mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 15:00:06 +00:00
536 lines
21 KiB
C++
536 lines
21 KiB
C++
#include "Chunking.hpp"
|
|
#include "PlayerManager.hpp"
|
|
#include "NPCManager.hpp"
|
|
#include "settings.hpp"
|
|
#include "Combat.hpp"
|
|
#include "Eggs.hpp"
|
|
|
|
using namespace Chunking;
|
|
|
|
std::map<ChunkPos, Chunk*> Chunking::chunks;
|
|
|
|
static void newChunk(ChunkPos pos) {
|
|
if (chunkExists(pos)) {
|
|
std::cout << "[WARN] Tried to create a chunk that already exists\n";
|
|
return;
|
|
}
|
|
|
|
Chunk *chunk = new Chunk();
|
|
|
|
chunk->players = std::set<CNSocket*>();
|
|
chunk->NPCs = std::set<int32_t>();
|
|
|
|
chunks[pos] = chunk;
|
|
|
|
// add the chunk to the cache of all players and NPCs in the surrounding chunks
|
|
std::set<Chunk*> surroundings = getViewableChunks(pos);
|
|
for (Chunk* c : surroundings) {
|
|
for (CNSocket* sock : c->players)
|
|
PlayerManager::getPlayer(sock)->viewableChunks->insert(chunk);
|
|
for (int32_t id : c->NPCs)
|
|
NPCManager::NPCs[id]->viewableChunks->insert(chunk);
|
|
}
|
|
}
|
|
|
|
static void deleteChunk(ChunkPos pos) {
|
|
if (!chunkExists(pos)) {
|
|
std::cout << "[WARN] Tried to delete a chunk that doesn't exist\n";
|
|
return;
|
|
}
|
|
|
|
Chunk* chunk = chunks[pos];
|
|
|
|
// remove the chunk from the cache of all players and NPCs in the surrounding chunks
|
|
std::set<Chunk*> surroundings = getViewableChunks(pos);
|
|
for(Chunk* c : surroundings)
|
|
{
|
|
for (CNSocket* sock : c->players)
|
|
PlayerManager::getPlayer(sock)->viewableChunks->erase(chunk);
|
|
for (int32_t id : c->NPCs)
|
|
NPCManager::NPCs[id]->viewableChunks->erase(chunk);
|
|
}
|
|
|
|
chunks.erase(pos); // remove from map
|
|
delete chunk; // free from memory
|
|
}
|
|
|
|
void Chunking::trackPlayer(ChunkPos chunkPos, CNSocket* sock) {
|
|
if (!chunkExists(chunkPos))
|
|
return; // shouldn't happen
|
|
|
|
chunks[chunkPos]->players.insert(sock);
|
|
}
|
|
|
|
void Chunking::trackNPC(ChunkPos chunkPos, int32_t id) {
|
|
if (!chunkExists(chunkPos))
|
|
return; // shouldn't happen
|
|
|
|
chunks[chunkPos]->NPCs.insert(id);
|
|
}
|
|
|
|
void Chunking::untrackPlayer(ChunkPos chunkPos, CNSocket* sock) {
|
|
if (!chunkExists(chunkPos))
|
|
return; // do nothing if chunk doesn't even exist
|
|
|
|
Chunk* chunk = chunks[chunkPos];
|
|
|
|
chunk->players.erase(sock); // gone
|
|
|
|
// if chunk is empty, free it
|
|
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
|
|
deleteChunk(chunkPos);
|
|
}
|
|
|
|
void Chunking::untrackNPC(ChunkPos chunkPos, int32_t id) {
|
|
if (!chunkExists(chunkPos))
|
|
return; // do nothing if chunk doesn't even exist
|
|
|
|
Chunk* chunk = chunks[chunkPos];
|
|
|
|
chunk->NPCs.erase(id); // gone
|
|
|
|
// if chunk is empty, free it
|
|
if (chunk->NPCs.size() == 0 && chunk->players.size() == 0)
|
|
deleteChunk(chunkPos);
|
|
}
|
|
|
|
void Chunking::addPlayerToChunks(std::set<Chunk*> chnks, CNSocket* sock) {
|
|
INITSTRUCT(sP_FE2CL_PC_NEW, newPlayer);
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
// add npcs
|
|
for (int32_t id : chunk->NPCs) {
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
|
npc->playersInView++;
|
|
|
|
if (npc->appearanceData.iHP <= 0)
|
|
continue;
|
|
|
|
switch (npc->npcClass) {
|
|
case NPC_BUS:
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
|
|
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
|
|
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
|
|
break;
|
|
case NPC_EGG:
|
|
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
