mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-11-30 21:28:18 +00:00
Merge remote-tracking branch 'origin/main' into dCinema
This commit is contained in:
@@ -21,7 +21,7 @@
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#include "eMissionTaskType.h"
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#include "eMatchUpdate.h"
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#include "eConnectionType.h"
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#include "eChatMessageType.h"
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#include "MessageType/Chat.h"
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#include "CDCurrencyTableTable.h"
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#include "CDActivityRewardsTable.h"
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@@ -501,7 +501,7 @@ void ActivityInstance::StartZone() {
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// only make a team if we have more than one participant
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if (participants.size() > 1) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, eChatMessageType::CREATE_TEAM);
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::CREATE_TEAM);
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bitStream.Write(leader->GetObjectID());
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bitStream.Write(m_Participants.size());
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@@ -16,6 +16,7 @@
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#include "DestroyableComponent.h"
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#include <algorithm>
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#include <ranges>
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#include <sstream>
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#include <vector>
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@@ -27,7 +28,7 @@
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#include "CDPhysicsComponentTable.h"
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#include "dNavMesh.h"
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BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id): Component(parent) {
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BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id) : Component(parent) {
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m_Target = LWOOBJID_EMPTY;
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m_DirtyStateOrTarget = true;
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m_State = AiState::spawn;
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@@ -37,6 +38,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
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m_Disabled = false;
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m_SkillEntries = {};
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m_SoftTimer = 5.0f;
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m_ForcedTetherTime = 0.0f;
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//Grab the aggro information from BaseCombatAI:
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auto componentQuery = CDClientDatabase::CreatePreppedStmt(
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@@ -170,6 +172,17 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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GameMessages::SendStopFXEffect(m_Parent, true, "tether");
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m_TetherEffectActive = false;
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}
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m_ForcedTetherTime -= deltaTime;
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if (m_ForcedTetherTime >= 0) return;
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}
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for (auto entry = m_RemovedThreatList.begin(); entry != m_RemovedThreatList.end();) {
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entry->second -= deltaTime;
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if (entry->second <= 0.0f) {
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entry = m_RemovedThreatList.erase(entry);
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} else {
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++entry;
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}
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}
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if (m_SoftTimer <= 0.0f) {
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@@ -287,40 +300,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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}
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if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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serilizationRequired = true;
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}
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if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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serilizationRequired = true;
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}
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if (serilizationRequired) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
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m_TetherEffectActive = true;
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m_TetherTime = 3.0f;
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}
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// Speed towards start position
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if (m_MovementAI != nullptr) {
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m_MovementAI->SetHaltDistance(0);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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}
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TetherLogic();
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m_OutOfCombat = false;
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m_OutOfCombatTime = 0.0f;
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@@ -499,7 +479,7 @@ std::vector<LWOOBJID> BaseCombatAIComponent::GetTargetWithinAggroRange() const {
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const auto distance = Vector3::DistanceSquared(m_Parent->GetPosition(), other->GetPosition());
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if (distance > m_AggroRadius * m_AggroRadius) continue;
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if (distance > m_AggroRadius * m_AggroRadius || m_RemovedThreatList.contains(id)) continue;
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targets.push_back(id);
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}
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@@ -626,6 +606,7 @@ const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
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void BaseCombatAIComponent::ClearThreat() {
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m_ThreatEntries.clear();
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m_Target = LWOOBJID_EMPTY;
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m_DirtyThreat = true;
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}
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@@ -854,3 +835,55 @@ void BaseCombatAIComponent::Wake() {
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m_dpEntity->SetSleeping(false);
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m_dpEntityEnemy->SetSleeping(false);
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}
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void BaseCombatAIComponent::TetherLogic() {
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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serilizationRequired = true;
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}
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if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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serilizationRequired = true;
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}
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if (serilizationRequired) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
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m_TetherEffectActive = true;
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m_TetherTime = 3.0f;
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}
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// Speed towards start position
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if (m_MovementAI != nullptr) {
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m_MovementAI->SetHaltDistance(0);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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}
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}
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void BaseCombatAIComponent::ForceTether() {
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SetTarget(LWOOBJID_EMPTY);
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m_ThreatEntries.clear();
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TetherLogic();
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m_ForcedTetherTime = m_TetherTime;
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SetAiState(AiState::aggro);
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}
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void BaseCombatAIComponent::IgnoreThreat(const LWOOBJID threat, const float value) {
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m_RemovedThreatList[threat] = value;
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SetThreat(threat, 0.0f);
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m_Target = LWOOBJID_EMPTY;
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}
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@@ -278,6 +278,16 @@ public:
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*/
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void Wake();
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// Force this entity to tether and ignore all other actions
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void ForceTether();
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// heals the entity to full health and armor
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// and tethers them to their spawn point
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void TetherLogic();
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// Ignore a threat for a certain amount of time
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void IgnoreThreat(const LWOOBJID target, const float time);
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private:
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/**
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* Returns the current target or the target that currently is the largest threat to this entity
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@@ -436,6 +446,12 @@ private:
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*/
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bool m_DirtyStateOrTarget = false;
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// The amount of time the entity will be forced to tether for
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float m_ForcedTetherTime = 0.0f;
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// The amount of time a removed threat will be ignored for.
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std::map<LWOOBJID, float> m_RemovedThreatList;
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/**
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* A position that the entity should stay around
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*/
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@@ -7,7 +7,6 @@ set(DGAME_DCOMPONENTS_SOURCES
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"BuildBorderComponent.cpp"
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"CharacterComponent.cpp"
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"CollectibleComponent.cpp"
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"Component.cpp"
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"ControllablePhysicsComponent.cpp"
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"DestroyableComponent.cpp"
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"DonationVendorComponent.cpp"
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@@ -65,7 +64,6 @@ target_include_directories(dComponents PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables"
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"${PROJECT_SOURCE_DIR}/thirdparty/mariadb-connector-cpp/include"
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# dPhysics (via dpWorld.h)
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"${PROJECT_SOURCE_DIR}/thirdparty/recastnavigation/Recast/Include"
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"${PROJECT_SOURCE_DIR}/thirdparty/recastnavigation/Detour/Include"
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@@ -22,6 +22,7 @@
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#include "Mail.h"
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#include "ZoneInstanceManager.h"
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#include "WorldPackets.h"
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#include "MessageType/Game.h"
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#include <ctime>
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CharacterComponent::CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress) : Component(parent) {
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@@ -47,6 +48,45 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character, con
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m_CountryCode = 0;
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m_LastUpdateTimestamp = std::time(nullptr);
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m_SystemAddress = systemAddress;
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RegisterMsg(MessageType::Game::REQUEST_SERVER_OBJECT_INFO, this, &CharacterComponent::OnRequestServerObjectInfo);
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}
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bool CharacterComponent::OnRequestServerObjectInfo(GameMessages::GameMsg& msg) {
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auto& request = static_cast<GameMessages::RequestServerObjectInfo&>(msg);
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AMFArrayValue response;
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response.Insert("visible", true);
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response.Insert("objectID", std::to_string(request.targetForReport));
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response.Insert("serverInfo", true);
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auto& data = *response.InsertArray("data");
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auto& cmptType = data.PushDebug("Character");
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cmptType.PushDebug<AMFIntValue>("Component ID") = GeneralUtils::ToUnderlying(ComponentType);
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cmptType.PushDebug<AMFIntValue>("Character's account ID") = m_Character->GetParentUser()->GetAccountID();
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cmptType.PushDebug<AMFBoolValue>("Last log out time") = m_Character->GetLastLogin();
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cmptType.PushDebug<AMFDoubleValue>("Seconds played this session") = 0;
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cmptType.PushDebug<AMFBoolValue>("Editor enabled") = false;
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cmptType.PushDebug<AMFDoubleValue>("Total number of seconds played") = m_TotalTimePlayed;
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cmptType.PushDebug<AMFStringValue>("Total currency") = std::to_string(m_Character->GetCoins());
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cmptType.PushDebug<AMFStringValue>("Currency able to be picked up") = std::to_string(m_DroppedCoins);
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cmptType.PushDebug<AMFStringValue>("Tooltip flags value") = "0";
|
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// visited locations
|
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cmptType.PushDebug<AMFBoolValue>("is a GM") = m_GMLevel > eGameMasterLevel::CIVILIAN;
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cmptType.PushDebug<AMFBoolValue>("Has PVP flag turned on") = m_PvpEnabled;
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cmptType.PushDebug<AMFIntValue>("GM Level") = GeneralUtils::ToUnderlying(m_GMLevel);
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cmptType.PushDebug<AMFIntValue>("Editor level") = GeneralUtils::ToUnderlying(m_EditorLevel);
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cmptType.PushDebug<AMFStringValue>("Guild ID") = "0";
|
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cmptType.PushDebug<AMFStringValue>("Guild Name") = "";
|
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cmptType.PushDebug<AMFDoubleValue>("Reputation") = m_Reputation;
|
||||
cmptType.PushDebug<AMFIntValue>("Current Activity Type") = GeneralUtils::ToUnderlying(m_CurrentActivity);
|
||||
cmptType.PushDebug<AMFDoubleValue>("Property Clone ID") = m_Character->GetPropertyCloneID();
|
||||
|
||||
GameMessages::SendUIMessageServerToSingleClient("ToggleObjectDebugger", response, m_Parent->GetSystemAddress());
|
||||
|
||||
LOG("Handled!");
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CharacterComponent::LandingAnimDisabled(int zoneID) {
|
||||
@@ -81,6 +121,8 @@ CharacterComponent::~CharacterComponent() {
|
||||
void CharacterComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
|
||||
if (bIsInitialUpdate) {
|
||||
if (!m_Character || !m_Character->GetParentUser()) return;
|
||||
|
||||
outBitStream.Write(m_ClaimCodes[0] != 0);
|
||||
if (m_ClaimCodes[0] != 0) outBitStream.Write(m_ClaimCodes[0]);
|
||||
outBitStream.Write(m_ClaimCodes[1] != 0);
|
||||
@@ -100,7 +142,7 @@ void CharacterComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInit
|
||||
outBitStream.Write(m_Character->GetEyebrows());
|
||||
outBitStream.Write(m_Character->GetEyes());
|
||||
outBitStream.Write(m_Character->GetMouth());
|
||||
outBitStream.Write<uint64_t>(0); //AccountID, trying out if 0 works.
|
||||
outBitStream.Write<uint64_t>(m_Character->GetParentUser()->GetAccountID());
|
||||
outBitStream.Write(m_Character->GetLastLogin()); //Last login
|
||||
outBitStream.Write<uint64_t>(0); //"prop mod last display time"
|
||||
outBitStream.Write<uint64_t>(m_Uscore); //u-score
|
||||
@@ -786,7 +828,7 @@ void CharacterComponent::AwardClaimCodes() {
|
||||
subject << "%[RewardCodes_" << rewardCode << "_subjectText]";
|
||||
std::ostringstream body;
|
||||
body << "%[RewardCodes_" << rewardCode << "_bodyText]";
|
||||
Mail::SendMail(LWOOBJID_EMPTY, "%[MAIL_SYSTEM_NOTIFICATION]", m_Parent, subject.str(), body.str(), attachmentLOT, 1);
|
||||
Mail::SendMail(m_Parent, subject.str(), body.str(), attachmentLOT, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -25,6 +25,8 @@ struct ZoneStatistics {
|
||||
uint64_t m_CoinsCollected;
|
||||
uint64_t m_EnemiesSmashed;
|
||||
uint64_t m_QuickBuildsCompleted;
|
||||
|
||||
bool operator==(const ZoneStatistics& rhs) const = default;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -279,9 +281,9 @@ public:
|
||||
*/
|
||||
void UpdateClientMinimap(bool showFaction, std::string ventureVisionType) const;
|
||||
|
||||
void SetCurrentInteracting(LWOOBJID objectID) {m_CurrentInteracting = objectID;};
|
||||
void SetCurrentInteracting(LWOOBJID objectID) { m_CurrentInteracting = objectID; };
|
||||
|
||||
LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
|
||||
LWOOBJID GetCurrentInteracting() { return m_CurrentInteracting; };
|
||||
|
||||
/**
|
||||
* Sends a player to another zone with an optional clone ID
|
||||
@@ -307,12 +309,22 @@ public:
|
||||
|
||||
void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
|
||||
|
||||
const std::array<uint64_t, 4>& GetClaimCodes() const { return m_ClaimCodes; };
|
||||
|
||||
const std::map<LWOMAPID, ZoneStatistics>& GetZoneStatistics() const { return m_ZoneStatistics; };
|
||||
|
||||
const std::u16string& GetLastRocketConfig() const { return m_LastRocketConfig; };
|
||||
|
||||
uint64_t GetTotalTimePlayed() const { return m_TotalTimePlayed; };
|
||||
|
||||
/**
|
||||
* Character info regarding this character, including clothing styles, etc.
