Add free cloak-style auto-hunt pull for 3 10 or 20 monster groups

This commit is contained in:
shen
2026-09-30 17:07:24 -07:00
parent d1f8d3dddd
commit 8a6aeaedf0
18 changed files with 558 additions and 96 deletions
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# 自动狩猎的披风式引怪
用户授权的玩法扩展:自动狩猎自带,不需要或消耗隐月披风;选项为关、3 组、10 组、20 组。
客户端不移动怪物或伪造命中,服务端使用披风 `AggregateMonster` 中的 `BeginFight` 路径建立追击。
原披风的道具消耗和随机拉怪行为保持不变;本功能按距离确定性选择最多 N 个队伍。
“组”是服务端实际的怪物 `CParty`,没有队伍的单只怪物算一组。同一队伍在范围内的成员一起拉取。
不足所选组数时拉取实际可用的组数。范围使用自动狩猎的范围设置,上限 5000 cm。
安全区、死亡/眩晕、低于 50% HP 或不能操作道具时不引怪;默认不拉首领。
队伍在范围内存在首领或正在攻击其他玩家的成员时,整组跳过。
请求 `/autohunt_pull <3|10|20> <500..5000> <boss:0|1> <request-id>` 走现有 CG_CHAT。
服务端每次发 `AutoHuntGather <id> mob <vid>`,最后发 `AutoHuntGather <id> done <groups>`,
走现有 CHAT_TYPE_COMMAND。每个消息很短,不受一条聊天封包长度限制。
客户端只接受当前请求的回包;停用、手动暂停后旧回包不生效。
双方有 10 秒冷却,服务端冷却以角色任务标记保存,重新登录或开关狩猎不能绕过。
客户端原地等待追击怪物进入近战距离,最多等待 8 秒;3 秒无回包则继续普通狩猎。
## 构建和回滚
`server.patch` 以 40250 的 `/usr/metin2/src` 为根,`patch -p1` 应用。
`autohunt_pull.h` 和 `group_select.h` 是补丁中两份新增头文件的源文件。
`../rebuild.sh` 已加入本补丁,沿用 build / deploy 流程。
2026-09-30 已在 192.168.21.203 编译并部署。原 `cmd.cpp`、`cmd_general.cpp`、旧 game
备份在 `/root/autohunt-pull-20260930/`(旧程序为 `game.before`)。回滚时停 game、恢复旧程序后启动;
不需要改数据库结构。原披风物品逻辑没有改动。
验证:`host.autohunt_pull` 直接编译本命令,检查 3/10/20 组、队伍成员数、排序、冷却、安全区、
低血量和其他玩家目标过滤。`port.login_flow` 通过真实 Python 设置和聊天封包验证请求、回包及原地等待,
桌面和移动模式均通过。真服临时角色实测回包为 **3 组、9 只怪物**,随后进入自动战斗。
临时角色、账号和关联数据已在刷新对应 DB 缓存后清理;auth/game/db 监听已检查。
macOS 原生包及 Android debug APK 已重新构建。
@@ -0,0 +1,59 @@
// PORT extension: free cloak-style auto-hunt pull, using the original BeginFight path.
