[General] Implement ActorAI packet, part 1

The server can now make actors become followers of players or other actors.
pull/421/head
David Cernat 7 years ago
parent c00b3bbe97
commit 77389538e8

@ -267,6 +267,31 @@ void ActorFunctions::SetActorFatigueModified(double value) noexcept
tempActor.creatureStats.mDynamic[2].mMod = value;
}
void ActorFunctions::SetActorAIAction(unsigned int action) noexcept
{
tempActor.aiAction = action;
}
void ActorFunctions::SetActorAITargetToPlayer(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
tempActor.hasAiTarget = true;
tempActor.aiTarget.isPlayer = true;
tempActor.aiTarget.guid = player->guid;
}
void ActorFunctions::SetActorAITargetToActor(int refNumIndex, int mpNum) noexcept
{
tempActor.hasAiTarget = true;
tempActor.aiTarget.isPlayer = false;
tempActor.aiTarget.refNumIndex = refNumIndex;
tempActor.aiTarget.mpNum = mpNum;
}
void ActorFunctions::EquipActorItem(unsigned short slot, const char *refId, unsigned int count, int charge, double enchantmentCharge) noexcept
{
tempActor.equipmentItems[slot].refId = refId;
@ -328,6 +353,12 @@ void ActorFunctions::SendActorEquipment() noexcept
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_EQUIPMENT)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorAI() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_AI)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_AI)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorCellChange() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_CELL_CHANGE)->setActorList(&writeActorList);

@ -60,6 +60,10 @@
{"SetActorFatigueCurrent", ActorFunctions::SetActorFatigueCurrent},\
{"SetActorFatigueModified", ActorFunctions::SetActorFatigueModified},\
\
{"SetActorAIAction", ActorFunctions::SetActorAIAction},\
{"SetActorAITargetToPlayer", ActorFunctions::SetActorAITargetToPlayer},\
{"SetActorAITargetToActor", ActorFunctions::SetActorAITargetToActor},\
\
{"EquipActorItem", ActorFunctions::EquipActorItem},\
{"UnequipActorItem", ActorFunctions::UnequipActorItem},\
\
@ -70,9 +74,10 @@
{"SendActorPosition", ActorFunctions::SendActorPosition},\
{"SendActorStatsDynamic", ActorFunctions::SendActorStatsDynamic},\
{"SendActorEquipment", ActorFunctions::SendActorEquipment},\
{"SendActorAI", ActorFunctions::SendActorAI},\
{"SendActorCellChange", ActorFunctions::SendActorCellChange}
class ActorFunctions
class ActorFunctions
{
public:
@ -481,6 +486,31 @@ public:
*/
static void SetActorFatigueModified(double value) noexcept;
/**
* \brief Set the AI action of the temporary actor stored on the server.
*
* \param action The new action.
* \return void
*/
static void SetActorAIAction(unsigned int action) noexcept;
/**
* \brief Set a player as the AI target of the temporary actor stored on the server.
*
* \param pid The player ID.
* \return void
*/
static void SetActorAITargetToPlayer(unsigned short pid) noexcept;
/**
* \brief Set another actor as the AI target of the temporary actor stored on the server.
*
* \param refNumIndex The refNumIndex of the target actor.
* \param mpNum The mpNum of the target actor.
* \return void
*/
static void SetActorAITargetToActor(int refNumIndex, int mpNum) noexcept;
/**
* \brief Equip an item in a certain slot of the equipment of the temporary actor stored
* on the server.
@ -561,6 +591,15 @@ public:
*/
static void SendActorEquipment() noexcept;
/**
* \brief Send an ActorAI packet.
*
* It is sent only to the player for whom the current actor list was initialized.
*
* \return void
*/
static void SendActorAI() noexcept;
/**
* \brief Send an ActorCellChange packet.
*

@ -244,6 +244,24 @@ void Cell::readSpeech(ActorList& actorList)
}
}
void Cell::readAI(ActorList& actorList)
{
initializeDedicatedActors(actorList);
for (const auto &baseActor : actorList.baseActors)
{
std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
if (dedicatedActors.count(mapIndex) > 0)
{
DedicatedActor *actor = dedicatedActors[mapIndex];
actor->aiAction = baseActor.aiAction;
actor->aiTarget = baseActor.aiTarget;
actor->setAI();
}
}
}
void Cell::readAttack(ActorList& actorList)
{
for (const auto &baseActor : actorList.baseActors)