|
|
Eggs::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
|
|
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
|
|
break;
|
|
default:
|
|
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
|
|
enterData.NPCAppearanceData = NPCManager::NPCs[id]->appearanceData;
|
|
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
|
|
break;
|
|
}
|
|
}
|
|
|
|
// add players
|
|
for (CNSocket* otherSock : chunk->players) {
|
|
if (sock == otherSock)
|
|
continue; // that's us :P
|
|
|
|
Player* otherPlr = PlayerManager::getPlayer(otherSock);
|
|
Player* plr = PlayerManager::getPlayer(sock);
|
|
|
|
newPlayer.PCAppearanceData.iID = plr->iID;
|
|
newPlayer.PCAppearanceData.iHP = plr->HP;
|
|
newPlayer.PCAppearanceData.iLv = plr->level;
|
|
newPlayer.PCAppearanceData.iX = plr->x;
|
|
newPlayer.PCAppearanceData.iY = plr->y;
|
|
newPlayer.PCAppearanceData.iZ = plr->z;
|
|
newPlayer.PCAppearanceData.iAngle = plr->angle;
|
|
newPlayer.PCAppearanceData.PCStyle = plr->PCStyle;
|
|
newPlayer.PCAppearanceData.Nano = plr->Nanos[plr->activeNano];
|
|
newPlayer.PCAppearanceData.iPCState = plr->iPCState;
|
|
newPlayer.PCAppearanceData.iSpecialState = plr->iSpecialState;
|
|
memcpy(newPlayer.PCAppearanceData.ItemEquip, plr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
|
|
|
|
otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
|
|
|
|
newPlayer.PCAppearanceData.iID = otherPlr->iID;
|
|
newPlayer.PCAppearanceData.iHP = otherPlr->HP;
|
|
newPlayer.PCAppearanceData.iLv = otherPlr->level;
|
|
newPlayer.PCAppearanceData.iX = otherPlr->x;
|
|
newPlayer.PCAppearanceData.iY = otherPlr->y;
|
|
newPlayer.PCAppearanceData.iZ = otherPlr->z;
|
|
newPlayer.PCAppearanceData.iAngle = otherPlr->angle;
|
|
newPlayer.PCAppearanceData.PCStyle = otherPlr->PCStyle;
|
|
newPlayer.PCAppearanceData.Nano = otherPlr->Nanos[otherPlr->activeNano];
|
|
newPlayer.PCAppearanceData.iPCState = otherPlr->iPCState;
|
|
newPlayer.PCAppearanceData.iSpecialState = otherPlr->iSpecialState;
|
|
memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr->Equip, sizeof(sItemBase) * AEQUIP_COUNT);
|
|
|
|
sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
|
|
}
|
|
}
|
|
}
|
|
|
|
void Chunking::addNPCToChunks(std::set<Chunk*> chnks, int32_t id) {
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
|
|
|
switch (npc->npcClass) {
|
|
case NPC_BUS:
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData);
|
|
enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ };
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER));
|
|
npc->playersInView++;
|
|
}
|
|
}
|
|
break;
|
|
case NPC_EGG:
|
|
INITSTRUCT(sP_FE2CL_SHINY_ENTER, enterEggData);
|
|
Eggs::npcDataToEggData(&npc->appearanceData, &enterEggData.ShinyAppearanceData);
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&enterEggData, P_FE2CL_SHINY_ENTER, sizeof(sP_FE2CL_SHINY_ENTER));
|
|
npc->playersInView++;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
// create struct
|
|
INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
|
|
enterData.NPCAppearanceData = npc->appearanceData;
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
|
|
npc->playersInView++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Chunking::removePlayerFromChunks(std::set<Chunk*> chnks, CNSocket* sock) {
|
|
INITSTRUCT(sP_FE2CL_PC_EXIT, exitPlayer);
|
|
|
|
// for chunks that need the player to be removed from
|
|
for (Chunk* chunk : chnks) {
|
|
|
|
// remove NPCs from view
|
|
for (int32_t id : chunk->NPCs) {
