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initial navmesh stuff

This commit is contained in:
Tahir Akhlaq 2017-05-27 02:17:25 +01:00
parent 44a76c94af
commit d72a2af641
19 changed files with 831 additions and 33 deletions

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "FFXIVClassic Map Server/navmesh/rcdtcs"]
path = FFXIVClassic Map Server/navmesh/rcdtcs
url = https://github.com/jlalleve/rcdtcs

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@ -36,6 +36,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="DotNetZip">
@ -51,6 +52,7 @@
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Numerics" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />

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@ -351,5 +351,32 @@ namespace FFXIVClassic.Common
{
return (value >> bits) | (value << (16 - bits));
}
public static float Clamp(float val, float min, float max)
{
return Math.Max(Math.Min(max, val), min);
}
public static float Distance(float x, float y, float z, float x2, float y2, float z2)
{
if (x == x2 && y == y2 && z == z2)
return 0.0f;
return (float)Math.Sqrt(DistanceSquared(x, y, z, x2, y2, z2));
}
public static float DistanceSquared(float x, float y, float z, float x2, float y2, float z2)
{
if (x == x2 && y == y2 && z == z2)
return 0.0f;
// todo: my maths is shit
var dx = x - x2;
var dy = y - y2;
var dz = z - z2;
return dx * dx + dy * dy + dz * dz;
}
}
}

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@ -1,11 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.1" />
</startup>
<system.data>
<DbProviderFactories>
<remove invariant="MySql.Data.MySqlClient" />
<add name="MySQL Data Provider" invariant="MySql.Data.MySqlClient" description=".Net Framework Data Provider for MySQL" type="MySql.Data.MySqlClient.MySqlClientFactory, MySql.Data, Version=6.9.8.0, Culture=neutral, PublicKeyToken=c5687fc88969c44d" />
</DbProviderFactories>
</system.data></configuration>
</system.data>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<dependentAssembly>
<assemblyIdentity name="Newtonsoft.Json" publicKeyToken="30ad4fe6b2a6aeed" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-10.0.0.0" newVersion="10.0.0.0" />
</dependentAssembly>
</assemblyBinding>
</runtime>
</configuration>

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@ -10,9 +10,10 @@
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>FFXIVClassic_Map_Server</RootNamespace>
<AssemblyName>FFXIVClassic Map Server</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<TargetFrameworkVersion>v4.5.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<NuGetPackageImportStamp>1d22ec4a</NuGetPackageImportStamp>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
@ -24,6 +25,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
@ -58,16 +60,20 @@
<HintPath>..\packages\MySql.Data.6.9.8\lib\net45\MySql.Data.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<HintPath>..\packages\Newtonsoft.Json.8.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
<Private>True</Private>
<Reference Include="Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<HintPath>..\packages\Newtonsoft.Json.10.0.2\lib\net45\Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="NLog, Version=4.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
<HintPath>..\packages\NLog.4.3.5\lib\net45\NLog.dll</HintPath>
<Private>True</Private>
</Reference>
<Reference Include="SharpNav, Version=1.0.0.1, Culture=neutral, PublicKeyToken=b467138d8cacd85b, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>.\SharpNav.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Numerics" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
@ -131,6 +137,21 @@
<Compile Include="lua\LuaParam.cs" />
<Compile Include="lua\LuaScript.cs" />
<Compile Include="lua\LuaUtils.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourCommon.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourNavMesh.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourNavMeshBuilder.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourNavMeshQuery.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourNode.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Detour\DetourStatus.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\Recast.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastArea.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastContour.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastFilter.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastLayers.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastMesh.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastMeshDetail.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastRasterization.cs" />
<Compile Include="navmesh\rcdtcs\Assets\Rcdtcs\Recast\RecastRegion.cs" />
<Compile Include="PacketProcessor.cs" />
<Compile Include="packets\receive\ChatMessagePacket.cs" />
<Compile Include="packets\receive\events\EventUpdatePacket.cs" />
@ -310,6 +331,7 @@
<Compile Include="Server.cs" />
<Compile Include="utils\ActorPropertyPacketUtil.cs" />
<Compile Include="utils\CharacterUtils.cs" />
<Compile Include="utils\NavmeshUtils.cs" />
<Compile Include="utils\SQLGeneration.cs" />
<Compile Include="actors\area\Area.cs" />
<Compile Include="WorldManager.cs" />
@ -332,6 +354,7 @@
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>xcopy "$(SolutionDir)data\map_config.ini" "$(SolutionDir)$(ProjectName)\$(OutDir)" /d

