mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-11 18:48:26 +00:00
better algo for finding what scene we are in
This commit is contained in:
@@ -1951,35 +1951,65 @@ namespace DEVGMCommands {
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return;
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}
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// Get the pre-generated terrain mesh
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const auto& terrainMesh = zone->GetTerrainMesh();
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if (terrainMesh.vertices.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain mesh data.");
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// Get the Raw terrain data
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const auto& raw = zone->GetZoneRaw();
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if (raw.chunks.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
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return;
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}
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// Spawn at ALL vertices in the current scene without any filtering or spacing
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// Spawn at all sceneMap points in the current scene
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uint32_t spawnedCount = 0;
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for (const auto& vertex : terrainMesh.vertices) {
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// Check if this vertex belongs to the current scene
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if (LWOSCENEID(vertex.sceneID) == currentSceneID) {
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// Use the vertex position
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NiPoint3 spawnPos = vertex.position;
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EntityInfo info;
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info.lot = lot + currentSceneID.GetSceneID(); // to differentiate scenes
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info.pos = spawnPos;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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// Iterate through the heightmap (same as GenerateTerrainMesh)
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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// Get height at this position
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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// Map heightmap position to scene map position (same as GenerateTerrainMesh)
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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// Check if this point belongs to the current scene
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if (sceneID == currentSceneID.GetSceneID()) {
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// Calculate world position (same as GenerateTerrainMesh)
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const float worldX = (static_cast<float>(i) + (chunk.offsetWorldX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetWorldZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + currentSceneID.GetSceneID(); // to differentiate scenes
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info.pos = spawnPos;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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}
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}
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}
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}
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}
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@@ -2011,34 +2041,68 @@ namespace DEVGMCommands {
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return;
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}
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// Get the pre-generated terrain mesh
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const auto& terrainMesh = zone->GetTerrainMesh();
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if (terrainMesh.vertices.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain mesh data.");
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// Get the Raw terrain data
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const auto& raw = zone->GetZoneRaw();
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if (raw.chunks.empty()) {
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ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
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return;
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}
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// Spawn at ALL vertices without any filtering or spacing restrictions for maximum accuracy
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// Spawn at all sceneMap points across all scenes
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uint32_t spawnedCount = 0;
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std::map<uint8_t, uint32_t> sceneSpawnCounts; // Track spawns per scene
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for (const auto& vertex : terrainMesh.vertices) {
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// Skip invalid scenes (scene ID 0 typically means no scene)
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if (vertex.sceneID == 0) continue;
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EntityInfo info;
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info.lot = lot + vertex.sceneID; // to show different scenes
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info.pos = vertex.position;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
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for (const auto& chunk : raw.chunks) {
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if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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sceneSpawnCounts[vertex.sceneID]++;
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// Iterate through the heightmap (same as GenerateTerrainMesh)
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for (uint32_t i = 0; i < chunk.width; ++i) {
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for (uint32_t j = 0; j < chunk.height; ++j) {
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// Get height at this position
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const uint32_t heightIndex = chunk.width * i + j;
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if (heightIndex >= chunk.heightMap.size()) continue;
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const float y = chunk.heightMap[heightIndex];
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// Map heightmap position to scene map position (same as GenerateTerrainMesh)
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const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
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const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
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const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
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uint8_t sceneID = 0;
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if (sceneIndex < chunk.sceneMap.size()) {
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sceneID = chunk.sceneMap[sceneIndex];
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}
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// Skip invalid scenes (scene ID 0 typically means no scene)
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if (sceneID == 0) continue;
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// Calculate world position (same as GenerateTerrainMesh)
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const float worldX = (static_cast<float>(i) + (chunk.offsetWorldX / chunk.scaleFactor)) * chunk.scaleFactor;
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const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
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const float worldZ = (static_cast<float>(j) + (chunk.offsetWorldZ / chunk.scaleFactor)) * chunk.scaleFactor;
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NiPoint3 spawnPos(worldX, worldY, worldZ);
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EntityInfo info;
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info.lot = lot + sceneID; // to show different scenes
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info.pos = spawnPos;
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info.rot = QuatUtils::IDENTITY;
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info.spawner = nullptr;
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info.spawnerID = entity->GetObjectID();
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info.spawnerNodeID = 0;
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info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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if (newEntity != nullptr) {
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Game::entityManager->ConstructEntity(newEntity);
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spawnedCount++;
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sceneSpawnCounts[sceneID]++;
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}
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}
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}
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}
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