DarkflameServer/dGame/dComponents/DestroyableComponent.cpp

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#include "DestroyableComponent.h"
#include <BitStream.h>
#include "dLogger.h"
#include "Game.h"
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#include "dConfig.h"
#include "Amf3.h"
#include "AmfSerialize.h"
#include "GameMessages.h"
#include "User.h"
#include "CDClientManager.h"
#include "CDDestructibleComponentTable.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "CppScripts.h"
#include "Loot.h"
#include "Character.h"
#include "Spawner.h"
#include "BaseCombatAIComponent.h"
#include "TeamManager.h"
#include "BuffComponent.h"
#include "SkillComponent.h"
#include "Item.h"
#include <sstream>
#include <algorithm>
#include "MissionComponent.h"
#include "CharacterComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "WorldConfig.h"
#include "eMissionTaskType.h"
#include "eStateChangeType.h"
#include "eGameActivity.h"
#include "LevelProgressionComponent.h"
#include "ResistanceProfile.h"
#include "DamageProfile.h"
#include "CDComponentsRegistryTable.h"
DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
m_fMaxArmor = 0.0f;
m_iImagination = 0;
m_fMaxImagination = 0.0f;
m_FactionIDs = std::vector<int32_t>();
m_EnemyFactionIDs = std::vector<int32_t>();
m_IsSmashable = false;
m_IsDead = false;
m_IsSmashed = false;
m_IsGMImmune = false;
m_IsShielded = false;
m_DamageToAbsorb = 0;
m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
m_HasThreats = false;
m_ExplodeFactor = 1.0f;
m_iHealth = 0;
m_fMaxHealth = 0;
m_AttacksToBlock = 0;
m_LootMatrixID = 0;
m_MinCoins = 0;
m_MaxCoins = 0;
m_DamageReduction = 0;
m_DirtyStats = true;
m_ImmuneToBasicAttackCount = 0;
m_ImmuneToDamageOverTimeCount = 0;
m_ImmuneToKnockbackCount = 0;
m_ImmuneToInterruptCount = 0;
m_ImmuneToSpeedCount = 0;
m_ImmuneToImaginationGainCount = 0;
m_ImmuneToImaginationLossCount = 0;
m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0;
m_ResistanceProfile = ResistanceProfile::FindResistanceProfile(m_Parent->GetLOT());
}
DestroyableComponent::~DestroyableComponent() {
}
void DestroyableComponent::Reinitialize(LOT templateID) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
int32_t componentID = 0;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (rebuildComponentID > 0) componentID = rebuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (componentID > 0) {
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
m_Info = destCompData[0];
if (destCompData.size() > 0) {
SetHealth(destCompData[0].life);
SetImagination(destCompData[0].imagination);
SetArmor(destCompData[0].armor);
SetMaxHealth(destCompData[0].life);
SetMaxImagination(destCompData[0].imagination);
SetMaxArmor(destCompData[0].armor);
SetIsSmashable(destCompData[0].isSmashable);
}
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} else {
m_Info = {};
m_Info.life = 1;
m_Info.imagination = 0;
m_Info.armor = 0;
SetHealth(1);
SetImagination(0);
SetArmor(0);
SetMaxHealth(1);
SetMaxImagination(0);
SetMaxArmor(0);
SetIsSmashable(true);
}
ComputeBaseStats();
if (!m_Parent->IsPlayer())
{
SetHealth(GetMaxHealth());
SetImagination(GetMaxImagination());
SetArmor(GetMaxArmor());
}
}
void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, uint32_t& flags) {
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if (bIsInitialUpdate) {
outBitStream->Write1(); // always write these on construction
outBitStream->Write(m_ImmuneToBasicAttackCount);
outBitStream->Write(m_ImmuneToDamageOverTimeCount);