#ifdef MT_AUTOHUNT_SERVER_TEST
#include "group_select.h"
#else
#include "sectree_manager.h"
#include "autohunt_group_select.h"
#endif
struct AutoHuntPullCollector {
LPCHARACTER owner;
int radius;
bool bosses;
std::vector<mt_autohunt::Candidate> candidates;
AutoHuntPullCollector(LPCHARACTER ch, int range, bool boss) : owner(ch), radius(range), bosses(boss) {}
void operator()(LPENTITY ent) {
if (!ent->IsType(ENTITY_CHARACTER)) return;
LPCHARACTER mob = (LPCHARACTER)ent;
if (!mob->IsMonster() || mob->IsPC() || mob->IsDead() || mob->GetMapIndex() != owner->GetMapIndex()) return;
const int distance = DISTANCE_APPROX(mob->GetX() - owner->GetX(), mob->GetY() - owner->GetY());
if (distance > radius) return;
const bool safe = !mob->GetSectree() ||
(mob->GetSectree()->GetAttribute(mob->GetX(), mob->GetY()) & ATTR_BANPK);
mt_autohunt::Candidate c;
c.group = mob->GetParty() ? uint64_t(uintptr_t(mob->GetParty())) << 1 : (uint64_t((DWORD)mob->GetVID()) << 1) | 1;
c.vid = (DWORD)mob->GetVID();
c.distance = distance;
c.eligible = !safe && (bosses || mob->GetMobRank() < MOB_RANK_BOSS) &&
(!mob->GetVictim() || mob->GetVictim() == owner) && (mob->GetVictim() == owner || mob->CanBeginFight());
candidates.push_back(c);
}
};
ACMD(do_autohunt_pull) {
int groups = 0, radius = 0, bosses = 0;
unsigned int request = 0;
char extra = 0;
if (sscanf(argument, "%d %d %d %u %c", &groups, &radius, &bosses, &request, &extra) != 4 ||
(groups != 3 && groups != 10 && groups != 20) || radius < 500 || radius > 5000 ||
(bosses != 0 && bosses != 1)) return;
const int now = get_global_time();
if (!ch->IsPC() || ch->IsDead() || ch->IsStun() || !ch->CanHandleItem() || !ch->GetSectree() ||
(ch->GetSectree()->GetAttribute(ch->GetX(), ch->GetY()) & ATTR_BANPK) ||
ch->GetHP() < ch->GetMaxHP() / 2 || now < ch->GetQuestFlag("autohunt.next_pull")) {
ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done 0", request);
return;
}
// Server-side cooldown survives reconnects and switching auto hunt on/off.
ch->SetQuestFlag("autohunt.next_pull", now + 10);
AutoHuntPullCollector collector(ch, radius, bosses != 0);
ch->GetSectree()->ForEachAround(collector);
const mt_autohunt::Selection selected = mt_autohunt::SelectGroups(collector.candidates, groups);
for (size_t i = 0; i < selected.mobs.size(); ++i) {
LPCHARACTER mob = CHARACTER_MANAGER::instance().Find(selected.mobs[i]);
if (!mob) continue;
if (!mob->GetVictim()) mob->BeginFight(ch);
ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u mob %u", request, selected.mobs[i]);
}
ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done %d", request, selected.groups);
}
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#ifndef MT_AUTOHUNT_GROUP_SELECT_H
#define MT_AUTOHUNT_GROUP_SELECT_H
#include <algorithm>
#include <vector>
#include <map>
#include <stdint.h>
namespace mt_autohunt {
struct Candidate {
uint64_t group; // actual server party, or a unique key for an ungrouped monster
uint32_t vid;
int distance;
bool eligible;
};
struct Selection {
int groups;
std::vector<uint32_t> mobs;
Selection() : groups(0) {}
};
inline Selection SelectGroups(const std::vector<Candidate>& candidates, int count) {
Selection out;
if (count != 3 && count != 10 && count != 20) return out;
struct Group {
uint64_t key;
int distance;
bool eligible;
std::vector<uint32_t> mobs;
Group() : key(0), distance(2147483647), eligible(true) {}
};
std::map<uint64_t, Group> groups;
for (size_t i = 0; i < candidates.size(); ++i) {
const Candidate& c = candidates[i];
Group& g = groups[c.group];
g.key = c.group;
g.distance = std::min(g.distance, c.distance);
