DarkflameServer/dGame/dUtilities/VanityUtilities.cpp

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#include "VanityUtilities.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "InventoryComponent.h"
#include "PhantomPhysicsComponent.h"
#include "ProximityMonitorComponent.h"
#include "ScriptComponent.h"
#include "dCommonVars.h"
#include "dConfig.h"
#include "dServer.h"
#include "tinyxml2.h"
#include "Game.h"
#include "dLogger.h"
#include "BinaryPathFinder.h"
#include "EntityInfo.h"
#include <fstream>
std::vector<VanityNPC> VanityUtilities::m_NPCs = {};
std::vector<VanityParty> VanityUtilities::m_Parties = {};
std::vector<std::string> VanityUtilities::m_PartyPhrases = {};
void VanityUtilities::SpawnVanity() {
if (Game::config->GetValue("disable_vanity") == "1") {
return;
}
const uint32_t zoneID = Game::server->GetZoneID();
ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity/NPC.xml").string());
// Loop through all parties
for (const auto& party : m_Parties) {
const auto chance = party.m_Chance;
const auto zone = party.m_Zone;
if (zone != Game::server->GetZoneID()) {
continue;
}
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (chance < rate) {
continue;
}
// Copy m_NPCs into a new vector
std::vector<VanityNPC> npcList = m_NPCs;
std::vector<uint32_t> taken = {};
Game::logger->Log("VanityUtilities", "Spawning party with %i locations", party.m_Locations.size());
// Loop through all locations
for (const auto& location : party.m_Locations) {
rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (0.75f < rate) {
continue;
}
// Get a random NPC
auto npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
while (std::find(taken.begin(), taken.end(), npcIndex) != taken.end()) {
npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
}
auto& npc = npcList[npcIndex];
taken.push_back(npcIndex);
// Spawn the NPC
Game::logger->Log("VanityUtilities", "ldf size is %i", npc.ldf.size());
if (npc.ldf.empty()) {
npc.ldf = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
}
// Spawn the NPC
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
SetupNPCTalk(npcEntity);
}
return;
}
// Loop through all NPCs
for (auto& npc : m_NPCs) {
if (npc.m_Locations.find(Game::server->GetZoneID()) == npc.m_Locations.end())
continue;
const std::vector<VanityNPCLocation>& locations = npc.m_Locations.at(Game::server->GetZoneID());
// Pick a random location
const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
if (location.m_Chance < rate) {
continue;
}
if (npc.ldf.empty()) {
npc.ldf = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
}
// Spawn the NPC
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false);
for (const auto& npc : npc.m_Flags) {
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
}
}
SetupNPCTalk(npcEntity);
}
if (zoneID == 1200) {
{
EntityInfo info;
info.lot = 8139;
info.pos = { 259.5f, 246.4f, -705.2f };
info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.settings = { new LDFData<bool>(u"hasCustomText", true),
new LDFData<std::string>(u"customText", ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/TESTAMENT.md").string())) };
auto* entity = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(entity);
}
}
}
Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position,
const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf) {
EntityInfo info;
info.lot = lot;
info.pos = position;
info.rot = rotation;
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.settings = ldf;
auto* entity = Game::entityManager->CreateEntity(info);
entity->SetVar(u"npcName", name);
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent && !inventory.empty()) {
inventoryComponent->SetNPCItems(inventory);
}
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetIsGMImmune(true);
destroyableComponent->SetMaxHealth(0);
destroyableComponent->SetHealth(0);
}
Game::entityManager->ConstructEntity(entity);
return entity;
}
void VanityUtilities::ParseXML(const std::string& file) {
// Read the entire file
std::ifstream xmlFile(file);
std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
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// Parse the XML
tinyxml2::XMLDocument doc;
doc.Parse(xml.c_str(), xml.size());
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// Read the NPCs
auto* npcs = doc.FirstChildElement("npcs");
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if (npcs == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPCs");
return;
}
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for (auto* party = npcs->FirstChildElement("party"); party != nullptr; party = party->NextSiblingElement("party")) {
// Get 'zone' as uint32_t and 'chance' as float
uint32_t zone = 0;
float chance = 0.0f;
if (party->Attribute("zone") != nullptr) {
zone = std::stoul(party->Attribute("zone"));
}
if (party->Attribute("chance") != nullptr) {
chance = std::stof(party->Attribute("chance"));
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}
VanityParty partyInfo;
partyInfo.m_Zone = zone;
partyInfo.m_Chance = chance;
auto* locations = party->FirstChildElement("locations");
if (locations == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse party locations");
