCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
if (plr->notify) {
plr->notify = false;
Chat::sendServerMessage(sock, "[ADMIN] No longer receiving join notifications");
} else {
plr->notify = true;
Chat::sendServerMessage(sock, "[ADMIN] Receiving join notifications");
}
}
static void playersCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Chat::sendServerMessage(sock, "[ADMIN] Players on the server:");
for (auto pair : PlayerManager::players)
Chat::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second));
}
static void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 4) {
Chat::sendServerMessage(sock, "/summonGroup(W) <leadermob> <mob> <number> [distance]");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
bool wCommand = (args[0] == "/summonGroupW");
int type = std::strtol(args[1].c_str(), &rest, 10);
int type2 = std::strtol(args[2].c_str(), &rest, 10);
int count = std::strtol(args[3].c_str(), &rest, 10);
int distance = 150;
if (args.size() > 4)
distance = std::strtol(args[4].c_str(), &rest, 10);
if (*rest) {
Chat::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
int limit = NPCManager::NPCData.back()["m_iNpcNumber"];
// permission & sanity check
if (type > limit || type2 > limit || count > 5) {
Chat::sendServerMessage(sock, "Invalid parameters; double check types and count");
return;
}
Mob* leadNpc = nullptr;
for (int i = 0; i < count; i++) {
int team = NPCManager::NPCData[type]["m_iTeam"];
int x = plr->x;
int y = plr->y;
int z = plr->z;
if (i > 0) {
int angle = 360.0f / (count-1) * (i-1);
if (count == 3)
angle = 90 + 60 * i;
angle += (plr->angle + 180) % 360;
x += -1.0f * sin(angle / 180.0f * M_PI) * distance;
y += -1.0f * cos(angle / 180.0f * M_PI) * distance;
z = plr->z;
}
BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
if (team == 2 && i > 0 && npc->kind == EntityKind::MOB) {
leadNpc->groupMember[i-1] = npc->id;
Mob* mob = (Mob*)NPCManager::NPCs[npc->id];
mob->groupLeader = leadNpc->id;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle);
}
Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->id));
if (i == 0 && team == 2 && npc->kind == EntityKind::MOB) {
type = type2;
leadNpc = (Mob*)NPCManager::NPCs[npc->id];
leadNpc->groupLeader = leadNpc->id;
}
}
if (!wCommand)
return; // not writing; don't add to running mobs
if (leadNpc == nullptr) {
std::cout << "/summonGroupW: can't find group leader! Won't be saved!\n";
return;
}
TableData::RunningGroups[leadNpc->id] = leadNpc; // only record the leader
}
static void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
TableData::flush();
Chat::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
}
static void whoisCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
Chat::sendServerMessage(sock, "[WHOIS] No NPCs found nearby");
return;
}
Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id));
Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type));
Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp));
Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind));
Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x));
Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y));
Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z));
Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->angle));
std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");
Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID)));
Chat::sendServerMessage(sock, "[WHOIS] Instance: " + std::to_string(PLAYERID(npc->instanceID)));
}
static void lairUnlockCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
int taskID = -1;
int missionID = -1;
int lastDist = INT_MAX;
for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) {
for (const EntityRef& ref : chnk->entities) {
if (ref.kind == EntityKind::PLAYER)
continue;
BaseNPC* npc = (BaseNPC*)ref.getEntity();
int distXY = std::hypot(plr->x - npc->x, plr->y - npc->y);
int dist = std::hypot(distXY, plr->z - npc->z);
if (dist >= lastDist)
continue;
for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
if (it->second.npcID == npc->type) {
taskID = it->second.limitTaskID;
missionID = Missions::Tasks[taskID]->task["m_iHMissionID"];
lastDist = dist;
break;
}
}
}
}
if (missionID == -1 || taskID == -1) {
Chat::sendServerMessage(sock, "No nearby Lair portals found.");
return;
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, taskResp);
Missions::startTask(plr, taskID);
taskResp.iTaskNum = taskID;
taskResp.iRemainTime = 0;
sock->sendPacket(taskResp, P_FE2CL_REP_PC_TASK_START_SUCC);
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, missionResp);
missionResp.iCurrentMissionID = missionID;
plr->CurrentMissionID = missionID;
sock->sendPacket(missionResp, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID);
}
static void hideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (plr->hidden) {
Chat::sendServerMessage(sock, "[HIDE] You're already hidden from the map.");
return;
}
plr->hidden = true;
Chat::sendServerMessage(sock, "[HIDE] Successfully hidden from the map.");
