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Changeing base access type of actors to gameobject

This commit is contained in:
Mordred 2018-02-18 23:48:51 +01:00
parent 7fddb75c46
commit 4457a45aa3
11 changed files with 199 additions and 190 deletions

View file

@ -2,6 +2,7 @@
#include <common/Util/UtilMath.h>
#include "ActionCollision.h"
#include "Actor/GameObject.h"
#include "Actor/Actor.h"
#include "Actor/Player.h"
@ -51,7 +52,7 @@ bool ActionCollision::isActorApplicable( Actor& actor, TargetFilter targetFilter
}
std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXIVARR_POSITION3 aoePosition,
std::set< ActorPtr > actorsInRange,
std::set< GameObjectPtr > gameObjectsInRange,
boost::shared_ptr< Core::Data::Action > actionInfo,
TargetFilter targetFilter )
{
@ -64,52 +65,52 @@ std::set< Core::Entity::ActorPtr > ActionCollision::getActorsHitFromAction( FFXI
{
// This is actually needed. There is "splash damage" in actions marked as single target.
// Notice how we're using aoe_width. How collision works for SingleTarget is unknown as of now.
for( auto pActor : actorsInRange )
for( auto pActor : gameObjectsInRange )
{
// Make sure actor exists. If it doesn't we done goofed.
assert( pActor );
// Don't bother wasting on collision if actor doesn't apply for it
if ( !isActorApplicable( *pActor, targetFilter ) )
if ( !isActorApplicable( *pActor->getAsActor(), targetFilter ) )
continue;
// Test our collision from actor with the area generated by the action from the AoE data
if ( radiusCollision( pActor->getPos(), aoePosition, actionInfo->effectRange ) )
{
// Add it to the actors collided with the area
actorsCollided.insert( pActor );
//actorsCollided.insert( pActor );
}
}
break;
}
case ActionCollisionType::Circle:
{
for( auto pActor : actorsInRange )
for( auto pActor : gameObjectsInRange )
{
assert( pActor );
if ( !isActorApplicable( *pActor, targetFilter ) )
if ( !isActorApplicable( *pActor->getAsActor(), targetFilter ) )
continue;
if ( radiusCollision( pActor->getPos(), aoePosition, actionInfo->effectRange ) )
actorsCollided.insert( pActor );
//if ( radiusCollision( pActor->getPos(), aoePosition, actionInfo->effectRange ) )
//actorsCollided.insert( pActor );
}
break;
}
case ActionCollisionType::Box:
{
for( auto pActor : actorsInRange )
for( auto pActor : gameObjectsInRange )
{
assert( pActor );
if ( !isActorApplicable( *pActor, targetFilter ) )
if ( !isActorApplicable( *pActor->getAsActor(), targetFilter ) )
continue;
if ( boxCollision( pActor->getPos(), aoePosition, actionInfo->xAxisModifier, actionInfo->effectRange ) )
{
// todo: does this actually work?
actorsCollided.insert( pActor );
//actorsCollided.insert( pActor );
}
}
break;

View file

@ -25,7 +25,7 @@ namespace Entity {
static bool isActorApplicable( Actor& actor, TargetFilter targetFilter );
static std::set< ActorPtr > getActorsHitFromAction( Common::FFXIVARR_POSITION3 aoePosition,
std::set< ActorPtr > actorsInRange,
std::set< GameObjectPtr > gameObjectsInRange,
boost::shared_ptr< Data::Action > actionInfo,
TargetFilter targetFilter );