|
||||
*/
|
||||
Character* m_Character;
|
||||
private:
|
||||
|
||||
bool OnRequestServerObjectInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
/**
|
||||
* The map of active venture vision effects
|
||||
*/
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
#include "Component.h"
|
||||
|
||||
|
||||
Component::Component(Entity* parent) {
|
||||
m_Parent = parent;
|
||||
}
|
||||
|
||||
Component::~Component() {
|
||||
|
||||
}
|
||||
|
||||
Entity* Component::GetParent() const {
|
||||
return m_Parent;
|
||||
}
|
||||
|
||||
void Component::Update(float deltaTime) {
|
||||
|
||||
}
|
||||
|
||||
void Component::OnUse(Entity* originator) {
|
||||
|
||||
}
|
||||
|
||||
void Component::UpdateXml(tinyxml2::XMLDocument& doc) {
|
||||
|
||||
}
|
||||
|
||||
void Component::LoadFromXml(const tinyxml2::XMLDocument& doc) {
|
||||
|
||||
}
|
||||
|
||||
void Component::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
|
||||
|
||||
}
|
||||
@@ -1,6 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "tinyxml2.h"
|
||||
namespace tinyxml2 {
|
||||
class XMLDocument;
|
||||
}
|
||||
|
||||
namespace RakNet {
|
||||
class BitStream;
|
||||
}
|
||||
|
||||
namespace GameMessages {
|
||||
struct GameMsg;
|
||||
}
|
||||
|
||||
class Entity;
|
||||
|
||||
@@ -9,43 +19,47 @@ class Entity;
|
||||
*/
|
||||
class Component {
|
||||
public:
|
||||
Component(Entity* parent);
|
||||
virtual ~Component();
|
||||
Component(Entity* parent) : m_Parent{ parent } {}
|
||||
virtual ~Component() = default;
|
||||
|
||||
/**
|
||||
* Gets the owner of this component
|
||||
* @return the owner of this component
|
||||
*/
|
||||
Entity* GetParent() const;
|
||||
Entity* GetParent() const { return m_Parent; }
|
||||
|
||||
/**
|
||||
* Updates the component in the game loop
|
||||
* @param deltaTime time passed since last update
|
||||
*/
|
||||
virtual void Update(float deltaTime);
|
||||
virtual void Update(float deltaTime) {}
|
||||
|
||||
/**
|
||||
* Event called when this component is being used, e.g. when some entity interacted with it
|
||||
* @param originator
|
||||
*/
|
||||
virtual void OnUse(Entity* originator);
|
||||
virtual void OnUse(Entity* originator) {}
|
||||
|
||||
/**
|
||||
* Save data from this componennt to character XML
|
||||
* @param doc the document to write data to
|
||||
*/
|
||||
virtual void UpdateXml(tinyxml2::XMLDocument& doc);
|
||||
virtual void UpdateXml(tinyxml2::XMLDocument& doc) {}
|
||||
|
||||
/**
|
||||
* Load base data for this component from character XML
|
||||
* @param doc the document to read data from
|
||||
*/
|
||||
virtual void LoadFromXml(const tinyxml2::XMLDocument& doc);
|
||||
virtual void LoadFromXml(const tinyxml2::XMLDocument& doc) {}
|
||||
|
||||
virtual void Serialize(RakNet::BitStream& outBitStream, bool isConstruction);
|
||||
virtual void Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {}
|
||||
|
||||
protected:
|
||||
|
||||
void RegisterMsg(const MessageType::Game msgId, auto* self, const auto handler) {
|
||||
m_Parent->RegisterMsg(msgId, std::bind(handler, self, std::placeholders::_1));
|
||||
}
|
||||
|
||||
/**
|
||||
* The entity that owns this component
|
||||
*/
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
#include "LevelProgressionComponent.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
|
||||
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, int32_t componentId) : PhysicsComponent(entity, componentId) {
|
||||
m_Velocity = {};
|
||||
m_AngularVelocity = {};
|
||||
m_InJetpackMode = false;
|
||||
|
||||
@@ -23,7 +23,7 @@ class ControllablePhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
|
||||
|
||||
ControllablePhysicsComponent(Entity* entity);
|
||||
ControllablePhysicsComponent(Entity* entity, int32_t componentId);
|
||||
~ControllablePhysicsComponent() override;
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
|
||||
@@ -38,6 +38,9 @@
|
||||
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
|
||||
Implementation<bool, const Entity*> DestroyableComponent::IsEnemyImplentation;
|
||||
Implementation<bool, const Entity*> DestroyableComponent::IsFriendImplentation;
|
||||
|
||||
DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
|
||||
m_iArmor = 0;
|
||||
m_fMaxArmor = 0.0f;
|
||||
@@ -418,6 +421,7 @@ void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignore
|
||||
}
|
||||
|
||||
bool DestroyableComponent::IsEnemy(const Entity* other) const {
|
||||
if (IsEnemyImplentation.ExecuteWithDefault(other, false)) return true;
|
||||
if (m_Parent->IsPlayer() && other->IsPlayer()) {
|
||||
auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
|
||||
if (!thisCharacterComponent) return false;
|
||||
@@ -440,6 +444,7 @@ bool DestroyableComponent::IsEnemy(const Entity* other) const {
|
||||
}
|
||||
|
||||
bool DestroyableComponent::IsFriend(const Entity* other) const {
|
||||
if (IsFriendImplentation.ExecuteWithDefault(other, false)) return true;
|
||||
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
|
||||
if (otherDestroyableComponent != nullptr) {
|
||||
for (const auto enemyFaction : m_EnemyFactionIDs) {
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "Implementation.h"
|
||||
|
||||
namespace CppScripts {
|
||||
class Script;
|
||||
@@ -463,6 +464,9 @@ public:
|
||||
// handle hardcode mode drops
|
||||
void DoHardcoreModeDrops(const LWOOBJID source);
|
||||
|
||||
static Implementation<bool, const Entity*> IsEnemyImplentation;
|
||||
static Implementation<bool, const Entity*> IsFriendImplentation;
|
||||
|
||||
private:
|
||||
/**
|
||||
* Whether or not the health should be serialized
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#include "HavokVehiclePhysicsComponent.h"
|
||||
#include "EntityManager.h"
|
||||
|
||||
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
|
||||
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
|
||||
m_Velocity = NiPoint3Constant::ZERO;
|
||||
m_AngularVelocity = NiPoint3Constant::ZERO;
|
||||
m_IsOnGround = true;
|
||||
|
||||
@@ -13,7 +13,7 @@ class HavokVehiclePhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
|
||||
|
||||
HavokVehiclePhysicsComponent(Entity* parentEntity);
|
||||
HavokVehiclePhysicsComponent(Entity* parentEntity, int32_t componentId);
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
|
||||
@@ -31,6 +31,7 @@
|
||||
#include "eStateChangeType.h"
|
||||
#include "eUseItemResponse.h"
|
||||
#include "Mail.h"
|
||||
#include "ProximityMonitorComponent.h"
|
||||
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
#include "CDInventoryComponentTable.h"
|
||||
@@ -68,9 +69,10 @@ InventoryComponent::InventoryComponent(Entity* parent) : Component(parent) {
|
||||
auto slot = 0u;
|
||||
|
||||
for (const auto& item : items) {
|
||||
if (!item.equip || !Inventory::IsValidItem(item.itemid)) {
|
||||
continue;
|
||||
}
|
||||
if (!Inventory::IsValidItem(item.itemid)) continue;
|
||||
AddItem(item.itemid, item.count);
|
||||
|
||||
if (!item.equip) continue;
|
||||
|
||||
const LWOOBJID id = ObjectIDManager::GenerateObjectID();
|
||||
|
||||
@@ -148,11 +150,11 @@ uint32_t InventoryComponent::GetLotCount(const LOT lot) const {
|
||||
return count;
|
||||
}
|
||||
|
||||
uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot) const {
|
||||
uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot, bool includeVault) const {
|
||||
uint32_t count = 0;
|
||||
|
||||
for (const auto& inventory : m_Inventories) {
|
||||
if (IsTransferInventory(inventory.second->GetType())) continue;
|
||||
if (IsTransferInventory(inventory.second->GetType(), includeVault)) continue;
|
||||
|
||||
count += inventory.second->GetLotCount(lot);
|
||||
}
|
||||
@@ -272,7 +274,7 @@ void InventoryComponent::AddItem(
|
||||
|
||||
switch (sourceType) {
|
||||
case 0:
|
||||
Mail::SendMail(LWOOBJID_EMPTY, "Darkflame Universe", m_Parent, "Lost Reward", "You received an item and didn't have room for it.", lot, size);
|
||||
Mail::SendMail(m_Parent, "%[MAIL_ACTIVITY_OVERFLOW_HEADER]", "%[MAIL_ACTIVITY_OVERFLOW_BODY]", lot, size);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
@@ -303,21 +305,35 @@ bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInvent
|
||||
LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
|
||||
return false;
|
||||
}
|
||||
if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
|
||||
auto* inventory = GetInventory(inventoryType);
|
||||
if (!inventory) return false;
|
||||
if (inventoryType != eInventoryType::ALL) {
|
||||
if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
|
||||
auto* inventory = GetInventory(inventoryType);
|
||||
if (!inventory) return false;
|
||||
|
||||
auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
|
||||
if (left != count) return false;
|
||||
auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
|
||||
if (left != count) return false;
|
||||
|
||||
while (left > 0) {
|
||||
auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
|
||||
if (!item) break;
|
||||
const auto delta = std::min<uint32_t>(left, item->GetCount());
|
||||
item->SetCount(item->GetCount() - delta, silent);
|
||||
left -= delta;
|
||||
while (left > 0) {
|
||||
auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
|
||||
if (!item) break;
|
||||
const auto delta = std::min<uint32_t>(left, item->GetCount());
|
||||
item->SetCount(item->GetCount() - delta, silent);
|
||||
left -= delta;
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
auto left = count;
|
||||
for (const auto& inventory : m_Inventories | std::views::values) {
|
||||
while (left > 0 && inventory->GetLotCount(lot) > 0) {
|
||||
auto* item = inventory->FindItemByLot(lot, false, ignoreBound);
|
||||
if (!item) break;
|
||||
const auto delta = std::min<uint32_t>(item->GetCount(), left);
|
||||
item->SetCount(item->GetCount() - delta, silent);
|
||||
left -= delta;
|
||||
}
|
||||
}
|
||||
return left == 0;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot) {
|
||||
@@ -829,6 +845,30 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
|
||||
break;
|
||||
}
|
||||
|
||||
return;
|
||||
} else if (item->GetLot() == 8092) {
|
||||
// Trying to equip a car
|
||||
const auto proximityObjects = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PROXIMITY_MONITOR);
|
||||
|
||||
// look for car instancers and check if we are in its setup range
|
||||
for (auto* const entity : proximityObjects) {
|
||||
if (!entity) continue;
|
||||
|
||||
auto* proximityMonitorComponent = entity->GetComponent<ProximityMonitorComponent>();
|
||||
if (!proximityMonitorComponent) continue;
|
||||
|
||||
if (proximityMonitorComponent->IsInProximity("Interaction_Distance", m_Parent->GetObjectID())) {
|
||||
// in the range of a car instancer
|
||||
entity->OnUse(m_Parent);
|
||||
GameMessages::UseItemOnClient itemMsg;
|
||||
itemMsg.target = entity->GetObjectID();
|
||||
itemMsg.itemLOT = item->GetLot();
|
||||
itemMsg.itemToUse = item->GetId();
|
||||
itemMsg.playerId = m_Parent->GetObjectID();
|
||||
itemMsg.Send(m_Parent->GetSystemAddress());
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1141,6 +1181,25 @@ void InventoryComponent::AddItemSkills(const LOT lot) {
|
||||
SetSkill(slot, skill);
|
||||
}
|
||||
|
||||
void InventoryComponent::FixInvisibleItems() {
|
||||
const auto numberItemsLoadedPerFrame = 12.0f;
|
||||
const auto callbackTime = 0.125f;
|
||||
const auto arbitaryInventorySize = 300.0f; // max in live + dlu is less than 300, seems like a good number.
