DarkflameServer/dGame/dComponents/CharacterComponent.h

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#ifndef CHARACTERCOMPONENT_H
#define CHARACTERCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "Character.h"
#include "Component.h"
#include "Item.h"
#include <string>
#include "CDMissionsTable.h"
#include "tinyxml2.h"
#include "eReplicaComponentType.h"
#include <array>
enum class eGameActivity : uint32_t;
/**
* The statistics that can be achieved per zone
*/
struct ZoneStatistics {
uint64_t m_AchievementsCollected;
int64_t m_BricksCollected;
uint64_t m_CoinsCollected;
uint64_t m_EnemiesSmashed;
uint64_t m_QuickBuildsCompleted;
};
/**
* The IDs of each of the possible statistics
*/
enum StatisticID {
CurrencyCollected = 1,
BricksCollected,
SmashablesSmashed,
QuickBuildsCompleted,
EnemiesSmashed,
RocketsUsed,
MissionsCompleted,
PetsTamed,
ImaginationPowerUpsCollected,
LifePowerUpsCollected,
ArmorPowerUpsCollected,
MetersTraveled,
TimesSmashed,
TotalDamageTaken,
TotalDamageHealed,
TotalArmorRepaired,
TotalImaginationRestored,
TotalImaginationUsed,
DistanceDriven,
TimeAirborneInCar,
RacingImaginationPowerUpsCollected,
RacingImaginationCratesSmashed,
RacingCarBoostsActivated,
RacingTimesWrecked,
RacingSmashablesSmashed,
RacesFinished,
FirstPlaceRaceFinishes,
};
/**
* Represents a character, including their rockets and stats
*/
class CharacterComponent : public Component {
public:
feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
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CharacterComponent(Entity* parent, Character* character);
~CharacterComponent() override;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void UpdateXml(tinyxml2::XMLDocument* doc) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Updates the rocket configuration using a LOT string separated by commas
* @param config the rocket config to use
*/
void SetLastRocketConfig(std::u16string config);
/**
* Find a player's rocket
* @param player the entity that triggered the event
* @return rocket
*/
Item* GetRocket(Entity* player);
/**
* Equip a player's rocket
* @param player the entity that triggered the event
* @return rocket
*/
Item* RocketEquip(Entity* player);
/**
* Find a player's rocket and unequip it
* @param player the entity that triggered the event
*/
void RocketUnEquip(Entity* player);
/**
* Gets the universe score of the entity
* @return the universe score of the entity
*/
const int64_t GetUScore() const { return m_Uscore; }
/**
* Sets the universe score for this entity
* @param uscore the universe score to set
*/
void SetUScore(int64_t uscore) { m_Uscore = uscore; }
/**
* Gets the current activity that the character is partaking in, see ScriptedActivityComponent for more details
* @return the current activity that the character is partaking in
*/
const eGameActivity GetCurrentActivity() const { return m_CurrentActivity; }
/**
* Set the current activity of the character, see ScriptedActivityComponent for more details
* @param currentActivity the activity to set
*/
void SetCurrentActivity(eGameActivity currentActivity) { m_CurrentActivity = currentActivity; m_DirtyCurrentActivity = true; }
/**
* Gets if the entity is currently racing
* @return whether the entity is currently racing
*/
const bool GetIsRacing() const { return m_IsRacing; }
/**
* Sets the state of whether the character is racing
* @param isRacing whether the character is racing
*/
void SetIsRacing(bool isRacing) { m_IsRacing = isRacing; }
/**
* Gets whether this character has PvP enabled, allowing combat between players
* @return
*/
bool GetPvpEnabled() const;
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/**
* Returns the characters lifetime reputation
* @return The lifetime reputation of this character.
