HowTo Add a NPC Operation: Difference between revisions
| No edit summary | No edit summary | ||
| (3 intermediate revisions by the same user not shown) | |||
| Line 3: | Line 3: | ||
| NOTE: In Work | NOTE: In Work | ||
| # Create new Operation Class in  | # Create new Operation Class in npcoperations | ||
| # Add Operation to npcbehave | # Add Operation to npcbehave | ||
| # Create new Queue-Command in  | # Create new Queue-Command in networkmgr | ||
| # Modify  | # Modify npcmessages | ||
| # Process Command in  | # Process Command in npcmanager and execute desired action | ||
| == New Operation Class == | == New Operation Class == | ||
| Line 164: | Line 164: | ||
| Add case for new Command in NPCManager::HandleCommandList(): | Add case for new Command in NPCManager::HandleCommandList(): | ||
| src/ | src/server/npcmanager.cpp | ||
| <code> | <code> | ||
|   <nowiki> |   <nowiki> | ||
| Line 174: | Line 174: | ||
|                  EID entity_id = EID(list.msg->GetUInt32()); |                  EID entity_id = EID(list.msg->GetUInt32()); | ||
|                  csString type = list.msg->GetStr(); |                  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()); |                         ShowID(entity_id), type.GetData()); | ||
| Line 183: | Line 183: | ||
|                      break; |                      break; | ||
|                  } |                  } | ||
|                  gemActor* actor = dynamic_cast<gemActor*>(gemSupervisor->FindObject(entity_id)); | |||
|                  if( |                  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 |                  else | ||
| Line 219: | Line 207: | ||
| Create a behavior to test with: | Create a behavior to test with: | ||
| Add new <behavior> and <react event> to AbstractTribesman in sc_npctypes.sql  | Add new <behavior> and <react event> to AbstractTribesman in sc_npctypes.sql. | ||
| <code> | <code> | ||
| Line 227: | Line 215: | ||
| <!-- [...] --> | <!-- [...] --> | ||
| <behavior "test_loot" > | <behavior name="test_loot" > | ||
|    <loot type="all"/> |    <loot type="all"/> | ||
| </behavior> | </behavior> | ||
| Line 234: | Line 222: | ||
| <!-- [...] --> | <!-- [...] --> | ||
| ');</nowiki></code> | ');</nowiki></code> | ||
| Reload the table: | |||
| <code>mysql -u planeshift -pplaneshift planeshift | |||
| mysql> source sc_npctypes.sql;</code> | |||
| On the  psclient click on a NPC Hunter or Miner (has to be one of these due to "AbstractTribesman") and execute these commands: | |||
| <code> | |||
| /debugnpc | |||
| /percept test_loot test_loot</code> | |||
| 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). | |||
| [[Category:Engine documents]] [[Category:NPCClient Design]] | [[Category:Engine documents]] [[Category:NPCClient Design]] | ||
Latest revision as of 16:35, 4 April 2013
Summary
NOTE: In Work
- Create new Operation Class in npcoperations
- Add Operation to npcbehave
- Create new Queue-Command in networkmgr
- Modify npcmessages
- 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).