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https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge pull request #1272 from DarkflameUniverse/vanity-reload-and-spawners
feat: Vanity reload and vanity spawners
This commit is contained in:
@@ -15,6 +15,10 @@
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#include "Logger.h"
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#include "BinaryPathFinder.h"
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#include "EntityInfo.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "Level.h"
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#include <fstream>
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@@ -29,6 +33,21 @@ void VanityUtilities::SpawnVanity() {
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const uint32_t zoneID = Game::server->GetZoneID();
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for (const auto& npc : m_NPCs) {
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if (npc.m_ID == LWOOBJID_EMPTY) continue;
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if (npc.m_LOT == 176){
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Game::zoneManager->RemoveSpawner(npc.m_ID);
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} else{
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auto* entity = Game::entityManager->GetEntity(npc.m_ID);
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if (!entity) continue;
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entity->Smash(LWOOBJID_EMPTY, eKillType::VIOLENT);
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}
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}
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m_NPCs.clear();
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m_Parties.clear();
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m_PartyPhrases.clear();
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ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity/NPC.xml").string());
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// Loop through all parties
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@@ -53,7 +72,7 @@ void VanityUtilities::SpawnVanity() {
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// Loop through all locations
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for (const auto& location : party.m_Locations) {
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rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (0.75f < rate) {
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continue;
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}
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@@ -66,10 +85,11 @@ void VanityUtilities::SpawnVanity() {
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}
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auto& npc = npcList[npcIndex];
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// Skip spawners
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if (npc.m_LOT == 176) continue;
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taken.push_back(npcIndex);
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// Spawn the NPC
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LOG("ldf size is %i", npc.ldf.size());
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if (npc.ldf.empty()) {
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npc.ldf = {
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@@ -79,13 +99,16 @@ void VanityUtilities::SpawnVanity() {
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}
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npc.m_Phrases.empty()) {
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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if (npc.m_LOT == 176){
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npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
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} else {
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npc.m_Phrases.empty()) {
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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}
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}
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}
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return;
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}
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@@ -111,23 +134,28 @@ void VanityUtilities::SpawnVanity() {
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
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};
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}
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if (npc.m_LOT == 176){
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npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
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} else {
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npcEntity) continue;
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npc.m_ID = npcEntity->GetObjectID();
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if (!npc.m_Phrases.empty()){
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npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npc.m_Phrases.empty()){
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npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
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auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
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auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
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if (scriptComponent && !npc.m_Script.empty()) {
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scriptComponent->SetScript(npc.m_Script);
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scriptComponent->SetSerialized(false);
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if (scriptComponent && !npc.m_Script.empty()) {
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scriptComponent->SetScript(npc.m_Script);
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scriptComponent->SetSerialized(false);
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for (const auto& npc : npc.m_Flags) {
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npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
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for (const auto& npc : npc.m_Flags) {
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npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
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}
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}
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SetupNPCTalk(npcEntity);
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}
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SetupNPCTalk(npcEntity);
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}
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}
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@@ -149,8 +177,21 @@ void VanityUtilities::SpawnVanity() {
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}
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}
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Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position,
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const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf) {
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LWOOBJID VanityUtilities::SpawnSpawner(LOT lot, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LDFBaseData*>& ldf){
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SceneObject obj;
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obj.lot = lot;
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// guratantee we have no collisions
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do {
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obj.id = ObjectIDManager::Instance()->GenerateObjectID();
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} while(Game::zoneManager->GetSpawner(obj.id));
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obj.position = position;
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obj.rotation = rotation;
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obj.settings = ldf;
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Level::MakeSpawner(obj);
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return obj.id;
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}
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Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf) {
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EntityInfo info;
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info.lot = lot;
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info.pos = position;
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@@ -13,6 +13,7 @@ struct VanityNPCLocation
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struct VanityNPC
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{
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LWOOBJID m_ID = LWOOBJID_EMPTY;
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std::string m_Name;
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LOT m_LOT;
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std::vector<LOT> m_Equipment;
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@@ -44,6 +45,13 @@ public:
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const std::vector<LDFBaseData*>& ldf
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);
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static LWOOBJID SpawnSpawner(
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LOT lot,
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const NiPoint3& position,
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const NiQuaternion& rotation,
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const std::vector<LDFBaseData*>& ldf
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);
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static std::string ParseMarkdown(
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const std::string& file
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);
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