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@ -16,6 +16,8 @@ namespace FFXIVClassic_Map_Server
class Program
{
public static Logger Log;
public static Server Server;
public static Random Random;
static void Main(string[] args)
{
@ -55,9 +57,10 @@ namespace FFXIVClassic_Map_Server
//Start server if A-OK
if (startServer)
{
Server server = new Server();
Random = new Random();
Server = new Server();
server.StartServer();
Server.StartServer();
while (startServer)
{

View file

@ -17,7 +17,7 @@ namespace FFXIVClassic_Map_Server.Properties {
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or Remove a member, edit your .ResX file then rerun ResGen
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
@ -105,7 +105,7 @@ namespace FFXIVClassic_Map_Server.Properties {
///
///Available commands:
///Standard: mypos, music, warp
///Server Administration: givecurrency, giveitem, givekeyitem, Removecurrency, Removekeyitem, reloaditems, reloadzones
///Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones
///Test: test weather.
/// </summary>
public static string CPhelp {
@ -176,38 +176,38 @@ namespace FFXIVClassic_Map_Server.Properties {
/// <summary>
/// Looks up a localized string similar to Removes the specified currency from the current player&apos;s inventory
///
///*Syntax: Removecurrency &lt;quantity&gt;
/// Removecurrency &lt;type&gt; &lt;quantity&gt;
///*Syntax: removecurrency &lt;quantity&gt;
/// removecurrency &lt;type&gt; &lt;quantity&gt;
///&lt;type&gt; is the specific type of currency desired, defaults to gil if no type specified.
/// </summary>
public static string CPRemovecurrency {
public static string CPremovecurrency {
get {
return ResourceManager.GetString("CPRemovecurrency", resourceCulture);
return ResourceManager.GetString("CPremovecurrency", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Removes the specified items to the current player&apos;s inventory
///
///*Syntax: Removeitem &lt;itemid&gt;
/// Removeitem &lt;itemid&gt; &lt;quantity&gt;
///*Syntax: removeitem &lt;itemid&gt;
/// removeitem &lt;itemid&gt; &lt;quantity&gt;
///&lt;item id&gt; is the item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPRemoveitem {
public static string CPremoveitem {
get {
return ResourceManager.GetString("CPRemoveitem", resourceCulture);
return ResourceManager.GetString("CPremoveitem", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Removes the specified key item to the current player&apos;s inventory
///
///*Syntax: Removekeyitem &lt;itemid&gt;
///*Syntax: removekeyitem &lt;itemid&gt;
///&lt;item id&gt; is the key item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPRemovekeyitem {
public static string CPremovekeyitem {
get {
return ResourceManager.GetString("CPRemovekeyitem", resourceCulture);
return ResourceManager.GetString("CPremovekeyitem", resourceCulture);
}
}

