mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Merge branch 'main' into better-bitstream-tools
This commit is contained in:
@@ -50,6 +50,7 @@
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#include "BuildBorderComponent.h"
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#include "MovementAIComponent.h"
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#include "VendorComponent.h"
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#include "DonationVendorComponent.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "PropertyComponent.h"
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#include "BaseCombatAIComponent.h"
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@@ -577,6 +578,9 @@ void Entity::Initialize() {
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if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR) > 0)) {
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VendorComponent* comp = new VendorComponent(this);
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m_Components.insert(std::make_pair(eReplicaComponentType::VENDOR, comp));
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} else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1) != -1)) {
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DonationVendorComponent* comp = new DonationVendorComponent(this);
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m_Components.insert(std::make_pair(eReplicaComponentType::DONATION_VENDOR, comp));
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1) != -1) {
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@@ -1159,6 +1163,11 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
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vendorComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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}
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DonationVendorComponent* donationVendorComponent;
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if (TryGetComponent(eReplicaComponentType::DONATION_VENDOR, donationVendorComponent)) {
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donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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}
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BouncerComponent* bouncerComponent;
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if (TryGetComponent(eReplicaComponentType::BOUNCER, bouncerComponent)) {
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bouncerComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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@@ -85,6 +85,7 @@ public:
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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bool GetIsGhostingCandidate() const;
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void SetIsGhostingCandidate(bool value) { m_IsGhostingCandidate = value; };
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int8_t GetObservers() const;
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|
@@ -131,8 +131,8 @@ void Leaderboard::QueryToLdf(std::unique_ptr<sql::ResultSet>& rows) {
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// Time:1
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break;
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case Type::Donations:
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entry.push_back(new LDFData<int32_t>(u"Points", rows->getInt("primaryScore")));
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// Score:1
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entry.push_back(new LDFData<int32_t>(u"Score", rows->getInt("primaryScore")));
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// Score:1
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break;
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case Type::None:
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// This type is included here simply to resolve a compiler warning on mac about unused enum types
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@@ -170,32 +170,32 @@ void Leaderboard::SetupLeaderboard(bool weekly, uint32_t resultStart, uint32_t r
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resultEnd++;
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// We need everything except 1 column so i'm selecting * from leaderboard
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const std::string queryBase =
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R"QUERY(
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WITH leaderboardsRanked AS (
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SELECT leaderboard.*, charinfo.name,
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RANK() OVER
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(
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R"QUERY(
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WITH leaderboardsRanked AS (
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SELECT leaderboard.*, charinfo.name,
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RANK() OVER
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(
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ORDER BY %s, UNIX_TIMESTAMP(last_played) ASC, id DESC
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) AS ranking
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FROM leaderboard JOIN charinfo on charinfo.id = leaderboard.character_id
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WHERE game_id = ? %s
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),
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myStanding AS (
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SELECT
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ranking as myRank
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FROM leaderboardsRanked
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WHERE id = ?
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),
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lowestRanking AS (
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SELECT MAX(ranking) AS lowestRank
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FROM leaderboardsRanked
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)
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SELECT leaderboardsRanked.*, character_id, UNIX_TIMESTAMP(last_played) as lastPlayed, leaderboardsRanked.name, leaderboardsRanked.ranking FROM leaderboardsRanked, myStanding, lowestRanking
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WHERE leaderboardsRanked.ranking
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BETWEEN
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LEAST(GREATEST(CAST(myRank AS SIGNED) - 5, %i), lowestRanking.lowestRank - 9)
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AND
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LEAST(GREATEST(myRank + 5, %i), lowestRanking.lowestRank)
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) AS ranking
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FROM leaderboard JOIN charinfo on charinfo.id = leaderboard.character_id
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WHERE game_id = ? %s
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),
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myStanding AS (
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SELECT
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ranking as myRank
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FROM leaderboardsRanked
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WHERE id = ?
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),
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lowestRanking AS (
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SELECT MAX(ranking) AS lowestRank
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FROM leaderboardsRanked
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)
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SELECT leaderboardsRanked.*, character_id, UNIX_TIMESTAMP(last_played) as lastPlayed, leaderboardsRanked.name, leaderboardsRanked.ranking FROM leaderboardsRanked, myStanding, lowestRanking
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WHERE leaderboardsRanked.ranking
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BETWEEN
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LEAST(GREATEST(CAST(myRank AS SIGNED) - 5, %i), lowestRanking.lowestRank - 9)
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AND
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LEAST(GREATEST(myRank + 5, %i), lowestRanking.lowestRank)
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ORDER BY ranking ASC;
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)QUERY";