View file

@ -52,17 +52,6 @@ std::string Core::Entity::Actor::getName() const
return std::string( m_name );
}
/*! \return list of actors currently in range */
std::set< Core::Entity::ActorPtr > Core::Entity::Actor::getInRangeActors( bool includeSelf )
{
auto tempInRange = m_inRangeActors;
if( includeSelf )
tempInRange.insert( getAsActor() );
return tempInRange;
}
/*! \return current stance of the actors */
Core::Entity::Actor::Stance Core::Entity::Actor::getStance() const
{
@ -396,48 +385,6 @@ void Core::Entity::Actor::setCurrentAction( Core::Action::ActionPtr pAction )
m_pCurrentAction = pAction;
}
/*!
check if a given actor is in the actors in range set
\param ActorPtr to be checked for
\return true if the actor was found
*/
bool Core::Entity::Actor::isInRangeSet( ActorPtr pActor ) const
{
return !( m_inRangeActors.find( pActor ) == m_inRangeActors.end() );
}
/*! \return ActorPtr of the closest actor in range, if none, nullptr */
Core::Entity::ActorPtr Core::Entity::Actor::getClosestActor()
{
if( m_inRangeActors.empty() )
// no actors in range, don't bother
return nullptr;
ActorPtr tmpActor = nullptr;
// arbitrary high number
float minDistance = 10000;
for( const auto& pCurAct : m_inRangeActors )
{
float distance = Math::Util::distance( getPos().x,
getPos().y,
getPos().z,
pCurAct->getPos().x,
pCurAct->getPos().y,
pCurAct->getPos().z );
if( distance < minDistance )
{
minDistance = distance;
tmpActor = pCurAct;
}
}
return tmpActor;
}
/*!
Send a packet to all players in range, potentially to self if set and is player
@ -471,80 +418,6 @@ void Core::Entity::Actor::sendToInRangeSet( Network::Packets::GamePacketPtr pPac
}
}
/*!
Add a given actor to the fitting in range set according to type
but also to the global actor map
\param ActorPtr to add
*/
void Core::Entity::Actor::addInRangeActor( ActorPtr pActor )
{
// if this is null, something went wrong
assert( pActor );
// add actor to in range set
m_inRangeActors.insert( pActor );
if( pActor->isPlayer() )
{
auto pPlayer = pActor->getAsPlayer();
// if actor is a player, add it to the in range player set
m_inRangePlayers.insert( pPlayer );
}
}
/*!
Remove a given actor from the matching in range set according to type
but also to the global actor map
\param ActorPtr to remove
*/
void Core::Entity::Actor::removeInRangeActor( Actor& actor )
{
// call virtual event
onRemoveInRangeActor( actor );
// remove actor from in range actor set
m_inRangeActors.erase( actor.getAsActor() );
// if actor is a player, despawn ourself for him
// TODO: move to virtual onRemove?
if( isPlayer() )
actor.despawn( getAsPlayer() );
if( actor.isPlayer() )
m_inRangePlayers.erase( actor.getAsPlayer() );
}
/*! \return true if there is at least one actor in the in range set */
bool Core::Entity::Actor::hasInRangeActor() const
{
return ( m_inRangeActors.size() > 0 );
}
void Core::Entity::Actor::removeFromInRange()
{
if( !hasInRangeActor() )
return;
Entity::ActorPtr pCurAct;
for( auto& pCurAct : m_inRangeActors )
{
pCurAct->removeInRangeActor( *this );
}
}
/*! Clear the whole in range set, this does no cleanup */
void Core::Entity::Actor::clearInRangeSet()
{
m_inRangeActors.clear();
m_inRangePlayers.clear();
}
/*! \return ZonePtr to the current zone, nullptr if not set */
Core::ZonePtr Core::Entity::Actor::getCurrentZone() const
{
@ -682,7 +555,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
else
{
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeActors( true ),
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeGameObjects( true ),
actionInfoPtr, TargetFilter::Enemies );
for( const auto& pHitActor : actorsCollided )
@ -734,7 +607,7 @@ void Core::Entity::Actor::handleScriptSkill( uint32_t type, uint16_t actionId, u
// todo: get proper packets: the following was just kind of thrown together from what we know.
// atm buggy (packets look "delayed" from client)
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeActors( true ),
auto actorsCollided = ActionCollision::getActorsHitFromAction( target.getPos(), getInRangeGameObjects( true ),
actionInfoPtr, TargetFilter::Allies );
for( auto pHitActor : actorsCollided )

