forked from mirror/openmw-tes3mp
[General] Implement ActorAI packet, part 1
The server can now make actors become followers of players or other actors.
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c00b3bbe97
commit
77389538e8
11 changed files with 167 additions and 3 deletions
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@ -267,6 +267,31 @@ void ActorFunctions::SetActorFatigueModified(double value) noexcept
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tempActor.creatureStats.mDynamic[2].mMod = value;
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}
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void ActorFunctions::SetActorAIAction(unsigned int action) noexcept
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{
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tempActor.aiAction = action;
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}
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void ActorFunctions::SetActorAITargetToPlayer(unsigned short pid) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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tempActor.hasAiTarget = true;
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tempActor.aiTarget.isPlayer = true;
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tempActor.aiTarget.guid = player->guid;
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}
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void ActorFunctions::SetActorAITargetToActor(int refNumIndex, int mpNum) noexcept
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{
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tempActor.hasAiTarget = true;
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tempActor.aiTarget.isPlayer = false;
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tempActor.aiTarget.refNumIndex = refNumIndex;
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tempActor.aiTarget.mpNum = mpNum;
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}
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void ActorFunctions::EquipActorItem(unsigned short slot, const char *refId, unsigned int count, int charge, double enchantmentCharge) noexcept
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{
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tempActor.equipmentItems[slot].refId = refId;
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@ -328,6 +353,12 @@ void ActorFunctions::SendActorEquipment() noexcept
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mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_EQUIPMENT)->Send(writeActorList.guid);
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}
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void ActorFunctions::SendActorAI() noexcept
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{
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mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_AI)->setActorList(&writeActorList);
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mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_AI)->Send(writeActorList.guid);
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}
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void ActorFunctions::SendActorCellChange() noexcept
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{
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mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_CELL_CHANGE)->setActorList(&writeActorList);
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@ -60,6 +60,10 @@
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{"SetActorFatigueCurrent", ActorFunctions::SetActorFatigueCurrent},\
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{"SetActorFatigueModified", ActorFunctions::SetActorFatigueModified},\
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\
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{"SetActorAIAction", ActorFunctions::SetActorAIAction},\
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{"SetActorAITargetToPlayer", ActorFunctions::SetActorAITargetToPlayer},\
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{"SetActorAITargetToActor", ActorFunctions::SetActorAITargetToActor},\
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\
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{"EquipActorItem", ActorFunctions::EquipActorItem},\
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{"UnequipActorItem", ActorFunctions::UnequipActorItem},\
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\
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@ -70,9 +74,10 @@
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{"SendActorPosition", ActorFunctions::SendActorPosition},\
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{"SendActorStatsDynamic", ActorFunctions::SendActorStatsDynamic},\
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{"SendActorEquipment", ActorFunctions::SendActorEquipment},\
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{"SendActorAI", ActorFunctions::SendActorAI},\
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{"SendActorCellChange", ActorFunctions::SendActorCellChange}
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class ActorFunctions
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class ActorFunctions
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{
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public:
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@ -481,6 +486,31 @@ public:
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*/
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static void SetActorFatigueModified(double value) noexcept;
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/**
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* \brief Set the AI action of the temporary actor stored on the server.
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*
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* \param action The new action.
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* \return void
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*/
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static void SetActorAIAction(unsigned int action) noexcept;
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/**
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* \brief Set a player as the AI target of the temporary actor stored on the server.
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*
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* \param pid The player ID.
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* \return void
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*/
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static void SetActorAITargetToPlayer(unsigned short pid) noexcept;
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/**
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* \brief Set another actor as the AI target of the temporary actor stored on the server.
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*
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* \param refNumIndex The refNumIndex of the target actor.
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* \param mpNum The mpNum of the target actor.
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* \return void
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*/
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static void SetActorAITargetToActor(int refNumIndex, int mpNum) noexcept;
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/**
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* \brief Equip an item in a certain slot of the equipment of the temporary actor stored
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* on the server.
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@ -561,6 +591,15 @@ public:
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*/
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static void SendActorEquipment() noexcept;
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/**
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* \brief Send an ActorAI packet.
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*
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* It is sent only to the player for whom the current actor list was initialized.
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*
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* \return void
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*/
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static void SendActorAI() noexcept;
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/**
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* \brief Send an ActorCellChange packet.
