DarkflameServer/dGame/dEntity/Entity.cpp

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#include "dCommonVars.h"
#include "Entity.h"
#include "CDClientManager.h"
#include "Game.h"
#include "dLogger.h"
#include "dServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Zone.h"
#include "Spawner.h"
#include "Player.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
//Component includes:
#include "Component.h"
#include "ControllablePhysicsComponent.h"
#include "RenderComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "BuffComponent.h"
#include "BouncerComponent.h"
#include "InventoryComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h"
#include "SkillComponent.h"
#include "SimplePhysicsComponent.h"
#include "SwitchComponent.h"
#include "PhantomPhysicsComponent.h"
#include "RigidbodyPhantomPhysicsComponent.h"
#include "MovingPlatformComponent.h"
#include "MissionComponent.h"
#include "MissionOfferComponent.h"
#include "QuickBuildComponent.h"
#include "BuildBorderComponent.h"
#include "MovementAIComponent.h"
#include "VendorComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyComponent.h"
#include "CollectibleComponent.h"
#include "BaseCombatAIComponent.h"
#include "PropertyManagementComponent.h"
#include "PropertyVendorComponent.h"
#include "ProximityMonitorComponent.h"
#include "PropertyEntranceComponent.h"
#include "ModelBehaviorComponent.h"
#include "PetComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "PossessableComponent.h"
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#include "PossessionComponent.h"
#include "ModuleAssemblyComponent.h"
#include "SoundTriggerComponent.h"
#include "ShootingGalleryComponent.h"
#include "RailActivatorComponent.h"
#include "LUPExhibitComponent.h"
#include "TriggerComponent.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
#include "RacingStatsComponent.h"
#include "MinigameControlComponent.h"
#include "ItemComponent.h"
#include "DonationVendorComponent.h"
#include "GateRushComponent.h"
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#include "RacingSoundTriggerComponent.h"
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#include "AchievementVendorComponent.h"
#include "MutableModelBehaviorComponent.h"
#include "RacingComponent.h"
// Table includes
#include "CDComponentsRegistryTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDSkillBehaviorTable.h"
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const std::vector<ComponentWhitelist> Entity::m_ComponentWhitelists = {
{ // Unknown use case
eReplicaComponentType::CONTROLLABLE_PHYSICS,
eReplicaComponentType::SIMPLE_PHYSICS,
eReplicaComponentType::RENDER
},
{ // Used for BBB
eReplicaComponentType::RENDER,
eReplicaComponentType::DESTROYABLE,
eReplicaComponentType::ITEM,
eReplicaComponentType::BLUEPRINT,
eReplicaComponentType::MODEL_BEHAVIOR,
eReplicaComponentType::CONTROLLABLE_PHYSICS,
eReplicaComponentType::SIMPLE_PHYSICS,
eReplicaComponentType::SPAWN
},
{ // Unknown use case
eReplicaComponentType::RENDER,
eReplicaComponentType::ITEM,
eReplicaComponentType::BLUEPRINT,
},
{ // Used for Pets
eReplicaComponentType::PET,
eReplicaComponentType::SKILL,
eReplicaComponentType::DESTROYABLE,
eReplicaComponentType::RENDER,
eReplicaComponentType::CONTROLLABLE_PHYSICS
},
{ // Unknown use case
eReplicaComponentType::CONTROLLABLE_PHYSICS,
eReplicaComponentType::SIMPLE_PHYSICS,
eReplicaComponentType::RENDER,
},
};
const std::array<eReplicaComponentType, 80> Entity::m_ComponentOrder = {
eReplicaComponentType::POSSESSABLE,
eReplicaComponentType::BLUEPRINT,
eReplicaComponentType::MODULE_ASSEMBLY,
eReplicaComponentType::CONTROLLABLE_PHYSICS,
eReplicaComponentType::PROJECTILE_PHYSICS,
eReplicaComponentType::PHYSICS_SYSTEM,
eReplicaComponentType::VEHICLE_PHYSICS,
eReplicaComponentType::HAVOK_VEHICLE_PHYSICS,
eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS,
eReplicaComponentType::SIMPLE_PHYSICS,
eReplicaComponentType::PHANTOM_PHYSICS,
eReplicaComponentType::DESTROYABLE,
eReplicaComponentType::MINIFIG,
eReplicaComponentType::CHARACTER,
eReplicaComponentType::PLAYER_FORCED_MOVEMENT,
eReplicaComponentType::POSSESSION,
eReplicaComponentType::MOUNT_CONTROL,
eReplicaComponentType::PET,
eReplicaComponentType::INVENTORY,
eReplicaComponentType::PROXIMITY_MONITOR,
eReplicaComponentType::MOVEMENT_AI,
eReplicaComponentType::SCRIPT,
eReplicaComponentType::SKILL,
eReplicaComponentType::BASE_COMBAT_AI,
eReplicaComponentType::SPAWN,
eReplicaComponentType::ITEM,
eReplicaComponentType::QUICK_BUILD,
eReplicaComponentType::BUILD_BORDER,
eReplicaComponentType::MODULE,
eReplicaComponentType::BUILD_CONTROLLER,
eReplicaComponentType::BUILD_ACTIVATOR,
eReplicaComponentType::QUICK_BUILD,
eReplicaComponentType::MISSION_OFFER,
eReplicaComponentType::VENDOR,
eReplicaComponentType::DONATION_VENDOR,
eReplicaComponentType::ACHIEVEMENT_VENDOR,
eReplicaComponentType::SHOOTING_GALLERY,
eReplicaComponentType::ROLLER,
eReplicaComponentType::SCRIPTED_ACTIVITY,
eReplicaComponentType::COLLECTIBLE,
eReplicaComponentType::MOVING_PLATFORM,
eReplicaComponentType::CHANGLING_BUILD,
eReplicaComponentType::CHOICE_BUILD,
eReplicaComponentType::PACKAGE,
eReplicaComponentType::PLATFORM_BOUNDARY,
eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET,
eReplicaComponentType::CULLING_PLANE,
eReplicaComponentType::EXHIBIT,
eReplicaComponentType::LUP_EXHIBIT,
eReplicaComponentType::PROPERTY,
eReplicaComponentType::PROPERTY_PLAQUE,
eReplicaComponentType::MODEL_BEHAVIOR,
eReplicaComponentType::PROPERTY_ENTRANCE,
eReplicaComponentType::MULTI_ZONE_ENTRANCE,
eReplicaComponentType::PROPERTY_MANAGEMENT,
eReplicaComponentType::RAIL_ACTIVATOR,
eReplicaComponentType::BOUNCER,
eReplicaComponentType::SPRINGPAD,
eReplicaComponentType::SWITCH,
eReplicaComponentType::MINIGAME_CONTROL,
eReplicaComponentType::MODEL_BUILDER,
eReplicaComponentType::SOUND_REPEATER,
eReplicaComponentType::CHEST,
eReplicaComponentType::SHOWCASE_MODEL_HANDLER,
eReplicaComponentType::JETPACKPAD,
eReplicaComponentType::RENDER,
eReplicaComponentType::SOUND_AMBIENT_2D,
eReplicaComponentType::SOUND_AMBIENT_3D,
eReplicaComponentType::SOUND_TRIGGER,
eReplicaComponentType::RACING_SOUND_TRIGGER,
eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY,
eReplicaComponentType::GENERIC_ACTIVATOR,
eReplicaComponentType::PROPERTY_VENDOR,
eReplicaComponentType::ROCKET_LAUNCHPAD_CONTROL,
eReplicaComponentType::ROCKET_ANIMATION_CONTROL,
eReplicaComponentType::FACTION_TRIGGER,
eReplicaComponentType::RACING_CONTROL,
eReplicaComponentType::GATE_RUSH_CONTROL,
eReplicaComponentType::BBB,
eReplicaComponentType::CRAFTING
};
Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
m_ParentEntity = parentEntity;
m_Character = nullptr;
