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
This commit is contained in:
Aaron Kimbrell
2022-09-02 13:49:19 -05:00
committed by GitHub
parent 1af3e59348
commit 26f2eb409f
22 changed files with 480 additions and 245 deletions

View File

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