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*
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@ -244,6 +244,24 @@ void Cell::readSpeech(ActorList& actorList)
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}
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}
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void Cell::readAI(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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for (const auto &baseActor : actorList.baseActors)
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{
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->aiAction = baseActor.aiAction;
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actor->aiTarget = baseActor.aiTarget;
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actor->setAI();
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}
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}
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}
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void Cell::readAttack(ActorList& actorList)
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{
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for (const auto &baseActor : actorList.baseActors)
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@ -24,6 +24,7 @@ namespace mwmp
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void readStatsDynamic(ActorList& actorList);
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void readEquipment(ActorList& actorList);
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void readSpeech(ActorList& actorList);
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void readAI(ActorList& actorList);
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void readAttack(ActorList& actorList);
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void readCellChange(ActorList& actorList);
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@ -154,6 +154,17 @@ void CellController::readSpeech(ActorList& actorList)
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cellsInitialized[mapIndex]->readSpeech(actorList);
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}
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void CellController::readAI(ActorList& actorList)
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{
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std::string mapIndex = actorList.cell.getDescription();
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initializeCell(actorList.cell);
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// If this now exists, send it the data
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if (cellsInitialized.count(mapIndex) > 0)
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cellsInitialized[mapIndex]->readAI(actorList);
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}
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void CellController::readAttack(ActorList& actorList)
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{
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std::string mapIndex = actorList.cell.getDescription();
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@ -27,6 +27,7 @@ namespace mwmp
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void readStatsDynamic(mwmp::ActorList& actorList);
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void readEquipment(mwmp::ActorList& actorList);
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void readSpeech(mwmp::ActorList& actorList);
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void readAI(mwmp::ActorList& actorList);
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void readAttack(mwmp::ActorList& actorList);
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void readCellChange(mwmp::ActorList& actorList);
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@ -6,6 +6,7 @@
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#include "../mwdialogue/dialoguemanagerimp.hpp"
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#include "../mwmechanics/aifollow.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/mechanicsmanagerimp.hpp"
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#include "../mwmechanics/movement.hpp"
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@ -203,6 +204,41 @@ void DedicatedActor::setEquipment()
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}
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}
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void DedicatedActor::setAI()
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{
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if (hasAiTarget)
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{
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MWWorld::Ptr targetPtr;
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if (aiTarget.isPlayer)
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targetPtr = MechanicsHelper::getPlayerPtr(aiTarget);
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else
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{
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if (mwmp::Main::get().getCellController()->isLocalActor(aiTarget.refNumIndex, aiTarget.mpNum))
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targetPtr = mwmp::Main::get().getCellController()->getLocalActor(aiTarget.refNumIndex, aiTarget.mpNum)->getPtr();
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else if (mwmp::Main::get().getCellController()->isDedicatedActor(aiTarget.refNumIndex, aiTarget.mpNum))
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targetPtr = mwmp::Main::get().getCellController()->getDedicatedActor(aiTarget.refNumIndex, aiTarget.mpNum)->getPtr();
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else
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LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has invalid target AI target %i-%i",
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ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
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aiTarget.refNumIndex, aiTarget.mpNum);
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}
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if (targetPtr)
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{
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LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has AI target %s %i-%i",
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ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
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targetPtr.getCellRef().getRefId().c_str(), aiTarget.refNumIndex, aiTarget.mpNum);
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if (aiAction == mwmp::BaseActorList::FOLLOW)
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{
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MWMechanics::AiFollow package(targetPtr.getCellRef().getRefId());
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(package, ptr);
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}
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}
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}
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}
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void DedicatedActor::playAnimation()
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{
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if (!animation.groupname.empty())
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@ -22,6 +22,7 @@ namespace mwmp
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void setAnimFlags();
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void setStatsDynamic();
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void setEquipment();
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void setAI();
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void playAnimation();
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void playSound();
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@ -17,7 +17,7 @@ namespace mwmp
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virtual void Do(ActorPacket &packet, ActorList &actorList)
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{
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//Main::get().getCellController()->readAI(actorList);
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Main::get().getCellController()->readAI(actorList);
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}
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};
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}
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@ -39,6 +39,10 @@ namespace mwmp
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Animation animation;
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Attack attack;
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bool hasAiTarget;
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Target aiTarget;
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unsigned int aiAction;
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bool hasPositionData;
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bool hasStatsDynamicData;
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@ -62,6 +66,11 @@ namespace mwmp
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REQUEST = 3
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};
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enum AI_ACTION
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{
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FOLLOW = 0
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};
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RakNet::RakNetGUID guid;
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std::vector<BaseActor> baseActors;
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@ -11,5 +11,22 @@ PacketActorAI::PacketActorAI(RakNet::RakPeerInterface *peer) : ActorPacket(peer)
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void PacketActorAI::Actor(BaseActor &actor, bool send)
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{
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// Placeholder to be filled in later
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RW(actor.aiAction, send);
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RW(actor.hasAiTarget, send);
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if (actor.hasAiTarget)
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{
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RW(actor.aiTarget.isPlayer, send);
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if (actor.aiTarget.isPlayer)
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{
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RW(actor.aiTarget.guid, send);
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}
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else
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{
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RW(actor.aiTarget.refId, send, 1);
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RW(actor.aiTarget.refNumIndex, send);
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RW(actor.aiTarget.mpNum, send);
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}
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}
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}
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