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@@ -277,15 +277,15 @@ std::string FormatInsert(const Leaderboard::Type& type, const Score& score, cons
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if (useUpdate) {
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insertStatement =
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R"QUERY(
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UPDATE leaderboard
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SET primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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UPDATE leaderboard
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SET primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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timesPlayed = timesPlayed + 1 WHERE character_id = ? AND game_id = ?;
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)QUERY";
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} else {
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insertStatement =
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R"QUERY(
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INSERT leaderboard SET
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primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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INSERT leaderboard SET
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primaryScore = %f, secondaryScore = %f, tertiaryScore = %f,
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character_id = ?, game_id = ?;
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)QUERY";
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}
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@@ -300,9 +300,8 @@ std::string FormatInsert(const Leaderboard::Type& type, const Score& score, cons
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void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activityId, const float primaryScore, const float secondaryScore, const float tertiaryScore) {
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const Leaderboard::Type leaderboardType = GetLeaderboardType(activityId);
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auto* lookup = "SELECT * FROM leaderboard WHERE character_id = ? AND game_id = ?;";
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std::unique_ptr<sql::PreparedStatement> query(Database::CreatePreppedStmt(lookup));
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std::unique_ptr<sql::PreparedStatement> query(Database::CreatePreppedStmt("SELECT * FROM leaderboard WHERE character_id = ? AND game_id = ?;"));
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query->setInt(1, playerID);
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query->setInt(2, activityId);
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std::unique_ptr<sql::ResultSet> myScoreResult(query->executeQuery());
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@@ -337,6 +336,7 @@ void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activi
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case Leaderboard::Type::UnusedLeaderboard4:
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case Leaderboard::Type::Donations: {
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oldScore.SetPrimaryScore(myScoreResult->getInt("primaryScore"));
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newScore.SetPrimaryScore(oldScore.GetPrimaryScore() + newScore.GetPrimaryScore());
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break;
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}
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case Leaderboard::Type::Racing: {
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@@ -382,7 +382,7 @@ void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activi
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saveStatement->setInt(1, playerID);
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saveStatement->setInt(2, activityId);
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saveStatement->execute();
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// track wins separately
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if (leaderboardType == Leaderboard::Type::Racing && tertiaryScore != 0.0f) {
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std::unique_ptr<sql::PreparedStatement> winUpdate(Database::CreatePreppedStmt("UPDATE leaderboard SET numWins = numWins + 1 WHERE character_id = ? AND game_id = ?;"));
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@@ -318,7 +318,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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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->SetSpeed(m_PursuitSpeed);
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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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@@ -382,8 +382,6 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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}
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LWOOBJID BaseCombatAIComponent::FindTarget() {
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//const auto reference = m_MovementAI == nullptr ? m_StartPosition : m_MovementAI->ApproximateLocation();
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NiPoint3 reference = m_StartPosition;
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if (m_MovementAI) reference = m_MovementAI->ApproximateLocation();
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@@ -660,17 +658,17 @@ void BaseCombatAIComponent::Wander() {
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destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
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}
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if (Vector3::DistanceSquared(destination, m_MovementAI->GetCurrentPosition()) < 2 * 2) {
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if (Vector3::DistanceSquared(destination, m_MovementAI->GetParent()->GetPosition()) < 2 * 2) {
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m_MovementAI->Stop();
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return;
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}
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m_MovementAI->SetSpeed(m_TetherSpeed);
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m_MovementAI->SetMaxSpeed(m_TetherSpeed);
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m_MovementAI->SetDestination(destination);
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m_Timer += (m_MovementAI->GetCurrentPosition().x - destination.x) / m_TetherSpeed;
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m_Timer += (m_MovementAI->GetParent()->GetPosition().x - destination.x) / m_TetherSpeed;
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}
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void BaseCombatAIComponent::OnAggro() {
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@@ -685,21 +683,21 @@ void BaseCombatAIComponent::OnAggro() {
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m_MovementAI->SetHaltDistance(m_AttackRadius);
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NiPoint3 targetPos = target->GetPosition();
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NiPoint3 currentPos = m_MovementAI->GetCurrentPosition();
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NiPoint3 currentPos = m_MovementAI->GetParent()->GetPosition();
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// If the player's position is within range, attack
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if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
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m_MovementAI->Stop();
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} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
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{
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m_MovementAI->SetSpeed(m_PursuitSpeed);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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} else //Chase the player's new position
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{
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if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
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m_MovementAI->SetSpeed(m_PursuitSpeed);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(targetPos);
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@@ -725,7 +723,7 @@ void BaseCombatAIComponent::OnTether() {
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m_MovementAI->Stop();
