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/*
* Darkflame Universe
* Copyright 2018
*/
# include "SkillComponent.h"
# include <sstream>
# include <vector>
# include "BehaviorContext.h"
# include "BehaviorBranchContext.h"
# include "Behavior.h"
# include "CDClientDatabase.h"
# include "dServer.h"
# include "EntityManager.h"
# include "Game.h"
# include "PacketUtils.h"
# include "BaseCombatAIComponent.h"
# include "ScriptComponent.h"
# include "BuffComponent.h"
ProjectileSyncEntry : : ProjectileSyncEntry ( )
{
}
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bool SkillComponent : : CastPlayerSkill ( const uint32_t behaviorId , const uint32_t skillUid , RakNet : : BitStream * bitStream , const LWOOBJID target , uint32_t skillID )
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{
auto * context = new BehaviorContext ( this - > m_Parent - > GetObjectID ( ) ) ;
context - > caster = m_Parent - > GetObjectID ( ) ;
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context - > skillID = skillID ;
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this - > m_managedBehaviors . insert_or_assign ( skillUid , context ) ;
auto * behavior = Behavior : : CreateBehavior ( behaviorId ) ;
const auto branch = BehaviorBranchContext ( target , 0 ) ;
behavior - > Handle ( context , bitStream , branch ) ;
context - > ExecuteUpdates ( ) ;
return ! context - > failed ;
}
void SkillComponent : : SyncPlayerSkill ( const uint32_t skillUid , const uint32_t syncId , RakNet : : BitStream * bitStream )
{
const auto index = this - > m_managedBehaviors . find ( skillUid ) ;
if ( index = = this - > m_managedBehaviors . end ( ) )
{
Game : : logger - > Log ( " SkillComponent " , " Failed to find skill with uid (%i)! \n " , skillUid , syncId ) ;
return ;
}
auto * context = index - > second ;
context - > SyncBehavior ( syncId , bitStream ) ;
}
void SkillComponent : : SyncPlayerProjectile ( const LWOOBJID projectileId , RakNet : : BitStream * bitStream , const LWOOBJID target )
{
auto index = - 1 ;
for ( auto i = 0u ; i < this - > m_managedProjectiles . size ( ) ; + + i )
{
const auto & projectile = this - > m_managedProjectiles . at ( i ) ;
if ( projectile . id = = projectileId )
{
index = i ;
break ;
}
}
if ( index = = - 1 )
{
Game : : logger - > Log ( " SkillComponent " , " Failed to find projectile id (%llu)! \n " , projectileId ) ;
return ;
}
const auto sync_entry = this - > m_managedProjectiles . at ( index ) ;
std : : stringstream query ;
query < < " SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = " < < std : : to_string ( sync_entry . lot ) < < " ) " ;
auto result = CDClientDatabase : : ExecuteQuery ( query . str ( ) ) ;
if ( result . eof ( ) )
{
Game : : logger - > Log ( " SkillComponent " , " Failed to find skill id for (%i)! \n " , sync_entry . lot ) ;
return ;
}
const auto behavior_id = static_cast < uint32_t > ( result . getIntField ( 0 ) ) ;
result . finalize ( ) ;
auto * behavior = Behavior : : CreateBehavior ( behavior_id ) ;
auto branch = sync_entry . branchContext ;
branch . isProjectile = true ;
if ( target ! = LWOOBJID_EMPTY )
{
branch . target = target ;
}
behavior - > Handle ( sync_entry . context , bitStream , branch ) ;
this - > m_managedProjectiles . erase ( this - > m_managedProjectiles . begin ( ) + index ) ;
}
void SkillComponent : : RegisterPlayerProjectile ( const LWOOBJID projectileId , BehaviorContext * context , const BehaviorBranchContext & branch , const LOT lot )
