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501 lines
20 KiB
501 lines
20 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.gameManager; |
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import engine.Enum.DispatchChannel; |
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import engine.Enum.GameObjectType; |
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import engine.Enum.ModType; |
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import engine.Enum.SourceType; |
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import engine.InterestManagement.InterestManager; |
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import engine.exception.MsgSendException; |
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import engine.math.Bounds; |
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import engine.math.Vector3f; |
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import engine.math.Vector3fImmutable; |
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import engine.net.DispatchMessage; |
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import engine.net.client.ClientConnection; |
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import engine.net.client.msg.MoveToPointMsg; |
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import engine.net.client.msg.TeleportToPointMsg; |
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import engine.net.client.msg.UpdateStateMsg; |
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import engine.objects.*; |
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import engine.server.MBServerStatics; |
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import org.pmw.tinylog.Logger; |
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import java.util.Set; |
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import static engine.math.FastMath.sqr; |
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public enum MovementManager { |
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MOVEMENTMANAGER; |
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private static final String changeAltitudeTimerJobName = "ChangeHeight"; |
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private static final String flightTimerJobName = "Flight"; |
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public static void sendOOS(PlayerCharacter pc) { |
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pc.setWalkMode(true); |
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MovementManager.sendRWSSMsg(pc); |
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} |
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public static void sendRWSSMsg(AbstractCharacter ac) { |
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if (!ac.isAlive()) |
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return; |
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UpdateStateMsg rssm = new UpdateStateMsg(); |
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rssm.setPlayer(ac); |
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if (ac.getObjectType() == GameObjectType.PlayerCharacter) |
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DispatchMessage.dispatchMsgToInterestArea(ac, rssm, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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else |
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DispatchMessage.sendToAllInRange(ac, rssm); |
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} |
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/* |
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* Sets the first combat target for the AbstractCharacter. Used to clear the |
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* combat |
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* target upon each move, unless something has set the firstHitCombatTarget |
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* Also used to determine the size of a monster's hitbox |
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*/ |
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public static void movement(MoveToPointMsg msg, AbstractCharacter toMove) throws MsgSendException { |
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// check for stun/root |
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if (!toMove.isAlive()) |
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return; |
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if (toMove.getObjectType().equals(GameObjectType.PlayerCharacter)) { |
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if (((PlayerCharacter) toMove).isCasting()) |
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((PlayerCharacter) toMove).update(); |
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if(((PlayerCharacter) toMove).isFlying() && toMove.getEffects().containsKey("MoveBuff")) |
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PlayerCharacter.GroundPlayer(((PlayerCharacter) toMove)); |
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} |
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toMove.setIsCasting(false); |
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toMove.setItemCasting(false); |
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if (toMove.getBonuses().getBool(ModType.Stunned, SourceType.None) || toMove.getBonuses().getBool(ModType.CannotMove, SourceType.None)) { |
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return; |
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} |
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if (msg.getEndLat() > MBServerStatics.MAX_WORLD_WIDTH) |
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msg.setEndLat((float) MBServerStatics.MAX_WORLD_WIDTH); |
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if (msg.getEndLon() < MBServerStatics.MAX_WORLD_HEIGHT) { |
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msg.setEndLon((float) MBServerStatics.MAX_WORLD_HEIGHT); |
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} |
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// if (msg.getEndLat() < 0) |
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// msg.setEndLat(0); |
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// |
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// if (msg.getEndLon() > 0) |
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// msg.setEndLon(0); |
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if (!toMove.isMoving()) |
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toMove.resetLastSetLocUpdate(); |
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else |
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toMove.update(); |
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// Update movement for the player |
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// else if (toMove.getObjectType() == GameObjectType.Mob) |
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// ((Mob)toMove).updateLocation(); |
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// get start and end locations for the move |
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Vector3fImmutable startLocation = new Vector3fImmutable(msg.getStartLat(), msg.getStartAlt(), msg.getStartLon()); |
