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Merge branch 'develop' into pathfinding

This commit is contained in:
goaaats 2019-01-23 23:09:02 +01:00 committed by GitHub
commit 6894996fba
7 changed files with 485 additions and 122 deletions

View file

@ -75,7 +75,19 @@ private:
{
try
{
return std::make_shared< T >( &buf[0] );
auto pFile = std::make_shared< T >( &buf[0] );
m_totalFiles++;
if( m_totalFiles % 1000 == 0 )
{
m_lgbCache.clear();
m_sgbCache.clear();
m_pcbCache.clear();
std::cout << "Purged PCB/SGB/PCB cache \n";
m_totalFiles = 1;
}
return pFile;
}
catch( std::exception& e )
{
@ -102,11 +114,13 @@ private:
return empty;
}
}
std::mutex m_mutex;
xiv::dat::GameData* m_pData;
std::map< std::string, std::shared_ptr< LGB_FILE > > m_lgbCache;
std::map< std::string, std::shared_ptr< SGB_FILE > > m_sgbCache;
std::map< std::string, std::shared_ptr< PCB_FILE > > m_pcbCache;
int m_totalFiles{0};
};
#endif

View file

@ -9,12 +9,17 @@
#include <chrono>
#include "exporter.h"
/*
#include <recastnavigation/Recast/Include/Recast.h>
#include <recastnavigation/Recast/Include/RecastAlloc.h>
#include <recastnavigation/Detour/Include/DetourNavMesh.h>
#include <recastnavigation/Detour/Include/DetourNavMeshBuilder.h>
#include <recastnavigation/DetourTileCache/Include/DetourTileCache.h>
#include <recastnavigation/DetourTileCache/Include/DetourTileCacheBuilder.h>
#include <recastnavigation/RecastDemo/Include/ChunkyTriMesh.h>
#include <recastnavigation/RecastDemo/Include/InputGeom.h>
#include <recastnavigation/RecastDemo/Include/Sample.h>
*/
class NavmeshExporter
{
public:
@ -23,7 +28,7 @@ public:
auto start = std::chrono::high_resolution_clock::now();
auto fileName = zone.name + ".obj";
auto end = std::chrono::high_resolution_clock::now();
printf( "[Navmesh] Finished exporting %s in %u ms\n",
fileName.c_str(),
@ -43,9 +48,335 @@ public:
std::chrono::duration_cast< std::chrono::milliseconds >( end - start ).count() );
}
private:
static void exportGroup( const ExportedGroup& group, std::ofstream& of, int& indicesOffset, int& modelCount )
/*/
static unsigned char* buildTileMesh( const ExportedGroup& group, int tx, int ty )
{
unsigned char* navData;
rcConfig cfg;
cfg.ch = 0.2f;
cfg.cs = 0.2f;
cfg.walkableHeight = 2.f;
cfg.walkableRadius = 0.5;
cfg.walkableClimb = 0.6;
cfg.walkableSlopeAngle = 58.f;
cfg.minRegionArea = 8.0f;
cfg.mergeRegionArea = 20.f;
cfg.maxEdgeLen = 12.f;
cfg.maxSimplificationError = 1.4f;
cfg.maxVertsPerPoly = 6.f;
cfg.detailSampleDist = 6.f;
cfg.detailSampleMaxError = 1.f;
cfg.tileSize = 160.f;
cfg.walkableHeight = (int)ceilf( cfg.walkableHeight / cfg.ch );
cfg.walkableClimb = (int)floorf( cfg.walkableClimb / cfg.ch );
cfg.walkableRadius = (int)ceilf( cfg.walkableRadius / cfg.cs );
cfg.maxEdgeLen = (int)( cfg.maxEdgeLen / cfg.cs );
cfg.minRegionArea = (int)rcSqr( cfg.minRegionArea ); // Note: area = size*size
cfg.mergeRegionArea = (int)rcSqr( cfg.mergeRegionArea ); // Note: area = size*size
cfg.borderSize = cfg.walkableRadius + 3; // Reserve enough padding.
cfg.width = cfg.tileSize + cfg.borderSize*2;
cfg.height = cfg.tileSize + cfg.borderSize*2;
cfg.detailSampleDist = cfg.detailSampleDist < 0.9f ? 0 : cfg.cs * cfg.detailSampleDist;
cfg.detailSampleMaxError = cfg.ch * cfg.detailSampleMaxError;
rcContext ctx;
auto hf = rcAllocHeightfield();
auto chf = rcAllocCompactHeightfield();
auto cs = rcAllocContourSet();
auto pmesh = rcAllocPolyMesh();
auto pdetailmesh = rcAllocPolyMeshDetail();
std::vector< float > verts;
std::vector< int > indices;
int i = 0;
int numIndices = 0;
for( const auto& model : group.models )
{
for( const auto& mesh : model.second.meshes )
{
auto size = mesh.verts.size();
rcCalcBounds( mesh.verts.data(), size / 3, &cfg.bmin[0], &cfg.bmax[0] );
verts.reserve( verts.size() + size );
memcpy( &verts[i], mesh.verts.data(), size );
i += size;
size = mesh.indices.size();
indices.reserve( indices.size() + size );
for( auto j = 0; j < mesh.indices.size(); j += 3 )
{
indices[j] = mesh.indices[j] + numIndices;
indices[j + 1] = mesh.indices[j + 1] + numIndices;
indices[j + 2] = mesh.indices[j + 2] + numIndices;
