OpenFusion/src/Transport.cpp
gsemaj 215da0130d
The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-07-11 13:52:54 -04:00

429 lines
16 KiB
C++

#include "Transport.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "TableData.hpp"
#include "Entities.hpp"
#include "NPCManager.hpp"
#include "MobAI.hpp"
#include <unordered_map>
#include <cmath>
using namespace Transport;
std::map<int32_t, TransportRoute> Transport::Routes;
std::map<int32_t, TransportLocation> Transport::Locations;
std::vector<NPCPath> Transport::NPCPaths;
std::map<int32_t, std::queue<Vec3>> Transport::SkywayPaths;
std::unordered_map<CNSocket*, std::queue<Vec3>> Transport::SkywayQueues;
std::unordered_map<int32_t, std::queue<Vec3>> Transport::NPCQueues;
static void transportRegisterLocationHandler(CNSocket* sock, CNPacketData* data) {
auto transport = (sP_CL2FE_REQ_REGIST_TRANSPORTATION_LOCATION*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
bool newReg = false; // this is a new registration
//std::cout << "request to register transport, eTT " << transport->eTT << ", locID " << transport->iLocationID << ", npc " << transport->iNPC_ID << std::endl;
if (transport->eTT == 1) { // S.C.A.M.P.E.R.
if (transport->iLocationID < 1 || transport->iLocationID > 31) { // sanity check
std::cout << "[WARN] S.C.A.M.P.E.R. location ID " << transport->iLocationID << " is out of bounds" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL, failResp);
failResp.eTT = transport->eTT;
failResp.iErrorCode = 0; // TODO: review what error code to use here
failResp.iLocationID = transport->iLocationID;
sock->sendPacket(failResp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL);
return;
}
// update registration bitfield using bitmask
uint32_t newScamperFlag = plr->iWarpLocationFlag | (1UL << (transport->iLocationID - 1));
if (newScamperFlag != plr->iWarpLocationFlag) {
plr->iWarpLocationFlag = newScamperFlag;
newReg = true;
}
} else if (transport->eTT == 2) { // Monkey Skyway System
if (transport->iLocationID < 1 || transport->iLocationID > 127) { // sanity check
std::cout << "[WARN] Skyway location ID " << transport->iLocationID << " is out of bounds" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL, failResp);
failResp.eTT = transport->eTT;
failResp.iErrorCode = 0; // TODO: review what error code to use here
failResp.iLocationID = transport->iLocationID;
sock->sendPacket(failResp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL);
return;
}
/*
* assuming the two bitfields are just stuck together to make a longer one, do a similar operation
*/
int index = transport->iLocationID > 64 ? 1 : 0;
uint64_t newMonkeyFlag = plr->aSkywayLocationFlag[index] | (1ULL << (index ? transport->iLocationID - 65 : transport->iLocationID - 1));
if (newMonkeyFlag != plr->aSkywayLocationFlag[index]) {
plr->aSkywayLocationFlag[index] = newMonkeyFlag;
newReg = true;
}
} else {
std::cout << "[WARN] Unknown mode of transport; eTT = " << transport->eTT << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL, failResp);
failResp.eTT = transport->eTT;
failResp.iErrorCode = 0; // TODO: review what error code to use here
failResp.iLocationID = transport->iLocationID;
sock->sendPacket(failResp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_FAIL);
return;
}
if (!newReg)
return; // don't send new registration message
INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC, resp);
// response parameters
resp.eTT = transport->eTT;
resp.iLocationID = transport->iLocationID;
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 transportWarpHandler(CNSocket* sock, CNPacketData* data) {
auto req = (sP_CL2FE_REQ_PC_WARP_USE_TRANSPORTATION*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
/*
* req:
* eIL -- inventory type
* iNPC_ID -- the ID of the NPC who is warping you
* iTransporationID -- iVehicleID
* iSlotNum -- inventory slot number
*/
if (Routes.find(req->iTransporationID) == Routes.end() || Routes[req->iTransporationID].cost > plr->money) { // sanity check
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_FAIL, failResp);
failResp.iErrorCode = 0; // TODO: error code
failResp.iTransportationID = req->iTransporationID;
sock->sendPacket(failResp, P_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_FAIL);
return;
}
TransportRoute route = Routes[req->iTransporationID];
plr->money -= route.cost;
TransportLocation* target = nullptr;
switch (route.type) {
case 1: // S.C.A.M.P.E.R.