*/
int64_t GetReputation() { return m_Reputation; };
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/**
* Sets the lifetime reputation of the character to newValue
* @param newValue the value to set reputation to
*/
void SetReputation(int64_t newValue) { m_Reputation = newValue; };
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/**
* Sets the current value of PvP combat being enabled
* @param value whether to enable PvP combat
*/
void SetPvpEnabled(bool value);
/**
* Gets the object ID of the rocket that was last used, allowing it to be rendered on launch pads
* @return the object ID of the rocket that was last used, if available
*/
LWOOBJID GetLastRocketItemID() const { return m_LastRocketItemID; }
/**
* Sets the object ID of the last used rocket
* @param lastRocketItemID the object ID of the last used rocket
*/
void SetLastRocketItemID(LWOOBJID lastRocketItemID) { m_LastRocketItemID = lastRocketItemID; }
/**
* Gets the name of this character
* @return the name of this character
*/
std::string GetName() const { return m_Character->GetName(); }
/**
* Sets the GM level of the character, should be called in the entity. Here it's set for serialization
* @param gmlevel the gm level to set
*/
void SetGMLevel(eGameMasterLevel gmlevel);
/**
* Initializes the player statistics from the string stored in the XML
* @param statisticsString the string to parse
*/
void InitializeStatisticsFromString(const std::string& statisticsString);
/**
* Initializes all the statistics with empty stats when there's no stats available up until that point
*/
void InitializeEmptyStatistics();
/**
* Turns character statistics into a stats string
* @return the statistics of the character as a string, in order, split by semicolon (;)
*/
std::string StatisticsToString() const;
/**
* Updates the statistics for when a user completes a mission
* @param mission the mission info to track
*/
void TrackMissionCompletion(bool isAchievement);
/**
* Handles statistics related to collecting heart flags and imagination bricks
* @param lot the lot of the object that was collected
*/
void TrackLOTCollection(LOT lot);
/**
* Handles a change in health and updates the statistics
* @param health the health delta
*/
void TrackHealthDelta(int32_t health);
/**
* Handles a change in imagination and updates the statistics
* @param imagination the imagination delta
*/
void TrackImaginationDelta(int32_t imagination);
/**
* Handles a change in armor and updates the statistics
* @param armor the armor delta
*/
void TrackArmorDelta(int32_t armor);
/**
* Handles completing a rebuild by updating the statistics
*/
void TrackQuickBuildComplete();
/**
* Tracks a player completing the race, also updates stats
* @param won whether the player won the race
*/
void TrackRaceCompleted(bool won);
/**
* Tracks an updated position for a player
*/
void TrackPositionUpdate(const NiPoint3& newPosition);
/**
* Handles a zone statistic update
* @param zoneID the zone that the stat belongs to
* @param name the name of the stat
* @param value the delta update for the stat
*/
void HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string& name, int32_t value);
/**
* Allows one to generically update a statistic
* @param updateID the 1-indexed ID of the statistic in the order of definition below
* @param updateValue the value to update the statistic with
*/
void UpdatePlayerStatistic(StatisticID updateID, uint64_t updateValue = 1);
/**
* Add a venture vision effect to the player minimap.
*/
void AddVentureVisionEffect(std::string ventureVisionType);
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/**
* Remove a venture vision effect from the player minimap.
* When an effect hits 0 active effects, it is deactivated.
*/
void RemoveVentureVisionEffect(std::string ventureVisionType);
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/**
* Update the client minimap to reveal the specified factions
*/
void UpdateClientMinimap(bool showFaction, std::string ventureVisionType) const;
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void SetCurrentInteracting(LWOOBJID objectID) {m_CurrentInteracting = objectID;};
LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
/**
* Sends a player to another zone with an optional clone ID
*
* @param zoneId zoneID for the new instance.
* @param cloneId cloneID for the new instance.
*/
void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0) const;
/**
* Character info regarding this character, including clothing styles, etc.
*/
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Character* m_Character;
private:
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/**
* The map of active venture vision effects
*/
std::map<std::string, uint32_t> m_ActiveVentureVisionEffects;
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/**
* Whether this character is racing
*/
bool m_IsRacing;
/**
* Possessible type, used by the shooting gallery
*/
uint8_t m_PossessableType = 1;
/**
* Universe score of the entity
*/
int64_t m_Uscore;
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/**
* The lifetime reputation earned by the entity
*/
int64_t m_Reputation;
/**
* Whether the character is landing by rocket
*/
bool m_IsLanding;
/**
* The configuration of the last used rocket, essentially a string of LOTs separated by commas
*/
std::u16string m_LastRocketConfig;
/**
* Whether the GM info has been changed
*/
bool m_DirtyGMInfo = false;
/**
* Whether PvP is enabled for this entity
*/
bool m_PvpEnabled;
/**
* Whether this entity is a GM
*/
bool m_IsGM;
/**
* The current GM level of this character (anything > 0 counts as a GM)
*/
eGameMasterLevel m_GMLevel;
/**
* Whether the character has HF enabled
*/
bool m_EditorEnabled;
/**
* The level of the character in HF
*/
eGameMasterLevel m_EditorLevel;
/**
* Whether the currently active activity has been changed
*/
bool m_DirtyCurrentActivity = false;
/**
* The ID of the curently active activity
*/
eGameActivity m_CurrentActivity;
/**
* Whether the social info has been changed
*/
bool m_DirtySocialInfo = false;
/**
* The guild this character is in
