mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-04-28 15:17:46 +00:00
Merge pull request #516 from NotAdam/develop
diminishing aggro distance based on level, bnpc avoidance
This commit is contained in:
commit
6d69cefdfd
10 changed files with 120 additions and 29 deletions
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@ -57,6 +57,11 @@ namespace Sapphire::Common
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French = 8
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};
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enum TellFlags : uint8_t
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{
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GmTellMsg = 0x4,
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};
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enum ObjKind : uint8_t
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{
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None = 0x00,
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@ -17,7 +17,7 @@ struct FFXIVIpcTell : FFXIVIpcBasePacket< Tell >
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{
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uint64_t contentId;
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uint16_t worldId;
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uint8_t preName;
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uint8_t flags;
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char receipientName[32];
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char msg[1029];
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};
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@ -57,18 +57,22 @@ Sapphire::Common::FFXIVARR_POSITION3& Sapphire::Entity::Actor::getPos()
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return m_pos;
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}
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void Sapphire::Entity::Actor::setPos( float x, float y, float z )
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void Sapphire::Entity::Actor::setPos( float x, float y, float z, bool broadcastUpdate )
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{
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m_pos.x = x;
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m_pos.y = y;
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m_pos.z = z;
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m_pCurrentZone->updateActorPosition( *this );
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if( broadcastUpdate )
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m_pCurrentZone->updateActorPosition( *this );
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}
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void Sapphire::Entity::Actor::setPos( const Sapphire::Common::FFXIVARR_POSITION3& pos )
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void Sapphire::Entity::Actor::setPos( const Sapphire::Common::FFXIVARR_POSITION3& pos, bool broadcastUpdate )
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{
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m_pos = pos;
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m_pCurrentZone->updateActorPosition( *this );
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if( broadcastUpdate )
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m_pCurrentZone->updateActorPosition( *this );
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}
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float Sapphire::Entity::Actor::getRot() const
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@ -59,9 +59,9 @@ namespace Sapphire::Entity
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Common::FFXIVARR_POSITION3& getPos();
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void setPos( const Common::FFXIVARR_POSITION3& pos );
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void setPos( const Common::FFXIVARR_POSITION3& pos, bool broadcastUpdate = true );
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void setPos( float x, float y, float z );
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void setPos( float x, float y, float z, bool broadcastUpdate = true );
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float getRot() const;
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@ -90,18 +90,35 @@ Sapphire::Entity::BNpc::BNpc( uint32_t id, BNpcTemplatePtr pTemplate, float posX
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memcpy( m_customize, pTemplate->getCustomize(), sizeof( m_customize ) );
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memcpy( m_modelEquip, pTemplate->getModelEquip(), sizeof( m_modelEquip ) );
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m_lastTickTime = 0;
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auto exdData = m_pFw->get< Data::ExdDataGenerated >();
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assert( exdData );
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auto bNpcBaseData = exdData->get< Data::BNpcBase >( m_bNpcBaseId );
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assert( bNpcBaseData );
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m_scale = bNpcBaseData->scale;
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// todo: is this actually good?