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Vector3fImmutable endLocation = new Vector3fImmutable(msg.getEndLat(), msg.getEndAlt(), msg.getEndLon()); |
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// if (toMove.getObjectType() == GameObjectType.PlayerCharacter) |
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// if (msg.getEndAlt() == 0 && msg.getTargetID() == 0){ |
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// MovementManager.sendRWSSMsg(toMove); |
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// } |
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//If in Building, let's see if we need to Fix |
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// if inside a building, convert both locations from the building local reference frame to the world reference frame |
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if (msg.getTargetID() > 0) { |
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Building building = BuildingManager.getBuildingFromCache(msg.getTargetID()); |
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if (building != null) { |
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Vector3fImmutable convertLocEnd = new Vector3fImmutable(ZoneManager.convertLocalToWorld(building, endLocation)); |
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// if (!Bounds.collide(convertLocEnd, b) || !b.loadObjectsInside()) { |
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// toMove.setInBuilding(-1); |
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// toMove.setInFloorID(-1); |
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// toMove.setInBuildingID(0); |
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// } |
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// else { |
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toMove.setInBuilding(msg.getInBuilding()); |
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toMove.setInFloorID(msg.getUnknown01()); |
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toMove.setInBuildingID(msg.getTargetID()); |
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msg.setStartCoord(ZoneManager.convertWorldToLocal(building, toMove.getLoc())); |
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if (toMove.getObjectType() == GameObjectType.PlayerCharacter) { |
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if (convertLocEnd.distanceSquared2D(toMove.getLoc()) > 6000 * 6000) { |
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Logger.info("ENDLOC:" + convertLocEnd.x + ',' + convertLocEnd.y + ',' + convertLocEnd.z + |
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',' + "GETLOC:" + toMove.getLoc().x + ',' + toMove.getLoc().y + ',' + toMove.getLoc().z + " Name " + ((PlayerCharacter) toMove).getCombinedName()); |
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toMove.teleport(toMove.getLoc()); |
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return; |
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} |
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} |
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startLocation = toMove.getLoc(); |
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endLocation = convertLocEnd; |
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} else { |
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toMove.setInBuilding(-1); |
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toMove.setInFloorID(-1); |
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toMove.setInBuildingID(0); |
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//SYNC PLAYER |
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toMove.teleport(toMove.getLoc()); |
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return; |
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} |
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} else { |
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toMove.setInBuildingID(0); |
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toMove.setInFloorID(-1); |
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toMove.setInBuilding(-1); |
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msg.setStartCoord(toMove.getLoc()); |
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} |
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//make sure we set the correct player. |
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msg.setSourceType(toMove.getObjectType().ordinal()); |
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msg.setSourceID(toMove.getObjectUUID()); |
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//if player in region, modify location to local location of building. set target to building. |
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if (toMove.region != null) { |
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Building regionBuilding = Regions.GetBuildingForRegion(toMove.region); |
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if (regionBuilding != null) { |
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msg.setStartCoord(ZoneManager.convertWorldToLocal(Regions.GetBuildingForRegion(toMove.region), toMove.getLoc())); |
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msg.setEndCoord(ZoneManager.convertWorldToLocal(regionBuilding, endLocation)); |
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msg.setInBuilding(toMove.region.level); |
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msg.setUnknown01(toMove.region.room); |
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msg.setTargetType(GameObjectType.Building.ordinal()); |
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msg.setTargetID(regionBuilding.getObjectUUID()); |
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} |
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} else { |
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toMove.setInBuildingID(0); |
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toMove.setInFloorID(-1); |
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toMove.setInBuilding(-1); |
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msg.setStartCoord(toMove.getLoc()); |
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msg.setEndCoord(endLocation); |
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msg.setTargetType(0); |
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msg.setTargetID(0); |
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} |
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//checks sync between character and server, if out of sync, teleport player to original position and return. |
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if (toMove.getObjectType() == GameObjectType.PlayerCharacter) { |
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boolean startLocInSync = checkSync(toMove, startLocation, toMove.getLoc()); |
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if (!startLocInSync) { |
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syncLoc(toMove, toMove.getLoc(), startLocInSync); |
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return; |
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} |
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} |
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// set direction, based on the current location which has just been sync'd |