|
||||
auto* const items = GetInventory(eInventoryType::ITEMS);
|
||||
if (!items) return;
|
||||
|
||||
// Add an extra update to make sure the client can see all the items.
|
||||
const auto something = static_cast<int32_t>(std::ceil(items->GetItems().size() / arbitaryInventorySize)) + 1;
|
||||
LOG_DEBUG("Fixing invisible items with %i updates", something);
|
||||
|
||||
for (int32_t i = 1; i < something + 1; i++) {
|
||||
// client loads 12 items every 1/8 seconds, we're adding a small hack to fix invisible inventory items due to closing the news screen too fast.
|
||||
m_Parent->AddCallbackTimer((arbitaryInventorySize / numberItemsLoadedPerFrame) * callbackTime * i, [this]() {
|
||||
GameMessages::SendUpdateInventoryUi(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void InventoryComponent::RemoveItemSkills(const LOT lot) {
|
||||
const auto info = Inventory::FindItemComponent(lot);
|
||||
|
||||
@@ -1273,8 +1332,8 @@ BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
|
||||
}
|
||||
}
|
||||
|
||||
bool InventoryComponent::IsTransferInventory(eInventoryType type) {
|
||||
return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
|
||||
bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
|
||||
return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
|
||||
}
|
||||
|
||||
uint32_t InventoryComponent::FindSkill(const LOT lot) {
|
||||
|
||||
@@ -100,7 +100,7 @@ public:
|
||||
* @param lot the lot to search for
|
||||
* @return the amount of items this entity possesses of the specified lot
|
||||
*/
|
||||
uint32_t GetLotCountNonTransfer(LOT lot) const;
|
||||
uint32_t GetLotCountNonTransfer(LOT lot, bool includeVault = true) const;
|
||||
|
||||
/**
|
||||
* Returns the items that are currently equipped by this entity
|
||||
@@ -373,7 +373,7 @@ public:
|
||||
* @param type the inventory type to check
|
||||
* @return if the inventory type is a temp inventory
|
||||
*/
|
||||
static bool IsTransferInventory(eInventoryType type);
|
||||
static bool IsTransferInventory(eInventoryType type, bool includeVault = true);
|
||||
|
||||
/**
|
||||
* Finds the skill related to the passed LOT from the ObjectSkills table
|
||||
@@ -404,6 +404,8 @@ public:
|
||||
void UpdateGroup(const GroupUpdate& groupUpdate);
|
||||
void RemoveGroup(const std::string& groupId);
|
||||
|
||||
void FixInvisibleItems();
|
||||
|
||||
~InventoryComponent() override;
|
||||
|
||||
private:
|
||||
|
||||
@@ -99,17 +99,8 @@ void MissionComponent::AcceptMission(const uint32_t missionId, const bool skipCh
|
||||
mission->Accept();
|
||||
|
||||
this->m_Missions.insert_or_assign(missionId, mission);
|
||||
|
||||
if (missionId == 1728) {
|
||||
//Needs to send a mail
|
||||
|
||||
auto address = m_Parent->GetSystemAddress();
|
||||
|
||||
Mail::HandleNotificationRequest(address, m_Parent->GetObjectID());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MissionComponent::CompleteMission(const uint32_t missionId, const bool skipChecks, const bool yieldRewards) {
|
||||
// Get the mission first
|
||||
auto* mission = this->GetMission(missionId);
|
||||
@@ -521,7 +512,7 @@ void MissionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
|
||||
|
||||
auto* mission = new Mission(this, missionId);
|
||||
|
||||
mission->LoadFromXml(*doneM);
|
||||
mission->LoadFromXmlDone(*doneM);
|
||||
|
||||
doneM = doneM->NextSiblingElement();
|
||||
|
||||
@@ -536,9 +527,9 @@ void MissionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
|
||||
|
||||
currentM->QueryAttribute("id", &missionId);
|
||||
|
||||
auto* mission = new Mission(this, missionId);
|
||||
auto* mission = m_Missions.contains(missionId) ? m_Missions[missionId] : new Mission(this, missionId);
|
||||
|
||||
mission->LoadFromXml(*currentM);
|
||||
mission->LoadFromXmlCur(*currentM);
|
||||
|
||||
if (currentM->QueryAttribute("o", &missionOrder) == tinyxml2::XML_SUCCESS && mission->IsMission()) {
|
||||
mission->SetUniqueMissionOrderID(missionOrder);
|
||||
@@ -574,20 +565,23 @@ void MissionComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
|
||||
auto* mission = pair.second;
|
||||
|
||||
if (mission) {
|
||||
const auto complete = mission->IsComplete();
|
||||
const auto completions = mission->GetCompletions();
|
||||
|
||||
auto* m = doc.NewElement("m");
|
||||
|
||||
if (complete) {
|
||||
mission->UpdateXml(*m);
|
||||
if (completions > 0) {
|
||||
mission->UpdateXmlDone(*m);
|
||||
|
||||
done->LinkEndChild(m);
|
||||
|
||||
continue;
|
||||
if (mission->IsComplete()) continue;
|
||||
|
||||
m = doc.NewElement("m");
|
||||
}
|
||||
|
||||
if (mission->IsMission()) m->SetAttribute("o", mission->GetUniqueMissionOrderID());
|
||||
|
||||
mission->UpdateXml(*m);
|
||||
mission->UpdateXmlCur(*m);
|
||||
|
||||
cur->LinkEndChild(m);
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "BehaviorStates.h"
|
||||
#include "ControlBehaviorMsgs.h"
|
||||
#include "tinyxml2.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
|
||||
#include "Database.h"
|
||||
|
||||
@@ -95,12 +96,24 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
|
||||
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
|
||||
m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
|
||||
m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
|
||||
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysComponent) {
|
||||
simplePhysComponent->SetPhysicsMotionState(1);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
}
|
||||
|
||||
void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
|
||||
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
|
||||
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
|
||||
// TODO move to the inventory
|
||||
if (m_Behaviors.empty()) {
|
||||
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
|
||||
if (simplePhysComponent) {
|
||||
simplePhysComponent->SetPhysicsMotionState(4);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::array<std::pair<int32_t, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
|
||||
|
||||
@@ -66,8 +66,8 @@ public:
|
||||
template<typename Msg>
|
||||
void HandleControlBehaviorsMsg(const AMFArrayValue& args) {
|
||||
static_assert(std::is_base_of_v<BehaviorMessageBase, Msg>, "Msg must be a BehaviorMessageBase");
|
||||
Msg msg(args);
|
||||
for (auto& behavior : m_Behaviors) {
|
||||
Msg msg{ args };
|
||||
for (auto&& behavior : m_Behaviors) {
|
||||
if (behavior.GetBehaviorId() == msg.GetBehaviorId()) {
|
||||
behavior.HandleMsg(msg);
|
||||
return;
|
||||
|
||||
@@ -269,6 +269,7 @@ void MovementAIComponent::PullToPoint(const NiPoint3& point) {
|
||||
|
||||
void MovementAIComponent::SetPath(std::vector<PathWaypoint> path) {
|
||||
if (path.empty()) return;
|
||||
while (!m_CurrentPath.empty()) m_CurrentPath.pop();
|
||||
std::for_each(path.rbegin(), path.rend() - 1, [this](const PathWaypoint& point) {
|
||||
this->m_CurrentPath.push(point);
|
||||
});
|
||||
|
||||
@@ -88,7 +88,7 @@ PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId) : Compone
|
||||
m_Ability = ePetAbilityType::Invalid;
|
||||
m_StartPosition = NiPoint3Constant::ZERO;
|
||||
m_MovementAI = nullptr;
|
||||
m_TresureTime = 0;
|
||||
m_TreasureTime = 0;
|
||||
|
||||
std::string checkPreconditions = GeneralUtils::UTF16ToWTF8(parentEntity->GetVar<std::u16string>(u"CheckPrecondition"));
|
||||
|
||||
@@ -319,27 +319,27 @@ void PetComponent::Update(float deltaTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_TresureTime > 0) {
|
||||
auto* tresure = Game::entityManager->GetEntity(m_Interaction);
|
||||
if (m_TreasureTime > 0) {
|
||||
auto* treasure = Game::entityManager->GetEntity(m_Interaction);
|
||||
|
||||
if (tresure == nullptr) {
|
||||
m_TresureTime = 0;
|
||||
if (treasure == nullptr) {
|
||||
m_TreasureTime = 0;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_TresureTime -= deltaTime;
|
||||
m_TreasureTime -= deltaTime;
|
||||
|
||||
m_MovementAI->Stop();
|
||||
|
||||
if (m_TresureTime <= 0) {
|
||||
if (m_TreasureTime <= 0) {
|
||||
m_Parent->SetOwnerOverride(m_Owner);
|
||||
|
||||
tresure->Smash(m_Parent->GetObjectID());
|
||||
treasure->Smash(m_Parent->GetObjectID());
|
||||
|
||||
m_Interaction = LWOOBJID_EMPTY;
|
||||
|
||||
m_TresureTime = 0;
|
||||
m_TreasureTime = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
@@ -381,7 +381,7 @@ void PetComponent::Update(float deltaTime) {
|
||||
float distance = Vector3::DistanceSquared(position, switchPosition);
|
||||
if (distance < 3 * 3) {
|
||||
m_Interaction = closestSwitch->GetParentEntity()->GetObjectID();
|
||||
closestSwitch->EntityEnter(m_Parent);
|
||||
closestSwitch->OnUse(m_Parent);
|
||||
} else if (distance < 20 * 20) {
|
||||
haltDistance = 1;
|
||||
|
||||
@@ -396,30 +396,30 @@ void PetComponent::Update(float deltaTime) {
|
||||
// Determine if the "Lost Tags" mission has been completed and digging has been unlocked
|
||||
const bool digUnlocked = missionComponent->GetMissionState(842) == eMissionState::COMPLETE;
|
||||
|
||||
Entity* closestTresure = PetDigServer::GetClosestTresure(position);
|
||||
Entity* closestTreasure = PetDigServer::GetClosestTreasure(position);
|
||||
|
||||
if (closestTresure != nullptr && digUnlocked) {
|
||||
if (closestTreasure != nullptr && digUnlocked) {
|
||||
// Skeleton Dragon Pat special case for bone digging
|
||||
if (closestTresure->GetLOT() == 12192 && m_Parent->GetLOT() != 13067) {
|
||||
goto skipTresure;
|
||||
if (closestTreasure->GetLOT() == 12192 && m_Parent->GetLOT() != 13067) {
|
||||
goto skipTreasure;
|
||||
}
|
||||
|
||||
NiPoint3 tresurePosition = closestTresure->GetPosition();
|
||||
float distance = Vector3::DistanceSquared(position, tresurePosition);
|
||||
NiPoint3 treasurePosition = closestTreasure->GetPosition();
|
||||
float distance = Vector3::DistanceSquared(position, treasurePosition);
|
||||
if (distance < 5 * 5) {
|
||||
m_Interaction = closestTresure->GetObjectID();
|
||||
m_Interaction = closestTreasure->GetObjectID();
|
||||
|
||||
Command(NiPoint3Constant::ZERO, LWOOBJID_EMPTY, 1, 202, true);
|
||||
|
||||
m_TresureTime = 2;
|
||||
m_TreasureTime = 2;
|
||||
} else if (distance < 10 * 10) {
|
||||
haltDistance = 1;
|
||||
|
||||
destination = tresurePosition;
|
||||
destination = treasurePosition;
|
||||
}
|
||||
}
|
||||
|
||||
skipTresure:
|
||||
skipTreasure:
|
||||
|
||||
m_MovementAI->SetHaltDistance(haltDistance);
|
||||
|
||||
@@ -524,7 +524,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
|
||||
|
||||
GameMessages::SendRegisterPetDBID(m_Tamer, petSubKey, tamer->GetSystemAddress());
|
||||
|
||||
inventoryComponent->AddItem(m_Parent->GetLOT(), 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey);
|
||||
inventoryComponent->AddItem(m_Parent->GetLOT(), 1, eLootSourceType::INVENTORY, eInventoryType::MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey);
|
||||
auto* item = inventoryComponent->FindItemBySubKey(petSubKey, MODELS);
|
||||
|
||||
if (item == nullptr) {
|
||||
@@ -795,8 +795,6 @@ void PetComponent::Wander() {
|
||||
}
|
||||
|
||||
void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
|
||||
AddDrainImaginationTimer(item, fromTaming);
|
||||
|
||||
m_ItemId = item->GetId();
|
||||
m_DatabaseId = item->GetSubKey();
|
||||
|
||||
@@ -807,6 +805,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
|
||||
inventoryComponent->DespawnPet();
|
||||
|
||||
m_Owner = inventoryComponent->GetParent()->GetObjectID();
|
||||
AddDrainImaginationTimer(fromTaming);
|
||||
|
||||
auto* owner = GetOwner();
|
||||
|
||||
@@ -859,17 +858,14 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
|
||||
}
|
||||
}
|
||||
|
||||
void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
|
||||
void PetComponent::AddDrainImaginationTimer(bool fromTaming) {
|
||||
if (Game::config->GetValue("pets_take_imagination") != "1") return;
|
||||
|
||||
auto playerInventory = item->GetInventory();
|
||||
if (!playerInventory) return;
|
||||
|
||||
auto playerInventoryComponent = playerInventory->GetComponent();
|
||||
if (!playerInventoryComponent) return;
|
||||
|
||||
auto playerEntity = playerInventoryComponent->GetParent();
|
||||
if (!playerEntity) return;
|
||||
auto* playerEntity = Game::entityManager->GetEntity(m_Owner);
|
||||
if (!playerEntity) {
|
||||
LOG("owner was null or didnt exist!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto playerDestroyableComponent = playerEntity->GetComponent<DestroyableComponent>();
|
||||
if (!playerDestroyableComponent) return;
|
||||
@@ -878,12 +874,16 @@ void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
|
||||
if (!fromTaming) playerDestroyableComponent->Imagine(-1);
|
||||
|
||||
// Set this to a variable so when this is called back from the player the timer doesn't fire off.