outBitStream->Write(m_ImmuneToKnockbackCount);
outBitStream->Write(m_ImmuneToInterruptCount);
outBitStream->Write(m_ImmuneToSpeedCount);
outBitStream->Write(m_ImmuneToImaginationGainCount);
outBitStream->Write(m_ImmuneToImaginationLossCount);
outBitStream->Write(m_ImmuneToQuickbuildInterruptCount);
outBitStream->Write(m_ImmuneToPullToPointCount);
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}
outBitStream->Write(m_DirtyHealth || bIsInitialUpdate);
if (m_DirtyHealth || bIsInitialUpdate) {
outBitStream->Write(m_iHealth);
outBitStream->Write(m_fMaxHealth);
outBitStream->Write(m_iArmor);
outBitStream->Write(m_fMaxArmor);
outBitStream->Write(m_iImagination);
outBitStream->Write(m_fMaxImagination);
outBitStream->Write(m_DamageToAbsorb);
outBitStream->Write(IsImmune());
outBitStream->Write(m_IsGMImmune);
outBitStream->Write(m_IsShielded);
outBitStream->Write(m_fMaxHealth);
outBitStream->Write(m_fMaxArmor);
outBitStream->Write(m_fMaxImagination);
outBitStream->Write(uint32_t(m_FactionIDs.size()));
for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
outBitStream->Write(m_FactionIDs[i]);
}
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outBitStream->Write(m_IsSmashable);
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if (bIsInitialUpdate) {
outBitStream->Write(m_IsDead);
outBitStream->Write(m_IsSmashed);
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if (m_IsSmashable) {
outBitStream->Write(m_IsModuleAssembly);
outBitStream->Write(m_ExplodeFactor != 1.0f);
if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
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}
}
m_DirtyHealth = false;
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}
outBitStream->Write(m_DirtyThreatList || bIsInitialUpdate);
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if (m_DirtyThreatList || bIsInitialUpdate) {
outBitStream->Write(m_HasThreats);
m_DirtyThreatList = false;
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}
}
void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
Game::logger->Log("DestroyableComponent", "Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->LoadFromXml(doc);
}
dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
dest->QueryAttribute("im", &m_fMaxImagination);
dest->QueryAttribute("ic", &m_iImagination);
dest->QueryAttribute("ac", &m_iArmor);
dest->QueryAttribute("am", &m_fMaxArmor);
m_DirtyHealth = true;
}
void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
Game::logger->Log("DestroyableComponent", "Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->UpdateXml(doc);
}
dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
dest->SetAttribute("im", m_fMaxImagination);
dest->SetAttribute("ic", m_iImagination);
dest->SetAttribute("ac", m_iArmor);
dest->SetAttribute("am", m_fMaxArmor);
}
void DestroyableComponent::SetHealth(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
}
m_iHealth = value;
}
void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
m_DirtyHealth = true;
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// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
m_fMaxHealth = value;
if (m_iHealth > m_fMaxHealth) {
m_iHealth = m_fMaxHealth;
}
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "health");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
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EntityManager::Instance()->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
// If Destroyable Component already has zero armor do not trigger the passive ability again.
bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackArmorDelta(value - m_iArmor);
}
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m_iArmor = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
}
}
void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
m_fMaxArmor = value;
if (m_iArmor > m_fMaxArmor) {
m_iArmor = m_fMaxArmor;
}
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(value));
args.Insert("type", "armor");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
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EntityManager::Instance()->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackImaginationDelta(value - m_iImagination);
}
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m_iImagination = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iImagination == 0 && inventroyComponent != nullptr) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
}
}
void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
if (m_iImagination > m_fMaxImagination) {
m_iImagination = m_fMaxImagination;
}
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "imagination");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
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EntityManager::Instance()->SerializeEntity(m_Parent);
}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
m_DirtyHealth = true;
m_DamageToAbsorb = value;
}
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void DestroyableComponent::SetDamageReduction(int32_t value) {
m_DirtyHealth = true;
m_DamageReduction = value;
}
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void DestroyableComponent::SetIsImmune(bool value) {
m_DirtyHealth = true;
m_ImmuneToBasicAttackCount = value ? 1 : 0;
}
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void DestroyableComponent::SetIsGMImmune(bool value) {
m_DirtyHealth = true;
m_IsGMImmune = value;
}
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void DestroyableComponent::SetIsShielded(bool value) {
m_DirtyHealth = true;
m_IsShielded = value;
}
void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
// Ignore factionID -1
if (factionID == -1 && !ignoreChecks) {
return;
}
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m_FactionIDs.push_back(factionID);
m_DirtyHealth = true;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, (int)factionID);
auto result = query.execQuery();
if (result.eof()) return;
if (result.fieldIsNull(0)) return;
const auto* list_string = result.getStringField(0);
std::stringstream ss(list_string);
std::string token;
while (std::getline(ss, token, ',')) {
if (token.empty()) continue;
auto id = std::stoi(token);
auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude) {
exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
}
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if (exclude) {
continue;
}
AddEnemyFaction(id);
}
result.finalize();
}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return true;
}
}
}
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return false;
}
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bool DestroyableComponent::IsFriend(const Entity* other) const {
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return false;
}
}
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return true;
}
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return false;
}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
m_EnemyFactionIDs.push_back(factionID);
}
void DestroyableComponent::SetIsSmashable(bool value) {
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m_DirtyHealth = true;
m_IsSmashable = value;
}
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void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
m_AttacksToBlock = value;
}
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bool DestroyableComponent::IsImmune() const {
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
}
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bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
const auto hasPassive = inventoryComponent->HasAnyPassive({
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
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}, 5);
if (hasPassive) {
return true;
}
}
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
}
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bool DestroyableComponent::HasFaction(int32_t factionID) const {
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
}
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LWOOBJID DestroyableComponent::GetKillerID() const {
return m_KillerID;
}
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Entity* DestroyableComponent::GetKiller() const {
return EntityManager::Instance()->GetEntity(m_KillerID);
}
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bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const {
auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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if (targetEntity == nullptr) {
Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!", target);
return false;
}
auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
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if (targetDestroyable == nullptr) {
return false;
}
auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
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if (targetQuickbuild != nullptr) {
const auto state = targetQuickbuild->GetState();
if (state != eRebuildState::COMPLETED) {
return false;
}
}
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if (ignoreFactions) {
return true;
}
// Get if the target entity is an enemy and friend
bool isEnemy = IsEnemy(targetEntity);
bool isFriend = IsFriend(targetEntity);
// Return true if the target type matches what we are targeting
return (isEnemy && targetEnemy) || (isFriend && targetFriend);
}
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void DestroyableComponent::Heal(const uint32_t health) {
auto current = static_cast<uint32_t>(GetHealth());
const auto max = static_cast<uint32_t>(GetMaxHealth());
current += health;
current = std::min(current, max);
SetHealth(current);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
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void DestroyableComponent::Imagine(const int32_t deltaImagination) {
auto current = static_cast<int32_t>(GetImagination());
const auto max = static_cast<int32_t>(GetMaxImagination());
current += deltaImagination;
current = std::min(current, max);
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if (current < 0) {
current = 0;
}
SetImagination(current);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
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void DestroyableComponent::Repair(const uint32_t armor) {
auto current = static_cast<uint32_t>(GetArmor());
const auto max = static_cast<uint32_t>(GetMaxArmor());
current += armor;
current = std::min(current, max);
SetArmor(current);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
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void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
if (GetHealth() <= 0) {
return;
}
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if (IsImmune()) {
return;
}
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if (m_AttacksToBlock > 0) {
m_AttacksToBlock--;
return;
}
// If this entity has damage reduction, reduce the damage to a minimum of 1
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if (m_DamageReduction > 0 && damage > 0) {
if (damage > m_DamageReduction) {
damage -= m_DamageReduction;
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} else {
damage = 1;
}
}
const auto sourceDamage = damage;
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
auto armor = static_cast<uint32_t>(GetArmor());
auto health = static_cast<uint32_t>(GetHealth());
const auto absorbDamage = std::min(damage, absorb);
damage -= absorbDamage;
absorb -= absorbDamage;
const auto armorDamage = std::min(damage, armor);
damage -= armorDamage;
armor -= armorDamage;
health -= std::min(damage, health);
SetDamageToAbsorb(absorb);
SetArmor(armor);
SetHealth(health);
SetIsShielded(absorb > 0);
// Dismount on the possessable hit
auto possessable = m_Parent->GetComponent<PossessableComponent>();
if (possessable && possessable->GetDepossessOnHit()) {
possessable->Dismount();
}
// Dismount on the possessor hit
auto possessor = m_Parent->GetComponent<PossessorComponent>();
if (possessor) {
auto possessableId = possessor->GetPossessable();
if (possessableId != LWOOBJID_EMPTY) {
auto possessable = EntityManager::Instance()->GetEntity(possessableId);
if (possessable) {
possessor->Dismount(possessable);
}
}
}
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if (m_Parent->GetLOT() != 1) {
echo = true;
}
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if (echo) {
EntityManager::Instance()->SerializeEntity(m_Parent);
}
auto* attacker = EntityManager::Instance()->GetEntity(source);
m_Parent->OnHit(attacker);
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
NotifySubscribers(attacker, sourceDamage);
for (const auto& cb : m_OnHitCallbacks) {
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cb(attacker);
}
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if (health != 0) {
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
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if (combatComponent != nullptr) {
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
}
return;
}
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//check if hardcore mode is enabled
if (EntityManager::Instance()->GetHardcoreMode()) {
DoHardcoreModeDrops(source);
