146 lines
5.6 KiB
Diff
146 lines
5.6 KiB
Diff
--- a/server/game/src/cmd.cpp
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+++ b/server/game/src/cmd.cpp
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@@ -6,6 +6,7 @@
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#include "log.h"
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#include "desc.h"
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+ACMD(do_autohunt_pull);
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ACMD(do_user_horse_ride);
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ACMD(do_user_horse_back);
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ACMD(do_user_horse_feed);
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@@ -279,6 +280,7 @@
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struct command_info cmd_info[] =
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{
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{ "!RESERVED!", NULL, 0, POS_DEAD, GM_IMPLEMENTOR }, /* 반드시 이 것이 처음이어야 한다. */
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+ { "autohunt_pull", do_autohunt_pull, 0, POS_STANDING, GM_PLAYER },
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{ "who", do_who, 0, POS_DEAD, GM_IMPLEMENTOR },
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{ "war", do_war, 0, POS_DEAD, GM_PLAYER },
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{ "warp", do_warp, 0, POS_DEAD, GM_LOW_WIZARD },
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--- a/server/game/src/cmd_general.cpp
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+++ b/server/game/src/cmd_general.cpp
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@@ -37,6 +37,8 @@
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#ifdef __AUCTION__
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#include "auction_manager.h"
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#endif
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+
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+#include "autohunt_pull.h"
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extern int g_server_id;
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--- /dev/null
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+++ b/server/game/src/autohunt_pull.h
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@@ -0,0 +1,59 @@
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+// PORT extension: free cloak-style auto-hunt pull, using the original BeginFight path.
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+#ifdef MT_AUTOHUNT_SERVER_TEST
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+#include "group_select.h"
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+#else
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+#include "sectree_manager.h"
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+#include "autohunt_group_select.h"
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+#endif
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+
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+struct AutoHuntPullCollector {
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+ LPCHARACTER owner;
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+ int radius;
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+ bool bosses;
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+ std::vector<mt_autohunt::Candidate> candidates;
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+ AutoHuntPullCollector(LPCHARACTER ch, int range, bool boss) : owner(ch), radius(range), bosses(boss) {}
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+ void operator()(LPENTITY ent) {
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+ if (!ent->IsType(ENTITY_CHARACTER)) return;
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+ LPCHARACTER mob = (LPCHARACTER)ent;
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+ if (!mob->IsMonster() || mob->IsPC() || mob->IsDead() || mob->GetMapIndex() != owner->GetMapIndex()) return;
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+ const int distance = DISTANCE_APPROX(mob->GetX() - owner->GetX(), mob->GetY() - owner->GetY());
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+ if (distance > radius) return;
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+ const bool safe = !mob->GetSectree() ||
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+ (mob->GetSectree()->GetAttribute(mob->GetX(), mob->GetY()) & ATTR_BANPK);
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+ mt_autohunt::Candidate c;
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+ c.group = mob->GetParty() ? uint64_t(uintptr_t(mob->GetParty())) << 1 : (uint64_t((DWORD)mob->GetVID()) << 1) | 1;
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+ c.vid = (DWORD)mob->GetVID();
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+ c.distance = distance;
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+ c.eligible = !safe && (bosses || mob->GetMobRank() < MOB_RANK_BOSS) &&
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+ (!mob->GetVictim() || mob->GetVictim() == owner) && (mob->GetVictim() == owner || mob->CanBeginFight());
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+ candidates.push_back(c);
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+ }
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+};
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+
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+ACMD(do_autohunt_pull) {
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+ int groups = 0, radius = 0, bosses = 0;
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+ unsigned int request = 0;
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+ char extra = 0;
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+ if (sscanf(argument, "%d %d %d %u %c", &groups, &radius, &bosses, &request, &extra) != 4 ||
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+ (groups != 3 && groups != 10 && groups != 20) || radius < 500 || radius > 5000 ||
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+ (bosses != 0 && bosses != 1)) return;
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+ const int now = get_global_time();
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+ if (!ch->IsPC() || ch->IsDead() || ch->IsStun() || !ch->CanHandleItem() || !ch->GetSectree() ||
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+ (ch->GetSectree()->GetAttribute(ch->GetX(), ch->GetY()) & ATTR_BANPK) ||
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+ ch->GetHP() < ch->GetMaxHP() / 2 || now < ch->GetQuestFlag("autohunt.next_pull")) {
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+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done 0", request);
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+ return;
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+ }
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+ // Server-side cooldown survives reconnects and switching auto hunt on/off.
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+ ch->SetQuestFlag("autohunt.next_pull", now + 10);
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+ AutoHuntPullCollector collector(ch, radius, bosses != 0);
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+ ch->GetSectree()->ForEachAround(collector);
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+ const mt_autohunt::Selection selected = mt_autohunt::SelectGroups(collector.candidates, groups);
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+ for (size_t i = 0; i < selected.mobs.size(); ++i) {
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+ LPCHARACTER mob = CHARACTER_MANAGER::instance().Find(selected.mobs[i]);
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+ if (!mob) continue;
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+ if (!mob->GetVictim()) mob->BeginFight(ch);
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+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u mob %u", request, selected.mobs[i]);
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+ }
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+ ch->ChatPacket(CHAT_TYPE_COMMAND, "AutoHuntGather %u done %d", request, selected.groups);
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+}
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--- /dev/null
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+++ b/server/game/src/autohunt_group_select.h
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@@ -0,0 +1,51 @@
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+#ifndef MT_AUTOHUNT_GROUP_SELECT_H
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+#define MT_AUTOHUNT_GROUP_SELECT_H
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+#include <algorithm>
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+#include <vector>
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+#include <map>
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+#include <stdint.h>
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+
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+namespace mt_autohunt {
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+struct Candidate {
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+ uint64_t group; // actual server party, or a unique key for an ungrouped monster
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+ uint32_t vid;
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+ int distance;
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+ bool eligible;
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+};
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+struct Selection {
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+ int groups;
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+ std::vector<uint32_t> mobs;
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+ Selection() : groups(0) {}
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+};
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+inline Selection SelectGroups(const std::vector<Candidate>& candidates, int count) {
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+ Selection out;
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+ if (count != 3 && count != 10 && count != 20) return out;
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+ struct Group {
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+ uint64_t key;
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+ int distance;
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+ bool eligible;
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+ std::vector<uint32_t> mobs;
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+ Group() : key(0), distance(2147483647), eligible(true) {}
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+ };
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+ std::map<uint64_t, Group> groups;
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+ for (size_t i = 0; i < candidates.size(); ++i) {
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+ const Candidate& c = candidates[i];
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+ Group& g = groups[c.group];
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+ g.key = c.group;
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+ g.distance = std::min(g.distance, c.distance);
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+ g.eligible = g.eligible && c.eligible;
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+ g.mobs.push_back(c.vid);
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+ }
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+ std::vector<std::pair<int, uint64_t> > ordered;
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+ for (std::map<uint64_t, Group>::const_iterator i = groups.begin(); i != groups.end(); ++i)
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+ if (i->second.eligible) ordered.push_back(std::make_pair(i->second.distance, i->first));
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+ std::sort(ordered.begin(), ordered.end());
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+ for (size_t i = 0; i < ordered.size() && out.groups < count; ++i) {
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+ const Group& g = groups[ordered[i].second];
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+ out.mobs.insert(out.mobs.end(), g.mobs.begin(), g.mobs.end());
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+ ++out.groups;
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+ }
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+ return out;
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+}
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+}
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+#endif
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