Merge remote-tracking branch 'origin/main' into nejlika

This commit is contained in:
wincent 2024-05-30 10:56:58 +02:00
commit 0bf5ee02e4
9 changed files with 117 additions and 96 deletions

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@ -31,7 +31,7 @@ COPY --from=build /app/build/*Server /app/
# Necessary suplimentary files
COPY --from=build /app/build/*.ini /app/configs/
COPY --from=build /app/build/vanity/*.* /app/vanity/*
COPY --from=build /app/build/vanity/*.* /app/vanity/
COPY --from=build /app/build/navmeshes /app/navmeshes
COPY --from=build /app/build/migrations /app/migrations
COPY --from=build /app/build/*.dcf /app/
@ -39,7 +39,7 @@ COPY --from=build /app/build/*.dcf /app/
# backup of config and vanity files to copy to the host incase
# of a mount clobbering the copy from above
COPY --from=build /app/build/*.ini /app/default-configs/
COPY --from=build /app/build/vanity/*.* /app/default-vanity/*
COPY --from=build /app/build/vanity/*.* /app/default-vanity/
# needed as the container runs with the root user
# and therefore sudo doesn't exist

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@ -25,6 +25,7 @@
#include "LeaderboardManager.h"
#include "dZoneManager.h"
#include "CDActivitiesTable.h"
#include "eStateChangeType.h"
#include <ctime>
#ifndef M_PI
@ -77,6 +78,9 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
m_LoadedPlayers++;
// not live accurate to stun the player but prevents them from using skills during the race that are not meant to be used.
GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY, true, true, true, true, true, true, true, true, true);
LOG("Loading player %i",
m_LoadedPlayers);
m_LobbyPlayers.push_back(player->GetObjectID());

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@ -15,6 +15,7 @@
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "PlayerManager.h"
#include <vector>
@ -53,11 +54,13 @@ void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
auto* missionComponent = killer->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
for (const auto& player : PlayerManager::GetAllPlayers()) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
missionComponent->CompleteMission(instanceMissionID);
missionComponent->CompleteMission(instanceMissionID);
}
}
// There is suppose to be a 0.1 second delay here but that may be admitted?

