Merge branch 'main' into moreMovementAi

This commit is contained in:
David Markowitz
2024-02-24 22:19:45 -08:00
799 changed files with 18359 additions and 15526 deletions

View File

@@ -2,64 +2,33 @@ set(DGAME_SOURCES "Character.cpp"
"Entity.cpp"
"EntityManager.cpp"
"LeaderboardManager.cpp"
"Player.cpp"
"PlayerManager.cpp"
"TeamManager.cpp"
"TradingManager.cpp"
"User.cpp"
"UserManager.cpp")
include_directories(
${PROJECT_SOURCE_DIR}/dScripts
${PROJECT_SOURCE_DIR}/dGame
)
add_library(dGameBase ${DGAME_SOURCES})
target_precompile_headers(dGameBase PRIVATE ${HEADERS_DGAME})
target_link_libraries(dGameBase
PUBLIC dDatabase dPhysics
INTERFACE dComponents dEntity)
add_subdirectory(dBehaviors)
foreach(file ${DGAME_DBEHAVIORS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dBehaviors/${file}")
endforeach()
add_subdirectory(dComponents)
foreach(file ${DGAME_DCOMPONENTS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dComponents/${file}")
endforeach()
add_subdirectory(dEntity)
foreach(file ${DGAME_DENTITY_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dEntity/${file}")
endforeach()
add_subdirectory(dGameMessages)
foreach(file ${DGAME_DGAMEMESSAGES_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dGameMessages/${file}")
endforeach()
add_subdirectory(dInventory)
foreach(file ${DGAME_DINVENTORY_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dInventory/${file}")
endforeach()
add_subdirectory(dMission)
foreach(file ${DGAME_DMISSION_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dMission/${file}")
endforeach()
add_subdirectory(dPropertyBehaviors)
foreach(file ${DGAME_DPROPERTYBEHAVIORS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dPropertyBehaviors/${file}")
endforeach()
add_subdirectory(dUtilities)
foreach(file ${DGAME_DUTILITIES_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "dUtilities/${file}")
endforeach()
foreach(file ${DSCRIPTS_SOURCES})
set(DGAME_SOURCES ${DGAME_SOURCES} "${PROJECT_SOURCE_DIR}/dScripts/${file}")
endforeach()
add_library(dGame STATIC ${DGAME_SOURCES})
target_link_libraries(dGame dDatabase Recast Detour)
add_library(dGame INTERFACE)
target_link_libraries(dGame INTERFACE
dGameBase dBehaviors dComponents dEntity dGameMessages dInventory dMission dPropertyBehaviors dUtilities dScripts
)

View File

@@ -2,7 +2,7 @@
#include "User.h"
#include "Database.h"
#include "GeneralUtils.h"
#include "dLogger.h"
#include "Logger.h"
#include "BitStream.h"
#include "Game.h"
#include <chrono>
@@ -25,104 +25,36 @@
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
m_ID = id;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;"
);
stmt->setInt64(1, id);
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_Name = res->getString(1).c_str();
m_UnapprovedName = res->getString(2).c_str();
m_NameRejected = res->getBoolean(3);
m_PropertyCloneID = res->getUInt(4);
m_PermissionMap = static_cast<ePermissionMap>(res->getUInt64(5));
}
delete res;
delete stmt;
//Load the xmlData now:
sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
);
xmlStmt->setInt64(1, id);
sql::ResultSet* xmlRes = xmlStmt->executeQuery();
while (xmlRes->next()) {
m_XMLData = xmlRes->getString(1).c_str();
}
delete xmlRes;
delete xmlStmt;
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
DoQuickXMLDataParse();
//Set our objectID:
m_ObjectID = m_ID;
GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
m_ParentUser = parentUser;
m_OurEntity = nullptr;
m_BuildMode = false;
m_Doc = nullptr;
}
Character::~Character() {
delete m_Doc;
if (m_Doc) delete m_Doc;
m_Doc = nullptr;
m_OurEntity = nullptr;
m_ParentUser = nullptr;
}
void Character::UpdateFromDatabase() {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;"
);
void Character::UpdateInfoFromDatabase() {
auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
stmt->setInt64(1, m_ID);
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_Name = res->getString(1).c_str();
m_UnapprovedName = res->getString(2).c_str();
m_NameRejected = res->getBoolean(3);
m_PropertyCloneID = res->getUInt(4);
m_PermissionMap = static_cast<ePermissionMap>(res->getUInt64(5));
if (charInfo) {
m_Name = charInfo->name;
m_UnapprovedName = charInfo->pendingName;
m_NameRejected = charInfo->needsRename;
m_PropertyCloneID = charInfo->cloneId;
m_PermissionMap = charInfo->permissionMap;
}
delete res;
delete stmt;
//Load the xmlData now:
sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
);
xmlStmt->setInt64(1, m_ID);
sql::ResultSet* xmlRes = xmlStmt->executeQuery();
while (xmlRes->next()) {
m_XMLData = xmlRes->getString(1).c_str();
}
delete xmlRes;
delete xmlStmt;
m_XMLData = Database::Get()->GetCharacterXml(m_ID);