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// with the client and the calc'd destination |
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toMove.setFaceDir(endLocation.subtract2D(toMove.getLoc()).normalize()); |
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boolean collide = false; |
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if (toMove.getObjectType().equals(GameObjectType.PlayerCharacter)) { |
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Vector3fImmutable collidePoint = Bounds.PlayerBuildingCollisionPoint((PlayerCharacter) toMove, toMove.getLoc(), endLocation); |
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if (collidePoint != null) { |
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msg.setEndCoord(collidePoint); |
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endLocation = collidePoint; |
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collide = true; |
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} |
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} |
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if (toMove.getObjectType() == GameObjectType.PlayerCharacter && ((PlayerCharacter) toMove).isTeleportMode()) { |
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toMove.teleport(endLocation); |
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return; |
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} |
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// move to end location, this can interrupt the current move |
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toMove.setEndLoc(endLocation); |
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// ChatManager.chatSystemInfo((PlayerCharacter)toMove, "Moving to " + Vector3fImmutable.toString(endLocation)); |
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// make sure server knows player is not sitting |
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toMove.setSit(false); |
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// cancel any effects that break upon movement |
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toMove.cancelOnMove(); |
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//cancel any attacks for manual move. |
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if ((toMove.getObjectType() == GameObjectType.PlayerCharacter) && msg.getUnknown02() == 0) |
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toMove.setCombatTarget(null); |
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// If it's not a player moving just send the message |
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if ((toMove.getObjectType() == GameObjectType.PlayerCharacter) == false) { |
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DispatchMessage.sendToAllInRange(toMove, msg); |
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return; |
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} |
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// If it's a player who is moving then we need to handle characters |
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// who should see the message via group follow |
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PlayerCharacter player = (PlayerCharacter) toMove; |
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player.setTimeStamp("lastMoveGate", System.currentTimeMillis()); |
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if (collide) |
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DispatchMessage.dispatchMsgToInterestArea(player, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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else |
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DispatchMessage.dispatchMsgToInterestArea(player, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); |
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// Handle formation movement if needed |
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if (player.getFollow() == false) |
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return; |
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City cityObject = null; |
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Zone serverZone = null; |
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serverZone = ZoneManager.findSmallestZone(player.getLoc()); |
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cityObject = (City) DbManager.getFromCache(GameObjectType.City, serverZone.getPlayerCityUUID()); |
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// Do not send group messages if player is on grid |
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if (cityObject != null) |
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return; |
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// If player is not in a group we can exit here |
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Group group = GroupManager.getGroup(player); |
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if (group == null) |
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return; |
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// Echo group movement messages |
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if (group.getGroupLead().getObjectUUID() == player.getObjectUUID()) |
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moveGroup(player, player.getClientConnection(), msg); |
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} |
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/** |
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* compare client and server location to verify that the two are in sync |
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* |
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* @param ac the player character |
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* @param clientLoc location as reported by the client |
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* @param serverLoc location known to the server |
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* @return true if the two are in sync |
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*/ |
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private static boolean checkSync(AbstractCharacter ac, Vector3fImmutable clientLoc, Vector3fImmutable serverLoc) { |
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float desyncDist = clientLoc.distanceSquared2D(serverLoc); |
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// desync logging |
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if (MBServerStatics.MOVEMENT_SYNC_DEBUG) |
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if (desyncDist > MBServerStatics.MOVEMENT_DESYNC_TOLERANCE * MBServerStatics.MOVEMENT_DESYNC_TOLERANCE) |
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// our current location server side is a calc of last known loc + direction + speed and known time of last update |
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Logger.debug("Movement out of sync for " + ac.getFirstName() |
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+ ", Server Loc: " + serverLoc.getX() + ' ' + serverLoc.getZ() |
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+ " , Client loc: " + clientLoc.getX() + ' ' + clientLoc.getZ() |
