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

@@ -743,6 +743,16 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
die.lootOwnerID = source;
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Live told the killer right after Die, before the loot: EnemiesSmashed for an NPC, SmashablesSmashed for another
// smashable. Racing counts its own (RacingSmashablesSmashed).
if (owner && owner != m_Parent) {
auto* killerCharacter = owner->GetComponent<CharacterComponent>();
if (killerCharacter && !killerCharacter->GetIsRacing()) {
if (m_IsNPC) killerCharacter->UpdatePlayerStatistic(EnemiesSmashed);
else if (m_IsSmashable) killerCharacter->UpdatePlayerStatistic(SmashablesSmashed);
}
}
//NANI?!
if (!isPlayer) {
if (owner != nullptr) {