}
numIndices += size;
}
}
auto chunkyMesh = new rcChunkyTriMesh;
rcCreateChunkyTriMesh( &verts[0], &indices[0], verts.size() / 3, 256, chunkyMesh );
if( !rcCreateHeightfield( &ctx, *hf, cfg.width, cfg.height, cfg.bmin, cfg.bmax, cfg.cs, cfg.ch ) )
{
}
float tbmin[2], tbmax[2];
tbmin[0] = cfg.bmin[0];
tbmin[1] = cfg.bmin[2];
tbmax[0] = cfg.bmax[0];
tbmax[1] = cfg.bmax[2];
int cid[512];// TODO: Make grow when returning too many items.
const int ncid = rcGetChunksOverlappingRect(chunkyMesh, tbmin, tbmax, cid, 512);
if (!ncid)
return 0;
auto tileTriCount = 0;
auto triareas = new unsigned char[chunkyMesh->maxTrisPerChunk];
for (int i = 0; i < ncid; ++i)
{
const rcChunkyTriMeshNode& node = chunkyMesh->nodes[cid[i]];
const int* ctris = &chunkyMesh->tris[node.i*3];
const int nctris = node.n;
tileTriCount += nctris;
memset(triareas, 0, nctris*sizeof(unsigned char));
rcMarkWalkableTriangles(&ctx, cfg.walkableSlopeAngle,
&verts[0], verts.size() / 3, ctris, nctris, triareas);
if (!rcRasterizeTriangles(&ctx, &verts[0], verts.size() / 3, ctris, triareas, nctris, *hf, cfg.walkableClimb))
return 0;
}
{
delete [] triareas;
triareas = 0;
}
// Once all geometry is rasterized, we do initial pass of filtering to
// remove unwanted overhangs caused by the conservative rasterization
// as well as filter spans where the character cannot possibly stand.
rcFilterLowHangingWalkableObstacles(&ctx, cfg.walkableClimb, *hf);
rcFilterLedgeSpans(&ctx, cfg.walkableHeight, cfg.walkableClimb, *hf);
rcFilterWalkableLowHeightSpans(&ctx, cfg.walkableHeight, *hf);
// Compact the heightfield so that it is faster to handle from now on.
// This will result more cache coherent data as well as the neighbours
// between walkable cells will be calculated.
chf = rcAllocCompactHeightfield();
if (!chf)
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Out of memory 'chf'.");
return 0;
}
if (!rcBuildCompactHeightfield(&ctx, cfg.walkableHeight, cfg.walkableClimb, *hf, *chf))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not build compact data.");
return 0;
}
{
rcFreeHeightField(hf);
hf = 0;
}
// Erode the walkable area by agent radius.
if (!rcErodeWalkableArea(&ctx, cfg.walkableRadius, *chf))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not erode.");
return 0;
}
// Partition the heightfield so that we can use simple algorithm later to triangulate the walkable areas.
// There are 3 martitioning methods, each with some pros and cons:
// 1) Watershed partitioning
// - the classic Recast partitioning
// - creates the nicest tessellation
// - usually slowest
// - partitions the heightfield into nice regions without holes or overlaps
// - the are some corner cases where this method creates produces holes and overlaps
// - holes may appear when a small obstacles is close to large open area (triangulation can handle this)
// - overlaps may occur if you have narrow spiral corridors (i.e stairs), this make triangulation to fail
// * generally the best choice if you precompute the nacmesh, use this if you have large open areas
// 2) Monotone partioning
// - fastest
// - partitions the heightfield into regions without holes and overlaps (guaranteed)
// - creates long thin polygons, which sometimes causes paths with detours
// * use this if you want fast navmesh generation
// 3) Layer partitoining
// - quite fast
// - partitions the heighfield into non-overlapping regions
// - relies on the triangulation code to cope with holes (thus slower than monotone partitioning)
// - produces better triangles than monotone partitioning
// - does not have the corner cases of watershed partitioning
// - can be slow and create a bit ugly tessellation (still better than monotone)
// if you have large open areas with small obstacles (not a problem if you use tiles)
// * good choice to use for tiled navmesh with medium and small sized tiles
//if (m_partitionType == SAMPLE_PARTITION_WATERSHED)
{
// Prepare for region partitioning, by calculating distance field along the walkable surface.
if (!rcBuildDistanceField(&ctx, *chf))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not build distance field.");