|
||||
m_Parent->AddCallbackTimer(m_PetInfo.imaginationDrainRate, [playerDestroyableComponent, this, item]() {
|
||||
if (!playerDestroyableComponent) {
|
||||
LOG("No petComponent and/or no playerDestroyableComponent");
|
||||
m_Parent->AddCallbackTimer(m_PetInfo.imaginationDrainRate, [this]() {
|
||||
const auto* owner = Game::entityManager->GetEntity(m_Owner);
|
||||
if (!owner) {
|
||||
LOG("owner was null or didnt exist!");
|
||||
return;
|
||||
}
|
||||
|
||||
const auto* playerDestroyableComponent = owner->GetComponent<DestroyableComponent>();
|
||||
if (!playerDestroyableComponent) return;
|
||||
|
||||
// If we are out of imagination despawn the pet.
|
||||
if (playerDestroyableComponent->GetImagination() == 0) {
|
||||
this->Deactivate();
|
||||
@@ -893,15 +893,13 @@ void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
|
||||
GameMessages::SendUseItemRequirementsResponse(playerEntity->GetObjectID(), playerEntity->GetSystemAddress(), eUseItemResponse::NoImaginationForPet);
|
||||
}
|
||||
|
||||
this->AddDrainImaginationTimer(item);
|
||||
this->AddDrainImaginationTimer();
|
||||
});
|
||||
}
|
||||
|
||||
void PetComponent::Deactivate() {
|
||||
GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), -1, u"despawn", "", LWOOBJID_EMPTY, 1, 1, true);
|
||||
|
||||
GameMessages::SendMarkInventoryItemAsActive(m_Owner, false, eUnequippableActiveType::PET, m_ItemId, GetOwner()->GetSystemAddress());
|
||||
|
||||
activePets.erase(m_Owner);
|
||||
|
||||
m_Parent->Kill();
|
||||
@@ -910,6 +908,8 @@ void PetComponent::Deactivate() {
|
||||
|
||||
if (owner == nullptr) return;
|
||||
|
||||
GameMessages::SendMarkInventoryItemAsActive(m_Owner, false, eUnequippableActiveType::PET, m_ItemId, owner->GetSystemAddress());
|
||||
|
||||
GameMessages::SendAddPetToPlayer(m_Owner, 0, u"", LWOOBJID_EMPTY, LOT_NULL, owner->GetSystemAddress());
|
||||
|
||||
GameMessages::SendRegisterPetID(m_Owner, LWOOBJID_EMPTY, owner->GetSystemAddress());
|
||||
@@ -1034,6 +1034,7 @@ Entity* PetComponent::GetParentEntity() const {
|
||||
}
|
||||
|
||||
PetComponent::~PetComponent() {
|
||||
m_Owner = LWOOBJID_EMPTY;
|
||||
}
|
||||
|
||||
void PetComponent::SetPetNameForModeration(const std::string& petName) {
|
||||
|
||||
@@ -205,7 +205,7 @@ public:
|
||||
*
|
||||
* @param item The item that represents this pet in the inventory.
|
||||
*/
|
||||
void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
|
||||
void AddDrainImaginationTimer(bool fromTaming = false);
|
||||
|
||||
private:
|
||||
|
||||
@@ -329,7 +329,7 @@ private:
|
||||
* Timer that tracks how long a pet has been digging up some treasure, required to spawn the treasure contents
|
||||
* on time
|
||||
*/
|
||||
float m_TresureTime;
|
||||
float m_TreasureTime;
|
||||
|
||||
/**
|
||||
* The position that this pet was spawned at
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
#include "dpShapeBox.h"
|
||||
#include "dpShapeSphere.h"
|
||||
|
||||
PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
|
||||
PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
|
||||
m_Position = m_Parent->GetDefaultPosition();
|
||||
m_Rotation = m_Parent->GetDefaultRotation();
|
||||
m_Scale = m_Parent->GetDefaultScale();
|
||||
|
||||
@@ -30,7 +30,7 @@ class PhantomPhysicsComponent final : public PhysicsComponent {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHANTOM_PHYSICS;
|
||||
|
||||
PhantomPhysicsComponent(Entity* parent);
|
||||
PhantomPhysicsComponent(Entity* parent, int32_t componentId);
|
||||
~PhantomPhysicsComponent() override;
|
||||
void Update(float deltaTime) override;
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
@@ -14,10 +14,21 @@
|
||||
|
||||
#include "EntityInfo.h"
|
||||
|
||||
PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
|
||||
PhysicsComponent::PhysicsComponent(Entity* parent, int32_t componentId) : Component(parent) {
|
||||
m_Position = NiPoint3Constant::ZERO;
|
||||
m_Rotation = NiQuaternionConstant::IDENTITY;
|
||||
m_DirtyPosition = false;
|
||||
|
||||
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
|
||||
|
||||
if (physicsComponentTable) {
|
||||
auto* info = physicsComponentTable->GetByID(componentId);
|
||||
if (info) {
|
||||
m_CollisionGroup = info->collisionGroup;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Parent->HasVar(u"CollisionGroupID")) m_CollisionGroup = m_Parent->GetVar<int32_t>(u"CollisionGroupID");
|
||||
}
|
||||
|
||||
void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
@@ -73,7 +84,12 @@ dpEntity* PhysicsComponent::CreatePhysicsEntity(eReplicaComponentType type) {
|
||||
} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
|
||||
m_Position.y -= (111.467964f * m_Parent->GetDefaultScale()) / 2;
|
||||
} else {
|
||||
// Leaving these out for now since they cause more issues than they solve in racing tracks without proper OBB checks.
|
||||
} /* else if (info->physicsAsset == "env\\GFTrack_DeathVolume1_CaveExit.hkx") {
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), 112.416870f, 50.363434f, 87.679268f);
|
||||
} else if (info->physicsAsset == "env\\GFTrack_DeathVolume2_RoadGaps.hkx") {
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), 48.386536f, 50.363434f, 259.361755f);
|
||||
} */ else {
|
||||
// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
|
||||
|
||||
//add fallback cube:
|
||||
|
||||
@@ -15,7 +15,7 @@ class dpEntity;
|
||||
|
||||
class PhysicsComponent : public Component {
|
||||
public:
|
||||
PhysicsComponent(Entity* parent);
|
||||
PhysicsComponent(Entity* parent, int32_t componentId);
|
||||
virtual ~PhysicsComponent() = default;
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
@@ -25,6 +25,9 @@ public:
|
||||
|
||||
const NiQuaternion& GetRotation() const { return m_Rotation; }
|
||||
virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
|
||||
|
||||
int32_t GetCollisionGroup() const noexcept { return m_CollisionGroup; }
|
||||
void SetCollisionGroup(int32_t group) noexcept { m_CollisionGroup = group; }
|
||||
protected:
|
||||
dpEntity* CreatePhysicsEntity(eReplicaComponentType type);
|
||||
|
||||
@@ -37,6 +40,8 @@ protected:
|
||||
NiQuaternion m_Rotation;
|
||||
|
||||
bool m_DirtyPosition;
|
||||
|
||||
int32_t m_CollisionGroup{};
|
||||
};
|
||||
|
||||
#endif //!__PHYSICSCOMPONENT__H__
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "Component.h"
|
||||
#include "Item.h"
|
||||
#include "PossessorComponent.h"
|
||||
#include "eAninmationFlags.h"
|
||||
#include "eAnimationFlags.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
/**
|
||||
|
||||
@@ -14,6 +14,8 @@
|
||||
#include "Amf3.h"
|
||||
#include "eObjectBits.h"
|
||||
#include "eGameMasterLevel.h"
|
||||
#include "ePropertySortType.h"
|
||||
#include "User.h"
|
||||
|
||||
PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, uint32_t componentID) : Component(parent) {
|
||||
this->propertyQueries = {};
|
||||
@@ -74,261 +76,103 @@ void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index,
|
||||
launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
|
||||
}
|
||||
|
||||
PropertySelectQueryProperty PropertyEntranceComponent::SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId, std::string ownerName, std::string propertyName, std::string propertyDescription, float reputation, bool isBFF, bool isFriend, bool isModeratorApproved, bool isAlt, bool isOwned, uint32_t privacyOption, uint32_t timeLastUpdated, float performanceCost) {
|
||||
property.CloneId = cloneId;
|
||||
property.OwnerName = ownerName;
|
||||
property.Name = propertyName;
|
||||
property.Description = propertyDescription;
|
||||
property.Reputation = reputation;
|
||||
property.IsBestFriend = isBFF;
|
||||
property.IsFriend = isFriend;
|
||||
property.IsModeratorApproved = isModeratorApproved;
|
||||
property.IsAlt = isAlt;
|
||||
property.IsOwned = isOwned;
|
||||
property.AccessType = privacyOption;
|
||||
property.DateLastPublished = timeLastUpdated;
|
||||
property.PerformanceCost = performanceCost;
|
||||
|
||||
return property;
|
||||
}
|
||||
|
||||
std::string PropertyEntranceComponent::BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery, bool wantLimits) {
|
||||
std::string base;
|
||||
if (customQuery == "") {
|
||||
base = baseQueryForProperties;
|
||||
} else {
|
||||
base = customQuery;
|
||||
}
|
||||
std::string orderBy = "";
|
||||
if (sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS) {
|
||||
std::string friendsList = " AND p.owner_id IN (";
|
||||
|
||||
auto friendsListQuery = Database::Get()->CreatePreppedStmt("SELECT * FROM (SELECT CASE WHEN player_id = ? THEN friend_id WHEN friend_id = ? THEN player_id END AS requested_player FROM friends ) AS fr WHERE requested_player IS NOT NULL ORDER BY requested_player DESC;");
|
||||
|
||||
friendsListQuery->setUInt(1, character->GetID());
|
||||
friendsListQuery->setUInt(2, character->GetID());
|
||||
|
||||
auto friendsListQueryResult = friendsListQuery->executeQuery();
|
||||
|
||||
while (friendsListQueryResult->next()) {
|
||||
auto playerIDToConvert = friendsListQueryResult->getInt(1);
|
||||
friendsList = friendsList + std::to_string(playerIDToConvert) + ",";
|
||||
}
|
||||
// Replace trailing comma with the closing parenthesis.