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@ -40,6 +40,13 @@ namespace FFXIVClassic_Map_Server.Actors
public string className;
public List<LuaParam> classParams;
public List<utils.Vector3> positionUpdates = new List<utils.Vector3>();
public DateTime lastAiUpdate;
public DateTime lastMoveUpdate;
public Actor target;
public bool hasMoved = false;
public bool isAtSpawn = true;
public EventList eventConditions;
public Actor(uint actorId)
@ -126,8 +133,31 @@ namespace FFXIVClassic_Map_Server.Actors
public SubPacket CreatePositionUpdatePacket(uint playerActorId)
{
int updateMs = 300;
var diffTime = (DateTime.Now - lastMoveUpdate);
if (this.target != null)
{
updateMs = 150;
}
if (diffTime.Milliseconds >= updateMs && hasMoved)
{
hasMoved = (this.positionUpdates != null && this.positionUpdates.Count > 0);
if (hasMoved)
{
var pos = positionUpdates[0];
positionUpdates.Remove(pos);
positionX = pos.X;
positionY = pos.Y;
positionZ = pos.Z;
//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
}
lastMoveUpdate = DateTime.Now;
return MoveActorToPositionPacket.BuildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
}
return null;
}
public SubPacket CreateStatePacket(uint playerActorID)
{
@ -324,6 +354,77 @@ namespace FFXIVClassic_Map_Server.Actors
public void Update(double deltaTime)
{
// todo: this is retarded
if (this is Zone || this is Area || this is Player)
return;
var diffTime = (DateTime.Now - lastAiUpdate);
// todo: this too
if (diffTime.Milliseconds >= deltaTime)
{
bool foundActor = false;
foreach (var actor in ((Area)zone).GetActorsAroundActor(this, 50))
{
if (actor is Player && actor != this)
{
var player = actor as Player;
var distance = Utils.Distance(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
int maxDistance = player == target ? 25 : 15;
if (distance <= maxDistance)
{
foundActor = true;
if (!hasMoved)
{
if (distance >= 3)
{
FollowTarget(player, 2.0f);
}
// too close, spread out
else if (distance <= 0.64f)
{
var minRadius = 0.65f;
var maxRadius = 0.85f;
var angle = Program.Random.NextDouble() * Math.PI * 2;
var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
float x = (float)(radius * Math.Cos(angle));
float z = (float)(radius * Math.Sin(angle));
positionUpdates.Add(new utils.Vector3(positionX + x, positionY, positionZ + z));
hasMoved = true;
}
else if (target != null)
{
// todo: actually make IsFacing work
if(!IsFacing(target.positionX, target.positionY))
LookAt(target);
}
}
}
break;
}
}
// 5 seconds before back to spawn
if ((DateTime.Now - lastMoveUpdate).Seconds >= 5 && !foundActor)
{
// 10 yalms spawn radius just because
this.isAtSpawn = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 18.0f;
if (this.isAtSpawn != true && this.target == null && oldPositionX != 0.0f && oldPositionY != 0.0f && oldPositionZ != 0.0f)
PathTo(oldPositionX, oldPositionY, oldPositionZ, 3.0f);
lastMoveUpdate = DateTime.Now;
this.target = null;
}
lastAiUpdate = DateTime.Now;
}
}
public void GenerateActorName(int actorNumber)
@ -492,6 +593,110 @@ namespace FFXIVClassic_Map_Server.Actors
{
return zoneId;
}
public bool IsFacing(float x, float y, byte checkAngle = 45)
{
var rot1 = this.rotation;
var dX = this.positionX - x;
var dY = this.positionY - y;
var rot2 = Math.Atan2(dY, dX);
var dRot = Math.PI - rot2 + Math.PI / 2;
Program.Log.Error("IsFacing Rotation {0} Rotation2 {1}", rot1, rot2);
return rot1 == rot2;
}
public void LookAt(Actor actor)
{
if (actor != null)
{
LookAt(actor.positionX, actor.positionY);
}
else
{
Program.Log.Error("Actor.LookAt() unable to find actor!");
}
}
public void LookAt(float x, float y)
{
var rot1 = this.rotation;
var dX = this.positionX - x;
var dY = this.positionY - y;
var rot2 = Math.Atan2(dY, dX);
var dRot = Math.PI - rot2 + Math.PI / 2;
Program.Log.Error("LookAt Rotation {0} Rotation2 {1}", rot1, rot2);
this.hasMoved = rot2 != rot1;
this.rotation = (float)dRot;
}
public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40)
{
var pos = new utils.Vector3(positionX, positionY, positionZ);
var dest = new utils.Vector3(x, y, z);
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
var path = utils.NavmeshUtils.GetPath(((Zone)GetZone()), pos, dest, stepSize, maxPath);
if (path != null)
{
if (oldPositionX == 0.0f && oldPositionY == 0.0f && oldPositionZ == 0.0f)
{
oldPositionX = positionX;
oldPositionY = positionY;
oldPositionZ = positionZ;
}
// todo: something went wrong
if (path.Count == 0)
{
positionX = oldPositionX;
positionY = oldPositionY;
positionZ = oldPositionZ;
}
positionUpdates = path;
this.hasMoved = true;
this.isAtSpawn = false;
sw.Stop();
((Zone)zone).pathCalls++;
((Zone)zone).pathCallTime += sw.ElapsedMilliseconds;
Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
}
}
public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25)
{
if (target != null)
{
var player = target as Player;
if (this.target != target)
this.target = target;
this.moveState = player.moveState;
this.moveSpeeds = player.moveSpeeds;
PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath);
}
}
public void OnPath()
{
// todo: lua function onPath in mob script
}
}
}