{
ProjectileSyncEntry entry ;
entry . context = context ;
entry . branchContext = branch ;
entry . lot = lot ;
entry . id = projectileId ;
this - > m_managedProjectiles . push_back ( entry ) ;
}
void SkillComponent : : Update ( const float deltaTime )
{
if ( ! m_Parent - > HasComponent ( COMPONENT_TYPE_BASE_COMBAT_AI ) & & m_Parent - > GetLOT ( ) ! = 1 )
{
CalculateUpdate ( deltaTime ) ;
}
std : : map < uint32_t , BehaviorContext * > keep { } ;
for ( const auto & pair : this - > m_managedBehaviors )
{
auto * context = pair . second ;
if ( context = = nullptr )
{
continue ;
}
if ( context - > clientInitalized )
{
context - > CalculateUpdate ( deltaTime ) ;
}
else
{
context - > Update ( deltaTime ) ;
}
// Cleanup old behaviors
if ( context - > syncEntries . empty ( ) & & context - > timerEntries . empty ( ) )
{
auto any = false ;
for ( const auto & projectile : this - > m_managedProjectiles )
{
if ( projectile . context = = context )
{
any = true ;
break ;
}
}
if ( ! any )
{
context - > Reset ( ) ;
delete context ;
context = nullptr ;
continue ;
}
}
keep . insert_or_assign ( pair . first , context ) ;
}
this - > m_managedBehaviors = keep ;
}
void SkillComponent : : Reset ( )
{
for ( const auto & behavior : this - > m_managedBehaviors )
{
delete behavior . second ;
}
this - > m_managedProjectiles . clear ( ) ;
this - > m_managedBehaviors . clear ( ) ;
}
void SkillComponent : : Interrupt ( )
{
if ( m_Parent - > IsPlayer ( ) ) return ;
auto * combat = m_Parent - > GetComponent < BaseCombatAIComponent > ( ) ;
if ( combat ! = nullptr & & combat - > GetStunImmune ( ) )
{
return ;
}
for ( const auto & behavior : this - > m_managedBehaviors )
{
behavior . second - > Interrupt ( ) ;
}
}
void SkillComponent : : RegisterCalculatedProjectile ( const LWOOBJID projectileId , BehaviorContext * context , const BehaviorBranchContext & branch , const LOT lot , const float maxTime ,
const NiPoint3 & startPosition , const NiPoint3 & velocity , const bool trackTarget , const float trackRadius )
{
ProjectileSyncEntry entry ;
entry . context = context ;
entry . branchContext = branch ;
entry . lot = lot ;
entry . calculation = true ;
entry . time = 0 ;
entry . maxTime = maxTime ;
entry . id = projectileId ;
entry . startPosition = startPosition ;
entry . lastPosition = startPosition ;
entry . velocity = velocity ;
entry . trackTarget = trackTarget ;
entry . trackRadius = trackRadius ;
this - > m_managedProjectiles . push_back ( entry ) ;
}
SkillExecutionResult SkillComponent : : CalculateBehavior ( const uint32_t skillId , const uint32_t behaviorId , const LWOOBJID target , const bool ignoreTarget , const bool clientInitalized , const LWOOBJID originatorOverride )
{
auto * bitStream = new RakNet : : BitStream ( ) ;
auto * behavior = Behavior : : CreateBehavior ( behaviorId ) ;
auto * context = new BehaviorContext ( originatorOverride ! = LWOOBJID_EMPTY ? originatorOverride : this - > m_Parent - > GetObjectID ( ) , true ) ;
context - > caster = m_Parent - > GetObjectID ( ) ;
context - > clientInitalized = clientInitalized ;
context - > foundTarget = target ! = LWOOBJID_EMPTY | | ignoreTarget | | clientInitalized ;
behavior - > Calculate ( context , bitStream , { target , 0 } ) ;
for ( auto * script : CppScripts : : GetEntityScripts ( m_Parent ) ) {
script - > OnSkillCast ( m_Parent , skillId ) ;
}
if ( ! context - > foundTarget )
{