return 0;
}
// Partition the walkable surface into simple regions without holes.
if (!rcBuildRegions(&ctx, *chf, cfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not build watershed regions.");
return 0;
}
}
//else if (m_partitionType == SAMPLE_PARTITION_MONOTONE)
//{
// // Partition the walkable surface into simple regions without holes.
// // Monotone partitioning does not need distancefield.
// if (!rcBuildRegionsMonotone(&ctx, *chf, cfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea))
// {
// ctx.log(RC_LOG_ERROR, "buildNavigation: Could not build monotone regions.");
// return 0;
// }
//}
//else // SAMPLE_PARTITION_LAYERS
//{
// // Partition the walkable surface into simple regions without holes.
// if (!rcBuildLayerRegions(&ctx, *chf, cfg.borderSize, cfg.minRegionArea))
// {
// ctx.log(RC_LOG_ERROR, "buildNavigation: Could not build layer regions.");
// return 0;
// }
//}
// Create contours.
cs = rcAllocContourSet();
if (!cs)
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Out of memory 'cset'.");
return 0;
}
if (!rcBuildContours(&ctx, *chf, cfg.maxSimplificationError, cfg.maxEdgeLen, *cs))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not create contours.");
return 0;
}
if (cs->nconts == 0)
{
return 0;
}
// Build polygon navmesh from the contours.
pmesh = rcAllocPolyMesh();
if (!pmesh)
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Out of memory 'pmesh'.");
return 0;
}
if (!rcBuildPolyMesh(&ctx, *cs, cfg.maxVertsPerPoly, *pmesh))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could not triangulate contours.");
return 0;
}
// Build detail mesh.
pdetailmesh = rcAllocPolyMeshDetail();
if (!pdetailmesh)
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Out of memory 'dmesh'.");
return 0;
}
if (!rcBuildPolyMeshDetail(&ctx, *pmesh, *chf,
cfg.detailSampleDist, cfg.detailSampleMaxError,
*pdetailmesh))
{
ctx.log(RC_LOG_ERROR, "buildNavigation: Could build polymesh detail.");
return 0;
}
{
rcFreeCompactHeightfield(chf);
chf = 0;
rcFreeContourSet(cs);
cs = 0;
}
unsigned char* navData = 0;
int navDataSize = 0;
if (cfg.maxVertsPerPoly <= DT_VERTS_PER_POLYGON)
{
if (pmesh->nverts >= 0xffff)
{
// The vertex indices are ushorts, and cannot point to more than 0xffff vertices.
ctx.log(RC_LOG_ERROR, "Too many vertices per tile %d (max: %d).", pmesh->nverts, 0xffff);
return 0;
}
// Update poly flags from areas.
for (int i = 0; i < pmesh->npolys; ++i)
{
//pmesh->flags[i] = sampleAreaToFlags(pmesh->areas[i]);
}
dtNavMeshCreateParams params;
memset(&params, 0, sizeof(params));
params.verts = pmesh->verts;
params.vertCount = pmesh->nverts;
params.polys = pmesh->polys;
params.polyAreas = pmesh->areas;
params.polyFlags = pmesh->flags;
params.polyCount = pmesh->npolys;
params.nvp = pmesh->nvp;
params.detailMeshes = pdetailmesh->meshes;
params.detailVerts = pdetailmesh->verts;
params.detailVertsCount = pdetailmesh->nverts;
params.detailTris = pdetailmesh->tris;
params.detailTriCount = pdetailmesh->ntris;
params.offMeshConVerts = 0;
params.offMeshConRad = 0;
params.offMeshConDir = 0;
params.offMeshConAreas = 0;
params.offMeshConFlags = 0;
params.offMeshConUserID = 0;
params.offMeshConCount = 0;
params.walkableHeight = cfg.walkableHeight;
params.walkableRadius = cfg.walkableRadius;
params.walkableClimb = cfg.walkableClimb;
params.tileX = 0;
params.tileY = 0;
params.tileLayer = 0;
rcVcopy(params.bmin, pmesh->bmin);
rcVcopy(params.bmax, pmesh->bmax);
params.cs = cfg.cs;
params.ch = cfg.ch;
params.buildBvTree = true;
if (!dtCreateNavMeshData(&params, &navData, &navDataSize))
{
ctx.log(RC_LOG_ERROR, "Could not build Detour navmesh.");
return 0;
}
}
auto tileMemUsage = navDataSize/1024.0f;
ctx.stopTimer(RC_TIMER_TOTAL);
// Show performance stats.
//duLogBuildTimes(*&ctx, ctx.getAccumulatedTime(RC_TIMER_TOTAL));
ctx.log(RC_LOG_PROGRESS, ">> Polymesh: %d vertices %d polygons", pmesh->nverts, pmesh->npolys);
auto tileBuildTime = ctx.getAccumulatedTime(RC_TIMER_TOTAL)/1000.0f;
auto dataSize = navDataSize;
return navData;
}
//*/
};
#endif // !OBJ_EXPORTER_H