m_GMLevel = eGameMasterLevel::CIVILIAN;
m_NetworkID = 0;
m_Observers = 0;
m_OwnerOverride = LWOOBJID_EMPTY;
m_Groups.clear();
m_Timers.clear();
m_ChildEntities.clear();
m_TargetsInPhantom.clear();
m_DieCallbacks.clear();
m_PhantomCollisionCallbacks.clear();
m_ScheduleKiller = nullptr;
m_IsParentChildDirty = true;
m_IsGhostingCandidate = true;
m_PlayerIsReadyForUpdates = false;
m_ShouldDestroyAfterUpdate = false;
m_Settings = info.settings;
m_NetworkSettings = info.networkSettings;
m_DefaultPosition = info.pos;
m_DefaultRotation = info.rot;
m_Scale = info.scale;
m_Spawner = info.spawner;
m_SpawnerID = info.spawnerID;
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m_HasSpawnerNodeID = info.hasSpawnerNodeID;
m_SpawnerNodeID = info.spawnerNodeID;
if (info.lot != 1) m_PlayerIsReadyForUpdates = true;
}
Entity::~Entity() {
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if (m_Character) m_Character->SaveXMLToDatabase();
CancelAllTimers();
CancelCallbackTimers();
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for (auto child : m_ChildEntities) if (child) child->RemoveParent();
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if (m_ParentEntity) m_ParentEntity->RemoveChild(this);
}
void Entity::ApplyComponentWhitelist(TemplateComponents& components) const {
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const auto whitelistIndex = GetVar<int32_t>(u"componentWhitelist");
if (whitelistIndex < 0 || whitelistIndex >= m_ComponentWhitelists.size()) return;
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const auto& whitelist = m_ComponentWhitelists.at(whitelistIndex);
const auto endRange = std::remove_if(components.begin(), components.end(), [&whitelist](const auto& componentCandidate) {
return std::find(whitelist.begin(), whitelist.end(), componentCandidate.first) == whitelist.end();
});
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components.erase(endRange, components.end());
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}
void Entity::ApplyComponentBlacklist(TemplateComponents& components) const {
bool hasPetComponent = std::find_if(components.begin(), components.end(), [](const auto& componentCandidate) {
return componentCandidate.first == eReplicaComponentType::PET;
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}) != components.end();
if (hasPetComponent) {
auto toRemove = std::remove_if(components.begin(), components.end(), [](const auto& componentCandidate) {
return componentCandidate.first == eReplicaComponentType::MODEL_BEHAVIOR || componentCandidate.first == eReplicaComponentType::ITEM;
});
components.erase(toRemove, components.end());
}
}
void Entity::ApplyComponentConfig(TemplateComponents& components) const {
if (GetVar<bool>(u"markedAsPhantom")) {
auto toRemove = std::remove_if(components.begin(), components.end(), [](const auto& componentCandidate) {
return componentCandidate.first == eReplicaComponentType::SIMPLE_PHYSICS ||
componentCandidate.first == eReplicaComponentType::PHANTOM_PHYSICS; // Just make sure we dont have phantom physics already
});
components.erase(toRemove, components.end());
components.emplace_back(eReplicaComponentType::PHANTOM_PHYSICS, 0U);
}
}
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void Entity::AddPathComponent(TemplateComponents& components) const {
const Path* path = dZoneManager::Instance()->GetZone()->GetPath(GetVarAsString(u"attached_path"));
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path) {
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
bool hasMovingPlatform = std::count_if(components.begin(), components.end(), [](const auto& componentCandidate) {
return componentCandidate.first == eReplicaComponentType::MOVING_PLATFORM;
}) > 0;
if (!hasMovingPlatform) components.emplace_back(eReplicaComponentType::MOVING_PLATFORM, 0U);
} else if (path->pathType == PathType::Movement) {
bool hasMovementAi = std::count_if(components.begin(), components.end(), [](const auto& componentCandidate) {
return componentCandidate.first == eReplicaComponentType::MOVEMENT_AI;
}) > 0;
if (!hasMovementAi) {
components.emplace_back(eReplicaComponentType::MOVEMENT_AI, 0U);
}
} else {
Game::logger->Log("Entity", "Unsupported path type %i provided for lot %i.", path->pathType, GetLOT());
}
}
}
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void Entity::Initialize() {
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bool hasPhysicsComponent = false;
bool hasDestroyableComponent = false;
bool hasPathFindingComponent = false;
bool hasProximityMonitorComponent = false;
bool hasScriptComponent = false;
bool hasDroppedLootComponent = false;
uint32_t physicsComponentID = -1;
// A few edge cases to tackle first
const auto triggerInfo = GetVarAsString(u"trigger_id");
if (!triggerInfo.empty()) AddComponent<TriggerComponent>(triggerInfo);
const auto groupIDs = GetVarAsString(u"groupID");
if (!groupIDs.empty()) {
m_Groups = GeneralUtils::SplitString(groupIDs, ';');
if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1);
}
if (m_ParentEntity) m_ParentEntity->AddChild(this);
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auto* componentsRegistry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
TemplateComponents components = componentsRegistry->GetTemplateComponents(m_TemplateID);
ApplyComponentWhitelist(components);
ApplyComponentBlacklist(components);
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AddPathComponent(components);
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for (const auto& [componentTemplate, componentId] : components) {
switch (componentTemplate) {
case eReplicaComponentType::CONTROLLABLE_PHYSICS:
if (hasPhysicsComponent) continue;
AddComponent<ControllablePhysicsComponent>();
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::RENDER:
AddComponent<RenderComponent>();
break;
case eReplicaComponentType::SIMPLE_PHYSICS:
if (hasPhysicsComponent) continue;
AddComponent<SimplePhysicsComponent>(componentId);
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::CHARACTER:
AddComponent<CharacterComponent>(m_Character);
AddComponent<MissionComponent>();
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AddComponent<PossessionComponent>();
AddComponent<LevelProgressionComponent>();
AddComponent<PlayerForcedMovementComponent>();
break;
case eReplicaComponentType::SCRIPT: {
std::string script;
if (m_TemplateID == LOT_ZONE_CONTROL) {
script = ScriptComponent::GetZoneScriptName(componentId);
} else {
script = ScriptComponent::GetScriptName(this, componentId);
}
AddComponent<ScriptComponent>(script); // Technically this should check for if the script name is empty and not create a component if it is.
