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>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:17:48 -05:00
parent 752f079100
commit 1f29e9604a
9 changed files with 107 additions and 10 deletions

View File

@@ -606,6 +606,10 @@ void CharacterComponent::TrackArmorDelta(int32_t armor) {
}
}
void CharacterComponent::TrackItemsAdded(eInventoryType inventoryType, uint32_t count) {
if (inventoryType == eInventoryType::BRICKS && count > 0) UpdatePlayerStatistic(BricksCollected, count);
}
void CharacterComponent::TrackQuickBuildComplete() {
UpdatePlayerStatistic(QuickBuildsCompleted);
@@ -670,14 +674,13 @@ void CharacterComponent::SendPlayerStatistic(StatisticID updateID, uint64_t upda
void CharacterComponent::HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string& name, int32_t value) {
auto zoneStatistics = &GetZoneStatisticsForMap(zoneID);
// The client's per-zone counts; the passport totals are the server's (UpdatePlayerStatistic), so they aren't
// counted twice
if (name == u"BricksCollected") {
m_BricksCollected += value;
zoneStatistics->m_BricksCollected += value;
} else if (name == u"CoinsCollected") {
m_CurrencyCollected += value;
zoneStatistics->m_CoinsCollected += value;
} else if (name == u"EnemiesSmashed") {
m_EnemiesSmashed += value;
zoneStatistics->m_EnemiesSmashed += value;
}
}