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@ -14,6 +14,7 @@
#include "AgShipPlayerDeathTrigger.h"
#include "AgShipPlayerShockServer.h"
#include "AgSpaceStuff.h"
#include "AgShipShake.h"
#include "AgImagSmashable.h"
#include "NpcNpSpacemanBob.h"
#include "StoryBoxInteractServer.h"
@ -341,6 +342,7 @@ namespace {
{ "scripts\\ai\\AG\\L_AG_SHIP_PLAYER_DEATH_TRIGGER.lua", []() { return new AgShipPlayerDeathTrigger(); } },
{"scripts\\ai\\NP\\L_NPC_NP_SPACEMAN_BOB.lua", []() { return new NpcNpSpacemanBob(); } },
{"scripts\\ai\\AG\\L_AG_SPACE_STUFF.lua", []() { return new AgSpaceStuff();} },
{"scripts\\ai\\AG\\L_AG_SHIP_SHAKE.lua", []() { return new AgShipShake();}},
{"scripts\\ai\\AG\\L_AG_SHIP_PLAYER_SHOCK_SERVER.lua", []() { return new AgShipPlayerShockServer();} },
{"scripts\\ai\\AG\\L_AG_IMAG_SMASHABLE.lua", []() { return new AgImagSmashable();} },
{"scripts\\02_server\\Map\\General\\L_STORY_BOX_INTERACT_SERVER.lua", []() { return new StoryBoxInteractServer();} },
@ -580,6 +582,7 @@ namespace {
{"scripts\\02_server\\Map\\AM\\L_SKULLKIN_DRILL_STAND.lua", []() {return new AmSkullkinDrillStand();}},
{"scripts\\02_server\\Map\\AM\\L_SKULLKIN_TOWER.lua", []() {return new AmSkullkinTower();}},
{"scripts\\02_server\\Enemy\\AM\\L_AM_NAMED_DARKLING_DRAGON.lua", []() {return new AmDarklingDragon();}},
{"scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_DRAGON.lua", []() {return new AmDarklingDragon();}},
{"scripts\\02_server\\Enemy\\AM\\L_AM_DARKLING_APE.lua", []() {return new BaseEnemyApe();}},
{"scripts\\02_server\\Map\\AM\\L_BLUE_X.lua", []() {return new AmBlueX();}},
{"scripts\\02_server\\Map\\AM\\L_TEAPOT_SERVER.lua", []() {return new AmTeapotServer();}},
@ -654,6 +657,7 @@ namespace {
//Pickups
{"scripts\\ai\\SPEC\\L_SPECIAL_1_BRONZE-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(1);}},
{"scripts\\ai\\SPEC\\L_SPECIAL_1_GOLD-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(10000);}},
{"scripts\\ai\\SPEC\\L_SPECIAL_1_SILVER-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(100);}},
{"scripts\\ai\\SPEC\\L_SPECIAL_10_BRONZE-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(10);}},
{"scripts\\ai\\SPEC\\L_SPECIAL_10_GOLD-COIN-SPAWNER.lua", []() {return new SpecialCoinSpawner(100000);}},
@ -700,7 +704,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
(scriptName == "scripts\\02_server\\Enemy\\General\\L_BASE_ENEMY_SPIDERLING.lua") ||
(scriptName == "scripts\\ai\\FV\\L_ACT_NINJA_STUDENT.lua") ||
(scriptName == "scripts\\ai\\WILD\\L_WILD_GF_FROG.lua") ||
(scriptName == "scripts\\empty.lua")
(scriptName == "scripts\\empty.lua") ||
(scriptName == "scripts\\ai\\AG\\L_AG_SENTINEL_GUARD.lua")
)) LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
}

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@ -0,0 +1,81 @@
#include "AgShipShake.h"
#include "EntityInfo.h"
#include "GeneralUtils.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "Entity.h"
void AgShipShake::OnStartup(Entity* self) {
EntityInfo info{};
info.pos = { -418, 585, -30 };
info.lot = 33;
info.spawnerID = self->GetObjectID();
auto* ref = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(ref);
self->SetVar(u"ShakeObject", ref->GetObjectID());
self->AddTimer("ShipShakeIdle", 2.0f);
self->SetVar(u"RandomTime", 10);
}
void AgShipShake::OnTimerDone(Entity* self, std::string timerName) {
auto* shipFxObject = GetEntityInGroup(ShipFX);
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
auto* debrisObject = GetEntityInGroup(DebrisFX);
if (timerName == "ShipShakeIdle") {
auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
const auto randomTime = self->GetVar<int>(u"RandomTime");
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
if (time < randomTime / 2) {
time += randomTime / 2;
}
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
if (ref)
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
if (debrisObject)
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
if (shipFxObject) {
std::string effectType = "shipboom" + std::to_string(randomFx);
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
}
self->AddTimer("ShipShakeExplode", 5.0f);
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
} else if (timerName == "ShipShakeExplode") {
if (shipFxObject)
RenderComponent::PlayAnimation(shipFxObject, u"idle");
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
}
}
Entity* AgShipShake::GetEntityInGroup(const std::string& group) {
auto entities = Game::entityManager->GetEntitiesInGroup(group);
Entity* en = nullptr;
for (auto entity : entities) {
if (entity) {
en = entity;
break;
}
}
return en;
}

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@ -0,0 +1,16 @@
#pragma once
#include "CppScripts.h"
class AgShipShake : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void OnTimerDone(Entity* self, std::string timerName) override;
std::string DebrisFX = "DebrisFX";
std::string ShipFX = "ShipFX";
std::string ShipFX2 = "ShipFX2";
std::u16string FXName = u"camshake-bridge";
private:
Entity* GetEntityInGroup(const std::string& group);
};