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
delete m_Doc;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
@@ -137,6 +69,11 @@ void Character::UpdateFromDatabase() {
m_BuildMode = false;
}
void Character::UpdateFromDatabase() {
if (m_Doc) delete m_Doc;
UpdateInfoFromDatabase();
}
void Character::DoQuickXMLDataParse() {
if (m_XMLData.size() == 0) return;
@@ -145,16 +82,16 @@ void Character::DoQuickXMLDataParse() {
if (!m_Doc) return;
if (m_Doc->Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) {
Game::logger->Log("Character", "Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
LOG("Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
} else {
Game::logger->Log("Character", "Failed to load xmlData!");
LOG("Failed to load xmlData!");
//Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true);
return;
}
tinyxml2::XMLElement* mf = m_Doc->FirstChildElement("obj")->FirstChildElement("mf");
if (!mf) {
Game::logger->Log("Character", "Failed to find mf tag!");
LOG("Failed to find mf tag!");
return;
}
@@ -173,14 +110,14 @@ void Character::DoQuickXMLDataParse() {
tinyxml2::XMLElement* inv = m_Doc->FirstChildElement("obj")->FirstChildElement("inv");
if (!inv) {
Game::logger->Log("Character", "Char has no inv!");
LOG("Char has no inv!");
return;
}
tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in");
if (!bag) {
Game::logger->Log("Character", "Couldn't find bag0!");
LOG("Couldn't find bag0!");
return;
}
@@ -314,7 +251,7 @@ void Character::SaveXMLToDatabase() {
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
uint64_t lzidConcat = zoneInfo.GetCloneID();
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
@@ -373,7 +310,7 @@ void Character::SaveXMLToDatabase() {
//Call upon the entity to update our xmlDoc:
if (!m_OurEntity) {
Game::logger->Log("Character", "%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
LOG("%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
return;
}
@@ -384,7 +321,7 @@ void Character::SaveXMLToDatabase() {
//For metrics, log the time it took to save:
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed = end - start;
Game::logger->Log("Character", "%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
}
void Character::SetIsNewLogin() {
@@ -394,28 +331,23 @@ void Character::SetIsNewLogin() {
auto* currentChild = flags->FirstChildElement();
while (currentChild) {
auto* nextChild = currentChild->NextSiblingElement();
if (currentChild->Attribute("si")) {
flags->DeleteChild(currentChild);
Game::logger->Log("Character", "Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
LOG("Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
WriteToDatabase();
}
currentChild = currentChild->NextSiblingElement();
currentChild = nextChild;
}
}
void Character::WriteToDatabase() {
//Dump our xml into m_XMLData:
auto* printer = new tinyxml2::XMLPrinter(0, true, 0);
m_Doc->Print(printer);
m_XMLData = printer->CStr();
tinyxml2::XMLPrinter printer(0, true, 0);
m_Doc->Print(&printer);
//Finally, save to db:
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charxml SET xml_data=? WHERE id=?");
stmt->setString(1, m_XMLData.c_str());
stmt->setUInt(2, m_ID);
stmt->execute();
delete stmt;
delete printer;
Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
}
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
@@ -519,7 +451,7 @@ void Character::LoadXmlRespawnCheckpoints() {
auto* r = points->FirstChildElement("r");
while (r != nullptr) {
int32_t map = 0;
NiPoint3 point = NiPoint3::ZERO;
NiPoint3 point = NiPoint3Constant::ZERO;
r->QueryAttribute("w", &map);
r->QueryAttribute("x", &point.x);
@@ -554,15 +486,6 @@ void Character::OnZoneLoad() {
return;
}
/**
* Restrict old character to 1 million coins
*/
if (HasPermission(ePermissionMap::Old)) {
if (GetCoins() > 1000000) {
SetCoins(1000000, eLootSourceType::NONE);
}
}
auto* inventoryComponent = m_OurEntity->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
@@ -590,7 +513,7 @@ void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) {
const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const {
const auto& pair = m_WorldRespawnCheckpoints.find(map);
if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3::ZERO;
if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3Constant::ZERO;
return pair->second;
}

View File

@@ -3,7 +3,7 @@
#include "dCommonVars.h"
#include <vector>
#include "../thirdparty/tinyxml2/tinyxml2.h"
#include "tinyxml2.h"
#include <unordered_map>
#include <map>
@@ -457,7 +457,10 @@ public:
void SetBillboardVisible(bool visible);
User* GetParentUser() const { return m_ParentUser; }
private:
void UpdateInfoFromDatabase();
/**
* The ID of this character. First 32 bits of the ObjectID.