|
||||
if (friendsList.at(friendsList.size() - 1) == ',') friendsList.erase(friendsList.size() - 1, 1);
|
||||
friendsList += ") ";
|
||||
|
||||
// If we have no friends then use a -1 for the query.
|
||||
if (friendsList.find("()") != std::string::npos) friendsList = " AND p.owner_id IN (-1) ";
|
||||
|
||||
orderBy += friendsList + "ORDER BY ci.name ASC ";
|
||||
|
||||
delete friendsListQueryResult;
|
||||
friendsListQueryResult = nullptr;
|
||||
|
||||
delete friendsListQuery;
|
||||
friendsListQuery = nullptr;
|
||||
} else if (sortMethod == SORT_TYPE_RECENT) {
|
||||
orderBy = "ORDER BY p.last_updated DESC ";
|
||||
} else if (sortMethod == SORT_TYPE_REPUTATION) {
|
||||
orderBy = "ORDER BY p.reputation DESC, p.last_updated DESC ";
|
||||
} else {
|
||||
orderBy = "ORDER BY p.last_updated DESC ";
|
||||
}
|
||||
return base + orderBy + (wantLimits ? "LIMIT ? OFFSET ?;" : ";");
|
||||
}
|
||||
|
||||
void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
|
||||
|
||||
std::vector<PropertySelectQueryProperty> entries{};
|
||||
PropertySelectQueryProperty playerEntry{};
|
||||
|
||||
auto character = entity->GetCharacter();
|
||||
const auto* const character = entity->GetCharacter();
|
||||
if (!character) return;
|
||||
const auto* const user = character->GetParentUser();
|
||||
if (!user) return;
|
||||
|
||||
auto& entries = propertyQueries[entity->GetObjectID()];
|
||||
entries.clear();
|
||||
// Player property goes in index 1 of the vector. This is how the client expects it.
|
||||
auto playerPropertyLookup = Database::Get()->CreatePreppedStmt("SELECT * FROM properties WHERE owner_id = ? AND zone_id = ?");
|
||||
|
||||
playerPropertyLookup->setInt(1, character->GetID());
|
||||
playerPropertyLookup->setInt(2, this->m_MapID);
|
||||
|
||||
auto playerPropertyLookupResults = playerPropertyLookup->executeQuery();
|
||||
const auto playerProperty = Database::Get()->GetPropertyInfo(m_MapID, character->GetPropertyCloneID());
|
||||
|
||||
// If the player has a property this query will have a single result.
|
||||
if (playerPropertyLookupResults->next()) {
|
||||
const auto cloneId = playerPropertyLookupResults->getUInt64(4);
|
||||
const auto propertyName = std::string(playerPropertyLookupResults->getString(5).c_str());
|
||||
const auto propertyDescription = std::string(playerPropertyLookupResults->getString(6).c_str());
|
||||
const auto privacyOption = playerPropertyLookupResults->getInt(9);
|
||||
const auto modApproved = playerPropertyLookupResults->getBoolean(10);
|
||||
const auto dateLastUpdated = playerPropertyLookupResults->getInt64(11);
|
||||
const auto reputation = playerPropertyLookupResults->getUInt(14);
|
||||
const auto performanceCost = playerPropertyLookupResults->getFloat(16);
|
||||
|
||||
playerEntry = SetPropertyValues(playerEntry, cloneId, character->GetName(), propertyName, propertyDescription, reputation, true, true, modApproved, true, true, privacyOption, dateLastUpdated, performanceCost);
|
||||
auto& playerEntry = entries.emplace_back();
|
||||
if (playerProperty.has_value()) {
|
||||
playerEntry.OwnerName = character->GetName();
|
||||
playerEntry.IsBestFriend = true;
|
||||
playerEntry.IsFriend = true;
|
||||
playerEntry.IsAlt = true;
|
||||
playerEntry.IsOwned = true;
|
||||
playerEntry.CloneId = playerProperty->cloneId;
|
||||
playerEntry.Name = playerProperty->name;
|
||||
playerEntry.Description = playerProperty->description;
|
||||
playerEntry.AccessType = playerProperty->privacyOption;
|
||||
playerEntry.IsModeratorApproved = playerProperty->modApproved;
|
||||
playerEntry.DateLastPublished = playerProperty->lastUpdatedTime;
|
||||
playerEntry.Reputation = playerProperty->reputation;
|
||||
playerEntry.PerformanceCost = playerProperty->performanceCost;
|
||||
auto& entry = playerEntry;
|
||||
} else {
|
||||
playerEntry = SetPropertyValues(playerEntry, character->GetPropertyCloneID(), character->GetName(), "", "", 0, true, true);
|
||||
playerEntry.OwnerName = character->GetName();
|
||||
playerEntry.IsBestFriend = true;
|
||||
playerEntry.IsFriend = true;
|
||||
playerEntry.IsAlt = false;
|
||||
playerEntry.IsOwned = false;
|
||||
playerEntry.CloneId = character->GetPropertyCloneID();
|
||||
playerEntry.Name = "";
|
||||
playerEntry.Description = "";
|
||||
playerEntry.AccessType = 0;
|
||||
playerEntry.IsModeratorApproved = false;
|
||||
playerEntry.DateLastPublished = 0;
|
||||
playerEntry.Reputation = 0;
|
||||
playerEntry.PerformanceCost = 0.0f;
|
||||
}
|
||||
|
||||
delete playerPropertyLookupResults;
|
||||
playerPropertyLookupResults = nullptr;
|
||||
IProperty::PropertyLookup propertyLookup;
|
||||
propertyLookup.mapId = m_MapID;
|
||||
propertyLookup.searchString = filterText;
|
||||
propertyLookup.sortChoice = static_cast<ePropertySortType>(sortMethod);
|
||||
propertyLookup.playerSort = static_cast<uint32_t>(sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? PropertyPrivacyOption::Friends : PropertyPrivacyOption::Public);
|
||||
propertyLookup.playerId = character->GetID();
|
||||
propertyLookup.numResults = numResults;
|
||||
propertyLookup.startIndex = startIndex;
|
||||
|
||||
delete playerPropertyLookup;
|
||||
playerPropertyLookup = nullptr;
|
||||
|
||||
entries.push_back(playerEntry);
|
||||
|
||||
const auto query = BuildQuery(entity, sortMethod, character);
|
||||
|
||||
auto propertyLookup = Database::Get()->CreatePreppedStmt(query);
|
||||
|
||||
const auto searchString = "%" + filterText + "%";
|
||||
propertyLookup->setUInt(1, this->m_MapID);
|
||||
propertyLookup->setString(2, searchString.c_str());
|
||||
propertyLookup->setString(3, searchString.c_str());
|
||||
propertyLookup->setString(4, searchString.c_str());
|
||||
propertyLookup->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? static_cast<uint32_t>(PropertyPrivacyOption::Friends) : static_cast<uint32_t>(PropertyPrivacyOption::Public));
|
||||
propertyLookup->setInt(6, numResults);
|
||||
propertyLookup->setInt(7, startIndex);
|
||||
|
||||
auto propertyEntry = propertyLookup->executeQuery();
|
||||
|
||||
while (propertyEntry->next()) {
|
||||
const auto propertyId = propertyEntry->getUInt64(1);
|
||||
const auto owner = propertyEntry->getInt(2);
|
||||
const auto cloneId = propertyEntry->getUInt64(4);
|
||||
const auto propertyNameFromDb = std::string(propertyEntry->getString(5).c_str());
|
||||
const auto propertyDescriptionFromDb = std::string(propertyEntry->getString(6).c_str());
|
||||
const auto privacyOption = propertyEntry->getInt(9);
|
||||
const auto modApproved = propertyEntry->getBoolean(10);
|
||||
const auto dateLastUpdated = propertyEntry->getInt(11);
|
||||
const float reputation = propertyEntry->getInt(14);
|
||||
const auto performanceCost = propertyEntry->getFloat(16);
|
||||
|
||||
PropertySelectQueryProperty entry{};
|
||||
|
||||
std::string ownerName = "";
|
||||
bool isOwned = true;
|
||||
auto nameLookup = Database::Get()->CreatePreppedStmt("SELECT name FROM charinfo WHERE prop_clone_id = ?;");
|
||||
|
||||
nameLookup->setUInt64(1, cloneId);
|
||||
|
||||
auto nameResult = nameLookup->executeQuery();
|
||||
|
||||
if (!nameResult->next()) {
|
||||
delete nameLookup;
|
||||
nameLookup = nullptr;
|
||||
|
||||
LOG("Failed to find property owner name for %llu!", cloneId);
|
||||
const auto lookupResult = Database::Get()->GetProperties(propertyLookup);
|
||||
|
||||
for (const auto& propertyEntry : lookupResult->entries) {
|
||||
const auto owner = propertyEntry.ownerId;
|
||||
const auto otherCharacter = Database::Get()->GetCharacterInfo(owner);
|
||||
if (!otherCharacter.has_value()) {
|
||||
LOG("Failed to find property owner name for %u!", owner);
|
||||
continue;
|
||||
} else {
|
||||
isOwned = cloneId == character->GetPropertyCloneID();
|
||||
ownerName = std::string(nameResult->getString(1).c_str());
|
||||
}
|
||||
auto& entry = entries.emplace_back();
|
||||
|
||||
delete nameResult;
|
||||
nameResult = nullptr;
|
||||
|
||||
delete nameLookup;
|
||||
nameLookup = nullptr;
|
||||
|
||||
std::string propertyName = propertyNameFromDb;
|
||||
std::string propertyDescription = propertyDescriptionFromDb;
|
||||
|
||||
bool isBestFriend = false;
|
||||
bool isFriend = false;
|
||||
|
||||
// Convert owner char id to LWOOBJID
|
||||
LWOOBJID ownerObjId = owner;
|
||||
GeneralUtils::SetBit(ownerObjId, eObjectBits::CHARACTER);
|
||||
GeneralUtils::SetBit(ownerObjId, eObjectBits::PERSISTENT);
|
||||
|
||||
entry.IsOwned = entry.CloneId == otherCharacter->cloneId;
|
||||
entry.OwnerName = otherCharacter->name;
|
||||
entry.CloneId = propertyEntry.cloneId;
|
||||
entry.Name = propertyEntry.name;
|
||||
entry.Description = propertyEntry.description;
|
||||
entry.AccessType = propertyEntry.privacyOption;
|
||||
entry.IsModeratorApproved = propertyEntry.modApproved;
|
||||
entry.DateLastPublished = propertyEntry.lastUpdatedTime;
|
||||
entry.Reputation = propertyEntry.reputation;
|
||||
entry.PerformanceCost = propertyEntry.performanceCost;
|
||||
entry.IsBestFriend = false;
|
||||
entry.IsFriend = false;
|
||||
// Query to get friend and best friend fields
|
||||
auto friendCheck = Database::Get()->CreatePreppedStmt("SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?)");
|
||||
|
||||
friendCheck->setUInt(1, character->GetID());
|
||||
friendCheck->setUInt(2, ownerObjId);
|
||||
friendCheck->setUInt(3, ownerObjId);
|
||||
friendCheck->setUInt(4, character->GetID());
|
||||
|
||||
auto friendResult = friendCheck->executeQuery();
|
||||
|
||||
const auto friendCheck = Database::Get()->GetBestFriendStatus(character->GetID(), owner);
|
||||
// If we got a result than the two players are friends.