hasScriptComponent = true;
break;
}
case eReplicaComponentType::BOUNCER:
AddComponent<BouncerComponent>();
break;
case eReplicaComponentType::DESTROYABLE:
if (hasDestroyableComponent) continue;
AddComponent<DestroyableComponent>(componentId);
hasDestroyableComponent = true;
break;
case eReplicaComponentType::SKILL:
AddComponent<SkillComponent>();
break;
case eReplicaComponentType::ITEM:
AddComponent<ItemComponent>();
break;
case eReplicaComponentType::VENDOR:
AddComponent<VendorComponent>();
if (hasProximityMonitorComponent) continue;
AddComponent<ProximityMonitorComponent>();
hasProximityMonitorComponent = true;
break;
case eReplicaComponentType::INVENTORY:
AddComponent<InventoryComponent>();
break;
case eReplicaComponentType::SHOOTING_GALLERY:
AddComponent<ShootingGalleryComponent>(componentId);
break;
case eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS:
if (hasPhysicsComponent) continue;
AddComponent<RigidbodyPhantomPhysicsComponent>();
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::COLLECTIBLE:
AddComponent<CollectibleComponent>();
if (!hasDestroyableComponent) AddComponent<DestroyableComponent>(componentId);
break;
case eReplicaComponentType::MOVING_PLATFORM:
AddComponent<MovingPlatformComponent>(GetVarAsString(u"attached_path"));
m_IsGhostingCandidate = false;
break;
case eReplicaComponentType::PET:
AddComponent<PetComponent>(componentId);
AddComponent<MovementAIComponent>();
break;
case eReplicaComponentType::HAVOK_VEHICLE_PHYSICS: {
if (hasPhysicsComponent) continue;
if (GetVar<bool>(u"use_simple_physics")) {
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AddComponent<SimplePhysicsComponent>(componentId);
} else {
auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition);
havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
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}
}
physicsComponentID = componentId;
m_IsGhostingCandidate = false;
hasPhysicsComponent = true;
break;
}
case eReplicaComponentType::MOVEMENT_AI:
AddComponent<MovementAIComponent>();
break;
case eReplicaComponentType::PROPERTY:
AddComponent<PropertyComponent>();
m_IsGhostingCandidate = false;
break;
case eReplicaComponentType::SCRIPTED_ACTIVITY:
AddComponent<ScriptedActivityComponent>(componentId);
m_IsGhostingCandidate = false;
break;
case eReplicaComponentType::PHANTOM_PHYSICS: {
if (hasPhysicsComponent) continue;
auto* phantomPhysicsComponent = AddComponent<PhantomPhysicsComponent>();
if (phantomPhysicsComponent) phantomPhysicsComponent->SetPhysicsEffectActive(false);
physicsComponentID = componentId;
hasPhysicsComponent = true;
m_IsGhostingCandidate = false;
break;
}
case eReplicaComponentType::MODEL_BEHAVIOR: {
AddComponent<ModelBehaviorComponent>();
// Get Model Type form ldf
if (!hasPhysicsComponent) {
uint32_t modelType = -1;
if (modelType == 0) {
if (physicsComponentID == -1) physicsComponentID = 4246U;
AddComponent<ControllablePhysicsComponent>();
hasPhysicsComponent = true;
} else {
if (physicsComponentID == -1) physicsComponentID = 4247U;
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AddComponent<SimplePhysicsComponent>(physicsComponentID);
hasPhysicsComponent = true;
}
}
if (hasDestroyableComponent) continue;
auto* destroyableComponent = AddComponent<DestroyableComponent>(componentId);
if (!destroyableComponent) continue;
destroyableComponent->SetHealth(1);
destroyableComponent->SetMaxHealth(1.0f);
destroyableComponent->SetFaction(-1, true);
destroyableComponent->SetIsSmashable(true);
hasDestroyableComponent = true;
break;
}
case eReplicaComponentType::PROPERTY_ENTRANCE:
AddComponent<PropertyEntranceComponent>(componentId);
break;
case eReplicaComponentType::PROPERTY_MANAGEMENT:
AddComponent<PropertyManagementComponent>();
break;
case eReplicaComponentType::QUICK_BUILD:
AddComponent<QuickBuildComponent>(componentId);
if (hasDestroyableComponent) continue;
AddComponent<DestroyableComponent>(componentId);
hasDestroyableComponent = true;
break;
case eReplicaComponentType::SWITCH:
AddComponent<SwitchComponent>();
break;
case eReplicaComponentType::MINIGAME_CONTROL:
AddComponent<MinigameControlComponent>(componentId);
break;
case eReplicaComponentType::BASE_COMBAT_AI: {
auto* baseCombatAiComponent = AddComponent<BaseCombatAIComponent>(componentId);
if (baseCombatAiComponent && baseCombatAiComponent->GetTetherSpeed() > 0.0f) {
auto* movementAiComponent = AddComponent<MovementAIComponent>();
if (!movementAiComponent) break;
MovementAIInfo movementAiInfo{};
movementAiInfo.movementType = "";
movementAiInfo.wanderChance = 0;
movementAiInfo.wanderRadius = 16;
movementAiInfo.wanderSpeed = 2.5f;
movementAiInfo.wanderDelayMax = 5;
movementAiInfo.wanderDelayMin = 2;
movementAiComponent->SetMoveInfo(movementAiInfo);
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}
break;
}
case eReplicaComponentType::MODULE_ASSEMBLY:
AddComponent<ModuleAssemblyComponent>();
break;
case eReplicaComponentType::PROPERTY_VENDOR:
AddComponent<PropertyVendorComponent>();
break;
case eReplicaComponentType::ROCKET_LAUNCHPAD_CONTROL:
AddComponent<RocketLaunchpadControlComponent>(componentId);
break;
case eReplicaComponentType::RACING_CONTROL:
AddComponent<RacingComponent>(componentId);
m_IsGhostingCandidate = false;
break;
case eReplicaComponentType::MISSION_OFFER:
AddComponent<MissionOfferComponent>(GetLOT());
