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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:
commit
1e4a1cf263
402 changed files with 20078 additions and 1348 deletions
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@ -1,14 +1,8 @@
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using FFXIVClassic_Map_Server;
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using FFXIVClassic.Common;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.lua;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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namespace FFXIVClassic_Map_Server.dataobjects
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@ -70,21 +64,26 @@ namespace FFXIVClassic_Map_Server.dataobjects
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if (isUpdatesLocked)
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return;
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if (playerActor.positionX == x && playerActor.positionY == y && playerActor.positionZ == z && playerActor.rotation == rot)
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return;
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/*
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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playerActor.oldPositionZ = playerActor.positionZ;
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playerActor.oldRotation = playerActor.rotation;
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playerActor.positionX = x;
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playerActor.positionY = y;
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playerActor.positionZ = z;
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*/
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playerActor.rotation = rot;
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playerActor.moveState = moveState;
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GetActor().GetZone().UpdateActorPosition(GetActor());
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//GetActor().GetZone().UpdateActorPosition(GetActor());
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playerActor.QueuePositionUpdate(new Vector3(x,y,z));
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}
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long lastMilis = 0;
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public void UpdateInstance(List<Actor> list)
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{
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if (isUpdatesLocked)
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@ -107,7 +106,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
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{
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QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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}
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}
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//Retainer Instance
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@ -132,15 +131,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
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if (actorInstanceList.Contains(actor))
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{
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//Don't send for static characters (npcs)
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if (actor is Character && ((Character)actor).isStatic)
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continue;
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QueuePacket(actor.CreatePositionUpdatePacket());
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}
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else
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{
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QueuePacket(actor.GetSpawnPackets(playerActor, 1));
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QueuePacket(actor.GetSpawnPackets(playerActor, 1));
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QueuePacket(actor.GetInitPackets());
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QueuePacket(actor.GetSetEventStatusPackets());
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