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fix: loop in movement "stepin/out" and "addItem/remove" events #742

Merged
merged 13 commits into from
Feb 12, 2023
4 changes: 0 additions & 4 deletions data/npclib/npc_system/modules.lua
Original file line number Diff line number Diff line change
Expand Up @@ -223,16 +223,12 @@ if Modules == nil then
else
npcHandler:removeInteraction(npc, player)
npcHandler:say(parameters.text or "Set the sails!", npc, player)
playerPosition:sendMagicEffect(CONST_ME_TELEPORT)

local destination = parameters.destination
if type(destination) == 'function' then
destination = destination(player)
end

player:teleportTo(destination)
playerPosition:sendMagicEffect(CONST_ME_TELEPORT)

player:setStorageValue(NpcExhaust, 3 + os.time())
player:teleportTo(destination)
playerPosition:sendMagicEffect(CONST_ME_TELEPORT)
Expand Down
4 changes: 3 additions & 1 deletion src/game/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2135,7 +2135,9 @@ ReturnValue Game::internalTeleport(Thing* thing, const Position& newPos, bool pu
return RETURNVALUE_NOTPOSSIBLE;
}

if (thing->isRemoved()) {
if (newPos == thing->getPosition()) {
return RETURNVALUE_CONTACTADMINISTRATOR;
} else if (thing->isRemoved()) {
return RETURNVALUE_NOTPOSSIBLE;
}

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33 changes: 29 additions & 4 deletions src/lua/creature/movement.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -262,7 +262,6 @@ MoveEvent* MoveEvents::getEvent(Tile& tile, MoveEvent_t eventType) {

uint32_t MoveEvents::onCreatureMove(Creature& creature, Tile& tile, MoveEvent_t eventType) {
const Position& pos = tile.getPosition();

uint32_t ret = 1;

MoveEvent *moveEvent = getEvent(tile, eventType);
Expand All @@ -283,7 +282,12 @@ uint32_t MoveEvents::onCreatureMove(Creature& creature, Tile& tile, MoveEvent_t

moveEvent = getEvent(*tileItem, eventType);
if (moveEvent) {
ret &= moveEvent->fireStepEvent(creature, tileItem, pos);
auto step = moveEvent->fireStepEvent(creature, tileItem, pos);
// If there is any problem in the function, we will kill the loop
if (step == 0) {
break;
}
ret &= step;
}
}
return ret;
Expand Down Expand Up @@ -341,7 +345,11 @@ uint32_t MoveEvents::onItemMove(Item& item, Tile& tile, bool isAdd) {

moveEvent = getEvent(*tileItem, eventType2);
if (moveEvent) {
ret &= moveEvent->fireAddRemItem(item, *tileItem, tile.getPosition());
auto moveItem = moveEvent->fireAddRemItem(item, *tileItem, tile.getPosition());
// If there is any problem in the function, we will kill the loop
if (moveItem == 0) {
break;
}
}

}
Expand Down Expand Up @@ -649,6 +657,23 @@ uint32_t MoveEvent::fireStepEvent(Creature& creature, Item* item, const Position
bool MoveEvent::executeStep(Creature& creature, Item* item, const Position& pos) const {
//onStepIn(creature, item, pos, fromPosition)
//onStepOut(creature, item, pos, fromPosition)

// Check if the new position is the same as the old one
// If it is, log a warning and either teleport the player to their temple position if item type is an teleport
auto fromPosition = creature.getLastPosition();
if (auto player = creature.getPlayer(); item && fromPosition == pos && getEventType() == MOVE_EVENT_STEP_IN)
{
if (const ItemType& itemType = Item::items[item->getID()]; player && itemType.isTeleport())
{
SPDLOG_WARN("[{}] cannot teleport player: {}, to the same position: {} of fromPosition: {}", __FUNCTION__, player->getName(), pos.toString(), fromPosition.toString());
g_game().internalTeleport(player, player->getTemplePosition());
player->sendMagicEffect(player->getTemplePosition(), CONST_ME_TELEPORT);
player->sendCancelMessage(getReturnMessage(RETURNVALUE_CONTACTADMINISTRATOR));
}

return false;
}

if (!getScriptInterface()->reserveScriptEnv()) {
if (item != nullptr) {
SPDLOG_ERROR("[MoveEvent::executeStep - Creature {} item {}, position {}] "
Expand All @@ -674,7 +699,7 @@ bool MoveEvent::executeStep(Creature& creature, Item* item, const Position& pos)
LuaScriptInterface::setCreatureMetatable(L, -1, &creature);
LuaScriptInterface::pushThing(L, item);
LuaScriptInterface::pushPosition(L, pos);
LuaScriptInterface::pushPosition(L, creature.getLastPosition());
LuaScriptInterface::pushPosition(L, fromPosition);

return getScriptInterface()->callFunction(4);
}
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20 changes: 18 additions & 2 deletions src/lua/functions/creatures/creature_functions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -749,9 +749,25 @@ int CreatureFunctions::luaCreatureTeleportTo(lua_State* L) {
return 1;
}

const Player *player = creature->getPlayer();
if (!player) {
return 1;
}

const Position oldPosition = creature->getPosition();
if (g_game().internalTeleport(creature, position, pushMovement) != RETURNVALUE_NOERROR) {
SPDLOG_WARN("[{}] - Cannot teleport creature with name: {}, fromPosition {}, toPosition {}", __FUNCTION__, creature->getName(), oldPosition.toString(), position.toString());
if (oldPosition == position) {
SPDLOG_WARN("[{}] - Cannot teleport creature: {}, fromPosition: {}, as same of toPosition: {}", __FUNCTION__, player->getName(), oldPosition.toString(), position.toString());
player->sendCancelMessage(getReturnMessage(RETURNVALUE_CONTACTADMINISTRATOR));
pushBoolean(L, false);
reportErrorFunc("The new position is the same as the old one.");
return 1;
}

if (auto ret = g_game().internalTeleport(creature, position, pushMovement);
ret != RETURNVALUE_NOERROR)
{
player->sendCancelMessage(ret);
SPDLOG_ERROR("[{}] Failed to teleport player, error code: {}", __FUNCTION__, getReturnMessage(ret));
pushBoolean(L, false);
return 1;
}
Expand Down