View file

@ -10,6 +10,8 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using FFXIVClassic_Map_Server.actors.director;
namespace FFXIVClassic_Map_Server.actors.area
@ -20,11 +22,32 @@ namespace FFXIVClassic_Map_Server.actors.area
Dictionary<string, List<PrivateAreaContent>> contentAreas = new Dictionary<string, List<PrivateAreaContent>>();
Object contentAreasLock = new Object();
public Detour.dtNavMesh navMesh;
public SharpNav.TiledNavMesh tiledNavMesh;
public SharpNav.NavMeshQuery navMeshQuery;
public Int64 pathCalls;
public Int64 pathCallTime;
public Zone(uint id, string zoneName, ushort regionId, string classPath, ushort bgmDay, ushort bgmNight, ushort bgmBattle, bool isIsolated, bool isInn, bool canRideChocobo, bool canStealth, bool isInstanceRaid)
: base(id, zoneName, regionId, classPath, bgmDay, bgmNight, bgmBattle, isIsolated, isInn, canRideChocobo, canStealth, isInstanceRaid)
{
// central thanalan navmesh
if (id == 170)
{
try
{
//navMesh = utils.NavmeshUtils.LoadNavmesh("wil_w0_fld01.bin");
tiledNavMesh = utils.NavmeshUtils.LoadNavmesh(tiledNavMesh, "wil_w0_fld01.snb");
navMeshQuery = new SharpNav.NavMeshQuery(tiledNavMesh, 100);
GC.Collect(2);
}
catch(Exception e)
{
Program.Log.Error(e.Message);
}
}
}
public void AddPrivateArea(PrivateArea pa)
{

View file

@ -151,8 +151,8 @@ namespace FFXIVClassic_Map_Server.Actors
isStatic = true;
else
{
// charaWork.property[2] = 1;
// npcWork.hateType = 1;
charaWork.property[2] = 1;
npcWork.hateType = 1;
}
if (lParams == null)