}
static void unhideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (!plr->hidden) {
Chat::sendServerMessage(sock, "[HIDE] You're already visible from the map.");
return;
}
plr->hidden = false;
Chat::sendServerMessage(sock, "[HIDE] Successfully un-hidden from the map.");
}
static void redeemCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "/redeem: No code specified");
return;
}
// convert string to all lowercase
const char* codeRaw = args[1].c_str();
if (args[1].size() > 256) { // prevent overflow
Chat::sendServerMessage(sock, "/redeem: Code too long");
return;
}
char buf[256];
for (int i = 0; i < args[1].size(); i++)
buf[i] = std::tolower(codeRaw[i]);
std::string code(buf, args[1].size());
if (Items::CodeItems.find(code) == Items::CodeItems.end()) {
Chat::sendServerMessage(sock, "/redeem: Unknown code");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
if (Database::isCodeRedeemed(plr->iID, code)) {
Chat::sendServerMessage(sock, "/redeem: You have already redeemed this code item");
return;
}
int itemCount = Items::CodeItems[code].size();
std::vector<int> slots;
for (int i = 0; i < itemCount; i++) {
slots.push_back(Items::findFreeSlot(plr));
if (slots[i] == -1) {
Chat::sendServerMessage(sock, "/redeem: Not enough space in inventory");
// delete any temp items we might have set
for (int j = 0; j < i; j++) {
plr->Inven[slots[j]] = { 0, 0, 0, 0 }; // empty
}
return;
}
plr->Inven[slots[i]] = { 999, 999, 999, 0 }; // temp item; overwritten later
}
Database::recordCodeRedemption(plr->iID, code);
for (int i = 0; i < itemCount; i++) {
std::pair<int32_t, int32_t> item = Items::CodeItems[code][i];
INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
resp.eIL = 1;
resp.iSlotNum = slots[i];
resp.Item.iID = item.first;
resp.Item.iType = item.second;
// I think it is safe? :eyes
resp.Item.iOpt = 1;
// save serverside
plr->Inven[resp.iSlotNum] = resp.Item;
sock->sendPacket(resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC);
}
std::string msg = itemCount == 1 ? "You have redeemed a code item" : "You have redeemed code items";
Chat::sendServerMessage(sock, msg);
}
static void unwarpableCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
plr->unwarpable = true;
}
static void warpableCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
plr->unwarpable = false;
}
static void registerallCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
plr->iWarpLocationFlag = UINT32_MAX;
plr->aSkywayLocationFlag[0] = UINT64_MAX;
plr->aSkywayLocationFlag[1] = UINT64_MAX;
// update the client
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC, resp);
resp.iWarpLocationFlag = plr->iWarpLocationFlag;
resp.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
resp.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
sock->sendPacket(resp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC);
}
static void unregisterallCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
plr->iWarpLocationFlag = 0;
plr->aSkywayLocationFlag[0] = 0;
plr->aSkywayLocationFlag[1] = 0;
// update the client
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC, resp);
resp.iWarpLocationFlag = plr->iWarpLocationFlag;
resp.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
resp.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
sock->sendPacket(resp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC);
}
static void banCommand(std::string full, std::vector<std::string>& args, CNSocket *sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (args.size() < 2) {
Chat::sendServerMessage(sock, "Usage: /ban PlayerID [reason...]");
return;
}
char *rest;
int playerId = std::strtol(args[1].c_str(), &rest, 10);
if (*rest) {
Chat::sendServerMessage(sock, "Invalid PlayerID: " + args[1]);
return;
}
std::string reason;
if (args.size() == 2) {
reason = "no reason given";
} else {
reason = args[2];
for (int i = 3; i < args.size(); i++)
reason += " " + args[i];
}
// ban the account that player belongs to
if (!Database::banPlayer(playerId, reason)) {
// propagating a more descriptive error message from banPlayer() would be too much work
Chat::sendServerMessage(sock, "Failed to ban target player. Check server logs.");
return;
}
Chat::sendServerMessage(sock, "Banned target player.");
std::cout << "[INFO] " << PlayerManager::getPlayerName(plr) << " banned player " << playerId << std::endl;
// if the player is online, kick them
CNSocket *otherSock = PlayerManager::getSockFromID(playerId);
if (otherSock == nullptr) {
Chat::sendServerMessage(sock, "Player wasn't online. Didn't need to kick.");
return;
}
Player *otherPlr = PlayerManager::getPlayer(otherSock);
INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, pkt);
pkt.iID = otherPlr->iID;
pkt.iExitCode = 3; // "a GM has terminated your connection"
// send to target player
otherSock->sendPacket(pkt, P_FE2CL_REP_PC_EXIT_SUCC);
// ensure that the connection has terminated
otherSock->kill();
Chat::sendServerMessage(sock, PlayerManager::getPlayerName(otherPlr) + " was online. Kicked.");