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}
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Smash(source, eKillType::VIOLENT, u"", skillID);
}
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
Game::logger->LogDebug("DestroyableComponent", "Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
auto foundScript = m_SubscribedScripts.find(scriptObjId);
if (foundScript != m_SubscribedScripts.end()) {
m_SubscribedScripts.erase(foundScript);
Game::logger->LogDebug("DestroyableComponent", "Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
} else {
Game::logger->LogDebug("DestroyableComponent", "Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
}
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
for (auto script : m_SubscribedScripts) {
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
}
}
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void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
if (m_iHealth > 0) {
SetArmor(0);
SetHealth(0);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
m_KillerID = source;
auto* owner = EntityManager::Instance()->GetEntity(source);
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if (owner != nullptr) {
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr && isEnemy) {
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
}
auto* missions = owner->GetComponent<MissionComponent>();
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if (missions != nullptr) {
if (team != nullptr) {
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for (const auto memberId : team->members) {
auto* member = EntityManager::Instance()->GetEntity(memberId);
if (member == nullptr) continue;
auto* memberMissions = member->GetComponent<MissionComponent>();
if (memberMissions == nullptr) continue;
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
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} else {
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
}
}
const auto isPlayer = m_Parent->IsPlayer();
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
//NANI?!
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if (!isPlayer) {
if (owner != nullptr) {
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
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if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr) {
LWOOBJID specificOwner = LWOOBJID_EMPTY;
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
uint32_t teamSize = team->members.size();
uint32_t lootMatrixId = GetLootMatrixID();
if (scriptedActivityComponent) {
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
}
if (team->lootOption == 0) { // Round robin
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
auto* member = EntityManager::Instance()->GetEntity(specificOwner);
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if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
} else {
for (const auto memberId : team->members) { // Free for all
auto* member = EntityManager::Instance()->GetEntity(memberId);
if (member == nullptr) continue;
LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
}
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} else { // drop loot for non team user
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
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} else {
//Check if this zone allows coin drops
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if (dZoneManager::Instance()->GetPlayerLoseCoinOnDeath()) {
auto* character = m_Parent->GetCharacter();
uint64_t coinsTotal = character->GetCoins();
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const uint64_t minCoinsToLose = dZoneManager::Instance()->GetWorldConfig()->coinsLostOnDeathMin;
if (coinsTotal >= minCoinsToLose) {
const uint64_t maxCoinsToLose = dZoneManager::Instance()->GetWorldConfig()->coinsLostOnDeathMax;
const float coinPercentageToLose = dZoneManager::Instance()->GetWorldConfig()->coinsLostOnDeathPercent;
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
coinsTotal -= coinsToLose;
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
}
}
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Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerDied(zoneControl, m_Parent);
}
std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
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for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerDied(scriptEntity, m_Parent);
}
}
}
std::vector<Entity*> scripts = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPT);
for (Entity* scriptEntity : scripts) {
// Prevent double triggering
if (scriptEntity->GetObjectID() == zoneControl->GetObjectID()) continue;
if (std::find(scriptedActs.begin(), scriptedActs.end(), scriptEntity) != scriptedActs.end()) continue;
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerDied(scriptEntity, m_Parent);