View file

@ -25,6 +25,9 @@ public:
void addWorkers( unsigned int num )
{
std::unique_lock lock( m_mutex );
m_runFlag = true;
if( num == 0 )
num = std::thread::hardware_concurrency() - 1;
@ -52,20 +55,23 @@ public:
{
std::unique_lock lock( m_mutex );
m_pendingJobs.clear();
for( auto&& worker : m_workers )
{
m_pendingJobs.emplace( {} );
}
}
complete();
m_cv.notify_all();
m_workers.clear();
}
bool complete()
{
{
std::scoped_lock lock( m_mutex );
for( auto&& worker : m_workers )
{
m_pendingJobs.push_back( {} );
}
}
m_cv.notify_all();
{
std::unique_lock lock( m_mutex );
m_runFlag = false;
m_cv.wait( lock, [&]{ return m_pendingJobs.empty(); } );
}
m_workers.clear();
return true;
}
@ -76,9 +82,14 @@ private:
{
std::packaged_task< void() > func;
{
std::unique_lock< std::mutex > lock( m_mutex );
std::unique_lock lock( m_mutex );
if( m_pendingJobs.empty() )
{
if( !m_runFlag )
{
m_cv.notify_all();
return;
}
m_cv.wait( lock, [&](){ return !m_pendingJobs.empty(); } );
}
func = std::move( m_pendingJobs.front() );
@ -92,6 +103,7 @@ private:
}
}
bool m_runFlag{ true };
std::mutex m_mutex;
std::condition_variable m_cv;
std::deque< std::packaged_task< void() > > m_pendingJobs;

