Browse Source

Formation refactored to enum

combat-2
MagicBot 7 months ago
parent
commit
ec405226c5
  1. 3
      src/engine/gameManager/MovementManager.java
  2. 87
      src/engine/mbEnums.java
  3. 4
      src/engine/mobileAI/MobAI.java
  4. 118
      src/engine/objects/Formation.java

3
src/engine/gameManager/MovementManager.java

@ -13,6 +13,7 @@ import engine.exception.MsgSendException;
import engine.math.Bounds; import engine.math.Bounds;
import engine.math.Vector3f; import engine.math.Vector3f;
import engine.math.Vector3fImmutable; import engine.math.Vector3fImmutable;
import engine.mbEnums;
import engine.mbEnums.DispatchChannel; import engine.mbEnums.DispatchChannel;
import engine.mbEnums.GameObjectType; import engine.mbEnums.GameObjectType;
import engine.mbEnums.ModType; import engine.mbEnums.ModType;
@ -399,7 +400,7 @@ public enum MovementManager {
// All checks passed, let's move the player // All checks passed, let's move the player
// First get the offset position // First get the offset position
Vector3f offset = Formation.getOffset(group.getFormation(), pos); Vector3f offset = mbEnums.FormationType.getOffset(group.getFormation(), pos);
Vector3fImmutable destination = pc.getEndLoc(); Vector3fImmutable destination = pc.getEndLoc();
// offset forwards or backwards // offset forwards or backwards
destination = destination.add(faceDir.mult(offset.z)); destination = destination.add(faceDir.mult(offset.z));

87
src/engine/mbEnums.java

@ -12,6 +12,7 @@ import engine.gameManager.ConfigManager;
import engine.gameManager.PowersManager; import engine.gameManager.PowersManager;
import engine.gameManager.ZoneManager; import engine.gameManager.ZoneManager;
import engine.math.Vector2f; import engine.math.Vector2f;
import engine.math.Vector3f;
import engine.math.Vector3fImmutable; import engine.math.Vector3fImmutable;
import engine.objects.*; import engine.objects.*;
import engine.powers.EffectsBase; import engine.powers.EffectsBase;
@ -2938,4 +2939,90 @@ public class mbEnums {
this.value = value; this.value = value;
} }
} }
public enum FormationType {
COLUMN(new Vector3f[]{new Vector3f(0, 0, 0), // Group
// Lead
new Vector3f(6, 0, 0), // Player 1 offset
new Vector3f(0, 0, -6), // Player 2 offset
new Vector3f(6, 0, -6), // Player 3 offset
new Vector3f(0, 0, -12), // Player 4 offset
new Vector3f(6, 0, -12), // Player 5 offset
new Vector3f(0, 0, -18), // Player 6 offset
new Vector3f(6, 0, -18), // Player 7 offset
new Vector3f(0, 0, -24), // Player 8 offset
new Vector3f(6, 0, -24)}),
LINE(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(0, 0, -12),
new Vector3f(0, 0, -18), new Vector3f(0, 0, -24),
new Vector3f(0, 0, -30), new Vector3f(0, 0, -36),
new Vector3f(0, 0, -42), new Vector3f(0, 0, -48),
new Vector3f(0, 0, -54)}),
BOX(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(0, 0, -6),
new Vector3f(6, 0, -6), new Vector3f(-6, 0, -12),
new Vector3f(0, 0, -12), new Vector3f(5, 0, -12),
new Vector3f(0, 0, -18)}),
TRIANGLE(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, -6),
new Vector3f(-12, 0, -12), new Vector3f(0, 0, -12),
new Vector3f(12, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(-6, 0, -18), new Vector3f(6, 0, -18),
new Vector3f(18, 0, -18)}),
CIRCLE(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(-12, 0, -3), new Vector3f(12, 0, -3),
new Vector3f(-18, 0, -12), new Vector3f(18, 0, -12),
new Vector3f(-18, 0, -21), new Vector3f(18, 0, -21),
new Vector3f(-12, 0, -30), new Vector3f(12, 0, -30),
new Vector3f(0, 0, -33)}),
RANKS(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, 0),
new Vector3f(6, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(-12, 0, -6), new Vector3f(12, 0, 0),
new Vector3f(12, 0, -6)}),
WEDGE(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, -6),
new Vector3f(12, 0, -6), new Vector3f(-12, 0, -12),
new Vector3f(18, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(24, 0, -18), new Vector3f(-24, 0, -24),
new Vector3f(30, 0, -24)}),
INVERSEWEDGE(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, 6),
new Vector3f(12, 0, 6), new Vector3f(-12, 0, 12),
new Vector3f(18, 0, 12), new Vector3f(-18, 0, 18),
new Vector3f(24, 0, 18), new Vector3f(-24, 0, 24),
new Vector3f(30, 0, 24)}),
T(new Vector3f[]{new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(12, 0, 0), new Vector3f(0, 0, -12),
new Vector3f(-18, 0, 0), new Vector3f(18, 0, 0),
new Vector3f(0, 0, -18)});
public Vector3f[] offsets;
FormationType(Vector3f[] offsets) {
this.offsets = offsets;
}
public static Vector3f getOffset(int formation, int position) {
FormationType formationType;
if (position > 9 || position < 0)
position = 0;
formationType = FormationType.values()[formation];
if (formationType == null)
formationType = FormationType.BOX;
return formationType.offsets[position];
}
}
} }