}
}
}
}
m_Parent->Kill(owner);
}
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
m_FactionIDs.clear();
m_EnemyFactionIDs.clear();
AddFaction(factionID, ignoreChecks);
}
void DestroyableComponent::SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
if (state == eStateChangeType::POP) {
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
} else if (state == eStateChangeType::PUSH){
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
}
GameMessages::SendSetStatusImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
bImmuneToBasicAttack,
bImmuneToDamageOverTime,
bImmuneToKnockback,
bImmuneToInterrupt,
bImmuneToSpeed,
bImmuneToImaginationGain,
bImmuneToImaginationLoss,
bImmuneToQuickbuildInterrupt,
bImmuneToPullToPoint
);
}
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void DestroyableComponent::FixStats() {
auto* entity = GetParent();
if (entity == nullptr) return;
// Reset skill component and buff component
auto* skillComponent = entity->GetComponent<SkillComponent>();
auto* buffComponent = entity->GetComponent<BuffComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
// If any of the components are nullptr, return
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if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
return;
}
// Save the current stats
int32_t currentHealth = destroyableComponent->GetHealth();
int32_t currentArmor = destroyableComponent->GetArmor();
int32_t currentImagination = destroyableComponent->GetImagination();
// Unequip all items
auto equipped = inventoryComponent->GetEquippedItems();
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for (auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
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if (item == nullptr) {
continue;
}
// Unequip the item
item->UnEquip();
}
// Base stats
int32_t maxHealth = 4;
int32_t maxArmor = 0;
int32_t maxImagination = 0;
// Go through all completed missions and add the reward stats
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for (auto& pair : missionComponent->GetMissions()) {
auto* mission = pair.second;
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if (!mission->IsComplete()) {
continue;
}
// Add the stats
const auto& info = mission->GetClientInfo();
maxHealth += info.reward_maxhealth;
maxImagination += info.reward_maximagination;
}
// Set the base stats
destroyableComponent->SetMaxHealth(maxHealth);
destroyableComponent->SetMaxArmor(maxArmor);
destroyableComponent->SetMaxImagination(maxImagination);
// Re-apply all buffs
buffComponent->ReApplyBuffs();
// Requip all items
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for (auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
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if (item == nullptr) {
continue;
}
// Equip the item
item->Equip();
}
destroyableComponent->ComputeBaseStats();
// Fetch correct max stats after everything is done
maxHealth = destroyableComponent->GetMaxHealth();
maxArmor = destroyableComponent->GetMaxArmor();
maxImagination = destroyableComponent->GetMaxImagination();
// If any of the current stats are more than their max, set them to the max
if (currentHealth > maxHealth) currentHealth = maxHealth;
if (currentArmor > maxArmor) currentArmor = maxArmor;
if (currentImagination > maxImagination) currentImagination = maxImagination;
// Restore current stats
destroyableComponent->SetHealth(currentHealth);
destroyableComponent->SetArmor(currentArmor);
destroyableComponent->SetImagination(currentImagination);
// Serialize the entity
EntityManager::Instance()->SerializeEntity(entity);
}
void DestroyableComponent::AddStat(const StatProperty& stat) {
m_DirtyStats = true;
const auto& typeIter = m_Stats.find(stat.type);
if (typeIter == m_Stats.end()) {
m_Stats.emplace(stat.type, std::map<eStatModifier, float>());
}
auto& typeMap = m_Stats.at(stat.type);
const auto& modifierIter = typeMap.find(stat.modifier);
if (modifierIter == typeMap.end()) {
typeMap.emplace(stat.modifier, stat.value);
return;
}
typeMap.at(stat.modifier) += stat.value;
}
void DestroyableComponent::RemoveStat(const StatProperty& stat) {
m_DirtyStats = true;
const auto& typeIter = m_Stats.find(stat.type);
if (typeIter == m_Stats.end()) {
return;
}
auto& typeMap = m_Stats.at(stat.type);
const auto& modifierIter = typeMap.find(stat.modifier);
if (modifierIter == typeMap.end()) {
return;
}
typeMap.at(stat.modifier) -= stat.value;
if (typeMap.at(stat.modifier) <= 0) {
typeMap.erase(stat.modifier);
}
if (typeMap.empty()) {
m_Stats.erase(stat.type);
}
}
float DestroyableComponent::GetStat(eStatTypes statType, eStatModifier statModifier) const {
const auto& typeIter = m_Stats.find(statType);
float baseResistance = 0;
if (statModifier == eStatModifier::DamageResistance) {
if (m_ResistanceProfile != nullptr) {