target = &Locations[route.end];
break;
case 2: // Monkey Skyway
// set last safe coords
plr->lastX = plr->x;
plr->lastY = plr->y;
plr->lastZ = plr->z;
if (SkywayPaths.find(route.mssRouteNum) != SkywayPaths.end()) { // check if route exists
Nanos::summonNano(sock, -1); // make sure that no nano is active during the ride
SkywayQueues[sock] = SkywayPaths[route.mssRouteNum]; // set socket point queue to route
plr->onMonkey = true;
break;
} else if (TableData::RunningSkywayRoutes.find(route.mssRouteNum) != TableData::RunningSkywayRoutes.end()) {
std::vector<Vec3>* _route = &TableData::RunningSkywayRoutes[route.mssRouteNum];
Nanos::summonNano(sock, -1);
testMssRoute(sock, _route);
plr->onMonkey = true;
break;
}
// refund and send alert packet
plr->money += route.cost;
INITSTRUCT(sP_FE2CL_ANNOUNCE_MSG, alert);
alert.iAnnounceType = 0; // don't think this lets us make a confirm dialog
alert.iDuringTime = 3;
U8toU16("Skyway route " + std::to_string(route.mssRouteNum) + " isn't pathed yet. You will not be charged any taros.", (char16_t*)alert.szAnnounceMsg, sizeof(alert.szAnnounceMsg));
sock->sendPacket(alert, P_FE2CL_ANNOUNCE_MSG);
std::cout << "[WARN] MSS route " << route.mssRouteNum << " not pathed" << std::endl;
break;
default:
std::cout << "[WARN] Unknown tranportation type " << route.type << std::endl;
break;
}
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_SUCC, resp);
// response parameters
resp.eTT = route.type;
resp.iCandy = plr->money;
resp.iX = (target == nullptr) ? plr->x : target->x;
resp.iY = (target == nullptr) ? plr->y : target->y;
resp.iZ = (target == nullptr) ? plr->z : target->z;
sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_TRANSPORTATION_SUCC);
if (target == nullptr)
return;
// we warped; update position and chunks
PlayerManager::updatePlayerPositionForWarp(sock, target->x, target->y, target->z, INSTANCE_OVERWORLD);
}
void Transport::testMssRoute(CNSocket *sock, std::vector<Vec3>* route) {
int speed = 1500; // TODO: make this adjustable
std::queue<Vec3> path;
Vec3 last = route->front(); // start pos
for (int i = 1; i < route->size(); i++) {
Vec3 coords = route->at(i);
Transport::lerp(&path, last, coords, speed);
path.push(coords); // add keyframe to the queue
last = coords; // update start pos
}
SkywayQueues[sock] = path;
}
/*
* Go through every socket that has broomstick points queued up, and advance to the next point.
* If the player has disconnected or finished the route, clean up and remove them from the queue.
*/
static void stepSkywaySystem() {
// using an unordered map so we can remove finished players in one iteration
std::unordered_map<CNSocket*, std::queue<Vec3>>::iterator it = SkywayQueues.begin();
while (it != SkywayQueues.end()) {
std::queue<Vec3>* queue = &it->second;
if (PlayerManager::players.find(it->first) == PlayerManager::players.end()) {
// pluck out dead socket + update iterator
it = SkywayQueues.erase(it);
continue;
}
Player* plr = PlayerManager::getPlayer(it->first);
if (queue->empty()) {
// send dismount packet
INITSTRUCT(sP_FE2CL_REP_PC_RIDING_SUCC, rideSucc);
INITSTRUCT(sP_FE2CL_PC_RIDING, rideBroadcast);
rideSucc.iPC_ID = plr->iID;
rideSucc.eRT = 0;
rideBroadcast.iPC_ID = plr->iID;
rideBroadcast.eRT = 0;
it->first->sendPacket(rideSucc, P_FE2CL_REP_PC_RIDING_SUCC);
// send packet to players in view
PlayerManager::sendToViewable(it->first, rideBroadcast, P_FE2CL_PC_RIDING);
it = SkywayQueues.erase(it); // remove player from tracking map + update iterator
plr->onMonkey = false;
} else {
Vec3 point = queue->front(); // get point
queue->pop(); // remove point from front of queue
INITSTRUCT(sP_FE2CL_PC_BROOMSTICK_MOVE, bmstk);
bmstk.iPC_ID = plr->iID;
bmstk.iToX = point.x;
bmstk.iToY = point.y;
bmstk.iToZ = point.z;
it->first->sendPacket(bmstk, P_FE2CL_PC_BROOMSTICK_MOVE);
// set player location to point to update viewables
PlayerManager::updatePlayerPosition(it->first, point.x, point.y, point.z, plr->instanceID, plr->angle);
// send packet to players in view
PlayerManager::sendToViewable(it->first, bmstk, P_FE2CL_PC_BROOMSTICK_MOVE);
it++; // go to next entry in map
}
}
}
static void stepNPCPathing() {
// all NPC pathing queues
std::unordered_map<int32_t, std::queue<Vec3>>::iterator it = NPCQueues.begin();
while (it != NPCQueues.end()) {
std::queue<Vec3>* queue = &it->second;
BaseNPC* npc = nullptr;
if (NPCManager::NPCs.find(it->first) != NPCManager::NPCs.end())
npc = NPCManager::NPCs[it->first];
if (npc == nullptr || queue->empty()) {
// pluck out dead path + update iterator
it = NPCQueues.erase(it);
continue;
}
// skip if not simulating mobs
if (npc->kind == EntityKind::MOB && !MobAI::simulateMobs) {
it++;
continue;
}
// do not roam if not roaming
if (npc->kind == EntityKind::MOB && ((Mob*)npc)->state != AIState::ROAMING) {
it++;
continue;
}
Vec3 point = queue->front(); // get point
queue->pop(); // remove point from front of queue
// calculate displacement
int dXY = hypot(point.x - npc->x, point.y - npc->y); // XY plane distance
int distanceBetween = hypot(dXY, point.z - npc->z); // total distance
// update NPC location to update viewables
NPCManager::updateNPCPosition(npc->id, point.x, point.y, point.z, npc->instanceID, npc->angle);
// TODO: move walking logic into Entity stack
switch (npc->kind) {
case EntityKind::BUS:
INITSTRUCT(sP_FE2CL_TRANSPORTATION_MOVE, busMove);
busMove.eTT = 3;
busMove.iT_ID = npc->id;
busMove.iMoveStyle = 0; // ???