4
src/engine/mobileAI/MobAI.java

@ -217,7 +217,7 @@ public class MobAI {
if (mob.agentType.equals(mbEnums.AIAgentType.GUARDMINION)) { if (mob.agentType.equals(mbEnums.AIAgentType.GUARDMINION)) {
Mob captain = (Mob) mob.guardCaptain; Mob captain = (Mob) mob.guardCaptain;
mob.destination = captain.destination.add(Formation.getOffset(2, mob.guardCaptain.minions.indexOf(mob.getObjectUUID()) + 3)); mob.destination = captain.destination.add(mbEnums.FormationType.getOffset(2, mob.guardCaptain.minions.indexOf(mob.getObjectUUID()) + 3));
mob.lastPatrolPointIndex = captain.lastPatrolPointIndex; mob.lastPatrolPointIndex = captain.lastPatrolPointIndex;
} else { } else {
mob.destination = mob.patrolPoints.get(mob.lastPatrolPointIndex); mob.destination = mob.patrolPoints.get(mob.lastPatrolPointIndex);
@ -1187,7 +1187,7 @@ public class MobAI {
if (minion.despawned == false) { if (minion.despawned == false) {
if (MovementUtilities.canMove(minion)) { if (MovementUtilities.canMove(minion)) {
Vector3f minionOffset = Formation.getOffset(2, mob.minions.indexOf(minionUUID) + 3); Vector3f minionOffset = mbEnums.FormationType.getOffset(2, mob.minions.indexOf(minionUUID) + 3);
minion.updateLocation(); minion.updateLocation();
Vector3fImmutable formationPatrolPoint = new Vector3fImmutable(mob.destination.x + minionOffset.x, mob.destination.y, mob.destination.z + minionOffset.z); Vector3fImmutable formationPatrolPoint = new Vector3fImmutable(mob.destination.x + minionOffset.x, mob.destination.y, mob.destination.z + minionOffset.z);
MovementUtilities.aiMove(minion, formationPatrolPoint, true); MovementUtilities.aiMove(minion, formationPatrolPoint, true);