}
static void unbanCommand(std::string full, std::vector<std::string>& args, CNSocket *sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (args.size() < 2) {
Chat::sendServerMessage(sock, "Usage: /unban PlayerID");
return;
}
char *rest;
int playerId = std::strtol(args[1].c_str(), &rest, 10);
if (*rest) {
Chat::sendServerMessage(sock, "Invalid PlayerID: " + args[1]);
return;
}
if (Database::unbanPlayer(playerId)) {
Chat::sendServerMessage(sock, "Unbanned player.");
std::cout << "[INFO] " << PlayerManager::getPlayerName(plr) << " unbanned player " << playerId << std::endl;
} else {
Chat::sendServerMessage(sock, "Failed to unban player. Check server logs.");
}
}
static void pathCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (args.size() < 2) {
Chat::sendServerMessage(sock, "[PATH] Too few arguments");
Chat::sendServerMessage(sock, "[PATH] Usage: /path <start/kf/undo/here/test/cancel/end>");
updatePathMarkers(sock);
return;
}
// /path start
if (args[1] == "start") {
// make sure the player doesn't have a follower
if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) {
Chat::sendServerMessage(sock, "[PATH] An NPC is already following you");
Chat::sendServerMessage(sock, "[PATH] Run '/path end' first, if you're done");
updatePathMarkers(sock);
return;
}
// find nearest NPC
BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
Chat::sendServerMessage(sock, "[PATH] No NPCs found nearby");
return;
}
// add first point at NPC's current location
std::vector<BaseNPC*> pathPoints;
BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
// assign coords manually, since we aren't actually adding markers to the world
marker->x = npc->x;
marker->y = npc->y;
marker->z = npc->z;
pathPoints.push_back(marker);
// map from player
TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is now following you");
updatePathMarkers(sock);
return;
}
// make sure the player has a follower
if (TableData::RunningNPCPaths.find(plr->iID) == TableData::RunningNPCPaths.end()) {
Chat::sendServerMessage(sock, "[PATH] No NPC is currently following you");
Chat::sendServerMessage(sock, "[PATH] Run '/path start' near an NPC first");
return;
}
std::pair<BaseNPC*, std::vector<BaseNPC*>>* entry = &TableData::RunningNPCPaths[plr->iID];
BaseNPC* npc = entry->first;
// /path kf
if (args[1] == "kf") {
BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--);
marker->x = npc->x;
marker->y = npc->y;
marker->z = npc->z;
entry->second.push_back(marker);
Chat::sendServerMessage(sock, "[PATH] Added keyframe");
updatePathMarkers(sock);
return;
}
// /path here
if (args[1] == "here") {
// bring the NPC to where the player is standing
Transport::NPCQueues.erase(npc->id); // delete transport queue
NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
Chat::sendServerMessage(sock, "[PATH] Come here");
return;
}
// /path undo
if (args[1] == "undo") {
if (entry->second.size() == 1) {
Chat::sendServerMessage(sock, "[PATH] Nothing to undo");
return;
}
BaseNPC* marker = entry->second.back();
marker->disappearFromViewOf(sock); // vanish
delete marker; // destroy
entry->second.pop_back(); // remove from the vector
Chat::sendServerMessage(sock, "[PATH] Undid last keyframe");
updatePathMarkers(sock);
return;
}
// /path test
if (args[1] == "test") {
int speed = NPC_DEFAULT_SPEED;
if (args.size() > 2) { // speed specified
char* buf;
int speedArg = std::strtol(args[2].c_str(), &buf, 10);
if (*buf) {
Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]);
return;
}
speed = speedArg;
}
// return NPC to home
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
// do lerping magic
entry->second.push_back(home); // temporary end point for loop completion
std::queue<Vec3> keyframes;
auto _point = entry->second.begin();
Vec3 from = { (*_point)->x, (*_point)->y, (*_point)->z }; // point A coords
for (_point++; _point != entry->second.end(); _point++) { // loop through all point Bs
Vec3 to = { (*_point)->x, (*_point)->y, (*_point)->z }; // point B coords
// add point A to the queue
keyframes.push(from);
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
Chat::sendServerMessage(sock, "[PATH] Testing NPC path");
return;
}
// /path cancel
if (args[1] == "cancel") {
// return NPC to home
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
// deallocate markers
for (BaseNPC* marker : entry->second) {
marker->disappearFromViewOf(sock); // poof
delete marker; // destroy
}
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
return;
}
// /path end
if (args[1] == "end") {
if (args.size() < 2) {
Chat::sendServerMessage(sock, "[PATH] Too few arguments");
Chat::sendServerMessage(sock, "[PATH] Usage: /path end [speed] [a/r]");
return;
}
int speed = NPC_DEFAULT_SPEED;
bool relative = false;
if (args.size() > 2) { // speed specified
char* buf;
int speedArg = std::strtol(args[2].c_str(), &buf, 10);
if (*buf) {
Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]);
return;
}
speed = speedArg;
}