@ -24,6 +24,7 @@ namespace mwmp
void readStatsDynamic(ActorList& actorList);
void readEquipment(ActorList& actorList);
void readSpeech(ActorList& actorList);
void readAI(ActorList& actorList);
void readAttack(ActorList& actorList);
void readCellChange(ActorList& actorList);

@ -154,6 +154,17 @@ void CellController::readSpeech(ActorList& actorList)
cellsInitialized[mapIndex]->readSpeech(actorList);
}
void CellController::readAI(ActorList& actorList)
{
std::string mapIndex = actorList.cell.getDescription();
initializeCell(actorList.cell);
// If this now exists, send it the data
if (cellsInitialized.count(mapIndex) > 0)
cellsInitialized[mapIndex]->readAI(actorList);
}
void CellController::readAttack(ActorList& actorList)
{
std::string mapIndex = actorList.cell.getDescription();

@ -27,6 +27,7 @@ namespace mwmp
void readStatsDynamic(mwmp::ActorList& actorList);
void readEquipment(mwmp::ActorList& actorList);
void readSpeech(mwmp::ActorList& actorList);
void readAI(mwmp::ActorList& actorList);
void readAttack(mwmp::ActorList& actorList);
void readCellChange(mwmp::ActorList& actorList);

@ -6,6 +6,7 @@
#include "../mwdialogue/dialoguemanagerimp.hpp"
#include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
#include "../mwmechanics/movement.hpp"
@ -203,6 +204,41 @@ void DedicatedActor::setEquipment()
}
}
void DedicatedActor::setAI()
{
if (hasAiTarget)
{
MWWorld::Ptr targetPtr;
if (aiTarget.isPlayer)
targetPtr = MechanicsHelper::getPlayerPtr(aiTarget);
else
{
if (mwmp::Main::get().getCellController()->isLocalActor(aiTarget.refNumIndex, aiTarget.mpNum))
targetPtr = mwmp::Main::get().getCellController()->getLocalActor(aiTarget.refNumIndex, aiTarget.mpNum)->getPtr();
else if (mwmp::Main::get().getCellController()->isDedicatedActor(aiTarget.refNumIndex, aiTarget.mpNum))
targetPtr = mwmp::Main::get().getCellController()->getDedicatedActor(aiTarget.refNumIndex, aiTarget.mpNum)->getPtr();
else
LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has invalid target AI target %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
aiTarget.refNumIndex, aiTarget.mpNum);
}
if (targetPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has AI target %s %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
targetPtr.getCellRef().getRefId().c_str(), aiTarget.refNumIndex, aiTarget.mpNum);
if (aiAction == mwmp::BaseActorList::FOLLOW)
{
MWMechanics::AiFollow package(targetPtr.getCellRef().getRefId());
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(package, ptr);
}
}
}
}
void DedicatedActor::playAnimation()
{
if (!animation.groupname.empty())

@ -22,6 +22,7 @@ namespace mwmp
void setAnimFlags();
void setStatsDynamic();
void setEquipment();
void setAI();
void playAnimation();
void playSound();

@ -17,7 +17,7 @@ namespace mwmp
virtual void Do(ActorPacket &packet, ActorList &actorList)
{
//Main::get().getCellController()->readAI(actorList);
Main::get().getCellController()->readAI(actorList);
}
};
}

@ -39,6 +39,10 @@ namespace mwmp
Animation animation;
Attack attack;
bool hasAiTarget;
Target aiTarget;
unsigned int aiAction;
bool hasPositionData;
bool hasStatsDynamicData;
@ -62,6 +66,11 @@ namespace mwmp
REQUEST = 3
};
enum AI_ACTION
{
FOLLOW = 0
};
RakNet::RakNetGUID guid;
std::vector<BaseActor> baseActors;

@ -11,5 +11,22 @@ PacketActorAI::PacketActorAI(RakNet::RakPeerInterface *peer) : ActorPacket(peer)
void PacketActorAI::Actor(BaseActor &actor, bool send)
{
// Placeholder to be filled in later
RW(actor.aiAction, send);
RW(actor.hasAiTarget, send);
if (actor.hasAiTarget)
{
RW(actor.aiTarget.isPlayer, send);
if (actor.aiTarget.isPlayer)
{
RW(actor.aiTarget.guid, send);
}
else
{
RW(actor.aiTarget.refId, send, 1);
RW(actor.aiTarget.refNumIndex, send);
RW(actor.aiTarget.mpNum, send);
}
}
}

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