View file

@ -139,9 +139,6 @@ protected:
std::vector< std::pair< uint8_t, uint32_t> > m_statusEffectList;
std::map< uint8_t, StatusEffect::StatusEffectPtr > m_statusEffectMap;
std::set< ActorPtr > m_inRangeActors;
std::set< PlayerPtr > m_inRangePlayers;
public:
Actor( ObjKind type );
@ -182,8 +179,6 @@ public:
std::string getName() const;
std::set< ActorPtr > getInRangeActors( bool includeSelf = false );
bool face( const Common::FFXIVARR_POSITION3& p );
Stance getStance() const;
@ -233,8 +228,6 @@ public:
virtual void autoAttack( ActorPtr pTarget );
virtual void onRemoveInRangeActor( Actor& pActor ) {}
virtual void onDeath() {};
virtual void onDamageTaken( Actor& pSource ) {};
virtual void onActionHostile( Actor& source ) {};
@ -255,27 +248,8 @@ public:
///// IN RANGE LOGIC /////
// check if another actor is in the actors in range set
bool isInRangeSet( ActorPtr pActor ) const;
ActorPtr getClosestActor();
void sendToInRangeSet( Network::Packets::GamePacketPtr pPacket, bool bToSelf = false );
// add an actor to in range set
void addInRangeActor( ActorPtr pActor );
// remove an actor from the in range set
void removeInRangeActor( Actor& pActor );
// return true if there is at least one actor in the in range set
bool hasInRangeActor() const;
void removeFromInRange();
// clear the whole in range set, this does no cleanup
virtual void clearInRangeSet();
ZonePtr getCurrentZone() const;
void setCurrentZone( ZonePtr currZone );

View file

@ -501,9 +501,13 @@ void Core::Entity::BattleNpc::update( int64_t currTime )
case MODE_IDLE:
{
ActorPtr pClosestActor = getClosestActor();
// this is bad, it should be getClosesPlayer
GameObjectPtr pClosestActor = getClosestGameObject();
if( pClosestActor && pClosestActor->isAlive() )
if( !pClosestActor->isPlayer() )
break;
if( pClosestActor && pClosestActor->getAsPlayer()->isAlive() )
{
distance = Math::Util::distance( getPos().x, getPos().y, getPos().z,
pClosestActor->getPos().x,

View file

@ -1,5 +1,8 @@
#include "GameObject.h"
#include <common/Util/Util.h>
#include <common/Util/UtilMath.h>
#include "Player.h"
#include "Actor.h"
#include "BattleNpc.h"
@ -63,6 +66,131 @@ bool Core::Entity::GameObject::isEventNpc() const
return m_objKind == ObjKind::EventNpc;
}
/*!
Add a given actor to the fitting in range set according to type
but also to the global actor map
\param ActorPtr to add
*/
void Core::Entity::GameObject::addInRangeGameObject( GameObjectPtr pGameObject )
{
// if this is null, something went wrong
assert( pGameObject );
// add actor to in range set
m_inRangeGameObjects.insert( { pGameObject } );
if( pGameObject->isPlayer() )
{
auto pPlayer = pGameObject->getAsPlayer();
// if actor is a player, add it to the in range player set
m_inRangePlayers.insert( pGameObject->getAsPlayer() );
}
}
/*!
Remove a given actor from the matching in range set according to type
but also to the global actor map
\param ActorPtr to remove
*/
void Core::Entity::GameObject::removeInRangeGameObject( GameObject& gameObject )
{
// call virtual event
onRemoveInRangeGameObject( gameObject );
// remove actor from in range actor set
m_inRangeGameObjects.erase( gameObject.shared_from_this() );
// if actor is a player, despawn ourself for him
// TODO: move to virtual onRemove?
if( isPlayer() )
gameObject.despawn( getAsPlayer() );
if( gameObject.isPlayer() )
m_inRangePlayers.erase( gameObject.getAsPlayer() );
}
/*! \return true if there is at least one actor in the in range set */
bool Core::Entity::GameObject::hasInRangeGameObject() const
{
return ( m_inRangeGameObjects.size() > 0 );
}
void Core::Entity::GameObject::removeFromInRange()
{
if( !hasInRangeGameObject() )
return;
for( auto& pCurAct : m_inRangeGameObjects )
{
pCurAct->removeInRangeGameObject( *this );
}
}
/*! Clear the whole in range set, this does no cleanup */
void Core::Entity::GameObject::clearInRangeSet()
{
m_inRangeGameObjects.clear();
m_inRangePlayers.clear();
}
/*! \return list of actors currently in range */
std::set< Core::Entity::GameObjectPtr > Core::Entity::GameObject::getInRangeGameObjects( bool includeSelf )
{
auto tempInRange = m_inRangeGameObjects;
if( includeSelf )
tempInRange.insert( { shared_from_this() } );
return tempInRange;
}
/*!
check if a given actor is in the actors in range set
\param ActorPtr to be checked for
\return true if the actor was found
*/
bool Core::Entity::GameObject::isInRangeSet( GameObjectPtr pGameObject ) const
{
return !( m_inRangeGameObjects.find( pGameObject ) == m_inRangeGameObjects.end() );
}
/*! \return ActorPtr of the closest actor in range, if none, nullptr */
Core::Entity::GameObjectPtr Core::Entity::GameObject::getClosestGameObject()
{
if( m_inRangeGameObjects.empty() )
// no actors in range, don't bother
return nullptr;
GameObjectPtr tmpActor = nullptr;
// arbitrary high number
float minDistance = 10000;
for( const auto& pCurAct : m_inRangeGameObjects )
{
float distance = Math::Util::distance( getPos().x,
getPos().y,
getPos().z,
pCurAct->getPos().x,
pCurAct->getPos().y,
pCurAct->getPos().z );
if( distance < minDistance )
{
minDistance = distance;
tmpActor = pCurAct;
}
}
return tmpActor;
}
/*! \return pointer to this instance as ActorPtr */
Core::Entity::ActorPtr Core::Entity::GameObject::getAsActor()
{