|
||||
if (friendResult->next()) {
|
||||
isFriend = true;
|
||||
if (friendResult->getInt(1) == 3) {
|
||||
isBestFriend = true;
|
||||
}
|
||||
if (friendCheck.has_value()) {
|
||||
entry.IsFriend = true;
|
||||
entry.IsBestFriend = friendCheck->bestFriendStatus == 3;
|
||||
}
|
||||
|
||||
delete friendCheck;
|
||||
friendCheck = nullptr;
|
||||
|
||||
delete friendResult;
|
||||
friendResult = nullptr;
|
||||
|
||||
bool isModeratorApproved = propertyEntry->getBoolean(10);
|
||||
|
||||
if (!isModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
|
||||
propertyName = "[AWAITING APPROVAL]";
|
||||
propertyDescription = "[AWAITING APPROVAL]";
|
||||
isModeratorApproved = true;
|
||||
if (!entry.IsModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
|
||||
entry.Name = "[AWAITING APPROVAL]";
|
||||
entry.Description = "[AWAITING APPROVAL]";
|
||||
entry.IsModeratorApproved = true;
|
||||
}
|
||||
|
||||
bool isAlt = false;
|
||||
// Query to determine whether this property is an alt character of the entity.
|
||||
auto isAltQuery = Database::Get()->CreatePreppedStmt("SELECT id FROM charinfo where account_id in (SELECT account_id from charinfo WHERE id = ?) AND id = ?;");
|
||||
|
||||
isAltQuery->setInt(1, character->GetID());
|
||||
isAltQuery->setInt(2, owner);
|
||||
|
||||
auto isAltQueryResults = isAltQuery->executeQuery();
|
||||
|
||||
if (isAltQueryResults->next()) {
|
||||
isAlt = true;
|
||||
for (const auto charid : Database::Get()->GetAccountCharacterIds(user->GetAccountID())) {
|
||||
entry.IsAlt = charid == owner;
|
||||
if (entry.IsAlt) break;
|
||||
}
|
||||
|
||||
delete isAltQueryResults;
|
||||
isAltQueryResults = nullptr;
|
||||
|
||||
delete isAltQuery;
|
||||
isAltQuery = nullptr;
|
||||
|
||||
entry = SetPropertyValues(entry, cloneId, ownerName, propertyName, propertyDescription, reputation, isBestFriend, isFriend, isModeratorApproved, isAlt, isOwned, privacyOption, dateLastUpdated, performanceCost);
|
||||
|
||||
entries.push_back(entry);
|
||||
}
|
||||
|
||||
delete propertyEntry;
|
||||
propertyEntry = nullptr;
|
||||
|
||||
delete propertyLookup;
|
||||
propertyLookup = nullptr;
|
||||
|
||||
propertyQueries[entity->GetObjectID()] = entries;
|
||||
|
||||
// Query here is to figure out whether or not to display the button to go to the next page or not.
|
||||
int32_t numberOfProperties = 0;
|
||||
|
||||
auto buttonQuery = BuildQuery(entity, sortMethod, character, "SELECT COUNT(*) FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ", false);
|
||||
auto propertiesLeft = Database::Get()->CreatePreppedStmt(buttonQuery);
|
||||
|
||||
propertiesLeft->setUInt(1, this->m_MapID);
|
||||
propertiesLeft->setString(2, searchString.c_str());
|
||||
propertiesLeft->setString(3, searchString.c_str());
|
||||
propertiesLeft->setString(4, searchString.c_str());
|
||||
propertiesLeft->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? 1 : 2);
|
||||
|
||||
auto result = propertiesLeft->executeQuery();
|
||||
result->next();
|
||||
numberOfProperties = result->getInt(1);
|
||||
|
||||
delete result;
|
||||
result = nullptr;
|
||||
|
||||
delete propertiesLeft;
|
||||
propertiesLeft = nullptr;
|
||||
|
||||
GameMessages::SendPropertySelectQuery(m_Parent->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
|
||||
GameMessages::SendPropertySelectQuery(m_Parent->GetObjectID(), startIndex, lookupResult->totalEntriesMatchingQuery - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
|
||||
}
|
||||
|
||||
@@ -57,11 +57,7 @@ public:
|
||||
* Returns the map ID for this property
|
||||
* @return the map ID for this property
|
||||
*/
|
||||
[[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; };
|
||||
|
||||
PropertySelectQueryProperty SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId = LWOCLONEID_INVALID, std::string ownerName = "", std::string propertyName = "", std::string propertyDescription = "", float reputation = 0, bool isBFF = false, bool isFriend = false, bool isModeratorApproved = false, bool isAlt = false, bool isOwned = false, uint32_t privacyOption = 0, uint32_t timeLastUpdated = 0, float performanceCost = 0.0f);
|
||||
|
||||
std::string BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery = "", bool wantLimits = true);
|
||||
[[nodiscard]] LWOMAPID GetMapID() const noexcept { return m_MapID; };
|
||||
|
||||
private:
|
||||
/**
|
||||
@@ -78,13 +74,4 @@ private:
|
||||
* The base map ID for this property (Avant Grove, etc).
|
||||
*/
|
||||
LWOMAPID m_MapID;
|
||||
|
||||
enum ePropertySortType : int32_t {
|
||||
SORT_TYPE_FRIENDS = 0,
|
||||
SORT_TYPE_REPUTATION = 1,
|
||||
SORT_TYPE_RECENT = 3,
|
||||
SORT_TYPE_FEATURED = 5
|
||||
};
|
||||
|
||||
std::string baseQueryForProperties = "SELECT p.* FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ";
|
||||
};
|
||||
|
||||
@@ -38,7 +38,7 @@ void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::
|
||||
m_ProximitiesData.insert(std::make_pair(name, entity));
|
||||
}
|
||||
|
||||
const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
|
||||
const std::unordered_set<LWOOBJID>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) const {
|
||||
const auto iter = m_ProximitiesData.find(name);
|
||||
|
||||
if (iter == m_ProximitiesData.cend()) {
|
||||
|
||||
@@ -46,7 +46,7 @@ public:
|
||||
* @param name the proximity name to retrieve physics objects for
|
||||
* @return a set of physics entity object IDs for this name
|
||||
*/
|
||||
const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name);
|
||||
const std::unordered_set<LWOOBJID>& GetProximityObjects(const std::string& name) const;
|
||||
|
||||
/**
|
||||
* Checks if the passed object is in proximity of the named proximity sensor
|
||||
|
||||
@@ -65,14 +65,7 @@ void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIni
|
||||
|
||||
outBitStream.Write(false);
|
||||
}
|
||||
// If build state is completed and we've already serialized once in the completed state,
|
||||
// don't serializing this component anymore as this will cause the build to jump again.
|
||||
// If state changes, serialization will begin again.
|
||||
if (!m_StateDirty && m_State == eQuickBuildState::COMPLETED) {
|
||||
outBitStream.Write0();
|
||||
outBitStream.Write0();
|
||||
return;
|
||||
}
|
||||
|
||||
// BEGIN Scripted Activity
|
||||
outBitStream.Write1();
|
||||
|
||||
@@ -90,36 +83,27 @@ void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIni
|
||||
}
|
||||
// END Scripted Activity
|
||||
|
||||
outBitStream.Write1();
|
||||
outBitStream.Write(m_StateDirty || bIsInitialUpdate);
|
||||
if (m_StateDirty || bIsInitialUpdate) {
|
||||
outBitStream.Write(m_State);
|
||||
|
||||
outBitStream.Write(m_State);
|
||||
outBitStream.Write(m_ShowResetEffect);
|
||||
outBitStream.Write(m_Activator != nullptr);
|
||||
|
||||
outBitStream.Write(m_ShowResetEffect);
|
||||
outBitStream.Write(m_Activator != nullptr);
|
||||
outBitStream.Write(m_Timer);
|
||||
outBitStream.Write(m_TimerIncomplete);
|
||||
|
||||
outBitStream.Write(m_Timer);
|
||||
outBitStream.Write(m_TimerIncomplete);
|
||||
|
||||
if (bIsInitialUpdate) {
|
||||
outBitStream.Write(false);
|
||||
outBitStream.Write(m_ActivatorPosition);
|
||||
outBitStream.Write(m_RepositionPlayer);
|
||||
if (bIsInitialUpdate) {
|
||||
outBitStream.Write(false); // IsChoiceBuild
|
||||
outBitStream.Write(m_ActivatorPosition);
|
||||
outBitStream.Write(m_RepositionPlayer);
|
||||
}
|
||||
m_StateDirty = false;
|
||||
}
|
||||
m_StateDirty = false;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::Update(float deltaTime) {
|
||||
m_Activator = GetActivator();
|
||||
|
||||
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
|
||||
/*if (m_SoftTimer > 0.0f) {
|
||||
m_SoftTimer -= deltaTime;
|
||||
}
|
||||
else {
|
||||
m_SoftTimer = 5.0f;
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}*/
|
||||
SetActivator(GetActivator());
|
||||
|
||||
switch (m_State) {
|
||||
case eQuickBuildState::OPEN: {
|
||||
@@ -130,12 +114,12 @@ void QuickBuildComponent::Update(float deltaTime) {
|
||||
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
|
||||
|
||||
if (isSmashGroup) {
|
||||
m_TimerIncomplete += deltaTime;
|
||||
ModifyIncompleteTimer(deltaTime);
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
if (m_TimeBeforeSmash > 0) {
|
||||
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
||||
m_ShowResetEffect = true;
|
||||
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
|
||||
SetShowResetEffect(true);
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
@@ -153,21 +137,19 @@ void QuickBuildComponent::Update(float deltaTime) {
|
||||
break;
|
||||
}
|
||||
case eQuickBuildState::COMPLETED: {
|
||||
m_Timer += deltaTime;
|
||||
ModifyTimer(deltaTime);
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
if (m_ResetTime > 0) {
|
||||
if (m_Timer >= m_ResetTime - 4.0f) {
|
||||
if (!m_ShowResetEffect) {
|
||||
m_ShowResetEffect = true;
|
||||
if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
|
||||
SetShowResetEffect(true);
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
if (m_Timer >= m_ResetTime) {
|
||||
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 7.0f, false, true);
|
||||
|
||||
ResetQuickBuild(false);
|
||||
}
|
||||
@@ -185,9 +167,9 @@ void QuickBuildComponent::Update(float deltaTime) {
|
||||
}
|
||||
|
||||
m_TimeBeforeDrain -= deltaTime;
|
||||
m_Timer += deltaTime;
|
||||
m_TimerIncomplete = 0;
|
||||
m_ShowResetEffect = false;
|
||||
ModifyTimer(deltaTime);
|
||||
SetIncompleteTimer(0.0f);
|
||||
SetShowResetEffect(false);
|
||||
|
||||
if (m_TimeBeforeDrain <= 0.0f) {
|
||||
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
|
||||
@@ -215,12 +197,12 @@ void QuickBuildComponent::Update(float deltaTime) {
|
||||
break;
|
||||
}
|
||||
case eQuickBuildState::INCOMPLETE: {
|
||||
m_TimerIncomplete += deltaTime;
|
||||
ModifyIncompleteTimer(deltaTime);
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
if (m_TimeBeforeSmash > 0) {
|
||||
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
||||
m_ShowResetEffect = true;
|
||||
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
|
||||
SetShowResetEffect(true);
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
@@ -260,7 +242,7 @@ void QuickBuildComponent::SpawnActivator() {
|
||||
info.spawnerID = m_Parent->GetObjectID();
|
||||
info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
|
||||
|
||||
m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
|
||||
SetActivator(Game::entityManager->CreateEntity(info, nullptr, m_Parent));
|
||||
if (m_Activator) {
|
||||
m_ActivatorId = m_Activator->GetObjectID();
|
||||
Game::entityManager->ConstructEntity(m_Activator);
|
||||
@@ -277,7 +259,7 @@ void QuickBuildComponent::DespawnActivator() {
|
||||
|
||||
m_Activator->ScheduleKillAfterUpdate();
|
||||
|
||||
m_Activator = nullptr;
|
||||
SetActivator(nullptr);
|
||||
|
||||
m_ActivatorId = LWOOBJID_EMPTY;
|
||||
}
|
||||
@@ -405,8 +387,7 @@ void QuickBuildComponent::StartQuickBuild(Entity* const user) {
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
|
||||
GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
|
||||
m_State = eQuickBuildState::BUILDING;
|
||||
m_StateDirty = true;
|
||||
SetState(eQuickBuildState::BUILDING);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
||||
@@ -444,9 +425,8 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
|
||||
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
|
||||
m_State = eQuickBuildState::COMPLETED;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
SetState(eQuickBuildState::COMPLETED);
|
||||
SetTimer(0.0f);
|
||||
m_DrainedImagination = 0;
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
@@ -526,11 +506,10 @@ void QuickBuildComponent::ResetQuickBuild(const bool failed) {
|
||||
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
|
||||
|
||||
m_State = eQuickBuildState::RESETTING;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_TimerIncomplete = 0.0f;
|
||||
m_ShowResetEffect = false;
|
||||
SetState(eQuickBuildState::RESETTING);
|
||||
SetTimer(0.0f);
|
||||
SetIncompleteTimer(0.0f);
|
||||
SetShowResetEffect(false);
|
||||
m_DrainedImagination = 0;
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
@@ -563,8 +542,7 @@ void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBui
|
||||
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
// Now update the component itself
|
||||
m_State = eQuickBuildState::INCOMPLETE;
|
||||
m_StateDirty = true;
|
||||
SetState(eQuickBuildState::INCOMPLETE);
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
|
||||
|
||||
@@ -218,6 +218,48 @@ public:
|
||||
* @param skipChecks whether or not to skip the check for the quickbuild not being completed
|
||||
*/
|
||||
void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
|
||||
|
||||
void SetState(const eQuickBuildState state) {
|
||||
if (m_State == state) return;
|
||||
m_State = state;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void SetShowResetEffect(const bool value) {
|
||||
if (m_ShowResetEffect == value) return;
|
||||
m_ShowResetEffect = value;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void SetActivator(Entity* const activator) {
|
||||
if (m_Activator == activator) return;
|
||||
m_Activator = activator;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void SetTimer(const float value) {
|
||||
if (m_Timer == value) return;
|
||||
m_Timer = value;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void ModifyTimer(const float value) {
|
||||
if (value == 0.0f) return;
|
||||
m_Timer += value;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void SetIncompleteTimer(const float value) {
|
||||
if (m_TimerIncomplete == value) return;
|
||||
m_TimerIncomplete = value;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
|
||||
void ModifyIncompleteTimer(const float value) {
|
||||
if (value == 0.0f) return;
|
||||
m_TimerIncomplete += value;
|
||||
m_StateDirty = true;
|
||||
}
|
||||
private:
|
||||
/**
|
||||
* Whether or not the quickbuild state has been changed since we last serialized it.
