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[Quest API] Add SendPath() to Perl/Lua. (#2740)
* [Quest API] Add SendPath() to Perl/Lua. # Perl - Add `$client->SendPath(target)`. # Lua - Add `client:SendPath(target)`. # Notes - Allows operators to send a path to a target arbitrarily with a script. * Update client.cpp
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+3
-99
@@ -6058,107 +6058,11 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
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if (app->size != sizeof(FindPersonRequest_Struct))
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printf("Error in FindPersonRequest_Struct. Expected size of: %zu, but got: %i\n", sizeof(FindPersonRequest_Struct), app->size);
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else {
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FindPersonRequest_Struct* t = (FindPersonRequest_Struct*)app->pBuffer;
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auto* t = (FindPersonRequest_Struct*)app->pBuffer;
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std::vector<FindPerson_Point> points;
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Mob* target = entity_list.GetMob(t->npc_id);
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auto* m = entity_list.GetMob(t->npc_id);
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if (target == nullptr) {
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//empty length packet == not found.
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EQApplicationPacket outapp(OP_FindPersonReply, 0);
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QueuePacket(&outapp);
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return;
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}
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if (!RuleB(Pathing, Find) && RuleB(Bazaar, EnableWarpToTrader) && target->IsClient() && (target->CastToClient()->Trader ||
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target->CastToClient()->Buyer)) {
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Message(Chat::Yellow, "Moving you to Trader %s", target->GetName());
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MovePC(zone->GetZoneID(), zone->GetInstanceID(), target->GetX(), target->GetY(), target->GetZ(), 0.0f);
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}
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if (!RuleB(Pathing, Find) || !zone->pathing)
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{
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//fill in the path array...
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//
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points.clear();
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FindPerson_Point a;
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FindPerson_Point b;
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a.x = GetX();
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a.y = GetY();
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a.z = GetZ();
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b.x = target->GetX();
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b.y = target->GetY();
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b.z = target->GetZ();
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points.push_back(a);
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points.push_back(b);
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}
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else
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{
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glm::vec3 Start(GetX(), GetY(), GetZ() + (GetSize() < 6.0 ? 6 : GetSize()) * HEAD_POSITION);
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glm::vec3 End(target->GetX(), target->GetY(), target->GetZ() + (target->GetSize() < 6.0 ? 6 : target->GetSize()) * HEAD_POSITION);
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bool partial = false;
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bool stuck = false;
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auto pathlist = zone->pathing->FindRoute(Start, End, partial, stuck);
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if (pathlist.empty() || partial)
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{
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EQApplicationPacket outapp(OP_FindPersonReply, 0);
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QueuePacket(&outapp);
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return;
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}
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// Live appears to send the points in this order:
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// Final destination.
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// Current Position.
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// rest of the points.
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FindPerson_Point p;
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int PointNumber = 0;
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bool LeadsToTeleporter = false;
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auto v = pathlist.back();
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p.x = v.pos.x;
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p.y = v.pos.y;
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p.z = v.pos.z;
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points.push_back(p);
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p.x = GetX();
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p.y = GetY();
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p.z = GetZ();
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points.push_back(p);
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for (auto Iterator = pathlist.begin(); Iterator != pathlist.end(); ++Iterator)
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{
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if ((*Iterator).teleport) // Teleporter
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{
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LeadsToTeleporter = true;
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break;
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}
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glm::vec3 v = (*Iterator).pos;
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p.x = v.x;
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p.y = v.y;
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p.z = v.z;
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points.push_back(p);
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++PointNumber;
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}
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if (!LeadsToTeleporter)
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{
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p.x = target->GetX();
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p.y = target->GetY();
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p.z = target->GetZ();
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points.push_back(p);
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}
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}
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SendPathPacket(points);
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SendPath(m);
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}
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}
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