1
Fork 0
mirror of https://github.com/SapphireServer/Sapphire.git synced 2025-04-27 22:57:45 +00:00

Merge pull request #516 from NotAdam/develop

diminishing aggro distance based on level, bnpc avoidance
This commit is contained in:
Mordred 2019-01-31 22:12:28 +01:00 committed by GitHub
commit 6d69cefdfd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10 changed files with 120 additions and 29 deletions

View file

@ -57,6 +57,11 @@ namespace Sapphire::Common
French = 8
};
enum TellFlags : uint8_t
{
GmTellMsg = 0x4,
};
enum ObjKind : uint8_t
{
None = 0x00,

View file

@ -17,7 +17,7 @@ struct FFXIVIpcTell : FFXIVIpcBasePacket< Tell >
{
uint64_t contentId;
uint16_t worldId;
uint8_t preName;
uint8_t flags;
char receipientName[32];
char msg[1029];
};

View file

@ -57,18 +57,22 @@ Sapphire::Common::FFXIVARR_POSITION3& Sapphire::Entity::Actor::getPos()
return m_pos;
}
void Sapphire::Entity::Actor::setPos( float x, float y, float z )
void Sapphire::Entity::Actor::setPos( float x, float y, float z, bool broadcastUpdate )
{
m_pos.x = x;
m_pos.y = y;
m_pos.z = z;
m_pCurrentZone->updateActorPosition( *this );
if( broadcastUpdate )
m_pCurrentZone->updateActorPosition( *this );
}
void Sapphire::Entity::Actor::setPos( const Sapphire::Common::FFXIVARR_POSITION3& pos )
void Sapphire::Entity::Actor::setPos( const Sapphire::Common::FFXIVARR_POSITION3& pos, bool broadcastUpdate )
{
m_pos = pos;
m_pCurrentZone->updateActorPosition( *this );
if( broadcastUpdate )
m_pCurrentZone->updateActorPosition( *this );
}
float Sapphire::Entity::Actor::getRot() const

View file

@ -59,9 +59,9 @@ namespace Sapphire::Entity
Common::FFXIVARR_POSITION3& getPos();
void setPos( const Common::FFXIVARR_POSITION3& pos );
void setPos( const Common::FFXIVARR_POSITION3& pos, bool broadcastUpdate = true );
void setPos( float x, float y, float z );
void setPos( float x, float y, float z, bool broadcastUpdate = true );
float getRot() const;

View file

@ -90,18 +90,35 @@ Sapphire::Entity::BNpc::BNpc( uint32_t id, BNpcTemplatePtr pTemplate, float posX
memcpy( m_customize, pTemplate->getCustomize(), sizeof( m_customize ) );
memcpy( m_modelEquip, pTemplate->getModelEquip(), sizeof( m_modelEquip ) );
m_lastTickTime = 0;
auto exdData = m_pFw->get< Data::ExdDataGenerated >();
assert( exdData );
auto bNpcBaseData = exdData->get< Data::BNpcBase >( m_bNpcBaseId );
assert( bNpcBaseData );
m_scale = bNpcBaseData->scale;
// todo: is this actually good?
m_naviTargetReachedDistance = m_scale * 2.f;
}
Sapphire::Entity::BNpc::~BNpc()
{
}
Sapphire::Entity::BNpc::~BNpc() = default;
uint8_t Sapphire::Entity::BNpc::getAggressionMode() const
{
return m_aggressionMode;
}
float Sapphire::Entity::BNpc::getNaviTargetReachedDistance() const
{
return m_naviTargetReachedDistance;
}
float Sapphire::Entity::BNpc::getScale() const
{
return m_scale;
}
uint8_t Sapphire::Entity::BNpc::getEnemyType() const
{
return m_enemyType;
@ -145,7 +162,7 @@ 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 ) );
pTarget->queuePacket( makeActorControl143( m_id, DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
}
Sapphire::Entity::BNpcState Sapphire::Entity::BNpc::getState() const
@ -203,7 +220,11 @@ void Sapphire::Entity::BNpc::step()
bool Sapphire::Entity::BNpc::moveTo( const FFXIVARR_POSITION3& pos )
{
if( Util::distance( getPos(), pos ) <= 4 )
// do this first, this will update local actor position and the position of other actors
// and then this npc will then path from the position after pushing/being pushed
pushNearbyBNpcs();
if( Util::distance( getPos(), pos ) <= m_naviTargetReachedDistance )
{
// Reached destination
m_naviLastPath.clear();
@ -402,7 +423,6 @@ void Sapphire::Entity::BNpc::onTick()
void Sapphire::Entity::BNpc::update( int64_t currTime )
{
const uint8_t minActorDistance = 4;
const uint8_t aggroRange = 8;
const uint8_t maxDistanceToOrigin = 40;
const uint32_t roamTick = 20;
@ -441,7 +461,7 @@ void Sapphire::Entity::BNpc::update( int64_t currTime )
m_state = BNpcState::Idle;
}
checkAggro( aggroRange );
checkAggro();
}
break;
@ -462,7 +482,7 @@ void Sapphire::Entity::BNpc::update( int64_t currTime )
m_state = BNpcState::Roaming;
}
checkAggro( aggroRange );
checkAggro();
}
case BNpcState::Combat:
@ -574,7 +594,7 @@ void Sapphire::Entity::BNpc::setTimeOfDeath( uint32_t timeOfDeath )
m_timeOfDeath = timeOfDeath;
}
void Sapphire::Entity::BNpc::checkAggro( uint32_t range )
void Sapphire::Entity::BNpc::checkAggro()
{
// passive mobs should ignore players unless aggro'd
if( m_aggressionMode == 1 )
@ -582,14 +602,61 @@ void Sapphire::Entity::BNpc::checkAggro( uint32_t range )
CharaPtr pClosestChara = getClosestChara();
if( pClosestChara && pClosestChara->isAlive() )
if( pClosestChara && pClosestChara->isAlive() && pClosestChara->isPlayer() )
{
// will use this range if chara level is lower than bnpc, otherwise diminishing equation applies
float range = 13.f;
if( pClosestChara->getLevel() > m_level )
{
auto levelDiff = std::abs( pClosestChara->getLevel() - this->getLevel() );
if( levelDiff >= 10 )
range = 0.f;
else
range = std::max< float >( 0.f, range - std::pow( 1.53f, levelDiff * 0.6f ) );
}
auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
pClosestChara->getPos().x,
pClosestChara->getPos().y,
pClosestChara->getPos().z );
if( distance < range && pClosestChara->isPlayer() )
if( distance < range )
{
aggro( pClosestChara );
}
}
}
void Sapphire::Entity::BNpc::pushNearbyBNpcs()
{
for( auto& bNpc : m_inRangeBNpc )
{
auto pos = bNpc->getPos();
auto distance = Util::distance( m_pos, bNpc->getPos() );
// todo: not sure what's good here
auto factor = bNpc->getNaviTargetReachedDistance();
auto delta = static_cast< float >( Util::getTimeMs() - bNpc->getLastUpdateTime() ) / 1000.f;
delta = std::min< float >( factor, delta );
// too far away, ignore it
if( distance > factor )
continue;
auto angle = Util::calcAngFrom( m_pos.x, m_pos.y, pos.x, pos.y ) + PI;
auto x = ( cosf( angle ) );
auto z = ( sinf( angle ) );
bNpc->setPos( pos.x + ( x * factor * delta ),
pos.y,
pos.z + ( z * factor * delta ), false );
// setPos( m_pos.x + ( xBase * -pushDistance ),
// m_pos.y,
// m_pos.z + ( zBase * -pushDistance ) );
}
}