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+ " desync distance " + desyncDist |
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+ " moving=" + ac.isMoving()); |
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else |
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Logger.debug("Movement sync is good - desyncDist = " + desyncDist); |
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if (ac.getDebug(1) && ac.getObjectType().equals(GameObjectType.PlayerCharacter)) |
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if (desyncDist > MBServerStatics.MOVEMENT_DESYNC_TOLERANCE * MBServerStatics.MOVEMENT_DESYNC_TOLERANCE) { |
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PlayerCharacter pc = (PlayerCharacter) ac; |
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ChatManager.chatSystemInfo(pc, |
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"Movement out of sync for " + ac.getFirstName() |
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+ ", Server Loc: " + serverLoc.getX() + ' ' + serverLoc.getZ() |
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+ " , Client loc: " + clientLoc.getX() + ' ' + clientLoc.getZ() |
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+ " desync distance " + desyncDist |
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+ " moving=" + ac.isMoving()); |
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} |
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// return indicator that the two are in sync or not |
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return (desyncDist < 100f * 100f); |
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} |
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public static void finishChangeAltitude(AbstractCharacter ac, float targetAlt) { |
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if (ac.getObjectType().equals(GameObjectType.PlayerCharacter) == false) |
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return; |
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//reset the getLoc timer before we clear other timers |
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// otherwise the next call to getLoc will not be correct |
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ac.resetLastSetLocUpdate(); |
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// call getLoc once as it processes loc to the ms |
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Vector3fImmutable curLoc = ac.getLoc(); |
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if (MBServerStatics.MOVEMENT_SYNC_DEBUG) |
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Logger.info("Finished Alt change, setting the end location to " |
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+ ac.getEndLoc().getX() + ' ' + ac.getEndLoc().getZ() |
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+ " moving=" + ac.isMoving() |
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+ " and current location is " + curLoc.getX() + ' ' + curLoc.getZ()); |
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if (ac.getDebug(1) && ac.getObjectType().equals(GameObjectType.PlayerCharacter)) |
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ChatManager.chatSystemInfo((PlayerCharacter) ac, "Finished Alt change, setting the end location to " + ac.getEndLoc().getX() + ' ' + ac.getEndLoc().getZ() + " moving=" + ac.isMoving() + " and current location is " + curLoc.getX() + ' ' + curLoc.getZ()); |
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//Send run/walk/sit/stand to tell the client we are flying / landing etc |
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ac.update(); |
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ac.stopMovement(ac.getLoc()); |
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if (ac.isAlive()) |
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MovementManager.sendRWSSMsg(ac); |
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//Check collision again |
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} |
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// Handle formation movement in group |
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public static void moveGroup(PlayerCharacter pc, ClientConnection origin, MoveToPointMsg msg) throws MsgSendException { |
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// get forward vector |
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Vector3f faceDir = new Vector3f(pc.getFaceDir().x, 0, pc.getFaceDir().z).normalize(); |
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// get perpendicular vector |
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Vector3f crossDir = new Vector3f(faceDir.z, 0, -faceDir.x); |
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//get source loc with altitude |
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Vector3f sLoc = new Vector3f(pc.getLoc().x, pc.getAltitude(), pc.getLoc().z); |
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Group group = GroupManager.getGroup(pc); |
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Set<PlayerCharacter> members = group.getMembers(); |
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int pos = 0; |
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for (PlayerCharacter member : members) { |
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if (member == null) |
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continue; |
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if (member.getObjectUUID() == pc.getObjectUUID()) |
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continue; |
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MoveToPointMsg groupMsg = new MoveToPointMsg(msg); |
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// Verify group member should be moved |
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pos++; |
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if (member.getFollow() != true) |
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continue; |
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//get member loc with altitude, then range against source loc |
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Vector3f mLoc = new Vector3f(member.getLoc().x, member.getAltitude(), member.getLoc().z); |
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if (sLoc.distanceSquared2D(mLoc) > sqr(MBServerStatics.FORMATION_RANGE)) |
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continue; |
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//don't move if player has taken damage from another player in last 60 seconds |
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long lastAttacked = System.currentTimeMillis() - pc.getLastPlayerAttackTime(); |
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if (lastAttacked < 60000) |
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continue; |
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if (!member.isAlive()) |
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continue; |
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//don't move if player is stunned or rooted |
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PlayerBonuses bonus = member.getBonuses(); |