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@ -0,0 +1,169 @@
require("global");
properties = {
permissions = 0,
parameters = "ssss",
description =
[[
yolo
]],
}
local quests =
{
[111807] = { level = 25, weight = 4, rewardexp = 1080 },
[110868] = { level = 50, weight = 4, rewardexp = 4400 },
[111603] = { level = 22, weight = 5, rewardexp = 1100 },
[111602] = { level = 22, weight = 5, rewardexp = 1100 },
[111420] = { level = 45, weight = 5, rewardexp = 4450 },
[110811] = { level = 18, weight = 6, rewardexp = 780 },
[110814] = { level = 18, weight = 6, rewardexp = 780 },
[110707] = { level = 25, weight = 6, rewardexp = 1620 },
[110682] = { level = 34, weight = 6, rewardexp = 3180 },
[111202] = { level = 35, weight = 6, rewardexp = 3360 },
[111222] = { level = 35, weight = 6, rewardexp = 3360 },
[111302] = { level = 35, weight = 6, rewardexp = 3360 },
[111223] = { level = 40, weight = 6, rewardexp = 4260 },
[110819] = { level = 45, weight = 6, rewardexp = 5340 },
[111224] = { level = 45, weight = 6, rewardexp = 5340 },
[111225] = { level = 45, weight = 6, rewardexp = 5340 },
[110867] = { level = 45, weight = 6, rewardexp = 5340 },
[110869] = { level = 45, weight = 6, rewardexp = 5340 },
[110708] = { level = 45, weight = 6, rewardexp = 5340 },
[110627] = { level = 45, weight = 6, rewardexp = 5340 },
[111434] = { level = 50, weight = 6, rewardexp = 6600 },
[110850] = { level = 1, weight = 7, rewardexp = 40 },
[110851] = { level = 1, weight = 7, rewardexp = 40 },
[110841] = { level = 20, weight = 7, rewardexp = 1120 },
[110642] = { level = 20, weight = 7, rewardexp = 1120 },
[110840] = { level = 20, weight = 7, rewardexp = 1120 },
[110727] = { level = 21, weight = 7, rewardexp = 1401 },
[111221] = { level = 30, weight = 7, rewardexp = 2661 },
[111241] = { level = 30, weight = 7, rewardexp = 2661 },
[110687] = { level = 28, weight = 9, rewardexp = 2970 },
[110016] = { level = 34, weight = 50, rewardexp = 26500 },
[110017] = { level = 38, weight = 50, rewardexp = 32500 },
[110019] = { level = 46, weight = 50, rewardexp = 46000 }
};
local expTable = {
570, -- 1
700,
880,
1100,
1500,
1800,
2300,
3200,
4300,
5000, -- 10
5900,
6800,
7700,
8700,
9700,
11000,
12000,
13000,
15000,
16000, -- 20
20000,
22000,
23000,
25000,
27000,
29000,
31000,
33000,
35000,
38000, -- 30
45000,
47000,
50000,
53000,
56000,
59000,
62000,
65000,
68000,
71000, -- 40
74000,
78000,
81000,
85000,
89000,
92000,
96000,
100000,
100000,
110000 -- 50
};
local commandCost = {
["raise"] = 150,
["cure"] = 40,
["cura"] = 100,
["curaga"] = 150,
};
-- stone: (1, 9) (5, 12) (10, )
-- cure: (1, 5) (5, 6) (10, )
-- aero: (1, 9) (5, 12) (10, )
-- protect: (1, 9) (5, 12) (10, )
--[[
function onTrigger(player, argc, id, level, weight)
id = tonumber(id) or 111807;
level = tonumber(level) or quests[id].level;
weight = tonumber(weight) or quests[id].weight;
local messageId = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "yolo";
if id == 1 then
return
end
local message = calcSkillPoint(player, level, weight);
if player then
player.SendMessage(messageId, sender, string.format("calculated %s | expected %s", message, quests[id].rewardexp));
end;
printf("calculated %s | expected %s", message, quests[id].rewardexp);
end;
]]
function onTrigger(player, argc, skillName, level)
local messageId = MESSAGE_TYPE_SYSTEM_ERROR;
local sender = "yolo";
if player then
local pos = player:GetPos();
local x = tonumber(pos[0]);
local y = tonumber(pos[1]);
local z = tonumber(pos[2]);
local rot = tonumber(pos[3]);
local zone = pos[4];
printf("%f %f %f", x, y, z);
--local x, y, z = player.GetPos();
for i = 1, 1 do
local actor = player.GetZone().SpawnActor(1000070, 'ass', x-(13 + 2*i), y, z);
actor.FollowTarget(player, 3.2);
end;
return;
end
level = tonumber(level) or 1;
if player then
player.SendMessage(messageId, sender, string.format("name %s | cost %d | level %u", skillName, calculateCommandCost(player, skillName, level), level));
end;
end;
function calculateCommandCost(player, skillName, level)
if skillName and level and commandCost[skillName] then
return math.ceil((8000 + (level - 70) * 500) * (commandCost[skillName] * 0.001));
end;
return 1;
end
function calcSkillPoint(player, lvl, weight)
weight = weight / 100
return math.ceil(expTable[lvl] * weight)
end

