[Quest API] Add GetRandomMob() and GetRandomNPC() to Perl/Lua. (#2006)

- Add $entity_list->GetRandomMob(x, y, z, distance, exclude_mob) to Perl.
- Add $entity_list->GetRandomNPC(x, y, z, distance, exclude_npc) to Perl.
- Add eq.get_entity_list():GetRandomMob(x, y, z, distance, exclude_mob) to Lua.
- Add eq.get_entity_list():GetRandomNPC(x, y, z, distance, exclude_npc) to Lua.
This commit is contained in:
Kinglykrab
2022-02-17 08:57:02 -05:00
committed by GitHub
parent 4de5a7b86d
commit 0d02fadb60
5 changed files with 159 additions and 24 deletions
+53 -8
View File
@@ -1867,19 +1867,64 @@ Client *EntityList::GetClientByLSID(uint32 iLSID)
return nullptr;
}
Client *EntityList::GetRandomClient(const glm::vec3& location, float Distance, Client *ExcludeClient)
Client *EntityList::GetRandomClient(const glm::vec3& location, float distance, Client *exclude_client)
{
std::vector<Client *> ClientsInRange;
std::vector<Client*> clients_in_range;
for (const auto& client : client_list) {
if (
client.second != exclude_client &&
DistanceSquared(static_cast<glm::vec3>(client.second->GetPosition()), location) <= distance
) {
clients_in_range.push_back(client.second);
}
}
for (auto it = client_list.begin();it != client_list.end(); ++it)
if ((it->second != ExcludeClient) && (DistanceSquared(static_cast<glm::vec3>(it->second->GetPosition()), location) <= Distance))
ClientsInRange.push_back(it->second);
if (ClientsInRange.empty())
if (clients_in_range.empty()) {
return nullptr;
}
return ClientsInRange[zone->random.Int(0, ClientsInRange.size() - 1)];
return clients_in_range[zone->random.Int(0, clients_in_range.size() - 1)];
}
NPC* EntityList::GetRandomNPC(const glm::vec3& location, float distance, NPC* exclude_npc)
{
std::vector<NPC*> npcs_in_range;
for (const auto& npc : npc_list) {
if (
npc.second != exclude_npc &&
DistanceSquared(static_cast<glm::vec3>(npc.second->GetPosition()), location) <= distance
) {
npcs_in_range.push_back(npc.second);
}
}
if (npcs_in_range.empty()) {
return nullptr;
}
return npcs_in_range[zone->random.Int(0, npcs_in_range.size() - 1)];
}
Mob* EntityList::GetRandomMob(const glm::vec3& location, float distance, Mob* exclude_mob)
{
std::vector<Mob*> mobs_in_range;
for (const auto& mob : mob_list) {
if (
mob.second != exclude_mob &&
DistanceSquared(static_cast<glm::vec3>(mob.second->GetPosition()), location) <= distance
) {
mobs_in_range.push_back(mob.second);
}
}
if (mobs_in_range.empty()) {
return nullptr;
}
return mobs_in_range[zone->random.Int(0, mobs_in_range.size() - 1)];
}
Corpse *EntityList::GetCorpseByOwner(Client *client)