Merge branch 'ai-open' into develop

# Conflicts:
#	FFXIVClassic Lobby Server/Database.cs
#	FFXIVClassic Map Server/Database.cs
#	FFXIVClassic Map Server/FFXIVClassic Map Server.csproj
#	FFXIVClassic Map Server/actors/chara/player/Inventory.cs
#	FFXIVClassic Map Server/actors/chara/player/Player.cs
#	FFXIVClassic Map Server/dataobjects/Session.cs
#	FFXIVClassic World Server/Server.cs
This commit is contained in:
Filip Maj 2019-05-04 20:13:29 -04:00
commit 1e4a1cf263
402 changed files with 20078 additions and 1348 deletions

View file

@ -10,7 +10,7 @@
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>FFXIVClassic.Common</RootNamespace>
<AssemblyName>FFXIVClassic.Common</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<TargetFrameworkVersion>v4.5.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
@ -36,6 +36,27 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
<OutputPath>bin\x64\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<Reference Include="DotNetZip">
@ -51,6 +72,7 @@
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Numerics" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
@ -68,6 +90,7 @@
<Compile Include="STA_INIFile.cs" />
<Compile Include="SubPacket.cs" />
<Compile Include="Utils.cs" />
<Compile Include="Vector3.cs" />
</ItemGroup>
<ItemGroup>
<None Include="app.config" />
@ -87,4 +110,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

View file

@ -84,10 +84,10 @@ namespace FFXIVClassic.Common
return sb.ToString().TrimEnd(Environment.NewLine.ToCharArray());
}
public static uint UnixTimeStampUTC()
public static uint UnixTimeStampUTC(DateTime? time = null)
{
uint unixTimeStamp;
var currentTime = DateTime.Now;
var currentTime = time ?? DateTime.Now;
var zuluTime = currentTime.ToUniversalTime();
var unixEpoch = new DateTime(1970, 1, 1);
unixTimeStamp = (uint)zuluTime.Subtract(unixEpoch).TotalSeconds;
@ -95,10 +95,10 @@ namespace FFXIVClassic.Common
return unixTimeStamp;
}
public static ulong MilisUnixTimeStampUTC()
public static ulong MilisUnixTimeStampUTC(DateTime? time = null)
{
ulong unixTimeStamp;
var currentTime = DateTime.Now;
var currentTime = time ?? DateTime.Now;
var zuluTime = currentTime.ToUniversalTime();
var unixEpoch = new DateTime(1970, 1, 1);
unixTimeStamp = (ulong)zuluTime.Subtract(unixEpoch).TotalMilliseconds;
@ -351,5 +351,95 @@ namespace FFXIVClassic.Common
{
return (value >> bits) | (value << (16 - bits));
}
public static T Clamp<T>(this T value, T min, T max) where T : IComparable<T>
{
if (value.CompareTo(min) < 0)
return min;
else if (value.CompareTo(max) > 0)
return max;
else
return value;
}
public static T Min<T>(this T value, T min) where T : IComparable<T>
{
if (value.CompareTo(min) > 0)
return min;
else
return value;
}
public static T Max<T>(this T value, T max) where T : IComparable<T>
{
if (value.CompareTo(max) < 0)
return max;
else
return value;
}
public static float DistanceSquared(Vector3 lhs, Vector3 rhs)
{
return DistanceSquared(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z);
}
public static float Distance(Vector3 lhs, Vector3 rhs)
{
return Distance(lhs.X, lhs.Y, lhs.Z, rhs.X, rhs.Y, rhs.Z);
}
public static float Distance(float x, float y, float z, float x2, float y2, float z2)
{
if (x == x2 && y == y2 && z == z2)
return 0.0f;
return (float)Math.Sqrt(DistanceSquared(x, y, z, x2, y2, z2));
}
public static float DistanceSquared(float x, float y, float z, float x2, float y2, float z2)
{
if (x == x2 && y == y2 && z == z2)
return 0.0f;
// todo: my maths is shit
var dx = x - x2;
var dy = y - y2;
var dz = z - z2;
return dx * dx + dy * dy + dz * dz;
}
//Distance of just the x and z valeus, ignoring y
public static float XZDistanceSquared(Vector3 lhs, Vector3 rhs)
{
return XZDistanceSquared(lhs.X, lhs.Z, rhs.X, rhs.Z);
}
public static float XZDistance(Vector3 lhs, Vector3 rhs)
{
return XZDistance(lhs.X, lhs.Z, rhs.X, rhs.Z);
}
public static float XZDistance(float x, float z, float x2, float z2)
{
if (x == x2 && z == z2)
return 0.0f;
return (float)Math.Sqrt(XZDistanceSquared(x, z, x2, z2));
}
public static float XZDistanceSquared(float x, float z, float x2, float z2)
{
if (x == x2 && z == z2)
return 0.0f;
// todo: mz maths is shit
var dx = x - x2;
var dz = z - z2;
return dx * dx + dz * dz;
}
}
}