*/

File diff suppressed because it is too large Load Diff

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@@ -31,6 +31,7 @@ class Component;
class Item;
class Character;
class EntityCallbackTimer;
class PositionUpdate;
enum class eTriggerEventType;
enum class eGameMasterLevel : uint8_t;
enum class eReplicaComponentType : uint32_t;
@@ -46,10 +47,10 @@ namespace CppScripts {
*/
class Entity {
public:
explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr);
virtual ~Entity();
explicit Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser = nullptr, Entity* parentEntity = nullptr);
~Entity();
virtual void Initialize();
void Initialize();
bool operator==(const Entity& other) const;
bool operator!=(const Entity& other) const;
@@ -66,7 +67,7 @@ public:
eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
uint8_t GetCollectibleID() const { return uint8_t(m_CollectibleID); }
uint8_t GetCollectibleID() const;
Entity* GetParentEntity() const { return m_ParentEntity; }
@@ -103,9 +104,7 @@ public:
const NiQuaternion& GetRotation() const;
virtual User* GetParentUser() const;
virtual SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; };
const SystemAddress& GetSystemAddress() const;
/**
* Setters
@@ -123,15 +122,13 @@ public:
void SetNetworkId(uint16_t id);
void SetPosition(NiPoint3 position);
void SetPosition(const NiPoint3& position);
void SetRotation(NiQuaternion rotation);
void SetRotation(const NiQuaternion& rotation);
virtual void SetRespawnPos(NiPoint3 position) {}
void SetRespawnPos(const NiPoint3& position);
virtual void SetRespawnRot(NiQuaternion rotation) {}
virtual void SetSystemAddress(const SystemAddress& value) {};
void SetRespawnRot(const NiQuaternion& rotation);
/**
* Component management
@@ -160,6 +157,8 @@ public:
void AddChild(Entity* child);
void RemoveChild(Entity* child);
void RemoveParent();
// Adds a timer to start next frame with the given name and time.
void AddTimer(std::string name, float time);
void AddCallbackTimer(float time, std::function<void()> callback);
bool HasTimer(const std::string& name);
@@ -210,8 +209,8 @@ public:
void RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled);
void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
void Kill(Entity* murderer = nullptr);
void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
void Kill(Entity* murderer = nullptr, const eKillType killType = eKillType::SILENT);
void AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
void AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback);
void AddDieCallback(const std::function<void()>& callback);
void Resurrect();
@@ -226,8 +225,8 @@ public:
void TriggerEvent(eTriggerEventType event, Entity* optionalTarget = nullptr);
void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; }
virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; }
virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; }
const NiPoint3& GetRespawnPosition() const;
const NiQuaternion& GetRespawnRotation() const;
void Sleep();
void Wake();
@@ -274,6 +273,9 @@ public:
template<typename T>
T GetVarAs(const std::u16string& name) const;
template<typename ComponentType, typename... VaArgs>
ComponentType* AddComponent(VaArgs... args);
/**
* Get the LDF data.