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m_naviTargetReachedDistance = m_scale * 2.f;
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}
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Sapphire::Entity::BNpc::~BNpc()
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{
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}
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Sapphire::Entity::BNpc::~BNpc() = default;
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uint8_t Sapphire::Entity::BNpc::getAggressionMode() const
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{
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return m_aggressionMode;
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}
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float Sapphire::Entity::BNpc::getNaviTargetReachedDistance() const
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{
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return m_naviTargetReachedDistance;
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}
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float Sapphire::Entity::BNpc::getScale() const
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{
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return m_scale;
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}
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uint8_t Sapphire::Entity::BNpc::getEnemyType() const
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{
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return m_enemyType;
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@ -145,7 +162,7 @@ void Sapphire::Entity::BNpc::spawn( PlayerPtr pTarget )
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void Sapphire::Entity::BNpc::despawn( PlayerPtr pTarget )
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{
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pTarget->freePlayerSpawnId( getId() );
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pTarget->queuePacket( makeActorControl143( m_id, DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
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pTarget->queuePacket( makeActorControl143( m_id, DespawnZoneScreenMsg, 0x04, getId(), 0x01 ) );
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}
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Sapphire::Entity::BNpcState Sapphire::Entity::BNpc::getState() const
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@ -203,7 +220,11 @@ void Sapphire::Entity::BNpc::step()
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bool Sapphire::Entity::BNpc::moveTo( const FFXIVARR_POSITION3& pos )
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{
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if( Util::distance( getPos(), pos ) <= 4 )
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// do this first, this will update local actor position and the position of other actors
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// and then this npc will then path from the position after pushing/being pushed
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pushNearbyBNpcs();
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if( Util::distance( getPos(), pos ) <= m_naviTargetReachedDistance )
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{
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// Reached destination
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m_naviLastPath.clear();
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@ -402,7 +423,6 @@ void Sapphire::Entity::BNpc::onTick()
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void Sapphire::Entity::BNpc::update( int64_t currTime )
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{
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const uint8_t minActorDistance = 4;
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const uint8_t aggroRange = 8;
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const uint8_t maxDistanceToOrigin = 40;
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const uint32_t roamTick = 20;
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@ -441,7 +461,7 @@ void Sapphire::Entity::BNpc::update( int64_t currTime )
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m_state = BNpcState::Idle;
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}
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checkAggro( aggroRange );
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checkAggro();
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}
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break;
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@ -462,7 +482,7 @@ void Sapphire::Entity::BNpc::update( int64_t currTime )
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m_state = BNpcState::Roaming;
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}
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checkAggro( aggroRange );
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checkAggro();
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}
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case BNpcState::Combat:
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@ -574,7 +594,7 @@ void Sapphire::Entity::BNpc::setTimeOfDeath( uint32_t timeOfDeath )
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m_timeOfDeath = timeOfDeath;
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}
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void Sapphire::Entity::BNpc::checkAggro( uint32_t range )
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void Sapphire::Entity::BNpc::checkAggro()
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{
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// passive mobs should ignore players unless aggro'd
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if( m_aggressionMode == 1 )
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@ -582,14 +602,61 @@ void Sapphire::Entity::BNpc::checkAggro( uint32_t range )
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CharaPtr pClosestChara = getClosestChara();
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if( pClosestChara && pClosestChara->isAlive() )
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if( pClosestChara && pClosestChara->isAlive() && pClosestChara->isPlayer() )
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{
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// will use this range if chara level is lower than bnpc, otherwise diminishing equation applies
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float range = 13.f;
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if( pClosestChara->getLevel() > m_level )
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{
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auto levelDiff = std::abs( pClosestChara->getLevel() - this->getLevel() );
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if( levelDiff >= 10 )
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range = 0.f;
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else
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range = std::max< float >( 0.f, range - std::pow( 1.53f, levelDiff * 0.6f ) );
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}
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auto distance = Util::distance( getPos().x, getPos().y, getPos().z,
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pClosestChara->getPos().x,
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pClosestChara->getPos().y,
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pClosestChara->getPos().z );
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if( distance < range && pClosestChara->isPlayer() )
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if( distance < range )
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{
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aggro( pClosestChara );
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}
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}
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}
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void Sapphire::Entity::BNpc::pushNearbyBNpcs()
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{
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for( auto& bNpc : m_inRangeBNpc )
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{
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auto pos = bNpc->getPos();
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auto distance = Util::distance( m_pos, bNpc->getPos() );