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} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
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{
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m_MovementAI->SetSpeed(m_PursuitSpeed);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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@@ -733,7 +731,7 @@ void BaseCombatAIComponent::OnTether() {
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} else {
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if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
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m_MovementAI->SetSpeed(m_PursuitSpeed);
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m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(targetPos);
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}
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|
@@ -6,6 +6,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.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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"InventoryComponent.cpp"
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||||
"LevelProgressionComponent.cpp"
|
||||
"LUPExhibitComponent.cpp"
|
||||
|
@@ -276,6 +276,10 @@ public:
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||||
*/
|
||||
void UpdateClientMinimap(bool showFaction, std::string ventureVisionType) const;
|
||||
|
||||
void SetCurrentInteracting(LWOOBJID objectID) {m_CurrentInteracting = objectID;};
|
||||
|
||||
LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
|
||||
|
||||
/**
|
||||
* Character info regarding this character, including clothing styles, etc.
|
||||
*/
|
||||
@@ -560,6 +564,8 @@ private:
|
||||
* ID of the last rocket used
|
||||
*/
|
||||
LWOOBJID m_LastRocketItemID = LWOOBJID_EMPTY;
|
||||
|
||||
LWOOBJID m_CurrentInteracting = LWOOBJID_EMPTY;
|
||||
};
|
||||
|
||||
#endif // CHARACTERCOMPONENT_H
|
||||
|
50
dGame/dComponents/DonationVendorComponent.cpp
Normal file
50
dGame/dComponents/DonationVendorComponent.cpp
Normal file
@@ -0,0 +1,50 @@
|
||||
#include "DonationVendorComponent.h"
|
||||
#include "Database.h"
|
||||
|
||||
DonationVendorComponent::DonationVendorComponent(Entity* parent) : VendorComponent(parent) {
|
||||
//LoadConfigData
|
||||
m_PercentComplete = 0.0;
|
||||
m_TotalDonated = 0;
|
||||
m_TotalRemaining = 0;
|
||||
|
||||
// custom attribute to calculate other values
|
||||
m_Goal = m_Parent->GetVar<int32_t>(u"donationGoal");
|
||||
if (m_Goal == 0) m_Goal = INT32_MAX;
|
||||
|
||||
// Default to the nexus tower jawbox activity and setup settings
|
||||
m_ActivityId = m_Parent->GetVar<uint32_t>(u"activityID");
|
||||
if ((m_ActivityId == 0) || (m_ActivityId == 117)) {
|
||||
m_ActivityId = 117;
|
||||
m_PercentComplete = 1.0;
|
||||
m_TotalDonated = INT32_MAX;
|
||||
m_TotalRemaining = 0;
|
||||
m_Goal = INT32_MAX;
|
||||
return;
|
||||
}
|
||||
|
||||
std::unique_ptr<sql::PreparedStatement> query(Database::CreatePreppedStmt("SELECT SUM(primaryScore) as donation_total FROM leaderboard WHERE game_id = ?;"));
|
||||
query->setInt(1, m_ActivityId);
|
||||
std::unique_ptr<sql::ResultSet> donation_total(query->executeQuery());
|
||||
if (donation_total->next()) m_TotalDonated = donation_total->getInt("donation_total");
|
||||
m_TotalRemaining = m_Goal - m_TotalDonated;
|
||||
m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
|
||||
}
|
||||
|
||||
void DonationVendorComponent::SubmitDonation(uint32_t count) {
|
||||
if (count <= 0 && ((m_TotalDonated + count) > 0)) return;
|
||||
m_TotalDonated += count;
|
||||
m_TotalRemaining = m_Goal - m_TotalDonated;
|
||||
m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
|
||||
m_DirtyDonationVendor = true;
|
||||
}
|
||||
|
||||
void DonationVendorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
|
||||
VendorComponent::Serialize(outBitStream, bIsInitialUpdate, flags);
|
||||
outBitStream->Write(bIsInitialUpdate || m_DirtyDonationVendor);
|
||||
if (bIsInitialUpdate || m_DirtyDonationVendor) {
|
||||
outBitStream->Write(m_PercentComplete);
|
||||
outBitStream->Write(m_TotalDonated);
|
||||
outBitStream->Write(m_TotalRemaining);
|
||||
if (!bIsInitialUpdate) m_DirtyDonationVendor = false;
|
||||
}
|
||||
}
|
27
dGame/dComponents/DonationVendorComponent.h
Normal file
27
dGame/dComponents/DonationVendorComponent.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#ifndef __DONATIONVENDORCOMPONENT__H__
|
||||
#define __DONATIONVENDORCOMPONENT__H__
|
||||
|
||||
#include "VendorComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class Entity;
|
||||
|
||||
class DonationVendorComponent final : public VendorComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
|
||||
DonationVendorComponent(Entity* parent);
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
|
||||
uint32_t GetActivityID() {return m_ActivityId;};
|
||||
void SubmitDonation(uint32_t count);
|
||||
|
||||
private:
|
||||
bool m_DirtyDonationVendor = false;
|
||||
float m_PercentComplete = 0.0;
|
||||
int32_t m_TotalDonated = 0;
|
||||
int32_t m_TotalRemaining = 0;
|
||||
uint32_t m_ActivityId = 0;
|
||||
int32_t m_Goal = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif //!__DONATIONVENDORCOMPONENT__H__
|
@@ -116,6 +116,9 @@ Inventory* InventoryComponent::GetInventory(const eInventoryType type) {
|
||||
case eInventoryType::VENDOR_BUYBACK:
|
||||
size = 27u;
|
||||
break;
|
||||
case eInventoryType::DONATION:
|
||||
size = 24u;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@@ -10,85 +10,77 @@
|
||||
#include "EntityManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "CDClientManager.h"
|
||||
#include "Game.h"
|
||||
#include "dZoneManager.h"
|
||||
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
#include "CDPhysicsComponentTable.h"
|
||||
|
||||
std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
|
||||
namespace {
|
||||
/**
|
||||
* Cache of all lots and their respective speeds
|
||||
*/
|
||||
std::map<LOT, float> m_PhysicsSpeedCache;
|
||||
}
|
||||
|
||||
MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
|
||||
m_Info = std::move(info);
|
||||
m_Done = true;
|
||||
m_Info = info;
|
||||
m_AtFinalWaypoint = true;
|
||||
|
||||
m_BaseCombatAI = nullptr;
|
||||
|
||||
m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
|
||||
m_BaseCombatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
|
||||
|
||||
//Try and fix the insane values:
|
||||
if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius = m_Info.wanderRadius * 0.5f;
|
||||
if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius *= 0.5f;
|
||||
if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f;
|
||||
if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed = m_Info.wanderSpeed * 0.5f;
|
||||
if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed *= 0.5f;
|
||||
|
||||
m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
|
||||
|
||||
m_NextWaypoint = GetCurrentPosition();
|
||||
m_NextWaypoint = m_Parent->GetPosition();
|
||||
m_Acceleration = 0.4f;
|
||||
m_Interrupted = false;
|
||||
m_PullPoint = {};
|
||||
m_PullingToPoint = false;
|
||||
m_PullPoint = NiPoint3::ZERO;
|
||||
m_HaltDistance = 0;
|
||||
m_Timer = 0;
|
||||
m_TimeToTravel = 0;
|
||||
m_TimeTravelled = 0;
|
||||
m_CurrentSpeed = 0;
|
||||
m_Speed = 0;
|
||||
m_TotalTime = 0;
|
||||
m_MaxSpeed = 0;
|
||||
m_LockRotation = false;
|
||||
}
|
||||
|
||||
MovementAIComponent::~MovementAIComponent() = default;
|
||||
|
||||
void MovementAIComponent::Update(const float deltaTime) {
|
||||
if (m_Interrupted) {
|
||||
if (m_PullingToPoint) {
|
||||
const auto source = GetCurrentWaypoint();
|
||||
|
||||
const auto speed = deltaTime * 2.5f;
|
||||
|
||||
NiPoint3 velocity;
|
||||
|
||||
velocity.x = (m_PullPoint.x - source.x) * speed;
|
||||
velocity.y = (m_PullPoint.y - source.y) * speed;
|
||||
velocity.z = (m_PullPoint.z - source.z) * speed;
|
||||
NiPoint3 velocity = (m_PullPoint - source) * speed;
|
||||
|
||||
SetPosition(source + velocity);
|
||||
|
||||
if (Vector3::DistanceSquared(GetCurrentPosition(), m_PullPoint) < 2 * 2) {
|
||||
m_Interrupted = false;
|
||||
if (Vector3::DistanceSquared(m_Parent->GetPosition(), m_PullPoint) < std::pow(2, 2)) {
|
||||
m_PullingToPoint = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (AtFinalWaypoint()) // Are we done?
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Are we done?
|
||||
if (AtFinalWaypoint()) return;
|
||||
|
||||
if (m_HaltDistance > 0) {
|
||||
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
|
||||
{
|
||||
// Prevent us from hugging the target
|
||||
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < std::pow(m_HaltDistance, 2)) {
|
||||
Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Timer > 0) {
|
||||
m_Timer -= deltaTime;
|
||||
|
||||