baseResistance = m_ResistanceProfile->GetResistanceProfile(statType);
Game::logger->Log("DestroyableComponent", "Base resistance: %f for %i, type %i", baseResistance, m_Parent->GetLOT(), statType);
}
else {
Game::logger->Log("DestroyableComponent", "No resistance profile for %i", m_Parent->GetLOT());
}
}
if (typeIter == m_Stats.end()) {
return baseResistance;
}
const auto& typeMap = m_Stats.at(statType);
const auto& modifierIter = typeMap.find(statModifier);
if (modifierIter == typeMap.end()) {
return baseResistance;
}
return typeMap.at(statModifier);
}
void DestroyableComponent::ComputeBaseStats(bool refill) {
if (!m_Parent->IsPlayer())
{
auto* combatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
if (combatAI == nullptr)
{
return;
}
}
// Store the current health, armor and imagination
const auto currentHealth = GetHealth();
const auto currentArmor = GetArmor();
float maxHealth = 0.0f;
float maxArmor = 0.0f;
int32_t level = (static_cast<int32_t>(m_Info.level) <= 1) ? 1 : m_Info.level;
if (m_Parent->IsPlayer())
{
level = m_Parent->GetComponent<LevelProgressionComponent>()->GetLevel();
m_Info.life = 4;
}
maxHealth += level * m_Info.life;
maxHealth *= 10;
maxHealth += GetStat(eStatTypes::Health, eStatModifier::Absolute);
maxHealth *= 1.0f + GetStat(eStatTypes::Health, eStatModifier::Percent);
maxArmor = level * m_Info.armor;
maxArmor *= 10;
maxArmor += GetStat(eStatTypes::Armor, eStatModifier::Absolute);
maxArmor *= 1.0f + GetStat(eStatTypes::Armor, eStatModifier::Percent);
// Set the base stats
SetMaxHealth(maxHealth);
SetMaxArmor(maxArmor);
// If any of the current stats are more than their max, set them to the max
if (currentHealth > maxHealth || refill) SetHealth(maxHealth);
else SetHealth(currentHealth);
if (currentArmor > maxArmor || refill) SetArmor(maxArmor);
else SetArmor(currentArmor);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
std::map<eStatTypes, float> DestroyableComponent::ComputeDamage(uint32_t baseDamage, Entity* source, DamageProfile* damageProfile) {
const bool debug = true;
auto* sourceDestroyable = source->GetComponent<DestroyableComponent>();
if (sourceDestroyable == nullptr) {
Game::logger->Log("Damage", "Source entity has no destroyable componen %i", source->GetLOT());
return {{eStatTypes::Physical, baseDamage}};
}
std::stringstream ss;
std::map<eStatTypes, float> damageMap = {{eStatTypes::Physical, baseDamage}};
for (eStatTypes damageType = eStatTypes::Physical; damageType < eStatTypes::MAX;
damageType = static_cast<eStatTypes>(static_cast<uint32_t>(damageType) + 1)) {
// Get the damage for this damage type
float damage = sourceDestroyable->GetStat(damageType, eStatModifier::DamageAbsolute);
damage *= 1.0f + sourceDestroyable->GetStat(damageType, eStatModifier::DamagePercent) + ::log(baseDamage);
if (damageProfile != nullptr)
{
damage += damageProfile->GetDamageProfile(damageType);
}
/*
Level scaling
*/
float ourLevel = (static_cast<int32_t>(m_Info.level) <= 1) ? 1 : m_Info.level;
float sourceLevel;
if (source->IsPlayer())
{
auto* levelProgressionComponent = source->GetComponent<LevelProgressionComponent>();
if (levelProgressionComponent == nullptr)
{
Game::logger->Log("Damage", "Source entity is player but has no level progression component %i", source->GetLOT());
return {{eStatTypes::Physical, baseDamage}};
}
sourceLevel = levelProgressionComponent->GetLevel();
// Player max is level 45, scale it to between 1 and 10
sourceLevel = static_cast<int32_t>(static_cast<float>(sourceLevel) / 4.5f);
// Make sure it's between 1 and 10
sourceLevel = std::max(sourceLevel, 1.0f);
sourceLevel = std::min(sourceLevel, 10.0f);
if (ourLevel < sourceLevel)
{
damage /= 1 + (sourceLevel - ourLevel);
}
}
else
{
sourceLevel = (static_cast<int32_t>(sourceDestroyable->m_Info.level) <= 1) ? 1 : sourceDestroyable->m_Info.level;
if (m_Parent->IsPlayer())
{
auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
if (levelProgressionComponent == nullptr)
{
Game::logger->Log("Damage", "Source entity is player but has no level progression component %i", m_Parent->GetLOT());
return {{eStatTypes::Physical, baseDamage}};
}
ourLevel = levelProgressionComponent->GetLevel();
// Player max is level 45, scale it to between 1 and 10
ourLevel = static_cast<int32_t>(static_cast<float>(ourLevel) / 4.5f);
// Make sure it's between 1 and 10
ourLevel = std::max(ourLevel, 1.0f);
ourLevel = std::min(ourLevel, 10.0f);
if (ourLevel > sourceLevel)
{
damage *= 1 + (ourLevel - sourceLevel);
}
}
}
// Idk
// If the damage is 0, skip this damage type
if (damage == 0) {
continue;
}
// Calculate our resistance for this damage type
const auto resistance = this->GetStat(damageType, eStatModifier::DamageResistance);
// Cap resistance at 80%
const auto cappedResistance = std::min(resistance, 0.8f);
// Calculate the damage we take