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// todo: not sure what's good here
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auto factor = bNpc->getNaviTargetReachedDistance();
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auto delta = static_cast< float >( Util::getTimeMs() - bNpc->getLastUpdateTime() ) / 1000.f;
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delta = std::min< float >( factor, delta );
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// too far away, ignore it
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if( distance > factor )
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continue;
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auto angle = Util::calcAngFrom( m_pos.x, m_pos.y, pos.x, pos.y ) + PI;
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auto x = ( cosf( angle ) );
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auto z = ( sinf( angle ) );
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bNpc->setPos( pos.x + ( x * factor * delta ),
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pos.y,
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pos.z + ( z * factor * delta ), false );
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// setPos( m_pos.x + ( xBase * -pushDistance ),
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// m_pos.y,
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// m_pos.z + ( zBase * -pushDistance ) );
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}
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}
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@ -60,6 +60,9 @@ namespace Sapphire::Entity
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uint8_t getAggressionMode() const;
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float getScale() const;
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float getNaviTargetReachedDistance() const;
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// return true if it reached the position
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bool moveTo( const Common::FFXIVARR_POSITION3& pos );
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@ -93,7 +96,9 @@ namespace Sapphire::Entity
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void regainHp();
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void checkAggro( uint32_t range );
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void checkAggro();
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void pushNearbyBNpcs();
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private:
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uint32_t m_bNpcBaseId;
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@ -108,6 +113,9 @@ namespace Sapphire::Entity
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uint32_t m_displayFlags;
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uint8_t m_level;
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float m_scale;
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float m_naviTargetReachedDistance;
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uint32_t m_timeOfDeath;
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uint32_t m_lastRoamTargetReached;
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@ -40,6 +40,10 @@ Sapphire::Entity::Chara::Chara( ObjKind type, FrameworkPtr pFw ) :
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m_targetId( INVALID_GAME_OBJECT_ID64 ),
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m_pFw( std::move( std::move( pFw ) ) )
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{
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m_lastTickTime = 0;
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m_lastUpdate = 0;
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// initialize the free slot queue
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for( uint8_t i = 0; i < MAX_STATUS_EFFECTS; i++ )
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{
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@ -791,3 +795,7 @@ bool Sapphire::Entity::Chara::hasStatusEffect( uint32_t id )
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return m_statusEffectMap.find( id ) != m_statusEffectMap.end();
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}
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int64_t Sapphire::Entity::Chara::getLastUpdateTime() const
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{
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return m_lastUpdate;
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}
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@ -118,6 +118,8 @@ namespace Sapphire::Entity
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virtual void calculateStats() {};
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int64_t getLastUpdateTime() const;
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/// Status effect functions
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void addStatusEffect( StatusEffect::StatusEffectPtr pEffect );
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@ -636,14 +636,14 @@ void Sapphire::Network::GameConnection::tellHandler( FrameworkPtr pFw,
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return;
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}
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if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BoundByDuty ) )
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if( pTargetPlayer->hasStateFlag( PlayerStateFlag::BoundByDuty ) && !player.isActingAsGm() )
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{
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// send error for player bound by duty
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// TODO: implement me
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return;
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}
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if( pTargetPlayer->getOnlineStatus() == OnlineStatus::Busy )
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if( pTargetPlayer->getOnlineStatus() == OnlineStatus::Busy && !player.isActingAsGm() )
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{
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// send error for player being busy
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// TODO: implement me ( i've seen this done with packet type 67 i think )
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@ -656,16 +656,13 @@ void Sapphire::Network::GameConnection::tellHandler( FrameworkPtr pFw,
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// TODO: world id from server
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tellPacket->data().contentId = player.getContentId();
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tellPacket->data().worldId = 67;
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// TODO: do these have a meaning?
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//tellPacket.data().u1 = 0x92CD7337;
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//tellPacket.data().u2a = 0x2E;
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//tellPacket.data().u2b = 0x40;
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if( player.isActingAsGm() )
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{
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tellPacket->data().preName = 0x04;
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tellPacket->data().flags |= TellFlags::GmTellMsg;
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}
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pTargetPlayer->queueChatPacket( tellPacket );
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pTargetPlayer->queueChatPacket( tellPacket );
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}
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void Sapphire::Network::GameConnection::performNoteHandler( FrameworkPtr pFw,
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@ -49,7 +49,7 @@ namespace Sapphire
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Common::Weather m_currentWeather;
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Common::Weather m_weatherOverride;
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uint64_t m_lastMobUpdate;
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int64_t m_lastMobUpdate;
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FestivalPair m_currentFestival;
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