if (m_Timer > 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Timer = 0;
|
||||
}
|
||||
m_TimeTravelled += deltaTime;
|
||||
if (m_TimeTravelled < m_TimeToTravel) return;
|
||||
m_TimeTravelled = 0.0f;
|
||||
|
||||
const auto source = GetCurrentWaypoint();
|
||||
|
||||
@@ -101,48 +93,44 @@ void MovementAIComponent::Update(const float deltaTime) {
|
||||
m_NextWaypoint = GetCurrentWaypoint();
|
||||
|
||||
if (m_NextWaypoint == source) {
|
||||
m_Timer = 0;
|
||||
m_TimeToTravel = 0.0f;
|
||||
|
||||
goto nextAction;
|
||||
}
|
||||
|
||||
if (m_CurrentSpeed < m_Speed) {
|
||||
if (m_CurrentSpeed < m_MaxSpeed) {
|
||||
m_CurrentSpeed += m_Acceleration;
|
||||
}
|
||||
|
||||
if (m_CurrentSpeed > m_Speed) {
|
||||
m_CurrentSpeed = m_Speed;
|
||||
if (m_CurrentSpeed > m_MaxSpeed) {
|
||||
m_CurrentSpeed = m_MaxSpeed;
|
||||
}
|
||||
|
||||
const auto speed = m_CurrentSpeed * m_BaseSpeed;
|
||||
const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
|
||||
|
||||
const auto delta = m_NextWaypoint - source;
|
||||
|
||||
// Normalize the vector
|
||||
const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
|
||||
|
||||
const auto length = delta.Length();
|
||||
if (length > 0) {
|
||||
velocity.x = (delta.x / length) * speed;
|
||||
velocity.y = (delta.y / length) * speed;
|
||||
velocity.z = (delta.z / length) * speed;
|
||||
velocity = (delta / length) * speed;
|
||||
}
|
||||
|
||||
// Calclute the time it will take to reach the next waypoint with the current speed
|
||||
m_TotalTime = m_Timer = length / speed;
|
||||
m_TimeTravelled = 0.0f;
|
||||
m_TimeToTravel = length / speed;
|
||||
|
||||
SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
|
||||
} else {
|
||||
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
|
||||
if (!m_Queue.empty()) {
|
||||
SetDestination(m_Queue.top());
|
||||
|
||||
m_Queue.pop();
|
||||
} else {
|
||||
// We have reached our final waypoint
|
||||
if (m_CurrentPath.empty()) {
|
||||
Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
SetDestination(m_CurrentPath.top());
|
||||
|
||||
m_CurrentPath.pop();
|
||||
}
|
||||
|
||||
nextAction:
|
||||
@@ -157,7 +145,7 @@ const MovementAIInfo& MovementAIComponent::GetInfo() const {
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AdvanceWaypointIndex() {
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
if (m_PathIndex >= m_InterpolatedWaypoints.size()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -167,37 +155,19 @@ bool MovementAIComponent::AdvanceWaypointIndex() {
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_PathIndex];
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetNextWaypoint() const {
|
||||
return m_NextWaypoint;
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetCurrentPosition() const {
|
||||
return m_Parent->GetPosition();
|
||||
return m_PathIndex >= m_InterpolatedWaypoints.size() ? m_Parent->GetPosition() : m_InterpolatedWaypoints[m_PathIndex];
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::ApproximateLocation() const {
|
||||
auto source = GetCurrentPosition();
|
||||
auto source = m_Parent->GetPosition();
|
||||
|
||||
if (m_Done) {
|
||||
return source;
|
||||
}
|
||||
if (AtFinalWaypoint()) return source;
|
||||
|
||||
auto destination = m_NextWaypoint;
|
||||
|
||||
auto factor = m_TotalTime > 0 ? (m_TotalTime - m_Timer) / m_TotalTime : 0;
|
||||
auto percentageToWaypoint = m_TimeToTravel > 0 ? m_TimeTravelled / m_TimeToTravel : 0;
|
||||
|
||||
auto x = source.x + factor * (destination.x - source.x);
|
||||
auto y = source.y + factor * (destination.y - source.y);
|
||||
auto z = source.z + factor * (destination.z - source.z);
|
||||
|
||||
NiPoint3 approximation = NiPoint3(x, y, z);
|
||||
auto approximation = source + ((destination - source) * percentageToWaypoint);
|
||||
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation);
|
||||
@@ -226,28 +196,20 @@ bool MovementAIComponent::Warp(const NiPoint3& point) {
|
||||
return true;
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetTimer() const {
|
||||
return m_Timer;
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AtFinalWaypoint() const {
|
||||
return m_Done;
|
||||
}
|
||||
|
||||
void MovementAIComponent::Stop() {
|
||||
if (m_Done) {
|
||||
return;
|
||||
}
|
||||
if (AtFinalWaypoint()) return;
|
||||
|
||||
SetPosition(ApproximateLocation());
|
||||
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
|
||||
m_TotalTime = m_Timer = 0;
|
||||
m_TimeToTravel = 0;
|
||||
m_TimeTravelled = 0;
|
||||
|
||||
m_Done = true;
|
||||
m_AtFinalWaypoint = true;
|
||||
|
||||
m_CurrentPath = {};
|
||||
m_InterpolatedWaypoints.clear();
|
||||
while (!m_CurrentPath.empty()) m_CurrentPath.pop();
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
@@ -259,20 +221,17 @@ void MovementAIComponent::Stop() {
|
||||
void MovementAIComponent::PullToPoint(const NiPoint3& point) {
|
||||
Stop();
|
||||
|
||||
m_Interrupted = true;
|
||||
m_PullingToPoint = true;
|
||||
m_PullPoint = point;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
|
||||
std::reverse(path.begin(), path.end());
|
||||
if (path.empty()) return;
|
||||
std::for_each(path.rbegin(), path.rend() - 1, [this](const NiPoint3& point) {
|
||||
this->m_CurrentPath.push(point);
|
||||
});
|
||||
|
||||
for (const auto& point : path) {
|
||||
m_Queue.push(point);
|
||||
}
|
||||
|
||||
SetDestination(m_Queue.top());
|
||||
|
||||
m_Queue.pop();
|
||||
SetDestination(path.front());
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetBaseSpeed(LOT lot) {
|
||||
@@ -291,26 +250,14 @@ float MovementAIComponent::GetBaseSpeed(LOT lot) {
|
||||
|
||||
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1);
|
||||
|
||||
if (componentID != -1) {
|
||||
physicsComponent = physicsComponentTable->GetByID(componentID);
|
||||
|
||||
goto foundComponent;
|
||||
if (componentID == -1) {
|
||||
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
|
||||
}
|
||||
|
||||
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
|
||||
|
||||
if (componentID != -1) {
|
||||
physicsComponent = physicsComponentTable->GetByID(componentID);
|
||||
|
||||
goto foundComponent;
|
||||
}
|
||||
|
||||
foundComponent:
|
||||
physicsComponent = physicsComponentTable->GetByID(componentID);
|
||||
|
||||
// Client defaults speed to 10 and if the speed is also null in the table, it defaults to 10.
|
||||
float speed = 10.0f;
|
||||
|
||||
if (physicsComponent) speed = physicsComponent->speed;
|
||||
float speed = physicsComponent != nullptr ? physicsComponent->speed : 10.0f;
|
||||
|
||||
float delta = fabs(speed) - 1.0f;
|
||||
|
||||
@@ -322,39 +269,11 @@ foundComponent:
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetPosition(const NiPoint3& value) {
|
||||
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
|
||||
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
controllablePhysicsComponent->SetPosition(value);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
|
||||
|
||||
if (simplePhysicsComponent != nullptr) {
|
||||
simplePhysicsComponent->SetPosition(value);
|
||||
}
|
||||
m_Parent->SetPosition(value);
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetRotation(const NiQuaternion& value) {
|
||||
if (m_LockRotation) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
|
||||
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
controllablePhysicsComponent->SetRotation(value);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
|
||||
|
||||
if (simplePhysicsComponent != nullptr) {
|
||||
simplePhysicsComponent->SetRotation(value);
|
||||
}
|
||||
if (!m_LockRotation) m_Parent->SetRotation(value);
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetVelocity(const NiPoint3& value) {
|
||||
@@ -373,15 +292,8 @@ void MovementAIComponent::SetVelocity(const NiPoint3& value) {
|
||||
}
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
if (m_Interrupted) {
|
||||
return;
|
||||
}
|
||||
|
||||
/*if (Vector3::DistanceSquared(value, GetDestination()) < 2 * 2)
|
||||
{
|
||||
return;
|
||||
}*/
|
||||
void MovementAIComponent::SetDestination(const NiPoint3& destination) {
|
||||
if (m_PullingToPoint) return;
|
||||
|
||||
const auto location = ApproximateLocation();
|
||||
|
||||
@@ -390,97 +302,53 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
}
|
||||
|
||||
std::vector<NiPoint3> computedPath;
|
||||
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
computedPath = dpWorld::Instance().GetNavMesh()->GetPath(GetCurrentPosition(), value, m_Info.wanderSpeed);
|
||||
} else {
|
||||
computedPath = dpWorld::Instance().GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
|
||||
}
|
||||
|
||||
// Somehow failed
|
||||
if (computedPath.empty()) {
|
||||
// Than take 10 points between the current position and the destination and make that the path
|
||||