const auto damageTaken = damage * (1.0f - cappedResistance);
// Add the damage to our total damage
const auto& it = damageMap.find(damageType);
if (it == damageMap.end()) {
damageMap[damageType] = damageTaken;
} else {
damageMap[damageType] += damageTaken;
}
// Log the calculation
if (debug) {
ss << "Damage type: " << static_cast<int32_t>(damageType) << std::endl;
ss << "\tDamage: " << damage << std::endl;
ss << "\tResistance: " << resistance << std::endl;
ss << "\tCapped resistance: " << cappedResistance << std::endl;
ss << "\tDamage taken: " << damageTaken << std::endl;
}
}
return damageMap;
}
void DestroyableComponent::Damage(const std::map<eStatTypes, float>& damage, LWOOBJID source, uint32_t skillID, bool echo) {
float totalDamage = 0;
for (const auto& [damageType, damageAmount] : damage) {
totalDamage += damageAmount;
}
// Find the greatest damage type
eStatTypes greatestDamageType = eStatTypes::Physical;
for (const auto& [damageType, damageAmount] : damage) {
if (damageAmount > damage.at(greatestDamageType)) {
greatestDamageType = damageType;
}
}
const auto effectName = std::to_string(GeneralUtils::GenerateRandomNumber<size_t>(100, 10000));
const auto& objectId = m_Parent->GetObjectID();
const bool critical = GeneralUtils::GenerateRandomNumber<size_t>(0, 100) <= 10;
if (critical) {
totalDamage *= 2;
}
// Play an effect on us representing the damage
switch (greatestDamageType) {
case eStatTypes::Heat:
if (!critical) GameMessages::SendPlayFXEffect(objectId, 50, u"onhit", effectName);
else GameMessages::SendPlayFXEffect(objectId, 1578, u"onhit", effectName);
break;
case eStatTypes::Electric:
if (!critical) GameMessages::SendPlayFXEffect(objectId, 4027, u"create", effectName);
else GameMessages::SendPlayFXEffect(objectId, 953, u"onhit", effectName);
break;
case eStatTypes::Corruption:
if (!critical) GameMessages::SendPlayFXEffect(objectId, 7, u"onhit", effectName);
else GameMessages::SendPlayFXEffect(objectId, 1153, u"death", effectName);
break;
case eStatTypes::Physical:
default:
if (!critical) GameMessages::SendPlayFXEffect(objectId, 5039, u"on-anim", effectName);
else GameMessages::SendPlayFXEffect(objectId, 4972, u"onhitObject", effectName);
break;
}
m_Parent->AddCallbackTimer(1.5f, [this, effectName]() {
GameMessages::SendStopFXEffect(m_Parent, true, effectName);
});
Damage(totalDamage, source, skillID, echo);
}
void DestroyableComponent::Update(float deltaTime) {
if (m_DirtyStats) {
ComputeBaseStats();
m_DirtyStats = false;
}
}
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
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m_OnHitCallbacks.push_back(callback);
}
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
//check if this is a player:
if (m_Parent->IsPlayer()) {
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
auto* character = m_Parent->GetComponent<CharacterComponent>();
auto uscore = character->GetUScore();
auto uscoreToLose = uscore * (EntityManager::Instance()->GetHardcoreLoseUscoreOnDeathPercent() / 100);
character->SetUScore(uscore - uscoreToLose);
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
if (EntityManager::Instance()->GetHardcoreDropinventoryOnDeath()) {
//drop all items from inventory:
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
if (inventory) {
//get the items inventory:
auto items = inventory->GetInventory(eInventoryType::ITEMS);
if (items){
auto itemMap = items->GetItems();
if (!itemMap.empty()){
for (const auto& item : itemMap) {
//drop the item:
if (!item.second) continue;
// don't drop the thinkng cap
if (item.second->GetLot() == 6086) continue;
GameMessages::SendDropClientLoot(m_Parent, source, item.second->GetLot(), 0, m_Parent->GetPosition(), item.second->GetCount());
item.second->SetCount(0, false, false);
}
EntityManager::Instance()->SerializeEntity(m_Parent);
}
}
}
}
//get character:
auto* chars = m_Parent->GetCharacter();
if (chars) {
auto coins = chars->GetCoins();
//lose all coins:
chars->SetCoins(0, eLootSourceType::NONE);
//drop all coins:
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
}
// Reload the player since we can't normally reduce uscore from the server and we want the UI to update
// do this last so we don't get killed.... again
EntityManager::Instance()->DestructEntity(m_Parent);
EntityManager::Instance()->ConstructEntity(m_Parent);
return;
}
//award the player some u-score:
auto* player = EntityManager::Instance()->GetEntity(source);
if (player && player->IsPlayer()) {
auto* playerStats = player->GetComponent<CharacterComponent>();
if (playerStats) {
//get the maximum health from this enemy:
auto maxHealth = GetMaxHealth();
int uscore = maxHealth * EntityManager::Instance()->GetHardcoreUscoreEnemiesMultiplier();
playerStats->SetUScore(playerStats->GetUScore() + uscore);
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
}
}