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Implement CDZoneTable PlayerLoseCoinsOnDeath (#251)
* Implement ZoneTable PlayerLoseCoinsOnDeath - Adds a check on death if the character should drop coins in the current zone * Refactored PlayerLoseCoinOnDeath into dZoneManager * Coin death drops use LootGenerator * Refactored again with use of CDZoneTableTable * Remove duplicate CDZone call during initialization
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@ -26,6 +26,7 @@
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
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@ -796,32 +797,34 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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}
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else
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{
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auto* character = m_Parent->GetCharacter();
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uint64_t coinsTotal = character->GetCoins();
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if (coinsTotal > 0)
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//Check if this zone allows coin drops
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if (dZoneManager::Instance()->GetPlayerLoseCoinOnDeath())
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{
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uint64_t coinsToLoose = 1;
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auto* character = m_Parent->GetCharacter();
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uint64_t coinsTotal = character->GetCoins();
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if (coinsTotal >= 200)
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if (coinsTotal > 0)
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{
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float hundreth = (coinsTotal / 100.0f);
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coinsToLoose = static_cast<int>(hundreth);
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}
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uint64_t coinsToLoose = 1;
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if (coinsToLoose > 10000)
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{
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coinsToLoose = 10000;
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}
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if (coinsTotal >= 200)
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{
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float hundreth = (coinsTotal / 100.0f);
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coinsToLoose = static_cast<int>(hundreth);
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}
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coinsTotal -= coinsToLoose;
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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if (coinsToLoose > 10000)
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{
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coinsToLoose = 10000;
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}
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coinsTotal -= coinsToLoose;
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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character->SetCoins(coinsTotal, LOOT_SOURCE_PICKUP);
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}
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}
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character->SetCoins(coinsTotal, LOOT_SOURCE_PICKUP);
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Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
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script->OnPlayerDied(zoneControl, m_Parent);
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@ -26,19 +26,20 @@ void dZoneManager::Initialize(const LWOZONEID& zoneID) {
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LOT zoneControlTemplate = 2365;
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std::stringstream query;
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auto result = CDClientDatabase::ExecuteQuery("SELECT zoneControlTemplate, ghostdistance_min, ghostdistance FROM ZoneTable WHERE zoneID = " + std::to_string(zoneID.GetMapID()));
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CDZoneTableTable* zoneTable = CDClientManager::Instance()->GetTable<CDZoneTableTable>("ZoneTable");
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if (zoneTable != nullptr){
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const CDZoneTable* zone = zoneTable->Query(zoneID.GetMapID());
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if (!result.eof()) {
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zoneControlTemplate = result.getIntField("zoneControlTemplate", 2365);
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const auto min = result.getIntField("ghostdistance_min", 100);
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const auto max = result.getIntField("ghostdistance", 100);
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EntityManager::Instance()->SetGhostDistanceMax(max + min);
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EntityManager::Instance()->SetGhostDistanceMin(max);
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if (zone != nullptr) {
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zoneControlTemplate = zone->zoneControlTemplate != -1 ? zone->zoneControlTemplate : 2365;
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const auto min = zone->ghostdistance_min != -1.0f ? zone->ghostdistance_min : 100;
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const auto max = zone->ghostdistance != -1.0f ? zone->ghostdistance : 100;
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EntityManager::Instance()->SetGhostDistanceMax(max + min);
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EntityManager::Instance()->SetGhostDistanceMin(min);
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m_PlayerLoseCoinsOnDeath = zone->PlayerLoseCoinsOnDeath;
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}
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}
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result.finalize();
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Game::logger->Log("dZoneManager", "Creating zone control object %i\n", zoneControlTemplate);
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// Create ZoneControl object
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@ -42,6 +42,7 @@ public:
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std::vector<Spawner*> GetSpawnersInGroup(std::string group);
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void Update(float deltaTime);
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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private:
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/**
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@ -57,6 +58,7 @@ private:
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static dZoneManager* m_Address; //Singleton
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Zone* m_pZone;
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LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath; //Do players drop coins in this zone when smashed
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std::map<LWOOBJID, Spawner*> m_Spawners;
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Entity* m_ZoneControlObject;
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