|
||||
auto point = location;
|
||||
auto start = location;
|
||||
|
||||
auto delta = value - point;
|
||||
auto delta = destination - start;
|
||||
|
||||
auto step = delta / 10;
|
||||
auto step = delta / 10.0f;
|
||||
|
||||
for (int i = 0; i < 10; i++) {
|
||||
point = point + step;
|
||||
// TODO: Replace this with += when the NiPoint3::operator+= is fixed
|
||||
start = start + step;
|
||||
|
||||
computedPath.push_back(point);
|
||||
computedPath.push_back(start);
|
||||
}
|
||||
}
|
||||
|
||||
if (computedPath.empty()) // Somehow failed
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_CurrentPath.clear();
|
||||
|
||||
m_CurrentPath.push_back(location);
|
||||
m_InterpolatedWaypoints.clear();
|
||||
|
||||
// Simply path
|
||||
for (auto point : computedPath) {
|
||||
for (auto& point : computedPath) {
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
point.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(point);
|
||||
m_InterpolatedWaypoints.push_back(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
m_TotalTime = m_Timer = 0;
|
||||
m_TimeTravelled = 0;
|
||||
m_TimeToTravel = 0;
|
||||
|
||||
m_Done = false;
|
||||
m_AtFinalWaypoint = false;
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetDestination() const {
|
||||
if (m_CurrentPath.empty()) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_CurrentPath.size() - 1];
|
||||
return m_InterpolatedWaypoints.empty() ? m_Parent->GetPosition() : m_InterpolatedWaypoints.back();
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetSpeed(const float value) {
|
||||
m_Speed = value;
|
||||
void MovementAIComponent::SetMaxSpeed(const float value) {
|
||||
if (value == m_MaxSpeed) return;
|
||||
m_MaxSpeed = value;
|
||||
m_Acceleration = value / 5;
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetSpeed() const {
|
||||
return m_Speed;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetAcceleration(const float value) {
|
||||
m_Acceleration = value;
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetAcceleration() const {
|
||||
return m_Acceleration;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetHaltDistance(const float value) {
|
||||
m_HaltDistance = value;
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetHaltDistance() const {
|
||||
return m_HaltDistance;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetCurrentSpeed(float value) {
|
||||
m_CurrentSpeed = value;
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetCurrentSpeed() const {
|
||||
return m_CurrentSpeed;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetLockRotation(bool value) {
|
||||
m_LockRotation = value;
|
||||
}
|
||||
|
||||
bool MovementAIComponent::GetLockRotation() const {
|
||||
return m_LockRotation;
|
||||
}
|
||||
|
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2018
|
||||
* Copyright 2023
|
||||
*/
|
||||
|
||||
#ifndef MOVEMENTAICOMPONENT_H
|
||||
@@ -60,7 +60,6 @@ public:
|
||||
static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
|
||||
|
||||
MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
|
||||
~MovementAIComponent() override;
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
|
||||
@@ -86,61 +85,55 @@ public:
|
||||
* Sets the max speed at which this entity may run
|
||||
* @param value the speed value to set
|
||||
*/
|
||||
void SetSpeed(float value);
|
||||
|
||||
/**
|
||||
* Returns the max speed at which this entity may run
|
||||
* @return the max speed at which this entity may run
|
||||
*/
|
||||
float GetSpeed() const;
|
||||
void SetMaxSpeed(float value);
|
||||
|
||||
/**
|
||||
* Sets how fast the entity will accelerate when not running at full speed
|
||||
* @param value the acceleration to set
|
||||
*/
|
||||
void SetAcceleration(float value);
|
||||
void SetAcceleration(float value) { m_Acceleration = value; };
|
||||
|
||||
/**
|
||||
* Returns the current speed at which this entity accelerates when not running at full speed
|
||||
* @return the current speed at which this entity accelerates when not running at full speed
|
||||
*/
|
||||
float GetAcceleration() const;
|
||||
float GetAcceleration() const { return m_Acceleration; };
|
||||
|
||||
/**
|
||||
* Sets the halting distance (the distance at which we consider the target to be reached)
|
||||
* @param value the halting distance to set
|
||||
*/
|
||||
void SetHaltDistance(float value);
|
||||
void SetHaltDistance(float value) { m_HaltDistance = value; }
|
||||
|
||||
/**
|
||||
* Returns the current halting distance (the distance at which we consider the target to be reached)
|
||||
* @return the current halting distance
|
||||
*/
|
||||
float GetHaltDistance() const;
|
||||
float GetHaltDistance() const { return m_HaltDistance; }
|
||||
|
||||
/**
|
||||
* Sets the speed the entity is currently running at
|
||||
* @param value the speed value to set
|
||||
*/
|
||||
void SetCurrentSpeed(float value);
|
||||
void SetCurrentSpeed(float value) { m_CurrentSpeed = value; }
|
||||
|
||||
/**
|
||||
* Returns the speed the entity is currently running at
|
||||
* @return the speed the entity is currently running at
|
||||
*/
|
||||
float GetCurrentSpeed() const;
|
||||
float GetCurrentSpeed() const { return m_CurrentSpeed; }
|
||||
|
||||
/**
|
||||
* Locks the rotation of this entity in place, depending on the argument
|
||||
* @param value if true, the entity will be rotationally locked
|
||||
*/
|
||||
void SetLockRotation(bool value);
|
||||
void SetLockRotation(bool value) { m_LockRotation = value; }
|
||||
|
||||
/**
|
||||
* Returns whether this entity is currently rotationally locked
|
||||
* @return true if the entity is rotationally locked, false otherwise
|
||||
*/
|
||||
bool GetLockRotation() const;
|
||||
bool GetLockRotation() const { return m_LockRotation; };
|
||||
|
||||
/**
|
||||
* Attempts to update the waypoint index, making the entity move to the next waypoint
|
||||
@@ -158,13 +151,7 @@ public:
|
||||
* Returns the waypoint this entity is supposed to move towards next
|
||||
* @return the waypoint this entity is supposed to move towards next
|
||||
*/
|
||||
NiPoint3 GetNextWaypoint() const;
|
||||
|
||||
/**
|
||||
* Returns the current position of this entity
|
||||
* @return the current position of this entity
|
||||
*/
|
||||
NiPoint3 GetCurrentPosition() const;
|
||||
NiPoint3 GetNextWaypoint() const { return m_NextWaypoint; }
|
||||
|
||||
/**
|
||||
* Returns the approximate current location of the entity, including y coordinates
|
||||
@@ -180,17 +167,11 @@ public:
|
||||
*/
|
||||
bool Warp(const NiPoint3& point);
|
||||
|
||||
/**
|
||||
* Returns the time it will take to reach the final waypoint according to the current speed
|
||||
* @return the time it will take to reach the final waypoint according to the current speed
|
||||
*/
|
||||
float GetTimer() const;
|
||||
|
||||
/**
|
||||
* Returns if the entity is at its final waypoint
|
||||
* @return if the entity is at its final waypoint
|
||||
*/
|
||||
bool AtFinalWaypoint() const;
|
||||
bool AtFinalWaypoint() const { return m_AtFinalWaypoint; }
|
||||
|
||||
/**
|
||||
* Renders the entity stationary
|
||||
@@ -250,17 +231,12 @@ private:
|
||||
/**
|
||||
* The max speed this entity may move at
|
||||
*/
|
||||
float m_Speed;
|
||||
float m_MaxSpeed;
|
||||
|
||||
/**
|
||||
* The time it will take to reach the next waypoint using the current speed
|
||||
*/
|
||||
float m_Timer;
|
||||
|
||||
/**
|
||||
* The total time it will take to reach the waypoint form its starting point
|
||||
*/
|
||||
float m_TotalTime;
|
||||
float m_TimeTravelled;
|
||||
|
||||
/**
|
||||
* The path this entity is currently traversing
|
||||
@@ -270,7 +246,7 @@ private:
|
||||
/**
|
||||
* If the entity has reached it last waypoint
|
||||
*/
|
||||
bool m_Done;
|
||||
bool m_AtFinalWaypoint;
|
||||
|
||||
/**
|
||||
* The speed the entity is currently moving at
|
||||
@@ -287,6 +263,11 @@ private:
|
||||
*/
|
||||
float m_HaltDistance;
|
||||
|
||||
/**
|
||||
* The total time it will take to reach the waypoint form its starting point
|
||||
*/
|
||||
float m_TimeToTravel;
|
||||
|
||||
/**
|
||||
* The base speed this entity has
|
||||
*/
|
||||
@@ -295,7 +276,7 @@ private:
|
||||
/**
|
||||
* If the AI is currently turned of (e.g. when teleporting to some location)
|
||||
*/
|
||||
bool m_Interrupted;
|
||||
bool m_PullingToPoint;
|
||||
|
||||
/**
|
||||
* A position that the entity is currently moving towards while being interrupted
|
||||
@@ -315,17 +296,12 @@ private:
|
||||
/**
|
||||
* The path the entity is currently following
|
||||
*/
|
||||
std::vector<NiPoint3> m_CurrentPath;
|
||||
std::vector<NiPoint3> m_InterpolatedWaypoints;
|
||||
|
||||
/**
|
||||
* Queue of positions to traverse
|
||||
* The path from the current position to the destination.
