DarkflameServer/dGame/dComponents/ScriptedActivityComponent.h

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/*
* Darkflame Universe
* Copyright 2018
*/
#include "CDClientManager.h"
#ifndef SCRIPTEDACTIVITYCOMPONENT_H
#define SCRIPTEDACTIVITYCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
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/**
* Represents an instance of an activity, having participants and score
*/
class ActivityInstance {
public:
ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
//~ActivityInstance();
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/**
* Adds an entity to this activity
* @param participant the entity to add
*/
void AddParticipant(Entity* participant);
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/**
* Removes all the participants from this activity
*/
void ClearParticipants() { m_Participants.clear(); };
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/**
* Starts the instance world for this activity and sends all participants there
*/
void StartZone();
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/**
* Gives the rewards for completing this activity to some participant
* @param participant the participant to give rewards to
*/
void RewardParticipant(Entity* participant);
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/**
* Removes a participant from this activity
* @param participant the participant to remove
*/
void RemoveParticipant(const Entity* participant);
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/**
* Returns all the participants of this activity
* @return all the participants of this activity
*/
std::vector<Entity*> GetParticipants() const;
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/**
* Currently unused
*/
uint32_t GetScore() const;
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/**
* Currently unused
*/
void SetScore(uint32_t score);
private:
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/**
* Currently unused
*/
uint32_t score = 0;
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/**
* The instance ID of this activity
*/
uint32_t m_NextZoneCloneID = 0;
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/**
* The database information for this activity
*/
CDActivities m_ActivityInfo;
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/**
* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
*/
Entity* m_Parent;
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/**
* All the participants of this activity
*/
std::vector<LWOOBJID> m_Participants;
};
/**
* Represents an entity in a lobby
*/
struct LobbyPlayer {
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/**
* The ID of the entity that is in the lobby
*/
LWOOBJID entityID;
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/**
* Whether or not the entity is ready
*/
bool ready = false;
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/**
* Returns the entity that is in the lobby
* @return the entity that is in the lobby
*/
Entity* GetEntity() const;
};
/**
* Represents a lobby of players with a timer until it should start the activity
*/
struct Lobby {
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/**
* The lobby of players
*/
std::vector<LobbyPlayer*> players;
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/**
* The timer that determines when the activity should start
*/
float timer;
};
/**
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
*/
struct ActivityPlayer {
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/**
* The entity that the score is tracked for
*/
LWOOBJID playerID;
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/**
* The list of score for this entity
*/
float values[10];
};
/**
* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
* and lobbying.
*/
class ScriptedActivityComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_SCRIPTED_ACTIVITY;
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ScriptedActivityComponent(Entity* parent, int activityID);
~ScriptedActivityComponent() override;
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void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) const;
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/**
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
* @param player the entity to join the game
*/
void PlayerJoin(Entity* player);
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/**
* Makes an entity join the lobby for this minigame, if it exists
* @param player the entity to join
*/
void PlayerJoinLobby(Entity* player);
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/**
* Makes the player leave the lobby
* @param playerID the entity to leave the lobby
*/
void PlayerLeave(LWOOBJID playerID);
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/**
* Removes the entity from the minigame (and its score)
* @param playerID the entity to remove from the minigame
*/
void PlayerRemove(LWOOBJID playerID);
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/**
* Adds all the players to an instance of some activity
* @param instance the instance to load the players into
* @param lobby the players to load into the instance
*/
void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
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/**
* Removes a lobby from the activity manager
* @param lobby the lobby to remove
*/
void RemoveLobby(Lobby* lobby);
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/**
* Marks a player as (un)ready in a lobby
* @param player the entity to mark
* @param bReady true if the entity is ready, false otherwise
*/
void PlayerReady(Entity* player, bool bReady);
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/**
* Returns the ID of this activity
* @return the ID of this activity
*/
int GetActivityID() { return m_ActivityInfo.ActivityID; }
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/**
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
* @return true if this activity has a lobby, false otherwise
*/
bool HasLobby() const;
/**
* Checks if a player is currently waiting in a lobby
* @param player the entity to check for
* @return true if the entity is waiting in a lobby, false otherwise
*/
bool PlayerIsInQueue(Entity* player);
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/**
* Checks if an entity is currently playing this activity
* @param player the entity to check
* @return true if the entity is playing this lobby, false otherwise
*/
bool IsPlayedBy(Entity* player) const;
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/**
* Checks if an entity is currently playing this activity
* @param playerID the entity to check
* @return true if the entity is playing this lobby, false otherwise
*/
bool IsPlayedBy(LWOOBJID playerID) const;
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/**
* Legacy: used to check for unimplemented maps, gladly, this now just returns true :)
*/
bool IsValidActivity(Entity* player);
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/**
* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
* @param player the entity to take cost for
* @return true if the cost was successfully deducted, false otherwise
*/
bool TakeCost(Entity* player) const;
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/**
* Handles any response from a player clicking on a lobby / instance menu
* @param player the entity that clicked
* @param id the message that was passed
*/
void HandleMessageBoxResponse(Entity* player, const std::string& id);
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/**
* Creates a new instance for this activity
* @return a new instance for this activity
*/
ActivityInstance* NewInstance();
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/**
* Returns all the currently active instances of this activity
* @return all the currently active instances of this activity
*/
const std::vector<ActivityInstance*>& GetInstances() const;
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/**
* Returns the instance that some entity is currently playing in
* @param playerID the entity to check for
* @return if any, the instance that the entity is currently in
*/
ActivityInstance* GetInstance(const LWOOBJID playerID);
/**
* @brief Reloads the config settings for this component
*
*/
void ReloadConfig();
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/**
* Removes all the instances
*/
void ClearInstances();
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/**
* Returns all the score for the players that are currently playing this activity
* @return
*/
std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
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/**
* Returns activity data for a specific entity (e.g. score and such).
* @param playerID the entity to get data for
* @return the activity data (score) for the passed player in this activity, if it exists
*/
ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
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/**
* Sets some score value for an entity
* @param playerID the entity to set score for
* @param index the score index to set
* @param value the value to set in for that index
*/
void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
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/**
* Returns activity score for the passed parameters
* @param playerID the entity to get score for
* @param index the index to get score for
* @return activity score for the passed parameters
*/
float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
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/**
* Removes activity score tracking for some entity
* @param playerID the entity to remove score for
*/
void RemoveActivityPlayerData(LWOOBJID playerID);
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/**
* Adds activity score tracking for some entity
* @param playerID the entity to add the activity score for
* @return the created entry
*/
ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
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/**
* Sets the mapID that this activity points to
* @param mapID the map ID to set
*/
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
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/**
* Returns the LMI that this activity points to for a team size
* @param teamSize the team size to get the LMI for
* @return the LMI that this activity points to for a team size
*/
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
private:
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/**
* The database information for this activity
*/
CDActivities m_ActivityInfo;
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/**
* All the active instances of this activity
*/
std::vector<ActivityInstance*> m_Instances;
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/**
* The current lobbies for this activity
*/
std::vector<Lobby*> m_Queue;
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/**
* All the activity score for the players in this activity
*/
std::vector<ActivityPlayer*> m_ActivityPlayers;
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/**
* LMIs for team sizes
*/
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
/**
* The activity id
*
*/
int32_t m_ActivityID;
};
#endif // SCRIPTEDACTIVITYCOMPONENT_H