View file

@ -120,6 +120,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
}
bool checkedThisTick = false;
//Add new actors or move
for (int i = 0; i < list.Count; i++)
{
@ -131,10 +132,25 @@ namespace FFXIVClassic_Map_Server.dataobjects
if (actorInstanceList.Contains(actor))
{
//Don't send for static characters (npcs)
if (actor is Character && ((Character)actor).isStatic)
// todo: this is retarded, need actual mob class
if (actor is Character && !actor.hasMoved && ((Character)actor).isStatic)
continue;
GetActor().QueuePacket(actor.CreatePositionUpdatePacket(playerActor.actorId));
// todo: again, this is retarded but debug stuff
var zone = (actors.area.Zone)actor.zone;
if(zone != null && !checkedThisTick)
{
if (zone.pathCalls > 0)
{
checkedThisTick = true;
Program.Log.Error("Number of pathfinding calls {0} average time {1}", zone.pathCalls, zone.pathCallTime / zone.pathCalls);
}
}
var packet = actor.CreatePositionUpdatePacket(playerActor.actorId);
if (packet != null)
GetActor().QueuePacket(packet);
}
else
{

View file

@ -533,11 +533,11 @@ namespace FFXIVClassic_Map_Server.lua
LuaParam.Insert(1, i - (playerNull ? 2 : 0));
// run the script
//script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
DynValue value = coroutine.Resume(LuaParam.ToArray());
GetInstance().ResolveResume(player, coroutine, value);
//Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
//DynValue value = coroutine.Resume(LuaParam.ToArray());
//GetInstance().ResolveResume(player, coroutine, value);
return;
}
}

@ -0,0 +1 @@
Subproject commit 8eea27727df5132c5f0e6732d1bd36238ce300ea

View file

@ -5,7 +5,7 @@
<package id="Microsoft.Net.Compilers" version="2.0.0-beta3" targetFramework="net45" developmentDependency="true" />
<package id="MoonSharp" version="1.2.1.0" targetFramework="net45" />
<package id="MySql.Data" version="6.9.8" targetFramework="net45" />
<package id="Newtonsoft.Json" version="8.0.3" targetFramework="net45" />
<package id="Newtonsoft.Json" version="10.0.2" targetFramework="net451" />
<package id="NLog" version="4.3.5" targetFramework="net45" />
<package id="NLog.Config" version="4.3.5" targetFramework="net45" />
<package id="NLog.Schema" version="4.3.4" targetFramework="net45" />