View file

@ -6,6 +6,7 @@
#include <Network/CommonActorControl.h>
#include <Network/PacketWrappers/EffectPacket.h>
#include <Network/PacketDef/Zone/ClientZoneDef.h>
#include <Logging/Logger.h>
#include "Forwards.h"
#include "Action/Action.h"
@ -70,6 +71,8 @@ Sapphire::Entity::BNpc::BNpc( uint32_t id, BNpcTemplatePtr pTemplate, float posX
m_spawnPos = m_pos;
m_timeOfDeath = 0;
m_maxHp = maxHp;
m_maxMp = 200;
m_hp = maxHp;
@ -138,6 +141,7 @@ void Sapphire::Entity::BNpc::spawn( PlayerPtr pTarget )
void Sapphire::Entity::BNpc::despawn( PlayerPtr pTarget )
{
pTarget->freePlayerSpawnId( getId() );
pTarget->queuePacket( makeActorControl143( m_id, DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
}
Sapphire::Entity::BNpcState Sapphire::Entity::BNpc::getState() const
@ -354,7 +358,7 @@ void Sapphire::Entity::BNpc::aggro( Sapphire::Entity::CharaPtr pChara )
if( pChara->isPlayer() )
{
PlayerPtr tmpPlayer = pChara->getAsPlayer();
tmpPlayer->queuePacket( makeActorControl142( getId(), ActorControlType::ToggleWeapon, 0, 1, 1 ) );
tmpPlayer->queuePacket( makeActorControl142( getId(), ActorControlType::ToggleWeapon, 1, 1, 1 ) );
tmpPlayer->onMobAggro( getAsBNpc() );
}
}
@ -367,6 +371,7 @@ void Sapphire::Entity::BNpc::deaggro( Sapphire::Entity::CharaPtr pChara )
if( pChara->isPlayer() )
{
PlayerPtr tmpPlayer = pChara->getAsPlayer();
tmpPlayer->queuePacket( makeActorControl142( getId(), ActorControlType::ToggleWeapon, 0, 1, 1 ) );
tmpPlayer->onMobDeaggro( getAsBNpc() );
}
}
@ -377,92 +382,91 @@ void Sapphire::Entity::BNpc::update( int64_t currTime )
const uint8_t aggroRange = 8;
const uint8_t maxDistanceToOrigin = 40;
if( m_status == ActorStatus::Dead )
return;
switch( m_state )
{
case BNpcState::Retreat:
{
if( moveTo( m_spawnPos ) )
m_state = BNpcState::Idle;
}
break;
case BNpcState::Idle:
{
// passive mobs should ignore players unless aggro'd
if( m_aggressionMode == 1 )
case BNpcState::Dead:
case BNpcState::JustDied:
return;
CharaPtr pClosestChara = getClosestChara();
if( pClosestChara && pClosestChara->isAlive() )
case BNpcState::Retreat:
{
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pClosestChara->getPos().x,
pClosestChara->getPos().y,
pClosestChara->getPos().z );
if( distance < aggroRange && pClosestChara->isPlayer() )
aggro( pClosestChara );
//if( distance < aggroRange && getbehavior() == 2 )
// aggro( pClosestActor );
if( moveTo( m_spawnPos ) )
m_state = BNpcState::Idle;
}
}
break;
case BNpcState::Combat:
{
auto pHatedActor = hateListGetHighest();
if( !pHatedActor )
return;
auto distanceOrig = Util::distance( getPos().x, getPos().y, getPos().z,
m_spawnPos.x,
m_spawnPos.y,
m_spawnPos.z );
if( pHatedActor && !pHatedActor->isAlive() )
case BNpcState::Idle:
{
hateListRemove( pHatedActor );
pHatedActor = hateListGetHighest();
}
// passive mobs should ignore players unless aggro'd
if( m_aggressionMode == 1 )
return;
if( pHatedActor )
{
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pHatedActor->getPos().x,
pHatedActor->getPos().y,
pHatedActor->getPos().z );
CharaPtr pClosestChara = getClosestChara();
if( distanceOrig > maxDistanceToOrigin )
if( pClosestChara && pClosestChara->isAlive() )
{
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pClosestChara->getPos().x,
pClosestChara->getPos().y,
pClosestChara->getPos().z );
if( distance < aggroRange && pClosestChara->isPlayer() )
aggro( pClosestChara );
}
}
case BNpcState::Combat:
{
auto pHatedActor = hateListGetHighest();
if( !pHatedActor )
return;
auto distanceOrig = Util::distance( getPos().x, getPos().y, getPos().z,
m_spawnPos.x,
m_spawnPos.y,
m_spawnPos.z );
if( pHatedActor && !pHatedActor->isAlive() )
{
hateListRemove( pHatedActor );
pHatedActor = hateListGetHighest();
}
if( pHatedActor )
{
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pHatedActor->getPos().x,
pHatedActor->getPos().y,
pHatedActor->getPos().z );
if( distanceOrig > maxDistanceToOrigin )
{
hateListClear();
changeTarget( INVALID_GAME_OBJECT_ID );
setStance( Stance::Passive );
//setOwner( nullptr );
m_state = BNpcState::Retreat;
break;
}
if( distance > minActorDistance )
moveTo( pHatedActor->getPos() );
else
{
if( face( pHatedActor->getPos() ) )
sendPositionUpdate();
// in combat range. ATTACK!
autoAttack( pHatedActor );
}
}
else
{
hateListClear();
changeTarget( INVALID_GAME_OBJECT_ID );
setStance( Stance::Passive );
//setOwner( nullptr );
m_state = BNpcState::Retreat;
break;
}
if( distance > minActorDistance )
moveTo( pHatedActor->getPos() );
else
{
if( face( pHatedActor->getPos() ) )
sendPositionUpdate();
// in combat range. ATTACK!
autoAttack( pHatedActor );
}
}
else
{
changeTarget( INVALID_GAME_OBJECT_ID );
setStance( Stance::Passive );
//setOwner( nullptr );
m_state = BNpcState::Retreat;
}
}
}
step();
@ -482,5 +486,16 @@ void Sapphire::Entity::BNpc::onDeath()
setTargetId( INVALID_GAME_OBJECT_ID );
m_currentStance = Stance::Passive;
m_state = BNpcState::Dead;
m_timeOfDeath = Util::getTimeSeconds();
hateListClear();
}
uint32_t Sapphire::Entity::BNpc::getTimeOfDeath() const
{
return m_timeOfDeath;
}
void Sapphire::Entity::BNpc::setTimeOfDeath( uint32_t timeOfDeath )
{
m_timeOfDeath = timeOfDeath;
}