View file

@ -49,6 +49,9 @@ namespace Entity {
/*! Type of the actor */
ObjKind m_objKind;
std::set< GameObjectPtr > m_inRangeGameObjects;
std::set< PlayerPtr > m_inRangePlayers;
public:
explicit GameObject( ObjKind type );
virtual ~GameObject() {};
@ -56,6 +59,29 @@ namespace Entity {
virtual void spawn( PlayerPtr pTarget ) {}
virtual void despawn( PlayerPtr pTarget ) {}
virtual void onRemoveInRangeGameObject( GameObject &pGameObject ) {}
// add an actor to in range set
void addInRangeGameObject( GameObjectPtr pGameObject );
// remove an actor from the in range set
void removeInRangeGameObject( GameObject& pGameObject );
// return true if there is at least one actor in the in range set
bool hasInRangeGameObject() const;
void removeFromInRange();
// clear the whole in range set, this does no cleanup
virtual void clearInRangeSet();
std::set< GameObjectPtr > getInRangeGameObjects( bool includeSelf = false );
// check if another actor is in the actors in range set
bool isInRangeSet( GameObjectPtr pGameObject ) const;
GameObjectPtr getClosestGameObject();
uint32_t getId() const;
ObjKind getObjKind() const;

View file

@ -831,14 +831,14 @@ void Core::Entity::Player::despawn( Entity::PlayerPtr pTarget )
Core::Entity::ActorPtr Core::Entity::Player::lookupTargetById( uint64_t targetId )
{
ActorPtr targetActor;
auto inRange = getInRangeActors( true );
GameObjectPtr targetActor;
auto inRange = getInRangeGameObjects(true);
for( auto actor : inRange )
{
if( actor->getId() == targetId )
targetActor = actor;
}
return targetActor;
return targetActor->getAsActor();
}
void Core::Entity::Player::setLastPing( uint32_t ping )
@ -1005,9 +1005,12 @@ void Core::Entity::Player::update( int64_t currTime )
auto mainWeap = m_pInventory->getItemAt( Inventory::GearSet0, Inventory::EquipSlot::MainHand );
// @TODO i dislike this, iterating over all in range actors when you already know the id of the actor you need...
for( auto actor : m_inRangeActors )
for( auto actor : m_inRangeGameObjects )
{
if( actor->getId() == m_targetId && actor->isAlive() && mainWeap )
if( actor->getId() != m_targetId || !actor->isBattleNpc() )
continue;
if( actor->getAsBattleNpc()->isAlive() && mainWeap )
{
// default autoattack range
// TODO make this dependant on bnpc size
@ -1027,7 +1030,7 @@ void Core::Entity::Player::update( int64_t currTime )
if( ( currTime - m_lastAttack ) > mainWeap->getDelay() )
{
m_lastAttack = currTime;
autoAttack( actor );
autoAttack( actor->getAsBattleNpc() );
}
}