delete bitStream ;
delete context ;
// Invalid attack
return { false , 0 } ;
}
this - > m_managedBehaviors . insert_or_assign ( context - > skillUId , context ) ;
if ( ! clientInitalized )
{
// Echo start skill
GameMessages : : EchoStartSkill start ;
start . iCastType = 0 ;
start . skillID = skillId ;
start . uiSkillHandle = context - > skillUId ;
start . optionalOriginatorID = context - > originator ;
auto * originator = EntityManager : : Instance ( ) - > GetEntity ( context - > originator ) ;
if ( originator ! = nullptr )
{
start . originatorRot = originator - > GetRotation ( ) ;
}
//start.optionalTargetID = target;
start . sBitStream . assign ( ( char * ) bitStream - > GetData ( ) , bitStream - > GetNumberOfBytesUsed ( ) ) ;
// Write message
RakNet : : BitStream message ;
PacketUtils : : WriteHeader ( message , CLIENT , MSG_CLIENT_GAME_MSG ) ;
message . Write ( this - > m_Parent - > GetObjectID ( ) ) ;
start . Serialize ( & message ) ;
Game : : server - > Send ( & message , UNASSIGNED_SYSTEM_ADDRESS , true ) ;
}
context - > ExecuteUpdates ( ) ;
delete bitStream ;
// Valid attack
return { true , context - > skillTime } ;
}
void SkillComponent : : CalculateUpdate ( const float deltaTime )
{
if ( this - > m_managedBehaviors . empty ( ) )
return ;
for ( const auto & managedBehavior : this - > m_managedBehaviors )
{
if ( managedBehavior . second = = nullptr )
{
continue ;
}
managedBehavior . second - > CalculateUpdate ( deltaTime ) ;
}
for ( auto & managedProjectile : this - > m_managedProjectiles )
{
auto entry = managedProjectile ;
if ( ! entry . calculation ) continue ;
entry . time + = deltaTime ;
auto * origin = EntityManager : : Instance ( ) - > GetEntity ( entry . context - > originator ) ;
if ( origin = = nullptr )
{
continue ;
}
const auto targets = origin - > GetTargetsInPhantom ( ) ;
const auto position = entry . startPosition + ( entry . velocity * entry . time ) ;
for ( const auto & targetId : targets )
{
auto * target = EntityManager : : Instance ( ) - > GetEntity ( targetId ) ;
const auto targetPosition = target - > GetPosition ( ) ;
const auto closestPoint = Vector3 : : ClosestPointOnLine ( entry . lastPosition , position , targetPosition ) ;
const auto distance = Vector3 : : DistanceSquared ( targetPosition , closestPoint ) ;
if ( distance > 3 * 3 )
{
/*
if ( entry . TrackTarget & & distance < = entry . TrackRadius )
{
const auto rotation = NiQuaternion : : LookAtUnlocked ( position , targetPosition ) ;
const auto speed = entry . Velocity . Length ( ) ;
const auto homingTarget = rotation . GetForwardVector ( ) * speed ;
Vector3 homing ;
// Move towards
const auto difference = homingTarget - entry . Velocity ;
const auto mag = difference . Length ( ) ;
if ( mag < = speed | | mag = = 0 )
{
homing = homingTarget ;
}
else
{
entry . Velocity + homingTarget / mag * speed ;
}
entry . Velocity = homing ;
}
*/
continue ;
}
entry . branchContext . target = targetId ;
SyncProjectileCalculation ( entry ) ;
entry . time = entry . maxTime ;
break ;
}
entry . lastPosition = position ;
managedProjectile = entry ;
}
std : : vector < ProjectileSyncEntry > valid ;
for ( auto & entry : this - > m_managedProjectiles )
{
if ( entry . calculation )
{
if ( entry . time > = entry . maxTime )
{
entry . branchContext . target = LWOOBJID_EMPTY ;
SyncProjectileCalculation ( entry ) ;
continue ;
}
}
valid . push_back ( entry ) ;
}
this - > m_managedProjectiles = valid ;