View file

@ -86,6 +86,9 @@ namespace Sapphire::Entity
void onDeath() override;
uint32_t getTimeOfDeath() const;
void setTimeOfDeath( uint32_t timeOfDeath);
private:
uint32_t m_bNpcBaseId;
uint32_t m_bNpcNameId;
@ -99,6 +102,8 @@ namespace Sapphire::Entity
uint32_t m_displayFlags;
uint8_t m_level;
uint32_t m_timeOfDeath;
Common::FFXIVARR_POSITION3 m_spawnPos;
BNpcState m_state;

View file

@ -4,6 +4,7 @@
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Network/GamePacketNew.h>
#include <Util/Util.h>
#include <Common.h>
#include "Actor/Player.h"
#include "Actor/BNpc.h"
#include "Forwards.h"
@ -57,6 +58,8 @@ namespace Sapphire::Network::Packets::Server
m_data.classJob = 0;
m_data.targetId = Common::INVALID_GAME_OBJECT_ID;
//m_data.u23 = 0x04;
//m_data.u24 = 256;
m_data.state = static_cast< uint8_t >( bnpc.getStatus() );

View file

@ -381,49 +381,27 @@ bool Sapphire::Zone::checkWeather()
void Sapphire::Zone::updateBNpcs( int64_t tickCount )
{
if( ( tickCount - m_lastMobUpdate ) > 250 )
{
m_lastMobUpdate = tickCount;
uint32_t currTime = Sapphire::Util::getTimeSeconds();
if( ( tickCount - m_lastMobUpdate ) <= 250 )
return;
/*for( auto it3 = m_BattleNpcDeadMap.begin(); it3 != m_BattleNpcDeadMap.end(); ++it3 )
{
m_lastMobUpdate = tickCount;
uint32_t currTime = Sapphire::Util::getTimeSeconds();
Entity::BattleNpcPtr pBNpc = *it3;
for( auto entry : m_bNpcMap )
{
Entity::BNpcPtr pBNpc = entry.second;
if( ( currTime - pBNpc->getTimeOfDeath() ) > 60 )
{
if( !pBNpc )
continue;
pBNpc->resetHp();
pBNpc->resetMp();
pBNpc->resetPos();
pushActor( pBNpc );
if( !pBNpc->isAlive() && currTime - pBNpc->getTimeOfDeath() > 10 )
{
removeActor( pBNpc );
break;
}
m_BattleNpcDeadMap.erase( it3 );
break;
}
}*/
for( auto entry : m_bNpcMap )
{
Entity::BNpcPtr pBNpc = entry.second;
if( !pBNpc )
continue;
//if( !pBNpc->isAlive() && currTime - pBNpc->getTimeOfDeath() > ( 10 ) )
//{
// removeActor( pBNpc );
// m_BattleNpcDeadMap.insert( pBNpc );
// break;
//}
pBNpc->update( tickCount );
}
}
pBNpc->update( tickCount );
}
}
@ -844,6 +822,11 @@ void Sapphire::Zone::updateSpawnPoints()
pushActor( pBNpc );
}
else if( point->getLinkedBNpc() && !point->getLinkedBNpc()->isAlive() )
{
point->setTimeOfDeath( Util::getTimeSeconds() );
point->setLinkedBNpc( nullptr );
}
}
}