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
|
npc->playersInView--;
|
|
|
|
switch (npc->npcClass) {
|
|
case NPC_BUS:
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
|
|
exitBusData.eTT = 3;
|
|
exitBusData.iT_ID = id;
|
|
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
|
|
break;
|
|
case NPC_EGG:
|
|
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
|
|
exitEggData.iShinyID = id;
|
|
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
|
|
break;
|
|
default:
|
|
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
|
|
exitData.iNPC_ID = id;
|
|
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
|
break;
|
|
}
|
|
}
|
|
|
|
// remove players from eachother's views
|
|
for (CNSocket* otherSock : chunk->players) {
|
|
if (sock == otherSock)
|
|
continue; // that's us :P
|
|
exitPlayer.iID = PlayerManager::getPlayer(sock)->iID;
|
|
otherSock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
|
|
exitPlayer.iID = PlayerManager::getPlayer(otherSock)->iID;
|
|
sock->sendPacket((void*)&exitPlayer, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void Chunking::removeNPCFromChunks(std::set<Chunk*> chnks, int32_t id) {
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
|
|
|
switch (npc->npcClass) {
|
|
case NPC_BUS:
|
|
INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData);
|
|
exitBusData.eTT = 3;
|
|
exitBusData.iT_ID = id;
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT));
|
|
npc->playersInView--;
|
|
}
|
|
}
|
|
break;
|
|
case NPC_EGG:
|
|
INITSTRUCT(sP_FE2CL_SHINY_EXIT, exitEggData);
|
|
exitEggData.iShinyID = id;
|
|
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&exitEggData, P_FE2CL_SHINY_EXIT, sizeof(sP_FE2CL_SHINY_EXIT));
|
|
npc->playersInView--;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
// create struct
|
|
INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
|
|
exitData.iNPC_ID = id;
|
|
|
|
// remove it from the clients
|
|
for (Chunk* chunk : chnks) {
|
|
for (CNSocket* sock : chunk->players) {
|
|
// send to socket
|
|
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
|
npc->playersInView--;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void emptyChunk(ChunkPos chunkPos) {
|
|
if (!chunkExists(chunkPos)) {
|
|
std::cout << "[WARN] Tried to empty chunk that doesn't exist\n";
|
|
return; // chunk doesn't exist, we don't need to do anything
|
|
}
|
|
|
|
Chunk* chunk = chunks[chunkPos];
|
|
|
|
if (chunk->players.size() > 0) {
|
|
std::cout << "[WARN] Tried to empty chunk that still had players\n";
|
|
return; // chunk doesn't exist, we don't need to do anything
|
|
}
|
|
|
|
// unspawn all of the mobs/npcs
|
|
std::set npcIDs(chunk->NPCs);
|
|
for (uint32_t id : npcIDs) {
|
|
// every call of this will check if the chunk is empty and delete it if so
|
|
NPCManager::destroyNPC(id);
|
|
}
|
|
}
|
|
|
|
void Chunking::updatePlayerChunk(CNSocket* sock, ChunkPos from, ChunkPos to) {
|
|
Player* plr = PlayerManager::getPlayer(sock);
|
|
|
|
// if the new chunk doesn't exist, make it first
|
|
if (!chunkExists(to))
|
|
newChunk(to);
|
|
|
|
// move to other chunk's player set
|
|
untrackPlayer(from, sock); // this will delete the chunk if it's empty
|
|
trackPlayer(to, sock);
|
|
|
|
// calculate viewable chunks from both points
|
|
std::set<Chunk*> oldViewables = getViewableChunks(from);
|
|
std::set<Chunk*> newViewables = getViewableChunks(to);
|
|
std::set<Chunk*> toExit, toEnter;
|
|
|
|
/*
|
|
* Calculate diffs. This is done to prevent phasing on chunk borders.
