HowTo Add a NPC Operation

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Summary

NOTE: In Work

  1. Create new Operation Class in npcoperations
  2. Add Operation to npcbehave
  3. Create new Queue-Command in networkmgr
  4. Modify npcmessages
  5. Process Command in npcmanager and execute desired action

New Operation Class

Example: LootOperation

src/npcclient/npcoperations.h

/** Loot will make the NPC loot specified items
 *
 *  This class is the implementation of the loot operations
 *  used in behavior scripts for NPCS.
 *
 *  Examples: <pre>
 *  \<loot type="all"     /\>
 *  \<loot type="weapons" /\> </pre>
 */
class LootOperation : public ScriptOperation
{
protected:
    csString type; ///< Type of items to loot

public:

    LootOperation(): ScriptOperation("Loot") {};
    virtual ~LootOperation() {};
    virtual OperationResult Run(NPC* npc,bool interrupted);
    virtual bool Load(iDocumentNode* node);
    virtual ScriptOperation* MakeCopy();
};

src/npcclient/npcoperations.cpp

bool LootOperation::Load(iDocumentNode *node)
{
    type = node->GetAttributeValue("type");
    
    if(type.IsEmpty())
        type = "all";
    
    return true;
}

ScriptOperation* LootOperation::MakeCopy()
{
    LootOperation* op = new LootOperation;

    op->type = type;

    return op;
}

ScriptOperation::OperationResult LootOperation::Run(NPC *npc, bool interrupted)
{
    npcclient->GetNetworkMgr()->QueueLootCommand(npc->GetActor(), type);
    
    return OPERATION_COMPLETED; // Nothing more to do for this op.
}

Add Operation to npcbehave

Add new operation to Behavior::LoadScript():

src/npcclient/npcbehave.cpp

bool Behavior::LoadScript(iDocumentNode *node,bool top_level)
{
    // [...]
        else if ( strcmp( node->GetValue(), "loot" ) == 0 )
        {
            op = new LootOperation;
        }
   // [...]
}

New Queue-Command

src/npcclient/networkmgr.h

    /**
     * Send a command to loot selected target.
     */
    void QueueLootCommand(gemNPCActor *entity, const csString& type);

src/npcclient/networkmgr.cpp

void NetworkManager::QueueLootCommand(gemNPCActor *entity, const csString& type)
{
    CheckCommandsOverrun(sizeof(uint8_t) + sizeof(uint32_t) + (type.Length()+1));

    outbound->msg->Add((int8_t) psNPCCommandsMessage::CMD_LOOT);
    outbound->msg->Add(entity->GetEID().Unbox());
    outbound->msg->Add(type);

    if(outbound->msg->overrun)
    {
        CS_ASSERT(!"NetworkManager::QueueLootCommand put message in overrun state!\n");
    }

    cmd_count++;
}

Modify npcmessages

Add new CMD to PerceptionType:

src/common/net/npcmessages.h

    enum PerceptionType
    {
        // Commands go from superclient to server
        // [...]
        CMD_CONTROL,
	CMD_LOOT, // new CMD for looting
        // Perceptions go from server to superclient
        PCPT_ANYRANGEPLAYER,
        // [...]
    };

Add new case to psNPCCOmmandsMessage::ToString():

src/common/net/npcmessages.cpp

csString psNPCCommandsMessage::ToString(NetBase::AccessPointers * accessPointers)
{
    // [...]

	    case psNPCCommandsMessage::CMD_LOOT:
            {
                msgtext.Append("CMD_LOOT: ");

                // Extract the data
                EID entity_id = EID(msg->GetUInt32());
                csString type = msg->GetStr();

                // Make sure we haven't run past the end of the buffer
                if(msg->overrun)
                {
                    Debug2(LOG_SUPERCLIENT,msg->clientnum,"Received incomplete CMD_LOOT from NPC client %u.\n",msg->clientnum);
                    break;
                }
                
                msgtext.AppendFmt("EID: %u Type: %s", entity_id.Unbox(), type.GetData());
                break;
            }
            // [...]
}

Process Command

Add case for new Command in NPCManager::HandleCommandList():

src/server/npcmanager.cpp

void NPCManager::HandleCommandList(MsgEntry* me,Client* client)
{
    // [...]
            case psNPCCommandsMessage::CMD_LOOT:
            {
                EID entity_id = EID(list.msg->GetUInt32());
                csString type = list.msg->GetStr();
                Debug3(LOG_SUPERCLIENT, entity_id.Unbox(), "-->Got loot cmd: Entity %s to loot for %s\n",
                       ShowID(entity_id), type.GetData());

                // Make sure we haven't run past the end of the buffer
                if(list.msg->overrun)
                {
                    Debug2(LOG_SUPERCLIENT, entity_id.Unbox(), "Received incomplete CMD_LOOT from NPC client %u.\n", me->clientnum);
                    break;
                }
                
                gemActor* actor = dynamic_cast<gemActor*>(gemSupervisor->FindObject(entity_id));
                
                if(actor)
                {
                    if(psserver->GetUserManager()->CheckTargetLootable(actor, NULL))
                    {
                        psserver->GetUserManager()->LootMoney(actor, NULL);
                        psserver->GetUserManager()->LootItems(actor, NULL, type);
                    }
                    // TODO: Add inventory change perception to make npc put items into tribe's resources
                }
                else
                     Error1("NPC Client try to loot with no existing npc");
                
                break;
            }
        // [...]
}

Test

Create a behavior to test with:

Add new <behavior> and <react event> to AbstractTribesman in sc_npctypes.sql.

INSERT INTO sc_npctypes VALUES("109","AbstractTribesman","DoNothing,Move",0,"","","","","","1",
'<!-- Abstract base npc type for tribes -->
<!-- [...] -->

<behavior name="test_loot" >
  <loot type="all"/>
</behavior>

<react event="test_loot" behavior="test_loot" />
<!-- [...] -->
');

Reload the table:

mysql -u planeshift -pplaneshift planeshift

mysql> source sc_npctypes.sql;

On the psclient click on a NPC Hunter or Miner (has to be one of these due to "AbstractTribesman") and execute these commands:

/debugnpc

/percept test_loot test_loot

Depending on where you sent DEBUG Messages, you can either see them in psnpcclient or psserver. Make sure LOG_SUPERCLIENT is active (setlog LOG_SUPERCLIENT).