if (args.size() > 3 && args[3] == "r") { // relativity specified
relative = true;
}
// return NPC to home and set path to repeat
Transport::NPCQueues.erase(npc->id); // delete transport queue
BaseNPC* home = entry->second[0];
NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0);
npc->disappearFromViewOf(sock);
npc->enterIntoViewOf(sock);
npc->loopingPath = true;
// do lerping magic
entry->second.push_back(home); // temporary end point for loop completion
std::queue<Vec3> keyframes;
auto _point = entry->second.begin();
Vec3 from = { (*_point)->x, (*_point)->y, (*_point)->z }; // point A coords
for (_point++; _point != entry->second.end(); _point++) { // loop through all point Bs
Vec3 to = { (*_point)->x, (*_point)->y, (*_point)->z }; // point B coords
// add point A to the queue
keyframes.push(from);
Transport::lerp(&keyframes, from, to, speed); // lerp from A to B
from = to; // update point A
}
Transport::NPCQueues[npc->id] = keyframes;
entry->second.pop_back(); // remove temp end point
// save to gruntwork
std::vector<Vec3> finalPoints;
for (BaseNPC* marker : entry->second) {
Vec3 coords = { marker->x, marker->y, marker->z };
if (relative) {
coords.x -= home->x;
coords.y -= home->y;
coords.z -= home->z;
}
finalPoints.push_back(coords);
}
// end point to complete the circuit
if (relative)
finalPoints.push_back({ 0, 0, 0 });
else
finalPoints.push_back({ home->x, home->y, home->z });
NPCPath finishedPath;
finishedPath.escortTaskID = -1;
finishedPath.isRelative = relative;
finishedPath.isLoop = true;
finishedPath.speed = speed;
finishedPath.points = finalPoints;
finishedPath.targetIDs.push_back(npc->id);
TableData::FinishedNPCPaths.push_back(finishedPath);
// deallocate markers
for (BaseNPC* marker : entry->second) {
marker->disappearFromViewOf(sock); // poof
delete marker; // destroy
}
// unmap
TableData::RunningNPCPaths.erase(plr->iID);
Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you");
TableData::flush();
Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork");
return;
}
// /path ???
Chat::sendServerMessage(sock, "[PATH] Unknown argument '" + args[1] + "'");
}
static void registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
commands[cmd] = ChatCommand(requiredLevel, handlr, help);
}
void CustomCommands::init() {
registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
registerCommand("access", 100, accessCommand, "print your access level");
registerCommand("instance", 30, instanceCommand, "print or change your current instance");
registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");
registerCommand("npci", 30, npcInstanceCommand, "move NPCs across instances");
registerCommand("summonW", 30, summonWCommand, "permanently summon NPCs");
registerCommand("unsummonW", 30, unsummonWCommand, "delete permanently summoned NPCs");
registerCommand("toggleai", 30, toggleAiCommand, "enable/disable mob AI");
registerCommand("flush", 30, flushCommand, "save gruntwork to file");
registerCommand("level", 50, levelCommand, "change your character's level");
registerCommand("levelx", 50, levelCommand, "change your character's level"); // for Academy
registerCommand("population", 100, populationCommand, "check how many players are online");
registerCommand("refresh", 100, refreshCommand, "teleport yourself to your current location");
registerCommand("minfo", 30, minfoCommand, "show details of the current mission and task.");
registerCommand("buff", 50, buffCommand, "give yourself a buff effect");
registerCommand("egg", 30, eggCommand, "summon a coco egg");
registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
registerCommand("notify", 30, notifyCommand, "receive a message whenever a player joins the server");
registerCommand("players", 30, playersCommand, "print all players on the server");
registerCommand("summonGroup", 30, summonGroupCommand, "summon group NPCs");
registerCommand("summonGroupW", 30, summonGroupCommand, "permanently summon group NPCs");
registerCommand("ban", 30, banCommand, "ban the account the given PlayerID belongs to");
registerCommand("unban", 30, unbanCommand, "unban the account the given PlayerID belongs to");
registerCommand("whois", 50, whoisCommand, "describe nearest NPC");
registerCommand("lair", 50, lairUnlockCommand, "get the required mission for the nearest fusion lair");
registerCommand("hide", 100, hideCommand, "hide yourself from the global player map");
registerCommand("unhide", 100, unhideCommand, "un-hide yourself from the global player map");
registerCommand("unwarpable", 100, unwarpableCommand, "prevent buddies from warping to you");
registerCommand("warpable", 100, warpableCommand, "re-allow buddies to warp to you");
registerCommand("registerall", 50, registerallCommand, "register all SCAMPER and MSS destinations");
registerCommand("unregisterall", 50, unregisterallCommand, "clear all SCAMPER and MSS destinations");
registerCommand("redeem", 100, redeemCommand, "redeem a code item");
registerCommand("path", 30, pathCommand, "edit NPC paths");
}