continue;
}
for (auto* location = locations->FirstChildElement("location"); location != nullptr;
location = location->NextSiblingElement("location")) {
// Get the location data
auto* x = location->Attribute("x");
auto* y = location->Attribute("y");
auto* z = location->Attribute("z");
auto* rw = location->Attribute("rw");
auto* rx = location->Attribute("rx");
auto* ry = location->Attribute("ry");
auto* rz = location->Attribute("rz");
if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|| rz == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse party location data");
continue;
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}
VanityNPCLocation locationData;
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
locationData.m_Chance = 1.0f;
partyInfo.m_Locations.push_back(locationData);
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}
m_Parties.push_back(partyInfo);
}
auto* partyPhrases = npcs->FirstChildElement("partyphrases");
if (partyPhrases == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse party phrases");
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return;
}
for (auto* phrase = partyPhrases->FirstChildElement("phrase"); phrase != nullptr;
phrase = phrase->NextSiblingElement("phrase")) {
// Get the phrase
auto* text = phrase->GetText();
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if (text == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse party phrase");
continue;
}
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m_PartyPhrases.push_back(text);
}
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for (auto* npc = npcs->FirstChildElement("npc"); npc != nullptr; npc = npc->NextSiblingElement("npc")) {
// Get the NPC name
auto* name = npc->Attribute("name");
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if (!name) name = "";
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// Get the NPC lot
auto* lot = npc->Attribute("lot");
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if (lot == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC lot");
continue;
}
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// Get the equipment
auto* equipment = npc->FirstChildElement("equipment");
std::vector<LOT> inventory;
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if (equipment) {
auto* text = equipment->GetText();
if (text != nullptr) {
std::string equipmentString(text);
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std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
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for (auto& item : splitEquipment) {
inventory.push_back(std::stoi(item));
}
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}
}
// Get the phrases
auto* phrases = npc->FirstChildElement("phrases");
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std::vector<std::string> phraseList = {};
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if (phrases) {
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
phrase = phrase->NextSiblingElement("phrase")) {
// Get the phrase
auto* text = phrase->GetText();
if (text == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrase");
continue;
}
phraseList.push_back(text);
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}
}
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// Get the script
auto* scriptElement = npc->FirstChildElement("script");
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std::string scriptName = "";
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if (scriptElement != nullptr) {
auto* scriptNameAttribute = scriptElement->Attribute("name");
if (scriptNameAttribute) scriptName = scriptNameAttribute;
}
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auto* ldfElement = npc->FirstChildElement("ldf");
std::vector<std::u16string> keys = {};
std::vector<LDFBaseData*> ldf = {};
if(ldfElement) {
for (auto* entry = ldfElement->FirstChildElement("entry"); entry != nullptr;
entry = entry->NextSiblingElement("entry")) {
// Get the ldf data
auto* data = entry->Attribute("data");
if (!data) continue;
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LDFBaseData* ldfData = LDFBaseData::DataFromString(data);
keys.push_back(ldfData->GetKey());
ldf.push_back(ldfData);
}
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}
if (!keys.empty()) ldf.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
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VanityNPC npcData;
npcData.m_Name = name;
npcData.m_LOT = std::stoi(lot);
npcData.m_Equipment = inventory;
npcData.m_Phrases = phraseList;
npcData.m_Script = scriptName;
npcData.ldf = ldf;
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// Get flags
auto* flags = npc->FirstChildElement("flags");
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if (flags != nullptr) {
for (auto* flag = flags->FirstChildElement("flag"); flag != nullptr;
flag = flag->NextSiblingElement("flag")) {
// Get the flag name
auto* name = flag->Attribute("name");
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if (name == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC flag name");
continue;
}
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// Get the flag value