|
||||
*/
|
||||
std::stack<NiPoint3> m_Queue;
|
||||
|
||||
/**
|
||||
* Cache of all lots and their respective speeds
|
||||
*/
|
||||
static std::map<LOT, float> m_PhysicsSpeedCache;
|
||||
std::stack<NiPoint3> m_CurrentPath;
|
||||
};
|
||||
|
||||
#endif // MOVEMENTAICOMPONENT_H
|
||||
|
@@ -395,7 +395,7 @@ void PetComponent::Update(float deltaTime) {
|
||||
}
|
||||
|
||||
auto destination = owner->GetPosition();
|
||||
NiPoint3 position = m_MovementAI->GetCurrentPosition();
|
||||
NiPoint3 position = m_MovementAI->GetParent()->GetPosition();
|
||||
|
||||
float distanceToOwner = Vector3::DistanceSquared(position, destination);
|
||||
|
||||
@@ -466,7 +466,7 @@ skipTresure:
|
||||
|
||||
m_MovementAI->SetHaltDistance(haltDistance);
|
||||
|
||||
m_MovementAI->SetSpeed(2.5f);
|
||||
m_MovementAI->SetMaxSpeed(2.5f);
|
||||
|
||||
m_MovementAI->SetDestination(destination);
|
||||
|
||||
@@ -822,17 +822,17 @@ void PetComponent::Wander() {
|
||||
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
|
||||
}
|
||||
|
||||
if (Vector3::DistanceSquared(destination, m_MovementAI->GetCurrentPosition()) < 2 * 2) {
|
||||
if (Vector3::DistanceSquared(destination, m_MovementAI->GetParent()->GetPosition()) < 2 * 2) {
|
||||
m_MovementAI->Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
m_MovementAI->SetSpeed(info.wanderSpeed);
|
||||
m_MovementAI->SetMaxSpeed(info.wanderSpeed);
|
||||
|
||||
m_MovementAI->SetDestination(destination);
|
||||
|
||||
m_Timer += (m_MovementAI->GetCurrentPosition().x - destination.x) / info.wanderSpeed;
|
||||
m_Timer += (m_MovementAI->GetParent()->GetPosition().x - destination.x) / info.wanderSpeed;
|
||||
}
|
||||
|
||||
void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
|
||||
|
@@ -179,7 +179,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
{
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
if (builder == nullptr) {
|
||||
if (!builder) {
|
||||
ResetRebuild(false);
|
||||
|
||||
return;
|
||||
@@ -197,16 +197,16 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
if (!destComp) break;
|
||||
|
||||
int newImagination = destComp->GetImagination();
|
||||
if (newImagination <= 0) {
|
||||
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
||||
break;
|
||||
}
|
||||
|
||||
++m_DrainedImagination;
|
||||
--newImagination;
|
||||
destComp->SetImagination(newImagination);
|
||||
Game::entityManager->SerializeEntity(builder);
|
||||
|
||||
if (newImagination <= 0) {
|
||||
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -481,7 +481,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
||||
}
|
||||
}
|
||||
} else{
|
||||
} else {
|
||||
auto* missionComponent = builder->GetComponent<MissionComponent>();
|
||||
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
||||
}
|
||||
|
@@ -48,10 +48,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
|
||||
if (!entity) {
|
||||
Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!", objectID, messageID);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (messageID != eGameMessageType::READY_FOR_UPDATES) Game::logger->LogDebug("GameMessageHandler", "received game message ID: %i", messageID);
|
||||
|
||||
switch (messageID) {
|
||||
|
||||
case eGameMessageType::UN_USE_BBB_MODEL: {
|
||||
@@ -73,11 +74,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
break;
|
||||
}
|
||||
|
||||
case eGameMessageType::EQUIP_ITEM:
|
||||
case eGameMessageType::EQUIP_INVENTORY:
|
||||
GameMessages::HandleEquipItem(inStream, entity);
|
||||
break;
|
||||
|
||||
case eGameMessageType::UN_EQUIP_ITEM:
|
||||
case eGameMessageType::UN_EQUIP_INVENTORY:
|
||||
GameMessages::HandleUnequipItem(inStream, entity);
|
||||
break;
|
||||
|
||||
@@ -252,7 +253,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
case eGameMessageType::HANDLE_HOT_PROPERTY_DATA: {
|
||||
case eGameMessageType::GET_HOT_PROPERTY_DATA: {
|
||||
GameMessages::HandleGetHotPropertyData(inStream, entity, sysAddr);
|
||||
break;
|
||||
}
|
||||
@@ -547,7 +548,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::CONTROL_BEHAVIOR:
|
||||
case eGameMessageType::CONTROL_BEHAVIORS:
|
||||
GameMessages::HandleControlBehaviors(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
@@ -596,11 +597,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
|
||||
case eGameMessageType::NOTIFY_SERVER_VEHICLE_ADD_PASSIVE_BOOST_ACTION:
|
||||
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
case eGameMessageType::VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
|
||||
case eGameMessageType::NOTIFY_SERVER_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION:
|
||||
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
|
||||
break;
|
||||
|
||||
@@ -668,7 +669,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
case eGameMessageType::DISMOUNT_COMPLETE:
|
||||
GameMessages::HandleDismountComplete(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::DEACTIVATE_BUBBLE_BUFF:
|
||||
case eGameMessageType::DECTIVATE_BUBBLE_BUFF:
|
||||
GameMessages::HandleDeactivateBubbleBuff(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::ACTIVATE_BUBBLE_BUFF:
|
||||
@@ -680,8 +681,20 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
case eGameMessageType::REQUEST_ACTIVITY_EXIT:
|
||||
GameMessages::HandleRequestActivityExit(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::ADD_DONATION_ITEM:
|
||||
GameMessages::HandleAddDonationItem(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::REMOVE_DONATION_ITEM:
|
||||
GameMessages::HandleRemoveDonationItem(inStream, entity, sysAddr);
|
||||
break;
|
||||
case eGameMessageType::CONFIRM_DONATION_ON_PLAYER:
|
||||
GameMessages::HandleConfirmDonationOnPlayer(inStream, entity);
|
||||
break;
|
||||
case eGameMessageType::CANCEL_DONATION_ON_PLAYER:
|
||||
GameMessages::HandleCancelDonationOnPlayer(inStream, entity);
|
||||
break;
|
||||
default:
|
||||
// Game::logger->Log("GameMessageHandler", "Unknown game message ID: %i", messageID);
|
||||
Game::logger->LogDebug("GameMessageHandler", "Unknown game message ID: %i", messageID);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@@ -77,6 +77,7 @@
|
||||
#include "RacingControlComponent.h"
|
||||
#include "RailActivatorComponent.h"
|
||||
#include "LevelProgressionComponent.h"
|
||||
#include "DonationVendorComponent.h"
|
||||
|
||||
// Message includes:
|
||||
#include "dZoneManager.h"
|
||||
@@ -975,7 +976,7 @@ void GameMessages::SendStop2DAmbientSound(Entity* entity, bool force, std::strin
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write((uint16_t)eGameMessageType::PLAY2_DAMBIENT_SOUND);
|
||||
bitStream.Write((uint16_t)eGameMessageType::STOP2_D_AMBIENT_SOUND);
|
||||
|
||||
uint32_t audioGUIDSize = audioGUID.size();
|
||||
|
||||
@@ -998,7 +999,7 @@ void GameMessages::SendPlay2DAmbientSound(Entity* entity, std::string audioGUID,
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write((uint16_t)eGameMessageType::PLAY2_DAMBIENT_SOUND);
|
||||
bitStream.Write((uint16_t)eGameMessageType::PLAY2_D_AMBIENT_SOUND);
|
||||
|
||||
uint32_t audioGUIDSize = audioGUID.size();
|
||||
|
||||
@@ -1017,7 +1018,7 @@ void GameMessages::SendSetNetworkScriptVar(Entity* entity, const SystemAddress&
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write((uint16_t)eGameMessageType::SET_NETWORK_SCRIPT_VAR);
|
||||
bitStream.Write((uint16_t)eGameMessageType::SCRIPT_NETWORK_VAR_UPDATE);
|
||||
|
||||
// FIXME: this is a bad place to need to do a conversion because we have no clue whether data is utf8 or plain ascii
|
||||
// an this has performance implications
|
||||
@@ -1295,6 +1296,7 @@ void GameMessages::SendVendorStatusUpdate(Entity* entity, const SystemAddress& s
|
||||
bitStream.Write(bUpdateOnly);
|
||||
bitStream.Write<uint32_t>(vendorItems.size());
|
||||
|
||||
|
||||
for (const auto& item : vendorItems) {
|
||||
bitStream.Write(item.lot);
|
||||
bitStream.Write(item.sortPriority);
|
||||
@@ -2116,7 +2118,7 @@ void GameMessages::SendUGCEquipPreCreateBasedOnEditMode(LWOOBJID objectId, const
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(objectId);
|
||||
bitStream.Write(eGameMessageType::HANDLE_UGC_EQUIP_PRE_CREATE_BASED_ON_EDIT_MODE);
|
||||
bitStream.Write(eGameMessageType::HANDLE_UGC_POST_CREATE_BASED_ON_EDIT_MODE);
|
||||
|
||||
bitStream.Write(modelCount);
|
||||
bitStream.Write(model);
|
||||
@@ -2130,7 +2132,7 @@ void GameMessages::SendUGCEquipPostDeleteBasedOnEditMode(LWOOBJID objectId, cons
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(objectId);
|
||||
bitStream.Write(eGameMessageType::HANDLE_UGC_EQUIP_POST_DELETE_BASED_ON_EDIT_MODE);
|
||||
bitStream.Write(eGameMessageType::HANDLE_UGC_POST_DELETE_BASED_ON_EDIT_MODE);
|
||||
|
||||
bitStream.Write(inventoryItem);
|
||||
|
||||
@@ -2459,7 +2461,7 @@ void GameMessages::SendUnSmash(Entity* entity, LWOOBJID builderID, float duratio
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write(eGameMessageType::UNSMASH);
|
||||
bitStream.Write(eGameMessageType::UN_SMASH);
|
||||
|
||||
bitStream.Write(builderID != LWOOBJID_EMPTY);
|
||||
if (builderID != LWOOBJID_EMPTY) bitStream.Write(builderID);
|
||||
@@ -3462,7 +3464,7 @@ void GameMessages::SendNotifyPetTamingPuzzleSelected(LWOOBJID objectId, const st
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(objectId);
|
||||
bitStream.Write(eGameMessageType::NOTIFY_PET_TAMING_PUZZLE_SELECTED);
|
||||
bitStream.Write(eGameMessageType::NOTIFY_TAMING_PUZZLE_SELECTED);
|
||||
|
||||
bitStream.Write(static_cast<uint32_t>(bricks.size()));
|
||||
for (const auto& brick : bricks) {
|
||||
@@ -6208,3 +6210,104 @@ void GameMessages::HandleRequestActivityExit(RakNet::BitStream* inStream, Entity
|
||||
if (!entity || !player) return;
|
||||
entity->RequestActivityExit(entity, player_id, canceled);
|
||||
}
|
||||
|
||||
void GameMessages::HandleAddDonationItem(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
|
||||
uint32_t count = 1;
|
||||
bool hasCount = false;
|
||||
inStream->Read(hasCount);
|
||||
if (hasCount) inStream->Read(count);
|
||||
LWOOBJID itemId = LWOOBJID_EMPTY;
|
||||
inStream->Read(itemId);
|
||||
if (!itemId) return;
|
||||
|
||||
auto* donationVendorComponent = entity->GetComponent<DonationVendorComponent>();
|
||||
if (!donationVendorComponent) return;
|
||||
if (donationVendorComponent->GetActivityID() == 0) {
|
||||
Game::logger->Log("GameMessages", "WARNING: Trying to dontate to a vendor with no activity");
|
||||
return;
|
||||
}
|
||||
User* user = UserManager::Instance()->GetUser(sysAddr);
|
||||
if (!user) return;
|
||||
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
|
||||
if (!player) return;
|
||||
auto* characterComponent = player->GetComponent<CharacterComponent>();
|
||||
if (!characterComponent) return;
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) return;
|
||||
Item* item = inventoryComponent->FindItemById(itemId);
|
||||
if (!item) return;
|
||||
if (item->GetCount() < count) return;
|
||||
characterComponent->SetCurrentInteracting(entity->GetObjectID());
|
||||
inventoryComponent->MoveItemToInventory(item, eInventoryType::DONATION, count, true, false, true);
|
||||
}
|
||||
|
||||
void GameMessages::HandleRemoveDonationItem(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
|
||||
bool confirmed = false;
|
||||
inStream->Read(confirmed);
|
||||
uint32_t count = 1;
|
||||
bool hasCount = false;
|
||||
inStream->Read(hasCount);
|
||||
if (hasCount) inStream->Read(count);
|
||||
LWOOBJID itemId = LWOOBJID_EMPTY;
|
||||
