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 final : public Component {
public:
static constexpr 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