*/
@@ -287,10 +289,12 @@ public:
/*
* Collision
*/
std::vector<LWOOBJID>& GetTargetsInPhantom();
std::vector<LWOOBJID> GetTargetsInPhantom();
Entity* GetScheduledKiller() { return m_ScheduleKiller; }
void ProcessPositionUpdate(PositionUpdate& update);
protected:
LWOOBJID m_ObjectID;
@@ -321,9 +325,10 @@ protected:
std::vector<std::function<void(Entity* target)>> m_PhantomCollisionCallbacks;
std::unordered_map<eReplicaComponentType, Component*> m_Components;
std::vector<EntityTimer*> m_Timers;
std::vector<EntityTimer*> m_PendingTimers;
std::vector<EntityCallbackTimer*> m_CallbackTimers;
std::vector<EntityTimer> m_Timers;
std::vector<EntityTimer> m_PendingTimers;
std::vector<EntityCallbackTimer> m_CallbackTimers;
std::vector<EntityCallbackTimer> m_PendingCallbackTimers;
bool m_ShouldDestroyAfterUpdate = false;
@@ -390,14 +395,8 @@ const T& Entity::GetVar(const std::u16string& name) const {
template<typename T>
T Entity::GetVarAs(const std::u16string& name) const {
const auto data = GetVarAsString(name);
T value;
if (!GeneralUtils::TryParse(data, value)) {
return LDFData<T>::Default;
}
return value;
return GeneralUtils::TryParse<T>(data).value_or(LDFData<T>::Default);
}
template<typename T>
@@ -501,3 +500,36 @@ T Entity::GetNetworkVar(const std::u16string& name) {
return LDFData<T>::Default;
}
/**
* @brief Adds a component of type ComponentType to this entity and forwards the arguments to the constructor.
*
* @tparam ComponentType The component class type to add. Must derive from Component.
* @tparam VaArgs The argument types to forward to the constructor.
* @param args The arguments to forward to the constructor. The first argument passed to the ComponentType constructor will be this entity.
* @return ComponentType* The added component. Will never return null.
*/
template<typename ComponentType, typename... VaArgs>
inline ComponentType* Entity::AddComponent(VaArgs... args) {
static_assert(std::is_base_of_v<Component, ComponentType>, "ComponentType must be a Component");
// Get the component if it already exists, or default construct a nullptr
auto*& componentToReturn = m_Components[ComponentType::ComponentType];
// If it doesn't exist, create it and forward the arguments to the constructor
if (!componentToReturn) {
componentToReturn = new ComponentType(this, std::forward<VaArgs>(args)...);
} else {
// In this case the block is already allocated and ready for use
// so we use a placement new to construct the component again as was requested by the caller.
// Placement new means we already have memory allocated for the object, so this just calls its constructor again.
// This is useful for when we want to create a new object in the same memory location as an old one.
componentToReturn->~Component();
new(componentToReturn) ComponentType(this, std::forward<VaArgs>(args)...);
}
// Finally return the created or already existing component.
// Because of the assert above, this should always be a ComponentType* but I need a way to guarantee the map cannot be modifed outside this function
// To allow a static cast here instead of a dynamic one.
return dynamic_cast<ComponentType*>(componentToReturn);
}

View File

@@ -2,21 +2,19 @@
#include "RakNetTypes.h"
#include "Game.h"
#include "User.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "Character.h"
#include "GeneralUtils.h"
#include "dServer.h"
#include "Spawner.h"
#include "Player.h"
#include "SkillComponent.h"
#include "SwitchComponent.h"
#include "UserManager.h"
#include "PacketUtils.h"
#include "Metrics.hpp"
#include "dZoneManager.h"
#include "MissionComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "MessageIdentifiers.h"
#include "dConfig.h"
#include "eTriggerEventType.h"
@@ -24,6 +22,9 @@
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
#include "PlayerManager.h"
#include "GhostComponent.h"
#include <ranges>
// Configure which zones have ghosting disabled, mostly small worlds.
std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
@@ -47,10 +48,6 @@ std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
// Configure some exceptions for ghosting, nessesary for some special objects.
