refactor(component): the quickbuild is an activity component, as in the client

LWOQuickBuildComponent uses the activity component's functions; DLU's
QuickBuildComponent now derives ActivityComponent. Its RebuildComponent row
(the activity among it) loads in LoadDataFromTemplate and the level's
overrides in LoadConfigData, out of Entity::Initialize. It still writes its
own replica data (same construction and update bytes) and spawns its
activator as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-10-01 14:19:49 -05:00
parent ab8b944f2f
commit 4bfdeec369
3 changed files with 55 additions and 47 deletions

View File

@@ -625,57 +625,13 @@ void Entity::Initialize() {
case eReplicaComponentType::QUICK_BUILD: {
const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
if (quickBuildComponentID > 0) {
auto* const quickBuildComponent = AddComponent<QuickBuildComponent>(quickBuildComponentID);
AddComponent<QuickBuildComponent>(quickBuildComponentID);
// A quick build without a destroyable gets one (componentID -1) and is smashable, as the client makes it
// (DoObjectComponentLoad); live: health 1 / 1.0, armor 1 / 0, faction -1, smashable (AG LOT 7804)
if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
AddComponent<DestroyableComponent>(-1, true);
}
CDRebuildComponentTable* const rebCompTable = CDClientManager::GetTable<CDRebuildComponentTable>();
const std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([quickBuildComponentID](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); });
if (!rebCompData.empty()) {
quickBuildComponent->SetResetTime(rebCompData[0].reset_time);
quickBuildComponent->SetCompleteTime(rebCompData[0].complete_time);
quickBuildComponent->SetTakeImagination(rebCompData[0].take_imagination);
quickBuildComponent->SetInterruptible(rebCompData[0].interruptible);
quickBuildComponent->SetSelfActivator(rebCompData[0].self_activator);
quickBuildComponent->SetActivityId(rebCompData[0].activityID);
quickBuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
quickBuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
if (rebuildResetTime != 0.0f) {
quickBuildComponent->SetResetTime(rebuildResetTime);
}
// The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate)
// reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's:
// the AM Center draw bridge (LOT 12047: level activityID 12047 without actIDovrd, template activity 6,
// the quickbuild rewards) dropped no loot in 4 of 4 live completions.
const auto activityID = GetVar<int32_t>(u"activityID");
if (activityID > 0) {
quickBuildComponent->SetActivityId(activityID);
Loot::CacheMatrix(activityID);
}
const auto timeBeforeSmash = GetVar<float>(u"tmeSmsh");
if (timeBeforeSmash > 0) {
quickBuildComponent->SetTimeBeforeSmash(timeBeforeSmash);
}
const auto compTime = GetVar<float>(u"compTime");
if (compTime > 0) {
quickBuildComponent->SetCompleteTime(compTime);
}
}
}
break;
}