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Mapping MDT clones to enemies #95

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Wotuu opened this Issue Jan 4, 2019 · 0 comments

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Wotuu commented Jan 4, 2019

MDT uses a different format for presenting enemies/NPCs than Keystone.guru. MDT has a list of NPCs, and each NPC contains a list of 'clones' which equal the enemies in keystone.guru.

The problem is that these 'clones' only consist of an X, Y, sublevel (floor) and a group number. Possibly the array index can be used as well. In order to map the clones to the enemies, we're going to have to map it based on these variables. I propose the following:

  1. Check out the MDT project somehow
  2. Use https://code.google.com/archive/p/wowlp/source/default/source Parser.php to parse the .lua arrays to PHP arrays
  3. Use the php arrays to show MDT enemies on the admin map
  4. Allow graphic mapping (by coupling/clicking) enemies on the admin map.
    4.1. As for coupling, we can probably use the NPC id and the index of the clone.

This way, if a string is imported, we can match the user's selected enemies in MDT to keystone.guru enemies and save them appropriately.

@Wotuu Wotuu added the enhancement label Jan 4, 2019

@Wotuu Wotuu added this to the Implement MDT importer/exporter milestone Jan 4, 2019

Wotuu added a commit that referenced this issue Jan 6, 2019

Wotuu added a commit that referenced this issue Jan 6, 2019

#95 Added conversions to load clones from MDT and plot them on the ad…
…min map. This seems to be working fine right now. Just the actual coupling needs to happen now.

@Wotuu Wotuu self-assigned this Jan 6, 2019

Wotuu added a commit that referenced this issue Jan 7, 2019

#95 Visuals now respect the visibility state of a mapobject. If it's …
…hidden, no visual is created at all.

This prevents issues where hiding an object before creating the layer would cause the visual to go haywire since there's no layer to base the visual on. Besides, hidden objects shouldn't have any visuals in the first place.

Wotuu added a commit that referenced this issue Jan 7, 2019

Wotuu added a commit that referenced this issue Jan 10, 2019

. #95 Mostly finished abstraction of killzone enemy selection. You ca…
…n now (at least when it works, untested now) be flexible about things selecting an enemy which will aid MDT <-> enemy mapping, and possible future things that may want to select enemies.

Wotuu added a commit that referenced this issue Jan 10, 2019

#95 More progress towards MDT clone mapping to enemies. Only need to …
…catch the actual coupling when a selection is done.

Wotuu added a commit that referenced this issue Jan 11, 2019

Wotuu added a commit that referenced this issue Jan 13, 2019

#95 Enemies can now be mapped to their MDT counterparts. The actual a…
…ct of mapping the enemies however, still need to be done. But the system to do that easily is there now. Requires some testing but the coding should be done save for bug fixes.

Wotuu added a commit that referenced this issue Jan 14, 2019

Wotuu added a commit that referenced this issue Jan 15, 2019

#95 Fixed a bunch of issues in the JS implementation of connecting MD…
…T enemies to our own enemies that I found after using the system. Should be flawless now. I did Atal'Dazar with it completely and it worked fine.

Started working on the importer, added a Conversion class which contains well, the conversion work so that everything is one place and easily accessible. Now working on importing the enemies properly now that we have a dungeon connected.

Wotuu added a commit that referenced this issue Jan 16, 2019

#95 When creating a new route, a thumbnail is now 'instantly' generat…
…ed rather than having a blank image for half an hour til it gets picked up.

Wotuu added a commit that referenced this issue Jan 16, 2019

#95 Importing enemies now works from MDT (when MDT enemies are couple…
…d, for now only in Atal'Dazar). Fixed enemies not loading. Thumbnails are now generated upon creating a new route.

Wotuu added a commit that referenced this issue Jan 17, 2019

#95 Added tracking for imports so I can possibly repeat them if I fin…
…d issues with them. Added support for importing the week on which the route was created.

Wotuu added a commit that referenced this issue Jan 17, 2019

Wotuu added a commit that referenced this issue Jan 18, 2019

#95 An attempt to increase the performance when binding MDT enemies. …
…Not very much successful, will have to investigate further or suck it up for a bit.

Wotuu added a commit that referenced this issue Jan 20, 2019

#95 Added colors to MDT coupling so that I can more easily identify i…
…ncorrectly coupled MDT enemies (teeming, factions). Added faction selection in admin to Siege of Boralus. Enemy visualization now uses a color definition rather than multiple images that have baked-in color. Fixed a whole host of JS issues related to MDT enemies/visualization. Fixed faction returning in MDTDungeon for Siege of Boralus; factions were switched around.

Wotuu added a commit that referenced this issue Jan 21, 2019

#95 Teeming now inits to null so that new enemies are not shown as Te…
…eming = yes by default. Restored two images that were accidentally removed. Updated changelog with two more dungeons done for mapping to MDT.

Wotuu added a commit that referenced this issue Jan 22, 2019

#95 Updated Tol Dagor and Waycrest Manor. Latter still needs some wor…
…k, but I need in-game for that. Fixed an issue where some newly created enemies would be marked as Teeming, which then caused the MDT coupling to believe the coupled enemy would be a mismatch. Updated migrations to account for killzones that include a moved pack if they have other enemies, that the killzone is not moved but the offending enemies removed instead.

Wotuu added a commit that referenced this issue Jan 22, 2019

#95 Fixed multiple issues.
Opening popups was never properly unbound. This was because the local fn that was passed was re-created upon opening the popup again, so the old one was never removed. It now just removes all popupopen events. Doesn't seem to break anything.
Hopefully fixed the isMismatched() function, again.
Faction display now always shows "any" faction enemies. Still need to fix an issue with it showing MDT enemies when it shouldn't.
Updated changelog with some more mapping updates.

Wotuu added a commit that referenced this issue Jan 23, 2019

#95 Teeming enemies are now marked with a circular border. Thought th…
…at would add something.

Fixed adding enemy packs attempting to attach MDT enemies to it.
Fixed faction display controls hiding any enemies marked as 'any'.
Updated changelog with more entries and mapping with fixes.

Wotuu added a commit that referenced this issue Jan 25, 2019

@Wotuu Wotuu closed this Jan 25, 2019

Wotuu added a commit that referenced this issue Jan 31, 2019

#95 Fixed Siege of Boralus import error (again that duplicate NPC bit…
…ing me). Fixed admin page getting the normal draw controls. Added faction to details preview.

Wotuu added a commit that referenced this issue Feb 2, 2019

Wotuu added a commit that referenced this issue Feb 2, 2019

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