g.eligible = g.eligible && c.eligible;
g.mobs.push_back(c.vid);
}
std::vector<std::pair<int, uint64_t> > ordered;
for (std::map<uint64_t, Group>::const_iterator i = groups.begin(); i != groups.end(); ++i)
if (i->second.eligible) ordered.push_back(std::make_pair(i->second.distance, i->first));
std::sort(ordered.begin(), ordered.end());
for (size_t i = 0; i < ordered.size() && out.groups < count; ++i) {
const Group& g = groups[ordered[i].second];
out.mobs.insert(out.mobs.end(), g.mobs.begin(), g.mobs.end());
++out.groups;
}
return out;
}
}
#endif
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--- a/server/game/src/cmd.cpp
+++ b/server/game/src/cmd.cpp
@@ -6,6 +6,7 @@
#include "log.h"
#include "desc.h"
+ACMD(do_autohunt_pull);
ACMD(do_user_horse_ride);
ACMD(do_user_horse_back);
ACMD(do_user_horse_feed);
@@ -279,6 +280,7 @@
struct command_info cmd_info[] =
{
{ "!RESERVED!", NULL, 0, POS_DEAD, GM_IMPLEMENTOR }, /* 반드시 이 것이 처음이어야 한다. */
+ { "autohunt_pull", do_autohunt_pull, 0, POS_STANDING, GM_PLAYER },
{ "who", do_who, 0, POS_DEAD, GM_IMPLEMENTOR },
{ "war", do_war, 0, POS_DEAD, GM_PLAYER },
{ "warp", do_warp, 0, POS_DEAD, GM_LOW_WIZARD },
--- a/server/game/src/cmd_general.cpp
+++ b/server/game/src/cmd_general.cpp
@@ -37,6 +37,8 @@
#ifdef __AUCTION__
#include "auction_manager.h"
#endif
+
+#include "autohunt_pull.h"
extern int g_server_id;
--- /dev/null
+++ b/server/game/src/autohunt_pull.h
@@ -0,0 +1,59 @@
+// PORT extension: free cloak-style auto-hunt pull, using the original BeginFight path.
+#ifdef MT_AUTOHUNT_SERVER_TEST
+#include "group_select.h"
+#else
+#include "sectree_manager.h"
+#include "autohunt_group_select.h"
+#endif
+
+struct AutoHuntPullCollector {
+ LPCHARACTER owner;
+ int radius;
+ bool bosses;
+ std::vector<mt_autohunt::Candidate> candidates;
+ AutoHuntPullCollector(LPCHARACTER ch, int range, bool boss) : owner(ch), radius(range), bosses(boss) {}
+ void operator()(LPENTITY ent) {
+ if (!ent->IsType(ENTITY_CHARACTER)) return;
+ LPCHARACTER mob = (LPCHARACTER)ent;
+ if (!mob->IsMonster() || mob->IsPC() || mob->IsDead() || mob->GetMapIndex() != owner->GetMapIndex()) return;
+ const int distance = DISTANCE_APPROX(mob->GetX() - owner->GetX(), mob->GetY() - owner->GetY());
+ if (distance > radius) return;
+ const bool safe = !mob->GetSectree() ||
+ (mob->GetSectree()->GetAttribute(mob->GetX(), mob->GetY()) & ATTR_BANPK);
+ mt_autohunt::Candidate c;
+ c.group = mob->GetParty() ? uint64_t(uintptr_t(mob->GetParty())) << 1 : (uint64_t((DWORD)mob->GetVID()) << 1) | 1;
+ c.vid = (DWORD)mob->GetVID();
+ c.distance = distance;
+ c.eligible = !safe && (bosses || mob->GetMobRank() < MOB_RANK_BOSS) &&
+ (!mob->GetVictim() || mob->GetVictim() == owner) && (mob->GetVictim() == owner || mob->CanBeginFight());
+ candidates.push_back(c);
+ }
+};
+
+ACMD(do_autohunt_pull) {
+ int groups = 0, radius = 0, bosses = 0;
+ unsigned int request = 0;
+ char extra = 0;
+ if (sscanf(argument, "%d %d %d %u %c", &groups, &radius, &bosses, &request, &extra) != 4 ||
+ (groups != 3 && groups != 10 && groups != 20) || radius < 500 || radius > 5000 ||
+ (bosses != 0 && bosses != 1)) return;
+ const int now = get_global_time();
+ if (!ch->IsPC() || ch->IsDead() || ch->IsStun() || !ch->CanHandleItem() || !ch->GetSectree() ||
+ (ch->GetSectree()->GetAttribute(ch->GetX(), ch->GetY()) & ATTR_BANPK) ||
+ ch->GetHP() < ch->GetMaxHP() / 2 || now < ch->GetQuestFlag("autohunt.next_pull")) {
+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done 0", request);
+ return;
+ }
+ // Server-side cooldown survives reconnects and switching auto hunt on/off.
