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https://github.com/OpenFusionProject/OpenFusion.git
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dongresource
129d1c2fe3
This prevents logic errors related to being in chunk 0 0 0. Also: * Moved some duplicated chunk teleportation logic to a new helper function * Made ChunkPos into a proper class so it can default to INVALID_CHUNK when default-initialized * Reversed the inclusion order of Chunking.hpp and Entities.hpp to work around problems with type definitions
346 lines
13 KiB
C++
346 lines
13 KiB
C++
#include "Chunking.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include "settings.hpp"
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#include "Combat.hpp"
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#include "Eggs.hpp"
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using namespace Chunking;
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/*
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* The initial chunkPos value before a player is placed into the world.
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*/
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const ChunkPos Chunking::INVALID_CHUNK = {};
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std::map<ChunkPos, Chunk*> Chunking::chunks;
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static void newChunk(ChunkPos pos) {
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if (chunkExists(pos)) {
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std::cout << "[WARN] Tried to create a chunk that already exists" << std::endl;
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return;
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}
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Chunk *chunk = new Chunk();
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chunks[pos] = chunk;
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// add the chunk to the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for (Chunk* c : surroundings)
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for (const EntityRef& ref : c->entities)
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ref.getEntity()->viewableChunks.insert(chunk);
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}
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static void deleteChunk(ChunkPos pos) {
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if (!chunkExists(pos)) {
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std::cout << "[WARN] Tried to delete a chunk that doesn't exist" << std::endl;
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return;
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}
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Chunk* chunk = chunks[pos];
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// remove the chunk from the cache of all players and NPCs in the surrounding chunks
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std::set<Chunk*> surroundings = getViewableChunks(pos);
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for(Chunk* c : surroundings)
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for (const EntityRef& ref : c->entities)
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ref.getEntity()->viewableChunks.erase(chunk);
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chunks.erase(pos); // remove from map
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delete chunk; // free from memory
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}
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void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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if (!chunkExists(chunkPos))
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return; // shouldn't happen
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chunks[chunkPos]->entities.insert(ref);
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if (ref.type == EntityType::PLAYER)
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chunks[chunkPos]->nplayers++;
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}
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void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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if (!chunkExists(chunkPos))
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return; // do nothing if chunk doesn't even exist
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Chunk* chunk = chunks[chunkPos];
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chunk->entities.erase(ref); // gone
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if (ref.type == EntityType::PLAYER)
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chunks[chunkPos]->nplayers--;
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assert(chunks[chunkPos]->nplayers >= 0);
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// if chunk is completely empty, free it
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if (chunk->entities.size() == 0)
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deleteChunk(chunkPos);
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}
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void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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// TODO: maybe optimize this, potentially using AROUND packets?
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for (Chunk *chunk : chnks) {
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for (const EntityRef& otherRef : chunk->entities) {
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// skip oneself
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if (ref == otherRef)
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continue;
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Entity *other = otherRef.getEntity();
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// notify all visible players of the existence of this Entity
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if (alive && otherRef.type == EntityType::PLAYER) {
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ent->enterIntoViewOf(otherRef.sock);
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}
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// notify this *player* of the existence of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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other->enterIntoViewOf(ref.sock);
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}
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// for mobs, increment playersInView
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if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
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((Mob*)ent)->playersInView++;
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if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
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((Mob*)other)->playersInView++;
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}
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}
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}
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void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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// TODO: same as above
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for (Chunk *chunk : chnks) {
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for (const EntityRef& otherRef : chunk->entities) {
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// skip oneself
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if (ref == otherRef)
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continue;
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Entity *other = otherRef.getEntity();
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// notify all visible players of the departure of this Entity
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if (alive && otherRef.type == EntityType::PLAYER) {
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ent->disappearFromViewOf(otherRef.sock);
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}
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// notify this *player* of the departure of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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other->disappearFromViewOf(ref.sock);
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}
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// for mobs, decrement playersInView
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if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
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((Mob*)ent)->playersInView--;
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if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
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((Mob*)other)->playersInView--;
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}
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}
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}
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static void emptyChunk(ChunkPos chunkPos) {
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if (!chunkExists(chunkPos)) {
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std::cout << "[WARN] Tried to empty chunk that doesn't exist\n";
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return; // chunk doesn't exist, we don't need to do anything
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}
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Chunk* chunk = chunks[chunkPos];
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if (chunk->nplayers > 0) {
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std::cout << "[WARN] Tried to empty chunk that still had players\n";
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return; // chunk doesn't exist, we don't need to do anything
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}
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// unspawn all of the mobs/npcs
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std::set refs(chunk->entities);
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for (const EntityRef& ref : refs) {
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if (ref.type == EntityType::PLAYER)
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assert(0);
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// every call of this will check if the chunk is empty and delete it if so
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NPCManager::destroyNPC(ref.id);
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}
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}
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void Chunking::updateEntityChunk(const EntityRef& ref, ChunkPos from, ChunkPos to) {
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Entity* ent = ref.getEntity();
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// move to other chunk's player set
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untrackEntity(from, ref); // this will delete the chunk if it's empty
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// if the new chunk doesn't exist, make it first
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if (!chunkExists(to))
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newChunk(to);
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trackEntity(to, ref);
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// calculate viewable chunks from both points
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std::set<Chunk*> oldViewables = getViewableChunks(from);
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std::set<Chunk*> newViewables = getViewableChunks(to);
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std::set<Chunk*> toExit, toEnter;
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/*
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* Calculate diffs. This is done to prevent phasing on chunk borders.