std::vector<LOT> EntityManager::m_GhostingExcludedLOTs = {
// NT - Pipes
9524,
12408,
// AG - Footrace
4967
};
@@ -93,7 +90,7 @@ Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentE
// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
if (info.id == 0) {
id = ObjectIDManager::Instance()->GenerateObjectID();
id = ObjectIDManager::GenerateObjectID();
}
// Entities with an ID already set, often level entities, we'll use that ID as a base
@@ -121,14 +118,7 @@ Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentE
info.id = id;
Entity* entity;
// Check if the entitty if a player, in case use the extended player entity class
if (user != nullptr) {
entity = new Player(id, info, user, parentEntity);
} else {
entity = new Entity(id, info, parentEntity);
}
Entity* entity = new Entity(id, info, user, parentEntity);
// Initialize the entity
entity->Initialize();
@@ -176,23 +166,25 @@ void EntityManager::DestroyEntity(Entity* entity) {
}
void EntityManager::SerializeEntities() {
for (auto entry = m_EntitiesToSerialize.begin(); entry != m_EntitiesToSerialize.end(); entry++) {
auto* entity = GetEntity(*entry);
for (size_t i = 0; i < m_EntitiesToSerialize.size(); i++) {
const LWOOBJID toSerialize = m_EntitiesToSerialize[i];
auto* entity = GetEntity(toSerialize);
if (!entity) continue;
m_SerializationCounter++;
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
stream.Write<char>(ID_REPLICA_MANAGER_SERIALIZE);
stream.Write<unsigned short>(entity->GetNetworkId());
entity->WriteBaseReplicaData(&stream, eReplicaPacketType::SERIALIZATION);
entity->WriteComponents(&stream, eReplicaPacketType::SERIALIZATION);
if (entity->GetIsGhostingCandidate()) {
for (auto* player : Player::GetAllPlayers()) {
if (player->IsObserved(*entry)) {
for (auto* player : PlayerManager::GetAllPlayers()) {
auto* ghostComponent = player->GetComponent<GhostComponent>();
if (ghostComponent && ghostComponent->IsObserved(toSerialize)) {
Game::server->Send(&stream, player->GetSystemAddress(), false);
}
}
@@ -204,11 +196,12 @@ void EntityManager::SerializeEntities() {
}
void EntityManager::KillEntities() {
for (auto entry = m_EntitiesToKill.begin(); entry != m_EntitiesToKill.end(); entry++) {
auto* entity = GetEntity(*entry);
for (size_t i = 0; i < m_EntitiesToKill.size(); i++) {
const LWOOBJID toKill = m_EntitiesToKill[i];
auto* entity = GetEntity(toKill);
if (!entity) {
Game::logger->Log("EntityManager", "Attempting to kill null entity %llu", *entry);
LOG("Attempting to kill null entity %llu", toKill);
continue;
}
@@ -222,8 +215,9 @@ void EntityManager::KillEntities() {
}
void EntityManager::DeleteEntities() {
for (auto entry = m_EntitiesToDelete.begin(); entry != m_EntitiesToDelete.end(); entry++) {
auto entityToDelete = GetEntity(*entry);
for (size_t i = 0; i < m_EntitiesToDelete.size(); i++) {
const LWOOBJID toDelete = m_EntitiesToDelete[i];
auto entityToDelete = GetEntity(toDelete);
if (entityToDelete) {
// Get all this info first before we delete the player.