+ ch->SetQuestFlag("autohunt.next_pull", now + 10);
+ AutoHuntPullCollector collector(ch, radius, bosses != 0);
+ ch->GetSectree()->ForEachAround(collector);
+ const mt_autohunt::Selection selected = mt_autohunt::SelectGroups(collector.candidates, groups);
+ for (size_t i = 0; i < selected.mobs.size(); ++i) {
+ LPCHARACTER mob = CHARACTER_MANAGER::instance().Find(selected.mobs[i]);
+ if (!mob) continue;
+ if (!mob->GetVictim()) mob->BeginFight(ch);
+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u mob %u", request, selected.mobs[i]);
+ }
+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done %d", request, selected.groups);
+}
--- /dev/null
+++ b/server/game/src/autohunt_group_select.h
@@ -0,0 +1,51 @@
+#ifndef MT_AUTOHUNT_GROUP_SELECT_H
+#define MT_AUTOHUNT_GROUP_SELECT_H
+#include <algorithm>
+#include <vector>
+#include <map>
+#include <stdint.h>
+
+namespace mt_autohunt {
+struct Candidate {
+ uint64_t group; // actual server party, or a unique key for an ungrouped monster
+ uint32_t vid;
+ int distance;
+ bool eligible;
+};
+struct Selection {
+ int groups;
+ std::vector<uint32_t> mobs;
+ Selection() : groups(0) {}
+};
+inline Selection SelectGroups(const std::vector<Candidate>& candidates, int count) {
+ Selection out;
+ if (count != 3 && count != 10 && count != 20) return out;
+ struct Group {
+ uint64_t key;
+ int distance;
+ bool eligible;
+ std::vector<uint32_t> mobs;
+ Group() : key(0), distance(2147483647), eligible(true) {}
+ };
+ std::map<uint64_t, Group> groups;
+ for (size_t i = 0; i < candidates.size(); ++i) {
+ const Candidate& c = candidates[i];
+ Group& g = groups[c.group];
+ g.key = c.group;
+ g.distance = std::min(g.distance, c.distance);
+ g.eligible = g.eligible && c.eligible;
+ g.mobs.push_back(c.vid);
+ }
+ std::vector<std::pair<int, uint64_t> > ordered;
+ for (std::map<uint64_t, Group>::const_iterator i = groups.begin(); i != groups.end(); ++i)
+ if (i->second.eligible) ordered.push_back(std::make_pair(i->second.distance, i->first));
+ std::sort(ordered.begin(), ordered.end());
+ for (size_t i = 0; i < ordered.size() && out.groups < count; ++i) {
+ const Group& g = groups[ordered[i].second];
+ out.mobs.insert(out.mobs.end(), g.mobs.begin(), g.mobs.end());
+ ++out.groups;
+ }
+ return out;
+}
+}
+#endif
+4 -1
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@@ -12,12 +12,15 @@
# inventory-5-pages 5-page inventory; needs its DB migration once (inventory-5-pages/README.md)
# hunt-set quest item.set_attribute, free items in extended shops
# shop-item-time NPC shop items carry a new item's time sockets (tooltip shows the duration)
# autohunt-pull free cloak-style pull for 3/10/20 actual monster groups
# autohunt-pull free cloak-style pull for 3/10/20 actual monster groups
# autohunt-pull free cloak-style pull for 3/10/20 actual monster groups
set -eu
SRC=${SRC:-/usr/metin2/src}
SERVER=${SERVER:-/usr/metin2/server}
HERE=$(cd "$(dirname "$0")" && pwd)
PATCHES="inventory-5-pages hunt-set shop-item-time"
PATCHES="inventory-5-pages hunt-set shop-item-time autohunt-pull"
TS=$(date +%Y%m%d-%H%M%S)
patch_state() {