|
||||
|
||||
@@ -35,7 +35,8 @@
|
||||
RacingControlComponent::RacingControlComponent(Entity* parent)
|
||||
: Component(parent) {
|
||||
m_PathName = u"MainPath";
|
||||
m_RemainingLaps = 3;
|
||||
m_NumberOfLaps = 3;
|
||||
m_RemainingLaps = m_NumberOfLaps;
|
||||
m_LeadingPlayer = LWOOBJID_EMPTY;
|
||||
m_RaceBestTime = 0;
|
||||
m_RaceBestLap = 0;
|
||||
@@ -45,7 +46,6 @@ RacingControlComponent::RacingControlComponent(Entity* parent)
|
||||
m_LoadedPlayers = 0;
|
||||
m_LoadTimer = 0;
|
||||
m_Finished = 0;
|
||||
m_StartTime = 0;
|
||||
m_EmptyTimer = 0;
|
||||
m_SoloRacing = Game::config->GetValue("solo_racing") == "1";
|
||||
|
||||
@@ -285,7 +285,7 @@ void RacingControlComponent::OnRacingClientReady(Entity* player) {
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
void RacingControlComponent::OnRequestDie(Entity* player) {
|
||||
void RacingControlComponent::OnRequestDie(Entity* player, const std::u16string& deathType) {
|
||||
// Sent by the client when they collide with something which should smash
|
||||
// them.
|
||||
|
||||
@@ -301,8 +301,9 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
|
||||
|
||||
if (!racingPlayer.noSmashOnReload) {
|
||||
racingPlayer.smashedTimes++;
|
||||
LOG("Death type %s", GeneralUtils::UTF16ToWTF8(deathType).c_str());
|
||||
GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
|
||||
eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
|
||||
eKillType::VIOLENT, deathType, 0, 0, 90.0f, false, true, 0);
|
||||
|
||||
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
|
||||
uint32_t respawnImagination = 0;
|
||||
@@ -427,9 +428,9 @@ void RacingControlComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
|
||||
outBitStream.Write(player.playerID);
|
||||
|
||||
outBitStream.Write(player.data[0]);
|
||||
if (player.finished != 0) outBitStream.Write<float>(player.raceTime);
|
||||
if (player.finished != 0) outBitStream.Write<float>(player.raceTime.count() / 1000.0f);
|
||||
else outBitStream.Write(player.data[1]);
|
||||
if (player.finished != 0) outBitStream.Write<float>(player.bestLapTime);
|
||||
if (player.finished != 0) outBitStream.Write<float>(player.bestLapTime.count() / 1000.0f);
|
||||
else outBitStream.Write(player.data[2]);
|
||||
if (player.finished == 1) outBitStream.Write<float>(1.0f);
|
||||
else outBitStream.Write(player.data[3]);
|
||||
@@ -490,8 +491,8 @@ void RacingControlComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
|
||||
if (player.finished == 0) continue;
|
||||
outBitStream.Write1(); // Has more data
|
||||
outBitStream.Write(player.playerID);
|
||||
outBitStream.Write<float>(player.bestLapTime);
|
||||
outBitStream.Write<float>(player.raceTime);
|
||||
outBitStream.Write<float>(player.bestLapTime.count() / 1000.0f);
|
||||
outBitStream.Write<float>(player.raceTime.count() / 1000.0f);
|
||||
}
|
||||
|
||||
outBitStream.Write0(); // No more data
|
||||
@@ -659,23 +660,9 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn imagination pickups
|
||||
auto* minSpawner = Game::zoneManager->GetSpawnersByName(
|
||||
"ImaginationSpawn_Min")[0];
|
||||
auto* medSpawner = Game::zoneManager->GetSpawnersByName(
|
||||
"ImaginationSpawn_Med")[0];
|
||||
auto* maxSpawner = Game::zoneManager->GetSpawnersByName(
|
||||
"ImaginationSpawn_Max")[0];
|
||||
|
||||
minSpawner->Activate();
|
||||
|
||||
if (m_LoadedPlayers > 2) {
|
||||
medSpawner->Activate();
|
||||
}
|
||||
|
||||
if (m_LoadedPlayers > 4) {
|
||||
maxSpawner->Activate();
|
||||
}
|
||||
GameMessages::ZoneLoadedInfo zoneLoadInfo{};
|
||||
zoneLoadInfo.maxPlayers = m_LoadedPlayers;
|
||||
m_Parent->GetScript()->OnZoneLoadedInfo(m_Parent, zoneLoadInfo);
|
||||
|
||||
// Reset players to their start location, without smashing them
|
||||
for (auto& player : m_RacingPlayers) {
|
||||
@@ -721,7 +708,7 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
m_StartTime = std::time(nullptr);
|
||||
m_StartTime = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
m_StartTimer += deltaTime;
|
||||
@@ -765,7 +752,7 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
// new checkpoint
|
||||
uint32_t respawnIndex = 0;
|
||||
for (const auto& waypoint : path->pathWaypoints) {
|
||||
if (player.lap == 3) {
|
||||
if (player.lap == m_NumberOfLaps) {
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -810,46 +797,45 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
|
||||
// Reached the start point, lapped
|
||||
if (respawnIndex == 0) {
|
||||
time_t lapTime = std::time(nullptr) - (player.lap == 0 ? m_StartTime : player.lapTime);
|
||||
const auto now = std::chrono::high_resolution_clock::now();
|
||||
const auto lapTime = std::chrono::duration_cast<std::chrono::milliseconds>(now - (player.lap == 0 ? m_StartTime : player.lapTime));
|
||||
|
||||
// Cheating check
|
||||
if (lapTime < 40) {
|
||||
if (lapTime.count() < 40000) {
|
||||
continue;
|
||||
}
|
||||
|
||||
player.lap++;
|
||||
player.lapTime = now;
|
||||
|
||||
player.lapTime = std::time(nullptr);
|
||||
|
||||
if (player.bestLapTime == 0 || player.bestLapTime > lapTime) {
|
||||
if (player.bestLapTime > lapTime || player.lap == 0) {
|
||||
player.bestLapTime = lapTime;
|
||||
|
||||
LOG("Best lap time (%llu)", lapTime);
|
||||
}
|
||||
|
||||
player.lap++;
|
||||
|
||||
auto* missionComponent =
|
||||
playerEntity->GetComponent<MissionComponent>();
|
||||
|
||||
if (missionComponent != nullptr) {
|
||||
|
||||
// Progress lap time tasks
|
||||
missionComponent->Progress(eMissionTaskType::RACING, (lapTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::LAP_TIME));
|
||||
missionComponent->Progress(eMissionTaskType::RACING, lapTime.count(), static_cast<LWOOBJID>(eRacingTaskParam::LAP_TIME));
|
||||
|
||||
if (player.lap == 3) {
|
||||
if (player.lap == m_NumberOfLaps) {
|
||||
m_Finished++;
|
||||
player.finished = m_Finished;
|
||||
|
||||
const auto raceTime =
|
||||
(std::time(nullptr) - m_StartTime);
|
||||
const auto raceTime = std::chrono::duration_cast<std::chrono::milliseconds>(now - m_StartTime);
|
||||
|
||||
player.raceTime = raceTime;
|
||||
|
||||
LOG("Completed time %llu, %llu",
|
||||
raceTime, raceTime * 1000);
|
||||
LOG("Completed time %llums %fs", raceTime.count(), raceTime.count() / 1000.0f);
|
||||
|
||||
LeaderboardManager::SaveScore(playerEntity->GetObjectID(), m_ActivityID, static_cast<float>(player.raceTime), static_cast<float>(player.bestLapTime), static_cast<float>(player.finished == 1));
|
||||
LeaderboardManager::SaveScore(playerEntity->GetObjectID(), m_ActivityID, static_cast<float>(player.raceTime.count()) / 1000, static_cast<float>(player.bestLapTime.count()) / 1000, static_cast<float>(player.finished == 1));
|
||||
// Entire race time
|
||||
missionComponent->Progress(eMissionTaskType::RACING, (raceTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::TOTAL_TRACK_TIME));
|
||||
missionComponent->Progress(eMissionTaskType::RACING, player.raceTime.count(), static_cast<LWOOBJID>(eRacingTaskParam::TOTAL_TRACK_TIME));
|
||||
|
||||
missionComponent->Progress(eMissionTaskType::RACING, 0, static_cast<LWOOBJID>(eRacingTaskParam::COMPETED_IN_RACE)); // Progress task for competing in a race
|
||||
missionComponent->Progress(eMissionTaskType::RACING, player.smashedTimes, static_cast<LWOOBJID>(eRacingTaskParam::SAFE_DRIVER)); // Finish a race without being smashed.