View file

@ -0,0 +1,313 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using SharpNav;
using SharpNav.Pathfinding;
using SharpNav.Crowds;
using SharpNav.IO;
namespace FFXIVClassic_Map_Server.utils
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public Vector3(SharpNav.Geometry.Vector3 vec)
{
X = vec.X;
Y = vec.Y;
Z = vec.Z;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
}
class NavmeshUtils
{
// navmesh
public static bool CanSee(float x1, float y1, float z1, float x2, float y2, float z2)
{
return false;
}
public static Detour.dtNavMesh LoadNavmesh(string path)
{
var bytes = File.ReadAllBytes(path);
var start = 0;
var navmesh = Detour.NavMeshSetBuild.FromBytes(bytes, ref start);
return navmesh;
}
public static SharpNav.TiledNavMesh LoadNavmesh(TiledNavMesh navmesh, string filePath)
{
var serialiser = new SharpNav.IO.Json.NavMeshJsonSerializer();
return serialiser.Deserialize(filePath);
//return navmesh = new SharpNav.IO.Json.NavMeshJsonSerializer().Deserialize(filePath);
}
public static List<Vector3> GetPath(Detour.dtNavMesh navmesh, Vector3 start, Vector3 end)
{
var path = new Vector3[] { };
return path.ToList();
}
#region sharpnav stuff
// Copyright (c) 2013-2016 Robert Rouhani <robert.rouhani@gmail.com> and other contributors (see CONTRIBUTORS file).
// Licensed under the MIT License - https://raw.github.com/Robmaister/SharpNav/master/LICENSE
public static List<Vector3> GetPath(FFXIVClassic_Map_Server.actors.area.Zone zone, Vector3 startVec, Vector3 endVec, float stepSize = 0.70f, int pathSize = 2048)
{
var navMesh = zone.tiledNavMesh;
var navMeshQuery = zone.navMeshQuery;
if (navMesh == null || (startVec.X == endVec.X && startVec.Y == endVec.Y && startVec.Z == endVec.Z))
{
return null;
}
float distanceSquared = FFXIVClassic.Common.Utils.DistanceSquared(startVec.X, startVec.Y, startVec.Z, endVec.X, endVec.Y, endVec.Z);
// no point pathing if in range
if (distanceSquared < 4 && Math.Abs(startVec.Y - endVec.Y) < 1.1f)
{
return null;
}
var smoothPath = new List<Vector3>(pathSize) { };
NavQueryFilter filter = new NavQueryFilter();
NavPoint startPt, endPt;
RaycastHit hit;
PathCorridor corridor = new PathCorridor();
try
{
SharpNav.Geometry.Vector3 c = new SharpNav.Geometry.Vector3(startVec.X, startVec.Y, startVec.Z);
SharpNav.Geometry.Vector3 ep = new SharpNav.Geometry.Vector3(endVec.X, endVec.Y, endVec.Z);
SharpNav.Geometry.Vector3 e = new SharpNav.Geometry.Vector3(5, 5, 5);
navMeshQuery.FindNearestPoly(ref c, ref e, out startPt);
navMeshQuery.FindNearestPoly(ref ep, ref e, out endPt);
//calculate the overall path, which contains an array of polygon references
int MAX_POLYS = 256;
var path = new SharpNav.Pathfinding.Path();
navMeshQuery.FindPath(ref startPt, ref endPt, filter, path);
//find a smooth path over the mesh surface
int npolys = path.Count;
SharpNav.Geometry.Vector3 iterPos = new SharpNav.Geometry.Vector3();
SharpNav.Geometry.Vector3 targetPos = new SharpNav.Geometry.Vector3();
navMeshQuery.ClosestPointOnPoly(startPt.Polygon, startPt.Position, ref iterPos);
navMeshQuery.ClosestPointOnPoly(path[npolys - 1], endPt.Position, ref targetPos);
smoothPath.Add(new Vector3(iterPos));
//float STEP_SIZE = 0.70f;
float SLOP = 0.15f;
while (npolys > 0 && smoothPath.Count < smoothPath.Capacity)
{
//find location to steer towards
SharpNav.Geometry.Vector3 steerPos = new SharpNav.Geometry.Vector3();
StraightPathFlags steerPosFlag = 0;
NavPolyId steerPosRef = NavPolyId.Null;
if (!GetSteerTarget(navMeshQuery, iterPos, targetPos, SLOP, path, ref steerPos, ref steerPosFlag, ref steerPosRef))
break;
bool endOfPath = (steerPosFlag & StraightPathFlags.End) != 0 ? true : false;
bool offMeshConnection = (steerPosFlag & StraightPathFlags.OffMeshConnection) != 0 ? true : false;
//find movement delta
SharpNav.Geometry.Vector3 delta = steerPos - iterPos;
float len = (float)Math.Sqrt(SharpNav.Geometry.Vector3.Dot(delta, delta));
//if steer target is at end of path or off-mesh link