118
src/engine/objects/Formation.java

@ -1,118 +0,0 @@
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.objects;
import engine.math.Vector3f;
public class Formation {
// Offsets are as follows.
// X determines left/right offset
// Y not used
// Z determines front/back offset
private static final Vector3f[] COLUMN = {new Vector3f(0, 0, 0), // Group
// Lead
new Vector3f(6, 0, 0), // Player 1 offset
new Vector3f(0, 0, -6), // Player 2 offset
new Vector3f(6, 0, -6), // Player 3 offset
new Vector3f(0, 0, -12), // Player 4 offset
new Vector3f(6, 0, -12), // Player 5 offset
new Vector3f(0, 0, -18), // Player 6 offset
new Vector3f(6, 0, -18), // Player 7 offset
new Vector3f(0, 0, -24), // Player 8 offset
new Vector3f(6, 0, -24)}; // Player 9 offset
private static final Vector3f[] LINE = {new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(0, 0, -12),
new Vector3f(0, 0, -18), new Vector3f(0, 0, -24),
new Vector3f(0, 0, -30), new Vector3f(0, 0, -36),
new Vector3f(0, 0, -42), new Vector3f(0, 0, -48),
new Vector3f(0, 0, -54)};
private static final Vector3f[] BOX = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(0, 0, -6),
new Vector3f(6, 0, -6), new Vector3f(-6, 0, -12),
new Vector3f(0, 0, -12), new Vector3f(5, 0, -12),
new Vector3f(0, 0, -18)};
private static final Vector3f[] TRIANGLE = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, -6),
new Vector3f(-12, 0, -12), new Vector3f(0, 0, -12),
new Vector3f(12, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(-6, 0, -18), new Vector3f(6, 0, -18),
new Vector3f(18, 0, -18)};
private static final Vector3f[] CIRCLE = {new Vector3f(0, 0, 0),
new Vector3f(-12, 0, -3), new Vector3f(12, 0, -3),
new Vector3f(-18, 0, -12), new Vector3f(18, 0, -12),
new Vector3f(-18, 0, -21), new Vector3f(18, 0, -21),
new Vector3f(-12, 0, -30), new Vector3f(12, 0, -30),
new Vector3f(0, 0, -33)};
private static final Vector3f[] RANKS = {new Vector3f(0, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-6, 0, 0),
new Vector3f(-6, 0, -6), new Vector3f(6, 0, 0),
new Vector3f(6, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(-12, 0, -6), new Vector3f(12, 0, 0),
new Vector3f(12, 0, -6)};
private static final Vector3f[] WEDGE = {new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, -6),
new Vector3f(12, 0, -6), new Vector3f(-12, 0, -12),
new Vector3f(18, 0, -12), new Vector3f(-18, 0, -18),
new Vector3f(24, 0, -18), new Vector3f(-24, 0, -24),
new Vector3f(30, 0, -24)};
private static final Vector3f[] INVERSEWEDGE = {new Vector3f(0, 0, 0),
new Vector3f(6, 0, 0), new Vector3f(-6, 0, 6),
new Vector3f(12, 0, 6), new Vector3f(-12, 0, 12),
new Vector3f(18, 0, 12), new Vector3f(-18, 0, 18),
new Vector3f(24, 0, 18), new Vector3f(-24, 0, 24),
new Vector3f(30, 0, 24)};
private static final Vector3f[] T = {new Vector3f(0, 0, 0),
new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
new Vector3f(0, 0, -6), new Vector3f(-12, 0, 0),
new Vector3f(12, 0, 0), new Vector3f(0, 0, -12),
new Vector3f(-18, 0, 0), new Vector3f(18, 0, 0),
new Vector3f(0, 0, -18)};
public static Vector3f getOffset(int formation, int position) {
if (position > 9 || position < 0) {
// TODO log error here
position = 0;
}
switch (formation) {
case 0:
return Formation.COLUMN[position];
case 1:
return Formation.LINE[position];
case 2:
return Formation.BOX[position];
case 3:
return Formation.TRIANGLE[position];
case 4:
return Formation.CIRCLE[position];
case 5:
return Formation.RANKS[position];
case 6:
return Formation.WEDGE[position];
case 7:
return Formation.INVERSEWEDGE[position];
case 9:
return Formation.T[position];
default: // default to box
return Formation.BOX[position];
}
}
}
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