auto networkIdToErase = entityToDelete->GetNetworkId();
@@ -237,16 +231,16 @@ void EntityManager::DeleteEntities() {
if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
} else {
Game::logger->Log("EntityManager", "Attempted to delete non-existent entity %llu", *entry);
LOG("Attempted to delete non-existent entity %llu", toDelete);
}
m_Entities.erase(*entry);
m_Entities.erase(toDelete);
}
m_EntitiesToDelete.clear();
}
void EntityManager::UpdateEntities(const float deltaTime) {
for (const auto& e : m_Entities) {
e.second->Update(deltaTime);
for (auto* entity : m_Entities | std::views::values) {
entity->Update(deltaTime);
}
SerializeEntities();
@@ -266,10 +260,10 @@ Entity* EntityManager::GetEntity(const LWOOBJID& objectId) const {
std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group) {
std::vector<Entity*> entitiesInGroup;
for (const auto& entity : m_Entities) {
for (const auto& entityGroup : entity.second->GetGroups()) {
for (auto* entity : m_Entities | std::views::values) {
for (const auto& entityGroup : entity->GetGroups()) {
if (entityGroup == group) {
entitiesInGroup.push_back(entity.second);
entitiesInGroup.push_back(entity);
}
}
}
@@ -279,10 +273,12 @@ std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group)
std::vector<Entity*> EntityManager::GetEntitiesByComponent(const eReplicaComponentType componentType) const {
std::vector<Entity*> withComp;
for (const auto& entity : m_Entities) {
if (componentType != eReplicaComponentType::INVALID && !entity.second->HasComponent(componentType)) continue;
if (componentType != eReplicaComponentType::INVALID) {
for (auto* entity : m_Entities | std::views::values) {
if (!entity->HasComponent(componentType)) continue;
withComp.push_back(entity.second);
withComp.push_back(entity);
}
}
return withComp;
}
@@ -290,14 +286,24 @@ std::vector<Entity*> EntityManager::GetEntitiesByComponent(const eReplicaCompone
std::vector<Entity*> EntityManager::GetEntitiesByLOT(const LOT& lot) const {
std::vector<Entity*> entities;
for (const auto& entity : m_Entities) {
if (entity.second->GetLOT() == lot)
entities.push_back(entity.second);
for (auto* entity : m_Entities | std::views::values) {
if (entity->GetLOT() == lot) entities.push_back(entity);
}
return entities;
}
std::vector<Entity*> EntityManager::GetEntitiesByProximity(NiPoint3 reference, float radius) const {
std::vector<Entity*> entities;
if (radius <= 1000.0f) { // The client has a 1000 unit limit on this same logic, so we'll use the same limit
for (auto* entity : m_Entities | std::views::values) {
if (NiPoint3::Distance(reference, entity->GetPosition()) <= radius) entities.push_back(entity);
}
}
return entities;
}
Entity* EntityManager::GetZoneControlEntity() const {
return m_ZoneControlEntity;
}
@@ -306,12 +312,8 @@ Entity* EntityManager::GetSpawnPointEntity(const std::string& spawnName) const {
// Lookup the spawn point entity in the map
const auto& spawnPoint = m_SpawnPoints.find(spawnName);
if (spawnPoint == m_SpawnPoints.end()) {
return nullptr;
}
// Check if the spawn point entity is valid just in case
return GetEntity(spawnPoint->second);
return spawnPoint == m_SpawnPoints.end() ? nullptr : GetEntity(spawnPoint->second);
}
const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEntities() const {
@@ -320,7 +322,7 @@ const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEnt
void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
if (!entity) {
Game::logger->Log("EntityManager", "Attempted to construct null entity");
LOG("Attempted to construct null entity");
return;
}
@@ -337,29 +339,25 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
entity->SetNetworkId(networkId);
}
const auto checkGhosting = entity->GetIsGhostingCandidate();
if (checkGhosting) {
const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
if (iter == m_EntitiesToGhost.end()) {
if (entity->GetIsGhostingCandidate()) {
if (std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity) == m_EntitiesToGhost.end()) {
m_EntitiesToGhost.push_back(entity);
}
}
if (checkGhosting && sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
CheckGhosting(entity);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
CheckGhosting(entity);
return;
return;
}
}
m_SerializationCounter++;
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_CONSTRUCTION));
stream.Write<uint8_t>(ID_REPLICA_MANAGER_CONSTRUCTION);
stream.Write(true);
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
stream.Write<uint16_t>(entity->GetNetworkId());
entity->WriteBaseReplicaData(&stream, eReplicaPacketType::CONSTRUCTION);
entity->WriteComponents(&stream, eReplicaPacketType::CONSTRUCTION);
@@ -368,11 +366,12 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
