mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-14 02:10:06 +00:00
379 lines
13 KiB
C++
379 lines
13 KiB
C++
#include "NPCManager.hpp"
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#include "Items.hpp"
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#include "settings.hpp"
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#include "Combat.hpp"
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#include "Missions.hpp"
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#include "Chunking.hpp"
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#include "Nanos.hpp"
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#include "TableData.hpp"
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#include "Groups.hpp"
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#include "Racing.hpp"
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#include "Vendors.hpp"
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#include "Abilities.hpp"
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#include "Rand.hpp"
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#include <cmath>
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#include <algorithm>
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#include <list>
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#include <fstream>
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#include <vector>
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#include <assert.h>
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#include <limits.h>
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#include "JSON.hpp"
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using namespace NPCManager;
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std::unordered_map<int32_t, BaseNPC*> NPCManager::NPCs;
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std::map<int32_t, WarpLocation> NPCManager::Warps;
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std::vector<WarpLocation> NPCManager::RespawnPoints;
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nlohmann::json NPCManager::NPCData;
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static std::queue<int32_t> RemovalQueue;
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/*
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* Initialized at the end of TableData::init().
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* This allows us to summon and kill mobs in arbitrary order without
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* NPC ID collisions.
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*/
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int32_t NPCManager::nextId;
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void NPCManager::destroyNPC(int32_t id) {
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// sanity check
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if (NPCs.find(id) == NPCs.end()) {
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std::cout << "npc not found: " << id << std::endl;
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return;
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}
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BaseNPC* entity = NPCs[id];
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// sanity check
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if (!Chunking::chunkExists(entity->chunkPos)) {
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std::cout << "chunk not found!" << std::endl;
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return;
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}
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// remove NPC from the chunk
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EntityRef ref = {id};
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Chunking::untrackEntity(entity->chunkPos, ref);
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// remove from viewable chunks
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Chunking::removeEntityFromChunks(Chunking::getViewableChunks(entity->chunkPos), ref);
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// finally, remove it from the map and free it
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NPCs.erase(id);
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delete entity;
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}
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void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
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BaseNPC* npc = NPCs[id];
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npc->appearanceData.iAngle = angle;
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ChunkPos oldChunk = npc->chunkPos;
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ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
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npc->x = X;
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npc->y = Y;
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npc->z = Z;
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npc->instanceID = I;
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if (oldChunk == newChunk)
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return; // didn't change chunks
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Chunking::updateEntityChunk({id}, oldChunk, newChunk);
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}
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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for (auto it = npc->viewableChunks.begin(); it != npc->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (const EntityRef& ref : chunk->entities) {
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if (ref.type == EntityType::PLAYER)
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ref.sock->sendPacket(buf, type, size);
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}
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}
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}
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static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
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// get bark IDs from task data
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TaskData* td = Missions::Tasks[req->iMissionTaskID];
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std::vector<int> barks;
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for (int i = 0; i < 4; i++) {
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if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
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barks.push_back(td->task["m_iHBarkerTextID"][i]);
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}
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if (barks.empty())
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return; // no barks
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iMissionStringID = barks[Rand::rand(barks.size())];
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sock->sendPacket(resp, P_FE2CL_REP_BARKER);
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}
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static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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if (plr->accountLevel > 30)
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return;
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sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf;
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NPCManager::destroyNPC(req->iNPC_ID);
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}
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// type must already be checked and updateNPCPosition() must be called on the result
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BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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#define EXTRA_HEIGHT 0
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//assert(nextId < INT32_MAX);
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int id = nextId--;
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int team = NPCData[type]["m_iTeam"];
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BaseNPC *npc = nullptr;
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
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// re-enable respawning, if desired
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((Mob*)npc)->summoned = !respawn;
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} else
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id);
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NPCs[id] = npc;
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return npc;
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}
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static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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auto req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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int limit = NPCData.back()["m_iNpcNumber"];
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// permission & sanity check
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if (plr->accountLevel > 30 || req->iNPCType > limit || req->iNPCCnt > 100)
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return;
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for (int i = 0; i < req->iNPCCnt; i++) {
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BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
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updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
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}
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}
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static void handleWarp(CNSocket* sock, int32_t warpId) {
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Player* plr = PlayerManager::getPlayer(sock);
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// sanity check
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if (Warps.find(warpId) == Warps.end())
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return;
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if (plr->iPCState & 8) {
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// remove the player's vehicle
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plr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sock->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = plr->iID;
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chg.iState = plr->iPCState;
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PlayerManager::sendToViewable(sock, chg, P_FE2CL_PC_STATE_CHANGE);
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}
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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if (Warps[warpId].isInstance) {
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uint64_t instanceID = Warps[warpId].instanceID;
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// if warp requires you to be on a mission, it's gotta be a unique instance
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if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
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instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
