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