}
void SkillComponent : : SyncProjectileCalculation ( const ProjectileSyncEntry & entry ) const
{
auto * other = EntityManager : : Instance ( ) - > GetEntity ( entry . branchContext . target ) ;
if ( other = = nullptr )
{
if ( entry . branchContext . target ! = LWOOBJID_EMPTY )
{
Game : : logger - > Log ( " SkillComponent " , " Invalid projectile target (%llu)! \n " , entry . branchContext . target ) ;
}
return ;
}
std : : stringstream query ;
query < < " SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = " < < std : : to_string ( entry . lot ) < < " ) " ;
auto result = CDClientDatabase : : ExecuteQuery ( query . str ( ) ) ;
if ( result . eof ( ) )
{
Game : : logger - > Log ( " SkillComponent " , " Failed to find skill id for (%i)! \n " , entry . lot ) ;
return ;
}
const auto behaviorId = static_cast < uint32_t > ( result . getIntField ( 0 ) ) ;
result . finalize ( ) ;
auto * behavior = Behavior : : CreateBehavior ( behaviorId ) ;
auto * bitStream = new RakNet : : BitStream ( ) ;
behavior - > Calculate ( entry . context , bitStream , entry . branchContext ) ;
GameMessages : : DoClientProjectileImpact projectileImpact ;
projectileImpact . sBitStream . assign ( ( char * ) bitStream - > GetData ( ) , bitStream - > GetNumberOfBytesUsed ( ) ) ;
projectileImpact . i64OwnerID = this - > m_Parent - > GetObjectID ( ) ;
projectileImpact . i64OrgID = entry . id ;
projectileImpact . i64TargetID = entry . branchContext . target ;
RakNet : : BitStream message ;
PacketUtils : : WriteHeader ( message , CLIENT , MSG_CLIENT_GAME_MSG ) ;
message . Write ( this - > m_Parent - > GetObjectID ( ) ) ;
projectileImpact . Serialize ( & message ) ;
Game : : server - > Send ( & message , UNASSIGNED_SYSTEM_ADDRESS , true ) ;
entry . context - > ExecuteUpdates ( ) ;
delete bitStream ;
}
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void SkillComponent : : HandleUnmanaged ( const uint32_t behaviorId , const LWOOBJID target , LWOOBJID source )
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{
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auto * context = new BehaviorContext ( source ) ;
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context - > unmanaged = true ;
context - > caster = target ;
auto * behavior = Behavior : : CreateBehavior ( behaviorId ) ;
auto * bitStream = new RakNet : : BitStream ( ) ;
behavior - > Handle ( context , bitStream , { target } ) ;
delete bitStream ;
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delete context ;
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}
void SkillComponent : : HandleUnCast ( const uint32_t behaviorId , const LWOOBJID target )
{
auto * context = new BehaviorContext ( target ) ;
context - > caster = target ;
auto * behavior = Behavior : : CreateBehavior ( behaviorId ) ;
behavior - > UnCast ( context , { target } ) ;
delete context ;
}
SkillComponent : : SkillComponent ( Entity * parent ) : Component ( parent )
{
this - > m_skillUid = 0 ;
}
SkillComponent : : ~ SkillComponent ( )
{
Reset ( ) ;
}
void SkillComponent : : Serialize ( RakNet : : BitStream * outBitStream , bool bIsInitialUpdate , unsigned int & flags ) {
if ( bIsInitialUpdate ) outBitStream - > Write0 ( ) ;
}
/// <summary>
/// Get a unique skill ID for syncing behaviors to the client
/// </summary>
/// <returns>Unique skill ID</returns>
uint32_t SkillComponent : : GetUniqueSkillId ( )
{
return + + this - > m_skillUid ;
}