break;
case eReplicaComponentType::RACING_STATS:
AddComponent<RacingStatsComponent>();
break;
case eReplicaComponentType::LUP_EXHIBIT:
AddComponent<LUPExhibitComponent>();
break;
case eReplicaComponentType::SOUND_TRIGGER:
AddComponent<SoundTriggerComponent>();
break;
case eReplicaComponentType::PROXIMITY_MONITOR:
AddComponent<ProximityMonitorComponent>();
break;
case eReplicaComponentType::MULTI_ZONE_ENTRANCE:
AddComponent<MultiZoneEntranceComponent>();
break;
case eReplicaComponentType::BUFF:
AddComponent<BuffComponent>();
break;
case eReplicaComponentType::RAIL_ACTIVATOR:
AddComponent<RailActivatorComponent>(componentId);
break;
case eReplicaComponentType::POSSESSABLE:
AddComponent<PossessableComponent>(componentId);
break;
case eReplicaComponentType::BUILD_BORDER:
AddComponent<BuildBorderComponent>();
break;
case eReplicaComponentType::DONATION_VENDOR:
AddComponent<DonationVendorComponent>();
if (hasProximityMonitorComponent) continue;
AddComponent<ProximityMonitorComponent>();
hasProximityMonitorComponent = true;
break;
case eReplicaComponentType::GATE_RUSH_CONTROL:
AddComponent<GateRushComponent>(componentId);
break;
case eReplicaComponentType::RACING_SOUND_TRIGGER:
AddComponent<RacingSoundTriggerComponent>();
break;
case eReplicaComponentType::ACHIEVEMENT_VENDOR:
AddComponent<AchievementVendorComponent>();
break;
case eReplicaComponentType::PROJECTILE_PHYSICS:
if (hasPhysicsComponent) continue;
// AddComponent<ProjectilePhysicsComponent>();
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::VEHICLE_PHYSICS:
if (hasPhysicsComponent) continue;
// AddComponent<VehiclePhysicsComponent>();
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::PHYSICS_SYSTEM:
// AddComponent<PhysicsSystemComponent>();
physicsComponentID = componentId;
hasPhysicsComponent = true;
break;
case eReplicaComponentType::GHOST:
case eReplicaComponentType::SPAWN:
case eReplicaComponentType::MODULAR_BUILD:
case eReplicaComponentType::BUILD_CONTROLLER:
case eReplicaComponentType::BUILD_ACTIVATOR:
case eReplicaComponentType::ICON_ONLY:
case eReplicaComponentType::DROP_EFFECT:
case eReplicaComponentType::CHEST:
case eReplicaComponentType::BLUEPRINT:
case eReplicaComponentType::PLATFORM_BOUNDARY:
case eReplicaComponentType::MODULE:
case eReplicaComponentType::JETPACKPAD:
case eReplicaComponentType::EXHIBIT:
case eReplicaComponentType::OVERHEAD_ICON:
case eReplicaComponentType::PET_CONTROL:
case eReplicaComponentType::MINIFIG:
case eReplicaComponentType::PET_CREATOR:
case eReplicaComponentType::MODEL_BUILDER:
case eReplicaComponentType::SPRINGPAD:
case eReplicaComponentType::FX:
case eReplicaComponentType::CHANGLING_BUILD:
case eReplicaComponentType::CHOICE_BUILD:
case eReplicaComponentType::PACKAGE:
case eReplicaComponentType::SOUND_REPEATER:
case eReplicaComponentType::SOUND_AMBIENT_2D:
case eReplicaComponentType::SOUND_AMBIENT_3D:
case eReplicaComponentType::PRECONDITION:
case eReplicaComponentType::FLAG:
case eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY:
case eReplicaComponentType::SHOWCASE_MODEL_HANDLER:
case eReplicaComponentType::RACING_MODULE:
case eReplicaComponentType::GENERIC_ACTIVATOR:
case eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET:
case eReplicaComponentType::ROCKET_ANIMATION_CONTROL:
case eReplicaComponentType::TRIGGER:
case eReplicaComponentType::DROPPED_LOOT:
case eReplicaComponentType::FACTION_TRIGGER:
case eReplicaComponentType::BBB:
case eReplicaComponentType::CHAT_BUBBLE:
case eReplicaComponentType::FRIENDS_LIST:
case eReplicaComponentType::GUILD:
case eReplicaComponentType::LOCAL_SYSTEM:
case eReplicaComponentType::MISSION:
case eReplicaComponentType::MUTABLE_MODEL_BEHAVIORS:
case eReplicaComponentType::PATHFINDING:
case eReplicaComponentType::PET_TAMING_CONTROL:
case eReplicaComponentType::PROPERTY_EDITOR:
case eReplicaComponentType::SKINNED_RENDER:
case eReplicaComponentType::SLASH_COMMAND:
case eReplicaComponentType::STATUS_EFFECT:
case eReplicaComponentType::TEAMS:
case eReplicaComponentType::TEXT_EFFECT:
case eReplicaComponentType::TRADE:
case eReplicaComponentType::USER_CONTROL:
case eReplicaComponentType::IGNORE_LIST:
case eReplicaComponentType::INTERACTION_MANAGER:
case eReplicaComponentType::COMBAT_MEDIATOR:
case eReplicaComponentType::ROLLER:
case eReplicaComponentType::PLAYER_FORCED_MOVEMENT:
case eReplicaComponentType::CRAFTING:
case eReplicaComponentType::LEVEL_PROGRESSION:
case eReplicaComponentType::POSSESSION:
case eReplicaComponentType::MOUNT_CONTROL:
case eReplicaComponentType::UNKNOWN_112:
case eReplicaComponentType::PROPERTY_PLAQUE:
case eReplicaComponentType::UNKNOWN_115:
case eReplicaComponentType::CULLING_PLANE:
case eReplicaComponentType::NUMBER_OF_COMPONENTS:
case eReplicaComponentType::INVALID:
default:
Game::logger->Log("Entity", "Attempted to create component %i for lot %i but no creator exists. Component will not be created.", componentId, m_TemplateID);
}
}
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AddCallbackTimer(0.0f, [this]() {
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GetScript()->OnStartup(this);
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});
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// Load data specific to this LOT first. These act as defaults for the components.