View file

@ -60,6 +60,9 @@ namespace Sapphire::Entity
uint8_t getAggressionMode() const;
float getScale() const;
float getNaviTargetReachedDistance() const;
// return true if it reached the position
bool moveTo( const Common::FFXIVARR_POSITION3& pos );
@ -93,7 +96,9 @@ namespace Sapphire::Entity
void regainHp();
void checkAggro( uint32_t range );
void checkAggro();
void pushNearbyBNpcs();
private:
uint32_t m_bNpcBaseId;
@ -108,6 +113,9 @@ namespace Sapphire::Entity
uint32_t m_displayFlags;
uint8_t m_level;
float m_scale;
float m_naviTargetReachedDistance;
uint32_t m_timeOfDeath;
uint32_t m_lastRoamTargetReached;

View file

@ -40,6 +40,10 @@ Sapphire::Entity::Chara::Chara( ObjKind type, FrameworkPtr pFw ) :
m_targetId( INVALID_GAME_OBJECT_ID64 ),
m_pFw( std::move( std::move( pFw ) ) )
{
m_lastTickTime = 0;
m_lastUpdate = 0;
// initialize the free slot queue
for( uint8_t i = 0; i < MAX_STATUS_EFFECTS; i++ )
{
@ -791,3 +795,7 @@ bool Sapphire::Entity::Chara::hasStatusEffect( uint32_t id )
return m_statusEffectMap.find( id ) != m_statusEffectMap.end();
}
int64_t Sapphire::Entity::Chara::getLastUpdateTime() const
{
return m_lastUpdate;
}

View file

@ -118,6 +118,8 @@ namespace Sapphire::Entity
virtual void calculateStats() {};
int64_t getLastUpdateTime() const;
/// Status effect functions
void addStatusEffect( StatusEffect::StatusEffectPtr pEffect );

View file

@ -636,14 +636,14 @@ void Sapphire::Network::GameConnection::tellHandler( FrameworkPtr pFw,
return;
}
if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BoundByDuty ) )
if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BoundByDuty ) && !player.isActingAsGm() )
{
// send error for player bound by duty
// TODO: implement me
return;
}
if( pTargetPlayer->getOnlineStatus() == OnlineStatus::Busy )
if( pTargetPlayer->getOnlineStatus() == OnlineStatus::Busy && !player.isActingAsGm() )
{
// send error for player being busy
// TODO: implement me ( i've seen this done with packet type 67 i think )
@ -656,16 +656,13 @@ void Sapphire::Network::GameConnection::tellHandler( FrameworkPtr pFw,
// TODO: world id from server
tellPacket->data().contentId = player.getContentId();
tellPacket->data().worldId = 67;
// TODO: do these have a meaning?
//tellPacket.data().u1 = 0x92CD7337;
//tellPacket.data().u2a = 0x2E;
//tellPacket.data().u2b = 0x40;
if( player.isActingAsGm() )
{
tellPacket->data().preName = 0x04;
tellPacket->data().flags |= TellFlags::GmTellMsg;
}
pTargetPlayer->queueChatPacket( tellPacket );
pTargetPlayer->queueChatPacket( tellPacket );
}
void Sapphire::Network::GameConnection::performNoteHandler( FrameworkPtr pFw,

View file

@ -49,7 +49,7 @@ namespace Sapphire
Common::Weather m_currentWeather;
Common::Weather m_weatherOverride;
uint64_t m_lastMobUpdate;
int64_t m_lastMobUpdate;
FestivalPair m_currentFestival;