|
|
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
|
|
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
|
|
*/
|
|
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
|
|
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
|
|
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
|
|
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
|
|
|
|
// update views
|
|
removePlayerFromChunks(toExit, sock);
|
|
addPlayerToChunks(toEnter, sock);
|
|
|
|
plr->chunkPos = to; // update cached chunk position
|
|
// updated cached viewable chunks
|
|
plr->viewableChunks->clear();
|
|
plr->viewableChunks->insert(newViewables.begin(), newViewables.end());
|
|
}
|
|
|
|
void Chunking::updateNPCChunk(int32_t id, ChunkPos from, ChunkPos to) {
|
|
BaseNPC* npc = NPCManager::NPCs[id];
|
|
|
|
// if the new chunk doesn't exist, make it first
|
|
if (!chunkExists(to))
|
|
newChunk(to);
|
|
|
|
// move to other chunk's player set
|
|
untrackNPC(from, id); // this will delete the chunk if it's empty
|
|
trackNPC(to, id);
|
|
|
|
// calculate viewable chunks from both points
|
|
std::set<Chunk*> oldViewables = getViewableChunks(from);
|
|
std::set<Chunk*> newViewables = getViewableChunks(to);
|
|
std::set<Chunk*> toExit, toEnter;
|
|
|
|
/*
|
|
* Calculate diffs. This is done to prevent phasing on chunk borders.
|
|
* toExit will contain old viewables - new viewables, so the player will only be exited in chunks that are out of sight.
|
|
* toEnter contains the opposite: new viewables - old viewables, chunks where we previously weren't visible from before.
|
|
*/
|
|
std::set_difference(oldViewables.begin(), oldViewables.end(), newViewables.begin(), newViewables.end(),
|
|
std::inserter(toExit, toExit.end())); // chunks we must be EXITed from (old - new)
|
|
std::set_difference(newViewables.begin(), newViewables.end(), oldViewables.begin(), oldViewables.end(),
|
|
std::inserter(toEnter, toEnter.end())); // chunks we must be ENTERed into (new - old)
|
|
|
|
// update views
|
|
removeNPCFromChunks(toExit, id);
|
|
addNPCToChunks(toEnter, id);
|
|
|
|
npc->chunkPos = to; // update cached chunk position
|
|
// updated cached viewable chunks
|
|
npc->viewableChunks->clear();
|
|
npc->viewableChunks->insert(newViewables.begin(), newViewables.end());
|
|
}
|
|
|
|
bool Chunking::chunkExists(ChunkPos chunk) {
|
|
return chunks.find(chunk) != chunks.end();
|
|
}
|
|
|
|
ChunkPos Chunking::chunkPosAt(int posX, int posY, uint64_t instanceID) {
|
|
return std::make_tuple(posX / (settings::VIEWDISTANCE / 3), posY / (settings::VIEWDISTANCE / 3), instanceID);
|
|
}
|
|
|
|
std::set<Chunk*> Chunking::getViewableChunks(ChunkPos chunk) {
|
|
std::set<Chunk*> chnks;
|
|
|
|
int x, y;
|
|
uint64_t inst;
|
|
std::tie(x, y, inst) = chunk;
|
|
|
|
// grabs surrounding chunks if they exist
|
|
for (int i = -1; i < 2; i++) {
|
|
for (int z = -1; z < 2; z++) {
|
|
ChunkPos pos = std::make_tuple(x+i, y+z, inst);
|
|
|
|
// if chunk exists, add it to the set
|
|
if (chunkExists(pos))
|
|
chnks.insert(chunks[pos]);
|
|
}
|
|
}
|
|
|
|
return chnks;
|
|
}
|
|
|
|
/*
|
|
* inefficient algorithm to get all chunks from a specific instance
|
|
*/
|
|
static std::vector<ChunkPos> getChunksInMap(uint64_t mapNum) {
|
|
std::vector<ChunkPos> chnks;
|
|
|
|
for (auto it = chunks.begin(); it != chunks.end(); it++) {
|
|
if (std::get<2>(it->first) == mapNum) {
|
|
chnks.push_back(it->first);
|
|
}
|
|
}
|
|
|
|
return chnks;
|
|
}
|
|
|
|
/*
|
|
* Used only for eggs; use npc->playersInView for everything visible
|
|
*/
|
|
bool Chunking::inPopulatedChunks(std::set<Chunk*>* chnks) {
|
|
|
|
for (auto it = chnks->begin(); it != chnks->end(); it++) {
|
|
if (!(*it)->players.empty())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Chunking::createInstance(uint64_t instanceID) {
|
|
|
|