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadTemplateData();
});
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// Then load data specific to this Entity. This will vary on an Entity to Entity basis.
// If there is data you want to override the LOT default value, generally you would attach it via LDF
// and it would get loaded and overridden here.
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadConfigData();
});
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/**
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* Startup all the components. Some components need or want data from other components so
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* we want to ensure that
* A) Most if not all components are newed and ready to be accessed.
* B) All components have their personal data loaded and ready to be used.
*/
std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->Startup();
});
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/**
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* Load the player save data from XML. Ideally we do this after all initialization so the player
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* save data overrides any defaults that may be applied.
*/
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if (!IsPlayer()) std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) {
component.second->LoadFromXml(m_Character->GetXMLDoc());
});
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TriggerEvent(eTriggerEventType::CREATE, this);
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if (!m_Character && EntityManager::Instance()->GetGhostingEnabled()) IsGhosted();
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}
void Entity::IsGhosted() {
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// Don't ghost what is likely large scene elements
if (m_Components.size() == 2 && HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER)) {
m_IsGhostingCandidate = false;
} else if (m_Components.size() == 3 && HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && HasComponent(eReplicaComponentType::TRIGGER)) {
m_IsGhostingCandidate = false;
} else if (EntityManager::IsExcludedFromGhosting(GetLOT())) {
m_IsGhostingCandidate = false;
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}
}
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
bool Entity::operator!=(const Entity& other) const {
return !(other.m_ObjectID == m_ObjectID);
}
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.find(componentId) != m_Components.end();
}
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// Fine
void Entity::Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName) {
Game::logger->Log("Entity", "Subscribing a script with notification %s", notificationName.c_str());
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent) destroyableComponent->Subscribe(scriptToAdd);
}
}
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// Fine
void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName) {
Game::logger->Log("Entity", "Unsubscribing a script with notification %s", notificationName.c_str());
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent) destroyableComponent->Unsubscribe(scriptToRemove);
}
}
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// Fine
void Entity::AddProximityRadius(const float proxRadius, const std::string& name) {
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auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(proxRadius, name);
}
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// Remove in favor of a square constructor
void Entity::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) {
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auto* proximityMonitorComponent = AddComponent<ProximityMonitorComponent>();
if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(dimensions, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
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// User m_Character?
if (GetParentUser()) {
Character* character = GetParentUser()->GetLastUsedChar();
if (character) {
character->SetGMLevel(value);
}
}
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auto* character = GetComponent<CharacterComponent>();
if (character) character->SetGMLevel(value);
GameMessages::SendGMLevelBroadcast(m_ObjectID, value);
}
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void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) {
if (packetType == eReplicaPacketType::CONSTRUCTION) {
outBitStream->Write(m_ObjectID);
outBitStream->Write(m_TemplateID);
if (IsPlayer()) {
std::string name = m_Character != nullptr ? m_Character->GetName() : "Invalid";
outBitStream->Write<uint8_t>(uint8_t(name.size()));
for (size_t i = 0; i < name.size(); ++i) {
outBitStream->Write<uint16_t>(name[i]);
}
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} else {
const auto& name = GetVar<std::string>(u"npcName");
outBitStream->Write<uint8_t>(uint8_t(name.size()));
for (size_t i = 0; i < name.size(); ++i) {
outBitStream->Write<uint16_t>(name[i]);
}
}
outBitStream->Write<uint32_t>(0); //Time since created on server
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
// Only sync for models.
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// PetComponent check un-needed since we should be removing the component during construction.