inStream->Read(itemId);
|
||||
if (!itemId) return;
|
||||
|
||||
User* user = UserManager::Instance()->GetUser(sysAddr);
|
||||
if (!user) return;
|
||||
Entity* player = Game::entityManager->GetEntity(user->GetLoggedInChar());
|
||||
if (!player) return;
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) return;
|
||||
|
||||
Item* item = inventoryComponent->FindItemById(itemId);
|
||||
if (!item) return;
|
||||
if (item->GetCount() < count) return;
|
||||
inventoryComponent->MoveItemToInventory(item, eInventoryType::BRICKS, count, true, false, true);
|
||||
}
|
||||
|
||||
void GameMessages::HandleConfirmDonationOnPlayer(RakNet::BitStream* inStream, Entity* entity) {
|
||||
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) return;
|
||||
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
||||
if (!missionComponent) return;
|
||||
auto* characterComponent = entity->GetComponent<CharacterComponent>();
|
||||
if (!characterComponent || !characterComponent->GetCurrentInteracting()) return;
|
||||
auto* donationEntity = Game::entityManager->GetEntity(characterComponent->GetCurrentInteracting());
|
||||
if (!donationEntity) return;
|
||||
auto* donationVendorComponent = donationEntity->GetComponent<DonationVendorComponent>();
|
||||
if(!donationVendorComponent) return;
|
||||
if (donationVendorComponent->GetActivityID() == 0) {
|
||||
Game::logger->Log("GameMessages", "WARNING: Trying to dontate to a vendor with no activity");
|
||||
return;
|
||||
}
|
||||
auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
|
||||
if (!inventory) return;
|
||||
auto items = inventory->GetItems();
|
||||
if (!items.empty()) {
|
||||
uint32_t count = 0;
|
||||
for (auto& [itemID, item] : items){
|
||||
count += item->GetCount();
|
||||
item->RemoveFromInventory();
|
||||
}
|
||||
missionComponent->Progress(eMissionTaskType::DONATION, 0, LWOOBJID_EMPTY, "", count);
|
||||
LeaderboardManager::SaveScore(entity->GetObjectID(), donationVendorComponent->GetActivityID(), count);
|
||||
donationVendorComponent->SubmitDonation(count);
|
||||
Game::entityManager->SerializeEntity(donationEntity);
|
||||
}
|
||||
characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
|
||||
}
|
||||
|
||||
void GameMessages::HandleCancelDonationOnPlayer(RakNet::BitStream* inStream, Entity* entity) {
|
||||
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) return;
|
||||
auto* inventory = inventoryComponent->GetInventory(eInventoryType::DONATION);
|
||||
if (!inventory) return;
|
||||
auto items = inventory->GetItems();
|
||||
for (auto& [itemID, item] : items){
|
||||
inventoryComponent->MoveItemToInventory(item, eInventoryType::BRICKS, item->GetCount(), false, false, true);
|
||||
}
|
||||
auto* characterComponent = entity->GetComponent<CharacterComponent>();
|
||||
if (!characterComponent) return;
|
||||
characterComponent->SetCurrentInteracting(LWOOBJID_EMPTY);
|
||||
}
|
||||
|
@@ -649,6 +649,12 @@ namespace GameMessages {
|
||||
|
||||
void HandleZoneSummaryDismissed(RakNet::BitStream* inStream, Entity* entity);
|
||||
void HandleRequestActivityExit(RakNet::BitStream* inStream, Entity* entity);
|
||||
|
||||
// Donation vendor
|
||||
void HandleAddDonationItem(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandleRemoveDonationItem(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandleConfirmDonationOnPlayer(RakNet::BitStream* inStream, Entity* entity);
|
||||
void HandleCancelDonationOnPlayer(RakNet::BitStream* inStream, Entity* entity);
|
||||
};
|
||||
|
||||
#endif // GAMEMESSAGES_H
|
||||
|
@@ -449,6 +449,9 @@ void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string&
|
||||
AddProgress(count);
|
||||
break;
|
||||
}
|
||||
case eMissionTaskType::DONATION:
|
||||
AddProgress(count);
|
||||
break;
|
||||
default:
|
||||
Game::logger->Log("MissionTask", "Invalid mission task type (%i)!", static_cast<int>(type));
|
||||
return;
|
||||
|
@@ -80,10 +80,10 @@ void VanityUtilities::SpawnVanity() {
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
|
||||
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
|
||||
|
||||
SetupNPCTalk(npcEntity);
|
||||
if (!npc.m_Phrases.empty()) {
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
|
||||
SetupNPCTalk(npcEntity);
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
@@ -114,21 +114,21 @@ void VanityUtilities::SpawnVanity() {
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
|
||||
if (!npc.m_Phrases.empty()){
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
|
||||
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
|
||||
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
|
||||
|
||||
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
|
||||
if (scriptComponent && !npc.m_Script.empty()) {
|
||||
scriptComponent->SetScript(npc.m_Script);
|
||||
scriptComponent->SetSerialized(false);
|
||||
|
||||
if (scriptComponent && !npc.m_Script.empty()) {
|
||||
scriptComponent->SetScript(npc.m_Script);
|
||||
scriptComponent->SetSerialized(false);
|
||||
|
||||
for (const auto& npc : npc.m_Flags) {
|
||||
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
|
||||
for (const auto& npc : npc.m_Flags) {
|
||||
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
|
||||
}
|
||||
}
|
||||
SetupNPCTalk(npcEntity);
|
||||
}
|
||||
|
||||
SetupNPCTalk(npcEntity);
|
||||
}
|
||||
|
||||
if (zoneID == 1200) {
|
||||
@@ -160,6 +160,7 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
|
||||
|
||||
auto* entity = Game::entityManager->CreateEntity(info);
|
||||
entity->SetVar(u"npcName", name);
|
||||
if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
|
||||
|
||||
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
||||
|
||||
|
Reference in New Issue
Block a user