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Chunking::createInstance(instanceID);
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// save Lair entrance coords as a pseudo-Resurrect 'Em
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plr->recallX = Warps[warpId].x;
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plr->recallY = Warps[warpId].y;
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plr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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plr->recallInstance = instanceID;
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}
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if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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else {
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Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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for (int i = 0; i < leaderPlr->groupCnt; i++) {
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Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
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CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
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if (otherPlr == nullptr || sockTo == nullptr)
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continue;
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// save Lair entrance coords for everyone else as well
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otherPlr->recallX = Warps[warpId].x;
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otherPlr->recallY = Warps[warpId].y;
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otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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otherPlr->recallInstance = instanceID;
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// remove their vehicle if they're on one
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if (otherPlr->iPCState & 8) {
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// remove the player's vehicle
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otherPlr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sockTo->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = otherPlr->iID;
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chg.iState = otherPlr->iPCState;
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PlayerManager::sendToViewable(sockTo, chg, P_FE2CL_PC_STATE_CHANGE);
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}
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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}
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}
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else
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{
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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
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resp.iX = Warps[warpId].x;
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resp.iY = Warps[warpId].y;
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resp.iZ = Warps[warpId].z;
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resp.iCandy = plr->money;
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resp.eIL = 4; // do not take away any items
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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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plr->instanceID = INSTANCE_OVERWORLD;
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Missions::failInstancedMissions(sock); // fail any instanced missions
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sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
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Chunking::updateEntityChunk({sock}, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
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// remove the player's ongoing race, if any
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if (Racing::EPRaces.find(sock) != Racing::EPRaces.end())
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Racing::EPRaces.erase(sock);
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// post-warp: check if the source instance has no more players in it and delete it if so
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Chunking::destroyInstanceIfEmpty(fromInstance);
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}
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}
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static void npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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auto warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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handleWarp(sock, warpNpc->iWarpID);
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}
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static void npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) {
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// this is just a warp request
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handleWarp(sock, 28);
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}
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/*
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* Helper function to get NPC closest to coordinates in specified chunks
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*/
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BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z) {
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BaseNPC* npc = nullptr;
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int lastDist = INT_MAX;
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for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
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Chunk* chunk = *c;
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for (auto ent = chunk->entities.begin(); ent != chunk->entities.end(); ent++) {
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if (ent->type == EntityType::PLAYER)
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continue;
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BaseNPC* npcTemp = (BaseNPC*)ent->getEntity();
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int distXY = std::hypot(X - npcTemp->x, Y - npcTemp->y);
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int dist = std::hypot(distXY, Z - npcTemp->z);
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if (dist < lastDist) {
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npc = npcTemp;
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lastDist = dist;
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}
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}
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}
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return npc;
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}
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// TODO: Move this to MobAI, possibly
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#pragma region NPCEvents
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// summon right arm and stage 2 body
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static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
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Mob *oldbody = (Mob*)npc; // adaptium, stun
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage two" << std::endl;
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// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData*
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// Blastons, Heal
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
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newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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// right arm, Adaptium, Stun
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
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arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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}
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// summon left arm and stage 3 body
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static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
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Mob *oldbody = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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std::cout << "Lord Fuse stage three" << std::endl;
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// Cosmix, Damage Point
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Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
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newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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// Blastons, Heal
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Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
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arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
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NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
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plr->instanceID, oldbody->appearanceData.iAngle);
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}
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std::vector<NPCEvent> NPCManager::NPCEvents = {
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NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
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NPCEvent(2467, ON_KILLED, lordFuseStageThree),
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};
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#pragma endregion NPCEvents
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void NPCManager::queueNPCRemoval(int32_t id) {
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RemovalQueue.push(id);
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}
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static void step(CNServer *serv, time_t currTime) {
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for (auto& pair : NPCs) {
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if (pair.second->type != EntityType::COMBAT_NPC && pair.second->type != EntityType::MOB)
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continue;
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auto npc = (CombatNPC*)pair.second;
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npc->stepAI(currTime);
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}
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// deallocate all NPCs queued for removal
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while (RemovalQueue.size() > 0) {
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NPCManager::destroyNPC(RemovalQueue.front());
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RemovalQueue.pop();
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}
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}
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void NPCManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
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REGISTER_SHARD_TIMER(step, 200);
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}
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