//don't move past location
if ((endOfPath || offMeshConnection) && len < stepSize)
len = 1;
else
len = stepSize / len;
SharpNav.Geometry.Vector3 moveTgt = new SharpNav.Geometry.Vector3();
VMad(ref moveTgt, iterPos, delta, len);
//move
SharpNav.Geometry.Vector3 result = new SharpNav.Geometry.Vector3();
List<NavPolyId> visited = new List<NavPolyId>(pathSize);
NavPoint startPoint = new NavPoint(path[0], iterPos);
navMeshQuery.MoveAlongSurface(ref startPoint, ref moveTgt, out result, visited);
path.FixupCorridor(visited);
npolys = path.Count;
float h = 0;
navMeshQuery.GetPolyHeight(path[0], result, ref h);
result.Y = h;
iterPos = result;
//handle end of path when close enough
if (endOfPath && InRange(iterPos, steerPos, SLOP, 1000.0f))
{
//reached end of path
iterPos = targetPos;
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos));
}
break;
}
//store results
if (smoothPath.Count < smoothPath.Capacity)
{
smoothPath.Add(new Vector3(iterPos));
}
}
}
catch(Exception e)
{
Program.Log.Error(e.Message);
Program.Log.Error("Start pos {0} {1} {2} end pos {3} {4} {5}", startVec.X, startVec.Y, startVec.Z, endVec.X, endVec.Y, endVec.Z);
// todo: probably log this
return new List<Vector3>() { };
}
return smoothPath;
}
/// <summary>
/// Scaled vector addition
/// </summary>
/// <param name="dest">Result</param>
/// <param name="v1">Vector 1</param>
/// <param name="v2">Vector 2</param>
/// <param name="s">Scalar</param>
private static void VMad(ref SharpNav.Geometry.Vector3 dest, SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float s)
{
dest.X = v1.X + v2.X * s;
dest.Y = v1.Y + v2.Y * s;
dest.Z = v1.Z + v2.Z * s;
}
private static bool GetSteerTarget(NavMeshQuery navMeshQuery, SharpNav.Geometry.Vector3 startPos, SharpNav.Geometry.Vector3 endPos, float minTargetDist, SharpNav.Pathfinding.Path path,
ref SharpNav.Geometry.Vector3 steerPos, ref StraightPathFlags steerPosFlag, ref NavPolyId steerPosRef)
{
StraightPath steerPath = new StraightPath();
navMeshQuery.FindStraightPath(startPos, endPos, path, steerPath, 0);
int nsteerPath = steerPath.Count;
if (nsteerPath == 0)
return false;
//find vertex far enough to steer to
int ns = 0;
while (ns < nsteerPath)
{
if ((steerPath[ns].Flags & StraightPathFlags.OffMeshConnection) != 0 ||
!InRange(steerPath[ns].Point.Position, startPos, minTargetDist, 1000.0f))
break;
ns++;
}
//failed to find good point to steer to
if (ns >= nsteerPath)
return false;
steerPos = steerPath[ns].Point.Position;
steerPos.Y = startPos.Y;
steerPosFlag = steerPath[ns].Flags;
if (steerPosFlag == StraightPathFlags.None && ns == (nsteerPath - 1))
steerPosFlag = StraightPathFlags.End; // otherwise seeks path infinitely!!!
steerPosRef = steerPath[ns].Point.Polygon;
return true;
}
private static bool InRange(SharpNav.Geometry.Vector3 v1, SharpNav.Geometry.Vector3 v2, float r, float h)
{
float dx = v2.X - v1.X;
float dy = v2.Y - v1.Y;
float dz = v2.Z - v1.Z;
return (dx * dx + dz * dz) < (r * r) && Math.Abs(dy) < h;
}
#endregion
public static Vector3 GamePosToNavmeshPos(float x, float y, float z)
{
return new Vector3(x, -z, y);
}
public static Vector3 NavmeshPosToGamePos(float x, float y, float z)
{
return new Vector3(x, z, -y);
}
}
}

View file

@ -8,6 +8,7 @@ Date: 6/19/2017 10:23:48 PM
*/
SET FOREIGN_KEY_CHECKS=0;
SET autocommit=0;
-- ----------------------------
-- Table structure for gamedata_actor_class
-- ----------------------------
@ -8007,3 +8008,5 @@ INSERT INTO `gamedata_actor_class` VALUES ('9220405', '', '2', '0', null);
INSERT INTO `gamedata_actor_class` VALUES ('9220406', '', '2', '0', null);
INSERT INTO `gamedata_actor_class` VALUES ('9220407', '', '2', '0', null);
INSERT INTO `gamedata_actor_class` VALUES ('9220408', '', '2', '0', null);
COMMIT;

View file

@ -6,6 +6,7 @@ Target Host: localhost
Target Database: ffxiv_server
Date: 6/19/2017 10:24:01 PM
*/
DROP TABLE IF EXISTS `server_spawn_locations`;
SET FOREIGN_KEY_CHECKS=0;
-- ----------------------------