if (m_Settings.size() > 0 && (GetComponent<ModelBehaviorComponent>() && !GetComponent<PetComponent>())) {
outBitStream->Write1(); //ldf data
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RakNet::BitStream settingStream;
settingStream.Write<uint32_t>(m_Settings.size());
for (LDFBaseData* data : m_Settings) {
if (data) {
data->WriteToPacket(&settingStream);
}
}
outBitStream->Write(settingStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); //no compression used
outBitStream->Write(settingStream);
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} else if (!syncLDF.empty()) {
std::vector<LDFBaseData*> ldfData;
for (const auto& data : syncLDF) {
ldfData.push_back(GetVarData(data));
}
outBitStream->Write1(); //ldf data
RakNet::BitStream settingStream;
settingStream.Write<uint32_t>(ldfData.size());
for (LDFBaseData* data : ldfData) {
if (data) {
data->WriteToPacket(&settingStream);
}
}
outBitStream->Write(settingStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); //no compression used
outBitStream->Write(settingStream);
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} else {
outBitStream->Write0(); //No ldf data
}
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auto* triggerComponent = GetComponent<TriggerComponent>();
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if (triggerComponent) {
// has trigger component, check to see if we have events to handle
auto* trigger = triggerComponent->GetTrigger();
outBitStream->Write<bool>(trigger && trigger->events.size() > 0);
} else { // no trigger componenet, so definitely no triggers
outBitStream->Write0();
}
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outBitStream->Write<bool>(m_ParentEntity != nullptr || m_SpawnerID != 0);
if (m_ParentEntity != nullptr || m_SpawnerID != 0) {
if (m_ParentEntity != nullptr) outBitStream->Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream->Write(m_SpawnerID);
else outBitStream->Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
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}
outBitStream->Write(m_HasSpawnerNodeID);
if (m_HasSpawnerNodeID) outBitStream->Write(m_SpawnerNodeID);
//outBitStream->Write0(); //Spawner node id
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outBitStream->Write<bool>(m_Scale != 1.0f || m_Scale != 0.0f);
if (m_Scale != 1.0f || m_Scale != 0.0f) outBitStream->Write(m_Scale);
outBitStream->Write0(); //ObjectWorldState
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outBitStream->Write(m_GMLevel != eGameMasterLevel::CIVILIAN);
if (m_GMLevel != eGameMasterLevel::CIVILIAN) {
outBitStream->Write(m_GMLevel);
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}
}
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// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
outBitStream->Write(m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION);
if (m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION) {
m_IsParentChildDirty = false;
outBitStream->Write(m_ParentEntity != nullptr);
if (m_ParentEntity) {
outBitStream->Write(m_ParentEntity->GetObjectID());
outBitStream->Write0();
}
outBitStream->Write(m_ChildEntities.size() > 0);
if (m_ChildEntities.size() > 0) {
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outBitStream->Write<uint16_t>(m_ChildEntities.size());
for (Entity* child : m_ChildEntities) {
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outBitStream->Write<LWOOBJID>(child->GetObjectID());
}
}
}
}
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// uh
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void Entity::WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) {
}
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// We should be able to use this at some point
void Entity::ResetFlags() {
// Unused
}
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
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DluAssert(doc != nullptr);
for (const auto& [componentId, component] : m_Components) {
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if (component) component->UpdateXml(doc);
}
}
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CppScripts::Script* Entity::GetScript() const {
auto* scriptComponent = GetComponent<ScriptComponent>();
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if (!scriptComponent) return CppScripts::invalidScript.get();
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auto* script = scriptComponent->GetScript();
DluAssert(script != nullptr);
return script;
}
void Entity::Update(const float deltaTime) {
auto namedTimerItr = std::remove_if(m_Timers.begin(), m_Timers.end(), [this, &deltaTime](const std::unique_ptr<EntityTimer>& timer) {
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timer->Update(deltaTime);
if (timer->GetTime() <= 0) {
GetScript()->OnTimerDone(this, timer->GetName());
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
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return true;
}
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return false;
});
m_Timers.erase(namedTimerItr, m_Timers.end());
auto callbackTimerItr = std::remove_if(m_CallbackTimers.begin(), m_CallbackTimers.end(), [this, &deltaTime](const std::unique_ptr<EntityCallbackTimer>& timer) {
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timer->Update(deltaTime);
if (timer->GetTime() <= 0) {
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timer->ExecuteCallback();
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return true;
}
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return false;
});
m_CallbackTimers.erase(callbackTimerItr, m_CallbackTimers.end());
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// Add pending timers to the list of timers so they start next tick.
if (!m_PendingTimers.empty()) {
this->m_Timers.reserve(m_Timers.size() + m_PendingTimers.size());
for (auto& timer : m_PendingTimers) {
this->m_Timers.push_back(std::move(timer));
}
m_PendingTimers.clear();
}
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if (IsSleeping()) {
Sleep();
return;
}
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Wake();
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GetScript()->OnUpdate(this);
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for (const auto& [componentId, component] : m_Components) {
if (component) component->Update(deltaTime);
}
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if (m_ShouldDestroyAfterUpdate) EntityManager::Instance()->DestroyEntity(this);
}
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
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auto* other = EntityManager::Instance()->GetEntity(otherEntity);
if (!other) return;
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GetScript()->OnProximityUpdate(this, other, proxName, status);
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auto* rocketLaunchpadControlComponent = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
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rocketLaunchpadControlComponent->OnProximityUpdate(other, proxName, status);
}
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
auto* other = EntityManager::Instance()->GetEntity(otherEntity);
if (!other) return;
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GetScript()->OnCollisionPhantom(this, other);
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std::for_each(m_PhantomCollisionCallbacks.begin(), m_PhantomCollisionCallbacks.end(), [other](const auto& callback) {
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callback(other);
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});
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auto* switchComponent = GetComponent<SwitchComponent>();
if (switchComponent) switchComponent->EntityEnter(other);
TriggerEvent(eTriggerEventType::ENTER, other);
// POI system
const auto& poi = GetVar<std::u16string>(u"POI");
if (!poi.empty()) {
auto* missionComponent = other->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi));
}
}
if (!other->IsDead()) {
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auto* combat = GetComponent<BaseCombatAIComponent>();
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if (combat != nullptr) {
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
if (index != m_TargetsInPhantom.end()) return;
const auto valid = combat->IsEnemy(otherEntity);
if (!valid) return;
m_TargetsInPhantom.push_back(otherEntity);
}
}
}
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void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
auto* other = EntityManager::Instance()->GetEntity(otherEntity);
if (!other) return;
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GetScript()->OnOffCollisionPhantom(this, other);
TriggerEvent(eTriggerEventType::EXIT, other);
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
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if (index == m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.erase(index);
}
void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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GetScript()->OnFireEventServerSide(this, sender, args, param1, param2, param3);
}
void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) {
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GetScript()->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue);
}