View file

@ -113,11 +113,11 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
}
else
{
auto inRange = player.getInRangeActors();
auto inRange = player.getInRangeGameObjects();
for( auto actor : inRange )
{
if( actor->getId() == param3 )
targetActor = actor;
targetActor = actor->getAsActor();
}
}
@ -138,7 +138,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Race, param1 );
player.sendNotice( "Race for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer );
auto inRange = targetPlayer->getInRangeActors();
auto inRange = targetPlayer->getInRangeGameObjects();
for( auto actor : inRange )
{
targetPlayer->despawn( actor->getAsPlayer() );
@ -151,7 +151,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Tribe, param1 );
player.sendNotice( "Tribe for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer );
auto inRange = targetPlayer->getInRangeActors();
auto inRange = targetPlayer->getInRangeGameObjects();
for( auto actor : inRange )
{
targetPlayer->despawn( actor->getAsPlayer() );
@ -164,7 +164,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
targetPlayer->setLookAt( CharaLook::Gender, param1 );
player.sendNotice( "Sex for " + targetPlayer->getName() + " was set to " + std::to_string( param1 ) );
targetPlayer->spawn( targetPlayer );
auto inRange = targetActor->getInRangeActors();
auto inRange = targetActor->getInRangeGameObjects();
for( auto actor : inRange )
{
targetPlayer->despawn( actor->getAsPlayer() );
@ -439,7 +439,7 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
case GmCommand::Jump:
{
auto inRange = player.getInRangeActors();
auto inRange = player.getInRangeGameObjects();
player.changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z,
targetActor->getRotation() );

View file

@ -190,7 +190,7 @@ void Core::Network::GameConnection::updatePositionHandler( const Packets::GamePa
player.getCurrentAction()->setInterrupted();
// if no one is in range, don't bother trying to send a position update
if( !player.hasInRangeActor() )
if( !player.hasInRangeGameObject() )
return;
uint8_t unk = inPacket.getValAt< uint8_t >( 0x29 );

View file

@ -737,8 +737,8 @@ void Core::Zone::updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell )
if( count > 12 )
break;
pActor->addInRangeActor( pCurAct );
pCurAct->addInRangeActor( pActor );
pActor->addInRangeGameObject( pCurAct );
pCurAct->addInRangeGameObject( pActor );
// spawn the actor for the player
pCurAct->spawn( pOwnPlayer );
@ -758,24 +758,24 @@ void Core::Zone::updateInRangeSet( Entity::ActorPtr pActor, Cell* pCell )
if( pPlayer->isLoadingComplete() )
{
pActor->spawn( pPlayer );
pCurAct->addInRangeActor( pActor );
pActor->addInRangeActor( pCurAct );
pCurAct->addInRangeGameObject( pActor );
pActor->addInRangeGameObject( pCurAct );
}
}
else
{
pActor->addInRangeActor( pCurAct );
pCurAct->addInRangeActor( pActor );
pActor->addInRangeGameObject( pCurAct );
pCurAct->addInRangeGameObject( pActor );
}
}
else if( !isInRange && isInRangeSet )
{
pCurAct->removeInRangeActor( *pActor );
pCurAct->removeInRangeGameObject( *pActor );
if( pActor->getCurrentZone() != pCurAct->getCurrentZone() )
continue;
pActor->removeInRangeActor( *pCurAct );
pActor->removeInRangeGameObject( *pCurAct );
}
}
}