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* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
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* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
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*/
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std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
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std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
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std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
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std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
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// update views
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removeEntityFromChunks(toExit, ref);
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addEntityToChunks(toEnter, ref);
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ent->chunkPos = to; // update cached chunk position
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// updated cached viewable chunks
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ent->viewableChunks.clear();
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ent->viewableChunks.insert(newViewables.begin(), newViewables.end());
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}
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bool Chunking::chunkExists(ChunkPos chunk) {
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return chunks.find(chunk) != chunks.end();
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}
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ChunkPos Chunking::chunkPosAt(int posX, int posY, uint64_t instanceID) {
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return ChunkPos(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
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}
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std::set<Chunk*> Chunking::getViewableChunks(ChunkPos chunk) {
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std::set<Chunk*> chnks;
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int x, y;
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uint64_t inst;
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std::tie(x, y, inst) = chunk;
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// grabs surrounding chunks if they exist
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for (int i = -1; i < 2; i++) {
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for (int z = -1; z < 2; z++) {
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ChunkPos pos = ChunkPos(x+i, y+z, inst);
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// if chunk exists, add it to the set
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if (chunkExists(pos))
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chnks.insert(chunks[pos]);
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}
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}
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return chnks;
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}
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/*
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* inefficient algorithm to get all chunks from a specific instance
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*/
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std::vector<ChunkPos> Chunking::getChunksInMap(uint64_t mapNum) {
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std::vector<ChunkPos> chnks;
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for (auto it = chunks.begin(); it != chunks.end(); it++) {
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if (std::get<2>(it->first) == mapNum) {
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chnks.push_back(it->first);
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}
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}
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return chnks;
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}
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/*
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* Used only for eggs; use npc->playersInView for everything visible
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*/
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bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
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for (auto it = chnks->begin(); it != chnks->end(); it++) {
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if ((*it)->nplayers > 0)
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return true;
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}
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return false;
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}
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void Chunking::createInstance(uint64_t instanceID) {
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std::vector<ChunkPos> templateChunks = getChunksInMap(MAPNUM(instanceID)); // base instance chunks
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// only instantiate if the instance doesn't exist already
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if (getChunksInMap(instanceID).size() != 0) {
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std::cout << "Instance " << instanceID << " already exists" << std::endl;
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return;
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}
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std::cout << "Creating instance " << instanceID << std::endl;
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for (ChunkPos &coords : templateChunks) {
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for (const EntityRef& ref : chunks[coords]->entities) {
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if (ref.type == EntityType::PLAYER)
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continue;
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int npcID = ref.id;
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BaseNPC* baseNPC = (BaseNPC*)ref.getEntity();
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// make a copy of each NPC in the template chunks and put them in the new instance
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if (baseNPC->type == EntityType::MOB) {
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if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
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continue; // follower; don't copy individually
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Mob* newMob = new Mob(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId--);
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NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
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// if in a group, copy over group members as well
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if (((Mob*)baseNPC)->groupLeader != 0) {
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newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
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Mob* mobData = (Mob*)baseNPC;
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for (int i = 0; i < 4; i++) {
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if (mobData->groupMember[i] != 0) {
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int followerID = NPCManager::nextId--; // id for follower
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BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
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// new follower instance
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Mob* newMobFollower = new Mob(baseFollower->x, baseFollower->y, baseFollower->z, baseFollower->appearanceData.iAngle,
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instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
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// add follower to NPC maps
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NPCManager::NPCs[followerID] = newMobFollower;
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// set follower-specific properties
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newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
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newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
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newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
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// add follower copy to leader copy
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newMob->groupMember[i] = followerID;
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NPCManager::updateNPCPosition(followerID, baseFollower->x, baseFollower->y, baseFollower->z,
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instanceID, baseFollower->appearanceData.iAngle);
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}
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}
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}
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NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
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instanceID, baseNPC->appearanceData.iAngle);
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} else {
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BaseNPC* newNPC = new BaseNPC(baseNPC->x, baseNPC->y, baseNPC->z, baseNPC->appearanceData.iAngle,
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instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId--);
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NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
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NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->x, baseNPC->y, baseNPC->z,
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instanceID, baseNPC->appearanceData.iAngle);
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}
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}
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}
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}
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static void destroyInstance(uint64_t instanceID) {
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std::vector<ChunkPos> instanceChunks = getChunksInMap(instanceID);
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std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
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for (ChunkPos& coords : instanceChunks) {
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emptyChunk(coords);
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}
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}
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void Chunking::destroyInstanceIfEmpty(uint64_t instanceID) {
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if (PLAYERID(instanceID) == 0)
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return; // don't clean up overworld/IZ chunks
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std::vector<ChunkPos> sourceChunkCoords = getChunksInMap(instanceID);
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for (ChunkPos& coords : sourceChunkCoords) {
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Chunk* chunk = chunks[coords];
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if (chunk->nplayers > 0)
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return; // there are still players inside
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}
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destroyInstance(instanceID);
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}
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