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void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
float_t pathTime, float_t totalTime, int32_t waypoint) {
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GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
}
void Entity::CancelCallbackTimers() {
m_CallbackTimers.clear();
}
void Entity::NotifyObject(Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), name, UNASSIGNED_SYSTEM_ADDRESS, param1, param2);
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GetScript()->OnNotifyObject(this, sender, name, param1, param2);
}
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void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
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GetScript()->OnEmoteReceived(this, emote, target);
}
void Entity::OnUse(Entity* originator) {
TriggerEvent(eTriggerEventType::INTERACT, originator);
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GetScript()->OnUse(this, originator);
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for (const auto& [componentId, component] : m_Components) {
if (component) component->OnUse(originator);
}
}
void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
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GetScript()->OnHitOrHealResult(this, attacker, damage);
}
void Entity::OnHit(Entity* attacker) {
TriggerEvent(eTriggerEventType::HIT, attacker);
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GetScript()->OnHit(this, attacker);
}
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void Entity::OnZonePropertyEditBegin() {
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GetScript()->OnZonePropertyEditBegin(this);
}
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void Entity::OnZonePropertyEditEnd() {
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GetScript()->OnZonePropertyEditEnd(this);
}
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void Entity::OnZonePropertyModelEquipped() {
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GetScript()->OnZonePropertyModelEquipped(this);
}
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void Entity::OnZonePropertyModelPlaced(Entity* player) {
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GetScript()->OnZonePropertyModelPlaced(this, player);
}
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void Entity::OnZonePropertyModelPickedUp(Entity* player) {
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GetScript()->OnZonePropertyModelPickedUp(this, player);
}
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void Entity::OnZonePropertyModelRemoved(Entity* player) {
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GetScript()->OnZonePropertyModelRemoved(this, player);
}
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void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) {
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GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player);
}
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void Entity::OnZonePropertyModelRotated(Entity* player) {
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GetScript()->OnZonePropertyModelRotated(this, player);
}
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void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
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GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData);
}
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void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
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GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier);
}
void Entity::RequestActivityExit(Entity* sender, const LWOOBJID& player, const bool canceled) {
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GetScript()->OnRequestActivityExit(sender, player, canceled);
}
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void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) {
if (!m_PlayerIsReadyForUpdates) return;
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auto* destroyableComponent = GetComponent<DestroyableComponent>();
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if (!destroyableComponent) {
Kill(EntityManager::Instance()->GetEntity(source));
return;
}
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auto* possessionComponent = GetComponent<PossessionComponent>();
if (possessionComponent) {
if (possessionComponent->GetPossessable() != LWOOBJID_EMPTY) {
auto* mount = EntityManager::Instance()->GetEntity(possessionComponent->GetPossessable());
if (mount) possessionComponent->Dismount(mount, true);
}
}
destroyableComponent->Smash(source, killType, deathType);
}
void Entity::Kill(Entity* murderer) {
if (!m_PlayerIsReadyForUpdates) return;
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for (const auto& cb : m_DieCallbacks) cb();
m_DieCallbacks.clear();
//OMAI WA MOU, SHINDERIU
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GetScript()->OnDie(this, murderer);
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if (m_Spawner) m_Spawner->NotifyOfEntityDeath(m_ObjectID);
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if (!IsPlayer()) EntityManager::Instance()->DestroyEntity(this);
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const auto& grpNameQBShowBricks = GetVar<std::string>(u"grpNameQBShowBricks");
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if (!grpNameQBShowBricks.empty()) {
auto spawners = dZoneManager::Instance()->GetSpawnersByName(grpNameQBShowBricks);
Spawner* spawner = nullptr;
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if (!spawners.empty()) {
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spawner = spawners.front();
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} else {
spawners = dZoneManager::Instance()->GetSpawnersInGroup(grpNameQBShowBricks);
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if (!spawners.empty()) spawner = spawners.front();
}
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if (spawner) spawner->Spawn();
}
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// Track a player being smashed
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auto* characterComponent = GetComponent<CharacterComponent>();
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if (characterComponent) {
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characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
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// Track a player smashing something else
if (!murderer) return;
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
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}
}
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void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
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auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
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if (quickBuildComponent) quickBuildComponent->AddRebuildCompleteCallback(callback);
}
bool Entity::IsDead() const {
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auto* dest = GetComponent<DestroyableComponent>();
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return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
}
void Entity::AddLootItem(const Loot::Info& info) {
if (!IsPlayer()) return;
auto* player = dynamic_cast<Player*>(this);
if (player) player->GetDroppedLoot().insert(std::make_pair(info.id, info)); // Move this to Player
}
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// Replace static_cast with dynamic_cast
void Entity::PickupItem(const LWOOBJID& objectID) {
if (!IsPlayer()) return;
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auto* inventoryComponent = GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
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auto* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
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auto* player = dynamic_cast<Player*>(this);
if (!player) return;
auto& droppedLoot = player->GetDroppedLoot();
auto lootIterator = droppedLoot.find(objectID);
if (lootIterator == droppedLoot.end()) return;
const auto& [objId, loot] = *lootIterator;
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auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->TrackLOTCollection(loot.lot);
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const CDObjects& object = objectsTable->GetByID(loot.lot);
if (object.id != 0 && object.type == "Powerup") {
const auto lootLot = loot.lot;
auto skills = skillsTable->Query([lootLot](CDObjectSkills entry) { return (entry.objectTemplate == lootLot); });
auto* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
for (const auto& skill : skills) {
auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
// This should take a skillID, not a behaviorID.
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
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auto* missionComponent = GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
} else {
inventoryComponent->AddItem(loot.lot, loot.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
}
droppedLoot.erase(lootIterator);
}
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// This functions name is misleading and should not modify the number of dropped coins.
// A separate function, PickupCoins should modify that.