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if (bonus.getBool(ModType.Stunned, SourceType.None) || bonus.getBool(ModType.CannotMove, SourceType.None)) |
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continue; |
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member.update(); |
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// All checks passed, let's move the player |
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// First get the offset position |
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Vector3f offset = Formation.getOffset(group.getFormation(), pos); |
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Vector3fImmutable destination = pc.getEndLoc(); |
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// offset forwards or backwards |
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destination = destination.add(faceDir.mult(offset.z)); |
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// offset left or right |
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destination = destination.add(crossDir.mult(offset.x)); |
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// ArrayList<AbstractWorldObject> awoList = WorldGrid.INSTANCE.getObjectsInRangePartial(member, member.getLoc().distance2D(destination) +1000, MBServerStatics.MASK_BUILDING); |
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// |
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// boolean skip = false; |
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// |
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// for (AbstractWorldObject awo: awoList){ |
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// Building building = (Building)awo; |
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// |
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// if (building.getBounds() != null){ |
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// if (Bounds.collide(building, member.getLoc(), destination)){ |
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// skip = true; |
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// break; |
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// } |
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// |
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// } |
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// |
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// } |
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// |
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// if (skip) |
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// continue; |
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// if (member.isMoving()) |
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// member.stopMovement(); |
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// Update player speed to match group lead speed and make standing |
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if (member.isSit() || (member.isWalk() != pc.isWalk())) { |
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member.setSit(false); |
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member.setWalkMode(pc.isWalk()); |
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MovementManager.sendRWSSMsg(member); |
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} |
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//cancel any effects that break upon movement |
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member.cancelOnMove(); |
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// send movement for other players to see |
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groupMsg.setSourceID(member.getObjectUUID()); |
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groupMsg.setStartCoord(member.getLoc()); |
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groupMsg.setEndCoord(destination); |
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groupMsg.clearTarget(); |
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DispatchMessage.sendToAllInRange(member, groupMsg); |
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// update group member |
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member.setFaceDir(destination.subtract2D(member.getLoc()).normalize()); |
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member.setEndLoc(destination); |
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} |
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} |
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public static void translocate(AbstractCharacter teleporter, Vector3fImmutable targetLoc, Regions region) { |
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if (targetLoc == null) |
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return; |
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Vector3fImmutable oldLoc = new Vector3fImmutable(teleporter.getLoc()); |
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teleporter.stopMovement(targetLoc); |
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teleporter.setRegion(region); |
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//mobs ignore region sets for now. |
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if (teleporter.getObjectType().equals(GameObjectType.Mob)) { |
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teleporter.setInBuildingID(0); |
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teleporter.setInBuilding(-1); |
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teleporter.setInFloorID(-1); |
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TeleportToPointMsg msg = new TeleportToPointMsg(teleporter, targetLoc.getX(), targetLoc.getY(), targetLoc.getZ(), 0, -1, -1); |
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DispatchMessage.dispatchMsgToInterestArea(oldLoc, teleporter, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); |
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return; |
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} |
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TeleportToPointMsg msg = new TeleportToPointMsg(teleporter, targetLoc.getX(), targetLoc.getY(), targetLoc.getZ(), 0, -1, -1); |
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//we shouldnt need to send teleport message to new area, as loadjob should pick it up. |
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// DispatchMessage.dispatchMsgToInterestArea(teleporter, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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DispatchMessage.dispatchMsgToInterestArea(oldLoc, teleporter, msg, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); |
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if (teleporter.getObjectType().equals(GameObjectType.PlayerCharacter)) |
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InterestManager.INTERESTMANAGER.HandleLoadForTeleport((PlayerCharacter) teleporter); |
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} |
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private static void syncLoc(AbstractCharacter ac, Vector3fImmutable clientLoc, boolean useClientLoc) { |
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ac.teleport(ac.getLoc()); |
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} |
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}
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