auto* value = flag->Attribute("value");
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if (value == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC flag value");
continue;
}
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npcData.m_Flags[name] = std::stoi(value);
}
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}
// Get the zones
for (auto* zone = npc->FirstChildElement("zone"); zone != nullptr; zone = zone->NextSiblingElement("zone")) {
// Get the zone ID
auto* zoneID = zone->Attribute("id");
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if (zoneID == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC zone ID");
continue;
}
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// Get the locations
auto* locations = zone->FirstChildElement("locations");
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if (locations == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC locations");
continue;
}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
location = location->NextSiblingElement("location")) {
// Get the location data
auto* x = location->Attribute("x");
auto* y = location->Attribute("y");
auto* z = location->Attribute("z");
auto* rw = location->Attribute("rw");
auto* rx = location->Attribute("rx");
auto* ry = location->Attribute("ry");
auto* rz = location->Attribute("rz");
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if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
|| rz == nullptr) {
Game::logger->Log("VanityUtilities", "Failed to parse NPC location data");
continue;
}
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VanityNPCLocation locationData;
locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
locationData.m_Chance = 1.0f;
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if (location->Attribute("chance") != nullptr) {
locationData.m_Chance = std::stof(location->Attribute("chance"));
}
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const auto& it = npcData.m_Locations.find(std::stoi(zoneID));
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if (it != npcData.m_Locations.end()) {
it->second.push_back(locationData);
} else {
std::vector<VanityNPCLocation> locations;
locations.push_back(locationData);
npcData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
}
}
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}
m_NPCs.push_back(npcData);
}
}
VanityNPC* VanityUtilities::GetNPC(const std::string& name) {
for (size_t i = 0; i < m_NPCs.size(); i++) {
if (m_NPCs[i].m_Name == name) {
return &m_NPCs[i];
}
}
return nullptr;
}
std::string VanityUtilities::ParseMarkdown(const std::string& file) {
// This function will read the file and return the content formatted as ASCII text.
// Read the file into a string
std::ifstream t(file);
// If the file does not exist, return an empty string.
if (!t.good()) {
return "";
}
std::stringstream buffer;
buffer << t.rdbuf();
std::string fileContents = buffer.str();
// Loop through all lines in the file.
// Replace all instances of the markdown syntax with the corresponding HTML.
// Only care about headers
std::stringstream output;
std::string line;
std::stringstream ss;
ss << fileContents;
while (std::getline(ss, line)) {
#define TOSTRING(x) #x
#define STRINGIFY(x) TOSTRING(x)
// Replace "__TIMESTAMP__" with the __TIMESTAMP__
GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
// Replace "__VERSION__" wit'h the PROJECT_VERSION
GeneralUtils::ReplaceInString(line, "__VERSION__", STRINGIFY(PROJECT_VERSION));
// Replace "__SOURCE__" with SOURCE
GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
// Replace "__LICENSE__" with LICENSE
GeneralUtils::ReplaceInString(line, "__LICENSE__", STRINGIFY(LICENSE));
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if (line.find("##") != std::string::npos) {
// Add "&lt;font size=&apos;18&apos; color=&apos;#000000&apos;&gt;" before the header
output << "<font size=\"14\" color=\"#000000\">";
// Add the header without the markdown syntax
output << line.substr(3);
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output << "</font>";
} else if (line.find("#") != std::string::npos) {
// Add "&lt;font size=&apos;18&apos; color=&apos;#000000&apos;&gt;" before the header
output << "<font size=\"18\" color=\"#000000\">";
// Add the header without the markdown syntax
output << line.substr(2);
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output << "</font>";
} else {
output << line;
}
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output << "\n";
}
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return output.str();
}
void VanityUtilities::SetupNPCTalk(Entity* npc) {
npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
npc->SetProximityRadius(20.0f, "talk");
}
void VanityUtilities::NPCTalk(Entity* npc) {
auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
if (chats.empty()) {
return;
}
const auto& selected
= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
GameMessages::SendNotifyClientZoneObject(
npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
}
Game::entityManager->SerializeEntity(npc);
const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
}