// Replace static_cast with dynamic_cast
bool Entity::CanPickupCoins(const uint64_t& count) const {
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if (!IsPlayer()) return false;
const auto* player = dynamic_cast<const Player*>(this);
return count <= player->GetDroppedCoins();
}
void Entity::PickupCoins(const uint64_t& count) {
if (!IsPlayer()) return;
auto* player = dynamic_cast<Player*>(this);
if (!player) return;
const auto droppedCoins = player->GetDroppedCoins();
if (count <= droppedCoins) player->SetDroppedCoins(droppedCoins - count);
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}
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void Entity::RegisterCoinDrop(const uint64_t& coinsDropped) {
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if (!IsPlayer()) return;
auto* player = dynamic_cast<Player*>(this);
if (!player) return;
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player->SetDroppedCoins(player->GetDroppedCoins() + coinsDropped);
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}
void Entity::AddChild(Entity* child) {
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if (!child) return;
m_IsParentChildDirty = true;
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if (std::find(m_ChildEntities.begin(), m_ChildEntities.end(), child) == m_ChildEntities.end()) m_ChildEntities.push_back(child);
else Game::logger->Log("Entity", "WARNING: Entity (objid:lot) %llu:%i already has (%llu:%i) as a child", GetObjectID(), GetLOT(), child->GetObjectID(), child->GetLOT());
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
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auto toRemove = std::remove(m_ChildEntities.begin(), m_ChildEntities.end(), child);
if (toRemove != m_ChildEntities.end()) {
m_ChildEntities.erase(toRemove, m_ChildEntities.end());
m_IsParentChildDirty = true;
}
}
void Entity::RemoveParent() {
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if (m_ParentEntity) m_IsParentChildDirty = true;
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else Game::logger->Log("Entity", "WARNING: Attempted to remove parent from (objid:lot) (%llu:%i) when no parent existed", GetObjectID(), GetLOT());
this->m_ParentEntity = nullptr;
}
void Entity::AddTimer(const std::string& name, float time) {
m_PendingTimers.emplace_back(std::make_unique<EntityTimer>(name, time));
}
void Entity::AddCallbackTimer(const float time, const std::function<void()>& callback) {
m_CallbackTimers.emplace_back(std::make_unique<EntityCallbackTimer>(time, callback));
}
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bool Entity::HasTimer(const std::string& name) {
auto possibleTimer = std::find_if(m_Timers.begin(), m_Timers.end(), [name](const std::unique_ptr<EntityTimer>& timer) {
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return timer->GetName() == name;
});
return possibleTimer != m_Timers.end();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
EntityManager::Instance()->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
void Entity::CancelTimer(const std::string& name) {
auto toErase = std::remove_if(m_Timers.begin(), m_Timers.end(), [&name](const std::unique_ptr<EntityTimer>& timer) {
return timer->GetName() == name;
});
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m_Timers.erase(m_Timers.begin(), toErase);
}
void Entity::CancelAllTimers() {
m_Timers.clear();
CancelCallbackTimers();
}
bool Entity::IsPlayer() const {
return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS;
}
void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
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auto* triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget);
}
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Entity* Entity::GetOwner() const {
if (m_OwnerOverride != LWOOBJID_EMPTY) {
auto* other = EntityManager::Instance()->GetEntity(m_OwnerOverride);
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if (other != nullptr) {
return other->GetOwner();
}
}
return const_cast<Entity*>(this);
}
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void Entity::SetObservers(int8_t value) {
if (value < 0) value = 0;
m_Observers = value;
}
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void Entity::Sleep() {
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auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent) baseCombatAIComponent->Sleep();
}
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void Entity::Wake() {
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auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent) baseCombatAIComponent->Wake();
}
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bool Entity::IsSleeping() const {
return m_IsGhostingCandidate && m_Observers == 0;
}
// The following 3 should share a base component class so we can else if it.
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const NiPoint3& Entity::GetPosition() const {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
return controllablePhysicsComponent->GetPosition();
}
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auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent != nullptr) {
return phantomPhysicsComponent->GetPosition();
}
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auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
return simplePhysicsComponent->GetPosition();
}
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auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
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if (vehiclePhysicsComponent != nullptr) {
return vehiclePhysicsComponent->GetPosition();
}
return NiPoint3::ZERO;
}
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const NiQuaternion& Entity::GetRotation() const {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
return controllablePhysicsComponent->GetRotation();
}
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auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent != nullptr) {
return phantomPhysicsComponent->GetRotation();
}
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auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
return simplePhysicsComponent->GetRotation();
}
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auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
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if (vehiclePhysicsComponent != nullptr) {
return vehiclePhysicsComponent->GetRotation();
}
return NiQuaternion::IDENTITY;
}
void Entity::SetPosition(const NiPoint3& position) {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetPosition(position);
}
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auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent != nullptr) {
phantomPhysicsComponent->SetPosition(position);
}
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auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPosition(position);
}
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auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
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if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetPosition(position);
}
EntityManager::Instance()->SerializeEntity(this);
}
void Entity::SetRotation(const NiQuaternion& rotation) {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetRotation(rotation);
}
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auto* phantomPhysicsComponent = GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent != nullptr) {
phantomPhysicsComponent->SetRotation(rotation);
}
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auto* simplePhysicsComponent = GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetRotation(rotation);
}
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auto* vehiclePhysicsComponent = GetComponent<HavokVehiclePhysicsComponent>();
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if (vehiclePhysicsComponent != nullptr) {
vehiclePhysicsComponent->SetRotation(rotation);
}
EntityManager::Instance()->SerializeEntity(this);
}
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bool Entity::HasVar(const std::u16string& name) const {
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auto hasVar = std::find_if(m_Settings.begin(), m_Settings.end(), [&name](const LDFBaseData* data) {
return data->GetKey() == name;
});
return hasVar != m_Settings.end();
}
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std::vector<LWOOBJID>& Entity::GetTargetsInPhantom() {
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auto toRemove = std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [this](const LWOOBJID& id) {
return EntityManager::Instance()->GetEntity(id) == nullptr;
});
m_TargetsInPhantom.erase(toRemove, m_TargetsInPhantom.end());
return m_TargetsInPhantom;
}
void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) {
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GameMessages::SendSetNetworkScriptVar(this, sysAddr, data);
}
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LDFBaseData* Entity::GetVarData(const std::u16string& name) const {
for (auto* data : m_Settings) {
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if (data && data->GetKey() == name) return data;
}
return nullptr;
}
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std::string Entity::GetVarAsString(const std::u16string& name) const {
auto* data = GetVarData(name);
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return data ? data->GetValueAsString() : "";
}
void Entity::Resurrect() {
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if (IsPlayer()) GameMessages::SendResurrect(this);
}
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void Entity::AddGroup(const std::string& group) {
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if (std::find(m_Groups.begin(), m_Groups.end(), group) == m_Groups.end()) {
m_Groups.push_back(group);
}
}
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void Entity::RetroactiveVaultSize() {
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auto* inventoryComponent = GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
if (itemsVault->GetSize() == modelVault->GetSize()) return;
modelVault->SetSize(itemsVault->GetSize());
}