|
||||
@@ -873,8 +859,8 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
}
|
||||
}
|
||||
|
||||
LOG("Lapped (%i) in (%llu)", player.lap,
|
||||
lapTime);
|
||||
LOG("Lapped (%i) in (%llums %fs)", player.lap,
|
||||
lapTime.count(), lapTime.count() / 1000.0f);
|
||||
}
|
||||
|
||||
LOG("Reached point (%i)/(%i)", player.respawnIndex,
|
||||
@@ -884,3 +870,20 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RacingControlComponent::MsgConfigureRacingControl(const GameMessages::ConfigureRacingControl& msg) {
|
||||
for (const auto& dataUnique : msg.racingSettings) {
|
||||
if (!dataUnique) continue;
|
||||
const auto* const data = dataUnique.get();
|
||||
if (data->GetKey() == u"Race_PathName" && data->GetValueType() == LDF_TYPE_UTF_16) {
|
||||
m_PathName = static_cast<const LDFData<std::u16string>*>(data)->GetValue();
|
||||
} else if (data->GetKey() == u"activityID" && data->GetValueType() == LDF_TYPE_S32) {
|
||||
m_ActivityID = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
||||
} else if (data->GetKey() == u"Number_of_Laps" && data->GetValueType() == LDF_TYPE_S32) {
|
||||
m_NumberOfLaps = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
||||
m_RemainingLaps = m_NumberOfLaps;
|
||||
} else if (data->GetKey() == u"Minimum_Players_for_Group_Achievements" && data->GetValueType() == LDF_TYPE_S32) {
|
||||
m_MinimumPlayersForGroupAchievements = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include <chrono>
|
||||
|
||||
/**
|
||||
* Information for each player in the race
|
||||
@@ -72,12 +73,12 @@ struct RacingPlayerInfo {
|
||||
/**
|
||||
* The fastest lap time of the player
|
||||
*/
|
||||
time_t bestLapTime = 0;
|
||||
std::chrono::milliseconds bestLapTime;
|
||||
|
||||
/**
|
||||
* The current lap time of the player
|
||||
*/
|
||||
time_t lapTime = 0;
|
||||
std::chrono::high_resolution_clock::time_point lapTime;
|
||||
|
||||
/**
|
||||
* The number of times this player smashed their car
|
||||
@@ -97,7 +98,7 @@ struct RacingPlayerInfo {
|
||||
/**
|
||||
* Unused
|
||||
*/
|
||||
time_t raceTime = 0;
|
||||
std::chrono::milliseconds raceTime;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -134,7 +135,7 @@ public:
|
||||
/**
|
||||
* Invoked when the client says it should be smashed.
|
||||
*/
|
||||
void OnRequestDie(Entity* player);
|
||||
void OnRequestDie(Entity* player, const std::u16string& deathType = u"");
|
||||
|
||||
/**
|
||||
* Invoked when the player has finished respawning.
|
||||
@@ -151,6 +152,8 @@ public:
|
||||
*/
|
||||
RacingPlayerInfo* GetPlayerData(LWOOBJID playerID);
|
||||
|
||||
void MsgConfigureRacingControl(const GameMessages::ConfigureRacingControl& msg);
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
@@ -160,11 +163,13 @@ private:
|
||||
|
||||
/**
|
||||
* The paths that are followed for the camera scenes
|
||||
* Configurable in the ConfigureRacingControl msg with the key `Race_PathName`.
|
||||
*/
|
||||
std::u16string m_PathName;
|
||||
|
||||
/**
|
||||
* The ID of the activity for participating in this race
|
||||
* Configurable in the ConfigureRacingControl msg with the key `activityID`.
|
||||
*/
|
||||
uint32_t m_ActivityID;
|
||||
|
||||
@@ -231,7 +236,7 @@ private:
|
||||
/**
|
||||
* The time the race was started
|
||||
*/
|
||||
time_t m_StartTime;
|
||||
std::chrono::high_resolution_clock::time_point m_StartTime;
|
||||
|
||||
/**
|
||||
* Timer for tracking how long a player was alone in this race
|
||||
@@ -244,5 +249,20 @@ private:
|
||||
* Value for message box response to know if we are exiting the race via the activity dialogue
|
||||
*/
|
||||
const int32_t m_ActivityExitConfirm = 1;
|
||||
|
||||
bool m_AllPlayersReady = false;
|
||||
|
||||
/**
|
||||
* @brief The number of laps in this race. Configurable in the ConfigureRacingControl msg
|
||||
* with the key `Number_of_Laps`.
|
||||
*
|
||||
*/
|
||||
int32_t m_NumberOfLaps{ 3 };
|
||||
|
||||
/**
|
||||
* @brief The minimum number of players required to progress group achievements.
|
||||
* Configurable with the ConfigureRacingControl msg with the key `Minimum_Players_for_Group_Achievements`.
|
||||
*
|
||||
*/
|
||||
int32_t m_MinimumPlayersForGroupAchievements{ 2 };
|
||||
};
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
#include "dpShapeSphere.h"
|
||||
#include"EntityInfo.h"
|
||||
|
||||
RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
|
||||
RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
|
||||
m_Position = m_Parent->GetDefaultPosition();
|
||||
m_Rotation = m_Parent->GetDefaultRotation();
|
||||
m_Scale = m_Parent->GetDefaultScale();
|
||||
|
||||
@@ -21,7 +21,7 @@ class RigidbodyPhantomPhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS;
|
||||
|
||||
RigidbodyPhantomPhysicsComponent(Entity* parent);
|
||||
RigidbodyPhantomPhysicsComponent(Entity* parent, int32_t componentId);
|
||||
|
||||
void Update(const float deltaTime) override;
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
#include "BitStreamUtils.h"
|
||||
#include "eObjectWorldState.h"
|
||||
#include "eConnectionType.h"
|
||||
#include "eMasterMessageType.h"
|
||||
#include "MessageType/Master.h"
|
||||
|
||||
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
|
||||
auto query = CDClientDatabase::CreatePreppedStmt(
|
||||
@@ -137,7 +137,7 @@ LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player)
|
||||
|
||||
void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) {
|
||||
CBITSTREAM;
|
||||
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::PREP_ZONE);
|
||||
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, MessageType::Master::PREP_ZONE);
|
||||
bitStream.Write(zoneID);
|
||||
Game::server->SendToMaster(bitStream);
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componentID) : PhysicsComponent(parent) {
|
||||
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
|
||||
m_Position = m_Parent->GetDefaultPosition();
|
||||
m_Rotation = m_Parent->GetDefaultRotation();
|
||||
|
||||
@@ -27,6 +27,7 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, uint32_t componen
|
||||
} else {
|
||||
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
|
||||
}
|
||||
m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
|
||||
}
|
||||
|
||||
SimplePhysicsComponent::~SimplePhysicsComponent() {
|
||||
@@ -47,11 +48,10 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
|
||||
}
|
||||
|
||||
// Physics motion state
|
||||
if (m_PhysicsMotionState != 0) {
|
||||
outBitStream.Write1();
|
||||
outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);
|
||||
if (m_DirtyPhysicsMotionState || bIsInitialUpdate) {
|
||||
outBitStream.Write<uint32_t>(m_PhysicsMotionState);
|
||||
} else {
|
||||
outBitStream.Write0();
|
||||
m_DirtyPhysicsMotionState = false;
|
||||
}
|
||||
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
@@ -61,5 +61,6 @@ uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
|
||||
m_DirtyPhysicsMotionState = m_PhysicsMotionState != value;
|
||||
m_PhysicsMotionState = value;
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ class SimplePhysicsComponent : public PhysicsComponent {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
|
||||
|
||||
SimplePhysicsComponent(Entity* parent, uint32_t componentID);
|
||||
SimplePhysicsComponent(Entity* parent, int32_t componentID);
|
||||
~SimplePhysicsComponent() override;
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
@@ -102,7 +102,9 @@ private:
|
||||
/**
|
||||
* The current physics motion state
|
||||
*/
|
||||
uint32_t m_PhysicsMotionState = 0;
|
||||
uint32_t m_PhysicsMotionState = 5;
|
||||
|
||||
bool m_DirtyPhysicsMotionState = true;
|
||||
|
||||
/**
|
||||
* Whether or not the entity is climbable
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
#include "CDClientManager.h"
|
||||
#include "CDSkillBehaviorTable.h"
|
||||
#include "eConnectionType.h"
|
||||
#include "eClientMessageType.h"
|
||||
#include "MessageType/Client.h"
|
||||
|
||||
ProjectileSyncEntry::ProjectileSyncEntry() {
|
||||
}
|
||||
@@ -123,6 +123,11 @@ void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::B
|
||||
behavior->Handle(sync_entry.context, bitStream, branch);
|
||||
|
||||
this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
|
||||
|
||||
GameMessages::ActivityNotify notify;
|
||||
notify.notification.push_back( std::make_unique<LDFData<int32_t>>(u"shot_done", sync_entry.skillId));
|
||||
|
||||
m_Parent->OnActivityNotify(notify);
|
||||
}
|
||||
|
||||
void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot) {
|
||||
@@ -132,6 +137,7 @@ void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, Behav
|
||||
entry.branchContext = branch;
|
||||
entry.lot = lot;
|
||||
entry.id = projectileId;
|
||||
entry.skillId = context->skillID;
|
||||
|
||||
this->m_managedProjectiles.push_back(entry);
|
||||
}
|
||||
@@ -320,7 +326,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(
|
||||
// Write message
|
||||
RakNet::BitStream message;
|
||||
|
||||
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
|
||||
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
|
||||
message.Write(this->m_Parent->GetObjectID());
|
||||
start.Serialize(message);
|
||||
|
||||
@@ -451,7 +457,7 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
|
||||
|
||||
RakNet::BitStream message;
|
||||
|
||||
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
|
||||
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, MessageType::Client::GAME_MSG);
|
||||
message.Write(this->m_Parent->GetObjectID());
|
||||
projectileImpact.Serialize(message);
|
||||
|
||||
|
||||
@@ -40,6 +40,8 @@ struct ProjectileSyncEntry {
|
||||
|
||||
BehaviorBranchContext branchContext{ 0, 0 };
|
||||
|
||||
int32_t skillId{ 0 };
|
||||
|
||||
explicit ProjectileSyncEntry();
|
||||
};
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "EntityManager.h"
|
||||
#include "eTriggerEventType.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
std::vector<SwitchComponent*> SwitchComponent::petSwitches;
|
||||
|
||||
@@ -11,6 +12,13 @@ SwitchComponent::SwitchComponent(Entity* parent) : Component(parent) {
|
||||
m_ResetTime = m_Parent->GetVarAs<int32_t>(u"switch_reset_time");
|
||||
|
||||
m_QuickBuild = m_Parent->GetComponent<QuickBuildComponent>();
|
||||
|
||||
const auto factions = GeneralUtils::SplitString(m_Parent->GetVar<std::u16string>(u"respond_to_faction"), u':');
|
||||
for (const auto& faction : factions) {
|
||||
auto factionID = GeneralUtils::TryParse<int32_t>(GeneralUtils::UTF16ToWTF8(faction));
|
||||
if (!factionID) continue;
|
||||
m_FactionsToRespondTo.push_back(factionID.value());
|
||||
}
|
||||
}
|
||||
|
||||
SwitchComponent::~SwitchComponent() {
|
||||
@@ -25,6 +33,17 @@ void SwitchComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitial
|
||||
outBitStream.Write(m_Active);
|
||||
}
|
||||
|
||||
void SwitchComponent::OnUse(Entity* originator) {
|
||||
const auto* const destroyableComponent = originator->GetComponent<DestroyableComponent>();
|
||||
if (!destroyableComponent) return;
|
||||
for (const auto faction : m_FactionsToRespondTo) {
|
||||
if (destroyableComponent->HasFaction(faction)) {
|
||||
EntityEnter(originator);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SwitchComponent::SetActive(bool active) {
|
||||
m_Active = active;
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@ public:
|
||||
~SwitchComponent() override;
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void OnUse(Entity* originator) override;
|
||||
|
||||
Entity* GetParentEntity() const;
|
||||
|
||||
@@ -101,6 +102,8 @@ private:
|
||||
* Attached pet bouncer
|
||||
*/
|
||||
BouncerComponent* m_PetBouncer = nullptr;
|
||||
|
||||
std::vector<int32_t> m_FactionsToRespondTo{};
|
||||
};
|
||||
|
||||
#endif // SWITCHCOMPONENT_H
|
||||
|
||||
Reference in New Issue
Block a user