mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-07 11:14:11 +00:00
feat: add messaging system for manager and add example usage to Loot (#1837)
tested that loot still drops at the entities position
This commit is contained in:
@@ -605,3 +605,14 @@ void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
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bool EntityManager::IsExcludedFromGhosting(LOT lot) {
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return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
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}
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bool EntityManager::SendMessage(GameMessages::GameMsg& msg) const {
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bool handled = false;
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const auto entityItr = m_Entities.find(msg.target);
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if (entityItr != m_Entities.end()) {
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auto* const entity = entityItr->second;
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if (entity) handled = entity->HandleMsg(msg);
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}
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return handled;
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}
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@@ -14,6 +14,10 @@ class Player;
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class User;
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enum class eReplicaComponentType : uint32_t;
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namespace GameMessages {
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struct GameMsg;
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}
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struct SystemAddress;
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class EntityManager {
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@@ -72,6 +76,9 @@ public:
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const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
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const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
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// Messaging
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bool SendMessage(GameMessages::GameMsg& msg) const;
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private:
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void SerializeEntities();
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void KillEntities();
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@@ -575,7 +575,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
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maxCoins = currencyTable[0].maxvalue;
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}
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Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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Loot::DropLoot(participant, m_Parent->GetObjectID(), activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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}
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}
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@@ -755,18 +755,18 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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auto* member = Game::entityManager->GetEntity(specificOwner);
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if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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if (member) Loot::DropLoot(member, m_Parent->GetObjectID(), lootMatrixId, GetMinCoins(), GetMaxCoins());
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} else {
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for (const auto memberId : team->members) { // Free for all
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member == nullptr) continue;
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Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
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Loot::DropLoot(member, m_Parent->GetObjectID(), lootMatrixId, GetMinCoins(), GetMaxCoins());
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}
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}
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} else { // drop loot for non team user
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Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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} else {
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@@ -784,7 +784,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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coinsTotal -= coinsToLose;
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Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
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Loot::DropLoot(m_Parent, m_Parent->GetObjectID(), -1, coinsToLose, coinsToLose);
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character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
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}
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}
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@@ -459,7 +459,7 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
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auto* missionComponent = builder->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
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}
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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Loot::DropActivityLoot(builder, m_Parent->GetObjectID(), m_ActivityId, 1);
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}
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// Notify scripts
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@@ -393,7 +393,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
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}
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const auto score = playersRating * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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Loot::GiveActivityLoot(player, m_Parent->GetObjectID(), m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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@@ -6312,6 +6312,10 @@ void GameMessages::SendUpdateInventoryUi(LWOOBJID objectId, const SystemAddress&
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}
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namespace GameMessages {
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bool GameMsg::Send() {
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return Game::entityManager->SendMessage(*this);
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}
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void GameMsg::Send(const SystemAddress& sysAddr) const {
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CBITSTREAM;
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CMSGHEADER;
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@@ -54,6 +54,12 @@ namespace GameMessages {
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GameMsg(MessageType::Game gmId, eGameMasterLevel lvl) : msgId{ gmId }, requiredGmLevel{ lvl } {}
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GameMsg(MessageType::Game gmId) : GameMsg(gmId, eGameMasterLevel::CIVILIAN) {}
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virtual ~GameMsg() = default;
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// Sends a message to the entity manager to route to the target
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bool Send();
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// Sends the message to the specified client or
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// all clients if UNASSIGNED_SYSTEM_ADDRESS is specified
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void Send(const SystemAddress& sysAddr) const;
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virtual void Serialize(RakNet::BitStream& bitStream) const {}
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virtual bool Deserialize(RakNet::BitStream& bitStream) { return true; }
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@@ -214,7 +214,7 @@ void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eL
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}
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}
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void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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void Loot::GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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@@ -248,7 +248,7 @@ void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID,
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character->SetCoins(character->GetCoins() + coins, eLootSourceType::ACTIVITY);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
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void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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@@ -258,10 +258,10 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex,
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std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
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DropLoot(player, killedObject, result, minCoins, maxCoins);
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DropLoot(player, source, result, minCoins, maxCoins);
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}
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void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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void Loot::DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
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player = player->GetOwner(); // if the owner is overwritten, we collect that here
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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@@ -269,9 +269,11 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT
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if (!inventoryComponent)
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return;
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const auto spawnPosition = killedObject->GetPosition();
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GameMessages::GetPosition posMsg;
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posMsg.target = source;
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posMsg.Send();
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const auto source = killedObject->GetObjectID();
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const auto spawnPosition = posMsg.pos;
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for (const auto& pair : result) {
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for (int i = 0; i < pair.second; ++i) {
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@@ -284,7 +286,7 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT
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GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
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}
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void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
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void Loot::DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
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@@ -18,8 +18,8 @@ namespace Loot {
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void CacheMatrix(const uint32_t matrixIndex);
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void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
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void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
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void GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
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void DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
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void DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
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void DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
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};
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