View file

@ -0,0 +1,145 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic.Common
{
public class Vector3
{
public float X;
public float Y;
public float Z;
public static Vector3 Zero = new Vector3();
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public Vector3()
{
X = 0.0f;
Y = 0.0f;
Z = 0.0f;
}
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
newVec.X += rhs.X;
newVec.Y += rhs.Y;
newVec.Z += rhs.Z;
return newVec;
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
}
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
}
public static Vector3 operator *(float scalar, Vector3 rhs)
{
return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
}
public static Vector3 operator /(Vector3 lhs, float scalar)
{
return new Vector3(lhs.X / scalar, lhs.Y / scalar, lhs.Z / scalar);
}
public static bool operator !=(Vector3 lhs, Vector3 rhs)
{
return !(lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
}
public static bool operator ==(Vector3 lhs, Vector3 rhs)
{
return (lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
}
public float Length()
{
return (float)Math.Sqrt(this.LengthSquared());
}
public float LengthSquared()
{
return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
}
public static float Dot(Vector3 lhs, Vector3 rhs)
{
return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
}
public static float GetAngle(Vector3 lhs, Vector3 rhs)
{
return GetAngle(lhs.X, lhs.Z, rhs.X, rhs.Z);
}
public static float GetAngle(float x, float z, float x2, float z2)
{
if (x == x2)
return 0.0f;
var angle = (float)(Math.Atan((z2 - z) / (x2 - x)));
return (float)(x > x2 ? angle + Math.PI : angle);
}
public Vector3 NewHorizontalVector(float angle, float extents)
{
var newVec = new Vector3();
newVec.Y = this.Y;
newVec.X = this.X + (float)Math.Cos(angle) * extents;
newVec.Z = this.Z + (float)Math.Sin(angle) * extents;
return newVec;
}
public bool IsWithinCircle(Vector3 center, float maxRadius, float minRadius)
{
if (this.X == center.X && this.Z == center.Z)
return true;
float diffX = center.X - this.X;
float diffZ = center.Z - this.Z;
float distance = Utils.XZDistance(center.X, center.Z, X, Z);
return distance <= maxRadius && distance >= minRadius;
}
public bool IsWithinBox(Vector3 upperLeftCorner, Vector3 lowerRightCorner)
{
return upperLeftCorner.X <= this.X &&
upperLeftCorner.Y <= this.Y &&
upperLeftCorner.Z <= this.Z &&
lowerRightCorner.X >= this.X &&
lowerRightCorner.Y >= this.Y &&
lowerRightCorner.Z >= this.Z;
}
//Checks if this vector is in a cone, note it doesn't check for distance
public bool IsWithinCone(Vector3 coneCenter, float coneRotation, float coneAngle)
{
float angleToTarget = GetAngle(coneCenter, this);
float halfAngleOfAoe = (float) (coneAngle * Math.PI / 2);
float rotationToAdd = coneRotation + halfAngleOfAoe;
//This is the angle relative to the lower angle of the cone
angleToTarget = (angleToTarget + rotationToAdd - (0.5f * (float)Math.PI)) % (2 * (float) Math.PI);
//If the relative angle is less than the total angle of the cone, the target is inside the cone
return angleToTarget >= 0 && angleToTarget <= (coneAngle * Math.PI);
}
}
}

View file

@ -1,9 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<system.data>
<DbProviderFactories>
<remove invariant="MySql.Data.MySqlClient" />
<add name="MySQL Data Provider" invariant="MySql.Data.MySqlClient" description=".Net Framework Data Provider for MySQL" type="MySql.Data.MySqlClient.MySqlClientFactory, MySql.Data, Version=6.9.8.0, Culture=neutral, PublicKeyToken=c5687fc88969c44d" />
<remove invariant="MySql.Data.MySqlClient"/>
<add name="MySQL Data Provider" invariant="MySql.Data.MySqlClient" description=".Net Framework Data Provider for MySQL" type="MySql.Data.MySqlClient.MySqlClientFactory, MySql.Data, Version=6.9.8.0, Culture=neutral, PublicKeyToken=c5687fc88969c44d"/>
</DbProviderFactories>
</system.data>
</configuration>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.1"/></startup></configuration>