mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Mounts v2 (#726)
* Mounts -v2 * fix stun state and make comments a bit nicer * remove extra serilization * update the char position a bit more correctly * make vehicles face thr player's direction * address feedback * fix compiling for real this time * removed uneeded check
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@@ -26,6 +26,7 @@
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#include "DestroyableComponent.h"
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#include "dConfig.h"
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#include "eItemType.h"
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#include "eUnequippableActiveType.h"
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
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this->m_Dirty = true;
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@@ -62,23 +63,23 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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const auto& info = Inventory::FindItemComponent(item.itemid);
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UpdateSlot(info.equipLocation, { id, static_cast<LOT>(item.itemid), item.count, slot++ });
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// Equip this items proxies.
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auto subItems = info.subItems;
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subItems.erase(std::remove_if(subItems.begin(), subItems.end(), ::isspace), subItems.end());
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if (!subItems.empty()) {
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const auto subItemsSplit = GeneralUtils::SplitString(subItems, ',');
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for (auto proxyLotAsString : subItemsSplit) {
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const auto proxyLOT = static_cast<LOT>(std::stoi(proxyLotAsString));
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const auto& proxyInfo = Inventory::FindItemComponent(proxyLOT);
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const LWOOBJID proxyId = ObjectIDManager::Instance()->GenerateObjectID();
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// Use item.count since we equip item.count number of the item this is a requested proxy of
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UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, item.count, slot++ } );
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UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, item.count, slot++ });
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}
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}
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}
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@@ -795,9 +796,7 @@ void InventoryComponent::RemoveSlot(const std::string& location) {
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}
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void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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if (!Inventory::IsValidItem(item->GetLot())) {
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return;
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}
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if (!Inventory::IsValidItem(item->GetLot())) return;
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// Temp items should be equippable but other transfer items shouldn't be (for example the instruments in RB)
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if (item->IsEquipped()
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@@ -820,9 +819,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetLastRocketItemID(item->GetId());
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}
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if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
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lauchPad->OnUse(m_Parent);
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@@ -836,94 +833,8 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false) {
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auto startPosition = m_Parent->GetPosition();
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto angles = startRotation.GetEulerAngles();
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angles.y -= PI;
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startRotation = NiQuaternion::FromEulerAngles(angles);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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EntityInfo info{};
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info.lot = 8092;
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info.pos = startPosition;
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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m_Parent->AddChild(carEntity);
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auto* destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetIsSmashable(false);
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destroyableComponent->SetIsImmune(true);
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}
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// #108
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auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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previousPossessableID = possessableComponent->GetPossessor();
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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}
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auto* moduleAssemblyComponent = carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent != nullptr) {
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moduleAssemblyComponent->SetSubKey(item->GetSubKey());
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moduleAssemblyComponent->SetUseOptionalParts(false);
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for (auto* config : item->GetConfig()) {
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if (config->GetKey() == u"assemblyPartLOTs") {
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moduleAssemblyComponent->SetAssemblyPartsLOTs(GeneralUtils::ASCIIToUTF16(config->GetValueAsString()));
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}
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}
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}
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// #107
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (possessorComponent) possessorComponent->SetPossessable(carEntity->GetObjectID());
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(true);
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EntityManager::Instance()->ConstructEntity(carEntity);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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GameMessages::SendSetJetPackMode(m_Parent, false);
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(LWOOBJID_EMPTY, m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleUnlockInput(carEntity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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hasCarEquipped = true;
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equippedCarEntity = carEntity;
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return;
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true) {
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GameMessages::SendNotifyRacingClient(LWOOBJID_EMPTY, 3, 0, LWOOBJID_EMPTY, u"", m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto player = dynamic_cast<Player*>(m_Parent);
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player->SendToZone(player->GetCharacter()->GetZoneID());
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equippedCarEntity->Kill();
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hasCarEquipped = false;
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equippedCarEntity = nullptr;
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return;
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}
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if (!building) {
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if (item->GetLot() == 6086) {
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return;
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}
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if (type == eItemType::ITEM_TYPE_LOOT_MODEL || type == eItemType::ITEM_TYPE_VEHICLE) {
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return;
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}
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}
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if (!building && (item->GetLot() == 6086 || type == eItemType::ITEM_TYPE_LOOT_MODEL || type == eItemType::ITEM_TYPE_VEHICLE)) return;
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if (type != eItemType::ITEM_TYPE_LOOT_MODEL && type != eItemType::ITEM_TYPE_MODEL) {
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if (!item->GetBound() && !item->GetPreconditionExpression()->Check(m_Parent)) {
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@@ -940,9 +851,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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set->OnEquip(lot);
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}
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if (item->GetInfo().isBOE) {
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item->SetBound(true);
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}
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if (item->GetInfo().isBOE) item->SetBound(true);
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GenerateProxies(item);
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@@ -989,6 +898,85 @@ void InventoryComponent::UnEquipItem(Item* item) {
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}
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}
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void InventoryComponent::HandlePossession(Item* item) {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (!possessorComponent) return;
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// Don't do anything if we are busy dismounting
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if (possessorComponent->GetIsDismounting()) return;
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// Check to see if we are already mounting something
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auto* currentlyPossessedEntity = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable());
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auto currentlyPossessedItem = possessorComponent->GetMountItemID();
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if (currentlyPossessedItem) {
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if (currentlyPossessedEntity) possessorComponent->Dismount(currentlyPossessedEntity);
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return;
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}
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GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStunState::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
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// Set the mount Item ID so that we know what were handling
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possessorComponent->SetMountItemID(item->GetId());
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GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS);
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// Create entity to mount
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auto startRotation = m_Parent->GetRotation();
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EntityInfo info{};
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info.lot = item->GetLot();
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info.pos = m_Parent->GetPosition();
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto* mount = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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// Check to see if the mount is a vehicle, if so, flip it
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auto* vehicleComponent = mount->GetComponent<VehiclePhysicsComponent>();
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if (vehicleComponent) {
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auto angles = startRotation.GetEulerAngles();
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// Make it right side up
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angles.x -= PI;
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// Make it going in the direction of the player
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angles.y -= PI;
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startRotation = NiQuaternion::FromEulerAngles(angles);
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mount->SetRotation(startRotation);
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// We're pod racing now
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characterComponent->SetIsRacing(true);
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}
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// Setup the destroyable stats
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsSmashable(false);
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destroyableComponent->SetIsImmune(true);
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}
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// Mount it
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetIsItemSpawned(true);
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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// Possess it
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possessorComponent->SetPossessable(mount->GetObjectID());
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possessorComponent->SetPossessableType(possessableComponent->GetPossessionType());
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}
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GameMessages::SendSetJetPackMode(m_Parent, false);
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// Make it go to the client
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EntityManager::Instance()->ConstructEntity(mount);
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// Update the possessor
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// have to unlock the input so it vehicle can be driven
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if (vehicleComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
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GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress());
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}
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void InventoryComponent::ApplyBuff(Item* item) const {
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const auto buffs = FindBuffs(item, true);
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