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@ -8,21 +8,6 @@
void AgSpaceStuff::OnStartup(Entity* self) {
self->AddTimer("FloaterScale", 5.0f);
EntityInfo info{};
info.pos = { -418, 585, -30 };
info.lot = 33;
info.spawnerID = self->GetObjectID();
auto* ref = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(ref);
self->SetVar(u"ShakeObject", ref->GetObjectID());
self->AddTimer("ShipShakeIdle", 2.0f);
self->SetVar(u"RandomTime", 10);
}
void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
@ -37,70 +22,5 @@ void AgSpaceStuff::OnTimerDone(Entity* self, std::string timerName) {
RenderComponent::PlayAnimation(self, u"path_0" + (GeneralUtils::to_u16string(pathType)));
self->AddTimer("FloaterScale", randTime);
} else if (timerName == "ShipShakeExplode") {
DoShake(self, true);
} else if (timerName == "ShipShakeIdle") {
DoShake(self, false);
}
}
void AgSpaceStuff::DoShake(Entity* self, bool explodeIdle) {
if (!explodeIdle) {
auto* ref = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ShakeObject"));
const auto randomTime = self->GetVar<int>(u"RandomTime");
auto time = GeneralUtils::GenerateRandomNumber<int>(0, randomTime + 1);
if (time < randomTime / 2) {
time += randomTime / 2;
}
self->AddTimer("ShipShakeIdle", static_cast<float>(time));
if (ref)
GameMessages::SendPlayEmbeddedEffectOnAllClientsNearObject(ref, FXName, ref->GetObjectID(), 500.0f);
auto* debrisObject = GetEntityInGroup(DebrisFX);
if (debrisObject)
GameMessages::SendPlayFXEffect(debrisObject, -1, u"DebrisFall", "Debris", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
const auto randomFx = GeneralUtils::GenerateRandomNumber<int>(0, 3);
auto* shipFxObject = GetEntityInGroup(ShipFX);
if (shipFxObject) {
std::string effectType = "shipboom" + std::to_string(randomFx);
GameMessages::SendPlayFXEffect(shipFxObject, 559, GeneralUtils::ASCIIToUTF16(effectType), "FX", LWOOBJID_EMPTY, 1.0f, 1.0f, true);
}
self->AddTimer("ShipShakeExplode", 5.0f);
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"explosion");
} else {
auto* shipFxObject = GetEntityInGroup(ShipFX);
auto* shipFxObject2 = GetEntityInGroup(ShipFX2);
if (shipFxObject)
RenderComponent::PlayAnimation(shipFxObject, u"idle");
if (shipFxObject2)
RenderComponent::PlayAnimation(shipFxObject2, u"idle");
}
}
Entity* AgSpaceStuff::GetEntityInGroup(const std::string& group) {
auto entities = Game::entityManager->GetEntitiesInGroup(group);
Entity* en = nullptr;
for (auto entity : entities) {
if (entity) {
en = entity;
break;
}
}
return en;
}

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@ -5,14 +5,5 @@ class AgSpaceStuff : public CppScripts::Script {
public:
void OnStartup(Entity* self);
void OnTimerDone(Entity* self, std::string timerName);
void DoShake(Entity* self, bool explodeIdle);
std::string DebrisFX = "DebrisFX";
std::string ShipFX = "ShipFX";
std::string ShipFX2 = "ShipFX2";
std::u16string FXName = u"camshake-bridge";
private:
Entity* GetEntityInGroup(const std::string& group);
};

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@ -1,6 +1,7 @@
set(DSCRIPTS_SOURCES_AI_AG
"AgShipPlayerDeathTrigger.cpp"
"AgSpaceStuff.cpp"
"AgShipShake.cpp"
"AgShipPlayerShockServer.cpp"
"AgImagSmashable.cpp"
"ActSharkPlayerDeathTrigger.cpp"