std::vector<ChunkPos> templateChunks = getChunksInMap(MAPNUM(instanceID)); // base instance chunks
|
|
if (getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
|
|
std::cout << "Creating instance " << instanceID << std::endl;
|
|
for (ChunkPos &coords : templateChunks) {
|
|
for (int npcID : chunks[coords]->NPCs) {
|
|
// make a copy of each NPC in the template chunks and put them in the new instance
|
|
BaseNPC* baseNPC = NPCManager::NPCs[npcID];
|
|
if (baseNPC->npcClass == NPC_MOB) {
|
|
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
|
|
continue; // follower; don't copy individually
|
|
|
|
Mob* newMob = new Mob(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
|
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::NPCData[baseNPC->appearanceData.iNPCType], NPCManager::nextId++);
|
|
NPCManager::NPCs[newMob->appearanceData.iNPC_ID] = newMob;
|
|
MobAI::Mobs[newMob->appearanceData.iNPC_ID] = newMob;
|
|
|
|
// if in a group, copy over group members as well
|
|
if (((Mob*)baseNPC)->groupLeader != 0) {
|
|
newMob->groupLeader = newMob->appearanceData.iNPC_ID; // set leader ID for new leader
|
|
Mob* mobData = (Mob*)baseNPC;
|
|
for (int i = 0; i < 4; i++) {
|
|
if (mobData->groupMember[i] != 0) {
|
|
int followerID = NPCManager::nextId++; // id for follower
|
|
BaseNPC* baseFollower = NPCManager::NPCs[mobData->groupMember[i]]; // follower from template
|
|
// new follower instance
|
|
Mob* newMobFollower = new Mob(baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ, baseFollower->appearanceData.iAngle,
|
|
instanceID, baseFollower->appearanceData.iNPCType, NPCManager::NPCData[baseFollower->appearanceData.iNPCType], followerID);
|
|
// add follower to NPC maps
|
|
NPCManager::NPCs[followerID] = newMobFollower;
|
|
MobAI::Mobs[followerID] = newMobFollower;
|
|
// set follower-specific properties
|
|
newMobFollower->groupLeader = newMob->appearanceData.iNPC_ID;
|
|
newMobFollower->offsetX = ((Mob*)baseFollower)->offsetX;
|
|
newMobFollower->offsetY = ((Mob*)baseFollower)->offsetY;
|
|
// add follower copy to leader copy
|
|
newMob->groupMember[i] = followerID;
|
|
NPCManager::updateNPCPosition(followerID, baseFollower->appearanceData.iX, baseFollower->appearanceData.iY, baseFollower->appearanceData.iZ,
|
|
instanceID, baseFollower->appearanceData.iAngle);
|
|
}
|
|
}
|
|
}
|
|
NPCManager::updateNPCPosition(newMob->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
|
instanceID, baseNPC->appearanceData.iAngle);
|
|
} else {
|
|
BaseNPC* newNPC = new BaseNPC(baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ, baseNPC->appearanceData.iAngle,
|
|
instanceID, baseNPC->appearanceData.iNPCType, NPCManager::nextId++);
|
|
NPCManager::NPCs[newNPC->appearanceData.iNPC_ID] = newNPC;
|
|
NPCManager::updateNPCPosition(newNPC->appearanceData.iNPC_ID, baseNPC->appearanceData.iX, baseNPC->appearanceData.iY, baseNPC->appearanceData.iZ,
|
|
instanceID, baseNPC->appearanceData.iAngle);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
std::cout << "Instance " << instanceID << " already exists" << std::endl;
|
|
}
|
|
}
|
|
|
|
static void destroyInstance(uint64_t instanceID) {
|
|
|
|
std::vector<ChunkPos> instanceChunks = getChunksInMap(instanceID);
|
|
std::cout << "Deleting instance " << instanceID << " (" << instanceChunks.size() << " chunks)" << std::endl;
|
|
for (ChunkPos& coords : instanceChunks) {
|
|
emptyChunk(coords);
|
|
}
|
|
}
|
|
|
|
void Chunking::destroyInstanceIfEmpty(uint64_t instanceID) {
|
|
if (PLAYERID(instanceID) == 0)
|
|
return; // don't clean up overworld/IZ chunks
|
|
|
|
std::vector<ChunkPos> sourceChunkCoords = getChunksInMap(instanceID);
|
|
|
|
for (ChunkPos& coords : sourceChunkCoords) {
|
|
Chunk* chunk = chunks[coords];
|
|
|
|
if (chunk->players.size() > 0)
|
|
return; // there are still players inside
|
|
}
|
|
|
|
destroyInstance(instanceID);
|
|
}
|