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feat(stats): coins, bricks and smashes counted by the server as live did
The passport totals for coins, bricks and enemies came from the client's ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts; live's server counted the totals itself and told the client (UpdatePlayerStatistic). Now: - CurrencyCollected (the amount gained) right after every SetCurrency that raised the coins (pickups, missions, achievements, selling, activities); none for losses. Captures: 15,815 pickups + mission/achievement/vendor/ activity gains, all with the stat; no loss had one. - BricksCollected (the count) after every add to the bricks inventory the client is told about (captures: 999 of 1,010, pickups and relocations). - The kill counts go to the killer right after Die, before the loot: EnemiesSmashed when the DestructibleComponent's isnpc is set, else SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538 smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI and counted as a smashable). Neither while racing. Before, every kill was a SmashablesSmashed. - ModifyPlayerZoneStatistic from the client only updates the zone counts, so nothing is counted twice. Check in game: pick up coins, sell an item, finish a mission, pick up bricks, smash a stromling and a crate; each passport number goes up by the right amount at once and stays the same after relogging (no double counts). The per-zone statistics still go up. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -606,6 +606,10 @@ void CharacterComponent::TrackArmorDelta(int32_t armor) {
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}
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}
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void CharacterComponent::TrackItemsAdded(eInventoryType inventoryType, uint32_t count) {
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if (inventoryType == eInventoryType::BRICKS && count > 0) UpdatePlayerStatistic(BricksCollected, count);
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}
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void CharacterComponent::TrackQuickBuildComplete() {
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UpdatePlayerStatistic(QuickBuildsCompleted);
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@@ -670,14 +674,13 @@ void CharacterComponent::SendPlayerStatistic(StatisticID updateID, uint64_t upda
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void CharacterComponent::HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string& name, int32_t value) {
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auto zoneStatistics = &GetZoneStatisticsForMap(zoneID);
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// The client's per-zone counts; the passport totals are the server's (UpdatePlayerStatistic), so they aren't
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// counted twice
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if (name == u"BricksCollected") {
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m_BricksCollected += value;
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zoneStatistics->m_BricksCollected += value;
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} else if (name == u"CoinsCollected") {
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m_CurrencyCollected += value;
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zoneStatistics->m_CoinsCollected += value;
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} else if (name == u"EnemiesSmashed") {
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m_EnemiesSmashed += value;
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zoneStatistics->m_EnemiesSmashed += value;
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}
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}
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