*/
LWOOBJID m_GuildID;
/**
* The name of the guild this character is in
*/
std::u16string m_GuildName;
/**
* Whether this character is a lego club member
*/
bool m_IsLEGOClubMember;
/**
* The country code that the character is from
*/
int m_CountryCode;
/**
* Returns whether the landing animation is enabled for a certain zone
* @param zoneID the zone to check for
* @return whether the landing animation is enabled for that zone
*/
bool LandingAnimDisabled(int zoneID);
/**
* Returns the statistics for a certain statistics ID, from a statistics string
* @param split the statistics string to look in
* @param index the statistics ID in the string
* @return the integer value of this statistic, parsed from the string
*/
static uint64_t GetStatisticFromSplit(std::vector<std::string> split, uint32_t index);
/**
* Gets all the statistics for a certain map, if it doesn't exist, it creates empty stats
* @param mapID the ID of the zone to get statistics for
* @return the statistics for the zone
*/
ZoneStatistics& GetZoneStatisticsForMap(const LWOMAPID mapID);
/**
* The last time we saved this character, used to update the total time played
*/
time_t m_LastUpdateTimestamp;
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/**
* The total time the character has played, in MS
*/
uint64_t m_TotalTimePlayed;
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/**
* The total amount of currency collected by this character
*/
uint64_t m_CurrencyCollected;
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/**
* The total amount of bricks collected by this character
*/
int64_t m_BricksCollected;
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/**
* The total amount of entities smashed by this character
*/
uint64_t m_SmashablesSmashed;
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/**
* The total amount of quickbuilds completed by this character
*/
uint64_t m_QuickBuildsCompleted;
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/**
* The total amount of enemies killd by this character
*/
uint64_t m_EnemiesSmashed;
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/**
* The total amount of rockets used by this character
*/
uint64_t m_RocketsUsed;
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/**
* The total amount of missions completed by this character
*/
uint64_t m_MissionsCompleted;
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/**
* The total number of pets tamed by this character
*/
uint64_t m_PetsTamed;
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/**
* The total amount of imagination powerups collected by this character, this includes the ones in racing
*/
uint64_t m_ImaginationPowerUpsCollected;
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/**
* The total amount of life powerups collected (note: not the total amount of life gained)
*/
uint64_t m_LifePowerUpsCollected;
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/**
* The total amount of armor powerups collected (note: not the total amount of armor gained)
*/
uint64_t m_ArmorPowerUpsCollected;
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/**
* Total amount of meters traveled by this character
*/
uint64_t m_MetersTraveled;
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/**
* Total amount of times this character was smashed, either by other entities or by going out of bounds
*/
uint64_t m_TimesSmashed;
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/**
* The total amount of damage inflicted on this character
*/
uint64_t m_TotalDamageTaken;
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/**
* The total amount of damage healed by this character (excludes armor polish, etc)
*/
uint64_t m_TotalDamageHealed;
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/**
* Total amount of armor repaired by this character
*/
uint64_t m_TotalArmorRepaired;
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/**
* Total amount of imagination resored by this character
*/
uint64_t m_TotalImaginationRestored;
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/**
* Total amount of imagination used by this character
*/
uint64_t m_TotalImaginationUsed;
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/**
* Amount of distance driven, mutually exclusively tracked to meters travelled based on whether the charcter
* is currently driving
*/
uint64_t m_DistanceDriven;
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/**
* Time airborne in a car, currently untracked.
* Honestly, who even cares about this.
*/
uint64_t m_TimeAirborneInCar;
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/**
* Amount of imagination powerups found on racing tracks being collected, generally triggered by scripts
*/
uint64_t m_RacingImaginationPowerUpsCollected;
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/**
* Total amount of racing imagination crates smashed, generally tracked by scripts
*/
uint64_t m_RacingImaginationCratesSmashed;
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/**
* The amount of times this character triggered a car boost
*/
uint64_t m_RacingCarBoostsActivated;
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/**
* The amount of times a car of this character was wrecked
*/
uint64_t m_RacingTimesWrecked;
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/**
* The amount of entities smashed by the character while driving
*/
uint64_t m_RacingSmashablesSmashed;
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/**
* The total amount of races completed by this character
*/
uint64_t m_RacesFinished;
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/**
* The total amount of races won by this character
*/
uint64_t m_FirstPlaceRaceFinishes;
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/**
* Special stats which are tracked per zone
*/
std::map<LWOMAPID, ZoneStatistics> m_ZoneStatistics{};
/**
* ID of the last rocket used
*/
LWOOBJID m_LastRocketItemID = LWOOBJID_EMPTY;
LWOOBJID m_CurrentInteracting = LWOOBJID_EMPTY;
std::array<uint64_t, 4> m_ClaimCodes{};
void AwardClaimCodes();
};
#endif // CHARACTERCOMPONENT_H