[Client] Simplify sending of ActorAI packets for uninitialized actors

pull/1/head
David Cernat 6 years ago
parent 5f4ec1331f
commit 743933134d

@ -2,6 +2,9 @@
#include "Main.hpp"
#include "Networking.hpp"
#include "LocalPlayer.hpp"
#include "MechanicsHelper.hpp"
#include "../mwworld/class.hpp"
#include <components/openmw-mp/Log.hpp>
@ -84,6 +87,31 @@ void ActorList::addAiActor(BaseActor baseActor)
aiActors.push_back(baseActor);
}
void ActorList::addAiActor(const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& targetPtr, unsigned int aiAction)
{
mwmp::BaseActor baseActor;
baseActor.refNum = actorPtr.getCellRef().getRefNum().mIndex;
baseActor.mpNum = actorPtr.getCellRef().getMpNum();
baseActor.aiAction = aiAction;
baseActor.aiTarget = MechanicsHelper::getTarget(targetPtr);
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Preparing to send ID_ACTOR_AI about %s %i-%i\n- action: %i",
actorPtr.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum, aiAction);
if (baseActor.aiTarget.isPlayer)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Has player target %s",
targetPtr.getClass().getName(targetPtr).c_str());
}
else
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Has actor target %s %i-%i",
targetPtr.getCellRef().getRefId().c_str(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
}
addAiActor(baseActor);
}
void ActorList::addAttackActor(BaseActor baseActor)
{
attackActors.push_back(baseActor);

@ -28,6 +28,7 @@ namespace mwmp
void addDeathActor(BaseActor baseActor);
void addEquipmentActor(BaseActor baseActor);
void addAiActor(BaseActor baseActor);
void addAiActor(const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& targetPtr, unsigned int aiAction);
void addAttackActor(BaseActor baseActor);
void addCellChangeActor(BaseActor baseActor);

@ -265,12 +265,12 @@ void DedicatedActor::setAi()
if (targetPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Has AI target %s %i-%i",
LOG_APPEND(Log::LOG_VERBOSE, "-- Has actor target %s %i-%i",
targetPtr.getCellRef().getRefId().c_str(), aiTarget.refNum, aiTarget.mpNum);
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Has invalid target AI target %i-%i",
LOG_APPEND(Log::LOG_VERBOSE, "-- Has invalid actor target %i-%i",
aiTarget.refNum, aiTarget.mpNum);
}

@ -344,30 +344,10 @@ namespace MWScript
if (targetPtr)
{
mwmp::BaseActor baseActor;
baseActor.refNum = ptr.getCellRef().getRefNum().mIndex;
baseActor.mpNum = ptr.getCellRef().getMpNum();
baseActor.aiAction = mwmp::BaseActorList::FOLLOW;
baseActor.aiTarget = MechanicsHelper::getTarget(targetPtr);
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_AI about %s %i-%i to server",
ptr.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
if (baseActor.aiTarget.isPlayer)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Following player %s",
targetPtr.getClass().getName(targetPtr).c_str());
}
else
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Following actor %s %i-%i",
targetPtr.getCellRef().getRefId().c_str(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
}
mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
actorList->reset();
actorList->cell = *ptr.getCell()->getCell();
actorList->addAiActor(baseActor);
actorList->addAiActor(ptr, targetPtr, mwmp::BaseActorList::FOLLOW);
actorList->sendAiActors();
}
/*
@ -517,30 +497,10 @@ namespace MWScript
*/
if (target)
{
mwmp::BaseActor baseActor;
baseActor.refNum = actor.getCellRef().getRefNum().mIndex;
baseActor.mpNum = actor.getCellRef().getMpNum();
baseActor.aiAction = mwmp::BaseActorList::COMBAT;
baseActor.aiTarget = MechanicsHelper::getTarget(target);
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_AI about %s %i-%i to server",
actor.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
if (baseActor.aiTarget.isPlayer)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Starting combat with player %s",
target.getClass().getName(target).c_str());
}
else
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Starting combat with actor %s %i-%i",
target.getCellRef().getRefId().c_str(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
}
mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
actorList->reset();
actorList->cell = *actor.getCell()->getCell();
actorList->addAiActor(baseActor);
actorList->addAiActor(actor, target, mwmp::BaseActorList::COMBAT);
actorList->sendAiActors();
}
/*

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