busMove.iToX = point.x;
busMove.iToY = point.y;
busMove.iToZ = point.z;
busMove.iSpeed = distanceBetween; // set to distance to match how monkeys work
NPCManager::sendToViewable(npc, &busMove, P_FE2CL_TRANSPORTATION_MOVE, sizeof(sP_FE2CL_TRANSPORTATION_MOVE));
break;
case EntityKind::MOB:
MobAI::incNextMovement((Mob*)npc);
/* fallthrough */
default:
INITSTRUCT(sP_FE2CL_NPC_MOVE, move);
move.iNPC_ID = npc->id;
move.iMoveStyle = 0; // ???
move.iToX = point.x;
move.iToY = point.y;
move.iToZ = point.z;
move.iSpeed = distanceBetween;
NPCManager::sendToViewable(npc, &move, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
break;
}
/*
* If this path should be repeated, move processed point to the back to maintain cycle.
*/
if (npc->loopingPath)
queue->push(point);
it++; // go to next entry in map
}
}
static void tickTransportationSystem(CNServer* serv, time_t currTime) {
stepNPCPathing();
stepSkywaySystem();
}
/*
* Linearly interpolate between two points and insert the results into a queue.
*/
void Transport::lerp(std::queue<Vec3>* queue, Vec3 start, Vec3 end, int gapSize, float curve) {
int dXY = hypot(end.x - start.x, end.y - start.y); // XY plane distance
int distanceBetween = hypot(dXY, end.z - start.z); // total distance
int lerps = distanceBetween / gapSize; // number of intermediate points to add
for (int i = 1; i <= lerps; i++) {
Vec3 lerp;
// lerp math
//float frac = i / (lerps + 1);
float frac = powf(i, curve) / powf(lerps + 1, curve);
lerp.x = (start.x * (1.0f - frac)) + (end.x * frac);
lerp.y = (start.y * (1.0f - frac)) + (end.y * frac);
lerp.z = (start.z * (1.0f - frac)) + (end.z * frac);
queue->push(lerp); // add lerp'd point
}
}
void Transport::lerp(std::queue<Vec3>* queue, Vec3 start, Vec3 end, int gapSize) {
lerp(queue, start, end, gapSize, 1);
}
/*
* Find and return the first path that targets either the type or the ID.
* If no matches are found, return nullptr
*/
NPCPath* Transport::findApplicablePath(int32_t id, int32_t type, int taskID) {
NPCPath* match = nullptr;
for (auto _path = Transport::NPCPaths.begin(); _path != Transport::NPCPaths.end(); _path++) {
// task ID for the path must match so escorts don't start early
if (_path->escortTaskID != taskID)
continue;
// search target IDs
for (int32_t pID : _path->targetIDs) {
if (id == pID) {
match = &(*_path);
break;
}
}
if (match != nullptr)
break; // early break for ID matches, since ID has higher priority than type
// search target types
for (int32_t pType : _path->targetTypes) {
if (type == pType) {
match = &(*_path);
break;
}
}
if (match != nullptr)
break;
}
return match;
}
void Transport::constructPathNPC(int32_t id, NPCPath* path) {
BaseNPC* npc = NPCManager::NPCs[id];
if (npc->kind == EntityKind::MOB)
((Mob*)(npc))->staticPath = true;
npc->loopingPath = path->isLoop;
// Interpolate
std::vector<Vec3> pathPoints = path->points;
std::queue<Vec3> points;
auto _point = pathPoints.begin();
Vec3 from = *_point; // point A coords
for (_point++; _point != pathPoints.end(); _point++) { // loop through all point Bs
Vec3 to = *_point; // point B coords
// add point A to the queue
if (path->isRelative) {
// relative; the NPCs current position is assumed to be its spawn point
Vec3 fromReal = { from.x + npc->x, from.y + npc->y, from.z + npc->z };
Vec3 toReal = { to.x + npc->x, to.y + npc->y, to.z + npc->z };
points.push(fromReal);
Transport::lerp(&points, fromReal, toReal, path->speed); // lerp from A to B
}
else {
// absolute
points.push(from);
Transport::lerp(&points, from, to, path->speed); // lerp from A to B
}
from = to; // update point A
}
Transport::NPCQueues[id] = points;
}
void Transport::init() {
REGISTER_SHARD_TIMER(tickTransportationSystem, 1000);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_REGIST_TRANSPORTATION_LOCATION, transportRegisterLocationHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_TRANSPORTATION, transportWarpHandler);
}