if (skipChecks) {
Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
} else {
for (auto* player : Player::GetAllPlayers()) {
for (auto* player : PlayerManager::GetAllPlayers()) {
if (player->GetPlayerReadyForUpdates()) {
Game::server->Send(&stream, player->GetSystemAddress(), false);
} else {
player->AddLimboConstruction(entity->GetObjectID());
auto* ghostComponent = player->GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->AddLimboConstruction(entity->GetObjectID());
}
}
}
@@ -380,8 +379,6 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
Game::server->Send(&stream, sysAddr, false);
}
// PacketUtils::SavePacket("[24]_"+std::to_string(entity->GetObjectID()) + "_" + std::to_string(m_SerializationCounter) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
if (entity->IsPlayer()) {
if (entity->GetGMLevel() > eGameMasterLevel::CIVILIAN) {
GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
@@ -393,13 +390,13 @@ void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
//ZoneControl is special:
ConstructEntity(m_ZoneControlEntity, sysAddr);
for (const auto& e : m_Entities) {
if (e.second && (e.second->GetSpawnerID() != 0 || e.second->GetLOT() == 1) && !e.second->GetIsGhostingCandidate()) {
ConstructEntity(e.second, sysAddr);
for (auto* entity : m_Entities | std::views::values) {
if (entity && (entity->GetSpawnerID() != 0 || entity->GetLOT() == 1) && !entity->GetIsGhostingCandidate()) {
ConstructEntity(entity, sysAddr);
}
}
UpdateGhosting(Player::GetPlayer(sysAddr));
UpdateGhosting(PlayerManager::GetPlayer(sysAddr));
}
void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr) {
@@ -407,14 +404,15 @@ void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr)
RakNet::BitStream stream;
stream.Write(static_cast<char>(ID_REPLICA_MANAGER_DESTRUCTION));
stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
stream.Write<uint8_t>(ID_REPLICA_MANAGER_DESTRUCTION);
stream.Write<uint16_t>(entity->GetNetworkId());
Game::server->Send(&stream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
for (auto* player : Player::GetAllPlayers()) {
for (auto* player : PlayerManager::GetAllPlayers()) {
if (!player->GetPlayerReadyForUpdates()) {
player->RemoveLimboConstruction(entity->GetObjectID());
auto* ghostComponent = player->GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->RemoveLimboConstruction(entity->GetObjectID());
}
}
}
@@ -425,13 +423,11 @@ void EntityManager::SerializeEntity(Entity* entity) {
if (std::find(m_EntitiesToSerialize.begin(), m_EntitiesToSerialize.end(), entity->GetObjectID()) == m_EntitiesToSerialize.end()) {
m_EntitiesToSerialize.push_back(entity->GetObjectID());
}
//PacketUtils::SavePacket(std::to_string(m_SerializationCounter) + "_[27]_"+std::to_string(entity->GetObjectID()) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
}
void EntityManager::DestructAllEntities(const SystemAddress& sysAddr) {
for (const auto& e : m_Entities) {
DestructEntity(e.second, sysAddr);
for (auto* entity : m_Entities | std::views::values) {
DestructEntity(entity, sysAddr);
}
}
@@ -439,29 +435,19 @@ void EntityManager::SetGhostDistanceMax(float value) {
m_GhostDistanceMaxSquared = value * value;
}
float EntityManager::GetGhostDistanceMax() const {
return std::sqrt(m_GhostDistanceMaxSquared);
}
void EntityManager::SetGhostDistanceMin(float value) {
m_GhostDistanceMinSqaured = value * value;
}
float EntityManager::GetGhostDistanceMin() const {
return std::sqrt(m_GhostDistanceMinSqaured);
}
void EntityManager::QueueGhostUpdate(LWOOBJID playerID) {
const auto& iter = std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID);
if (iter == m_PlayersToUpdateGhosting.end()) {
if (std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID) == m_PlayersToUpdateGhosting.end()) {
m_PlayersToUpdateGhosting.push_back(playerID);
}
}
void EntityManager::UpdateGhosting() {
for (const auto playerID : m_PlayersToUpdateGhosting) {
auto* player = Player::GetPlayer(playerID);
auto* player = PlayerManager::GetPlayer(playerID);
if (player == nullptr) {
continue;
@@ -473,40 +459,36 @@ void EntityManager::UpdateGhosting() {
m_PlayersToUpdateGhosting.clear();
}
void EntityManager::UpdateGhosting(Player* player) {
if (player == nullptr) {
return;
}
void EntityManager::UpdateGhosting(Entity* player) {
if (!player) return;
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* ghostComponent = player->GetComponent<GhostComponent>();
if (missionComponent == nullptr) {
return;
}
if (!missionComponent || !ghostComponent) return;
const auto& referencePoint = player->GetGhostReferencePoint();
const auto isOverride = player->GetGhostOverride();
const auto& referencePoint = ghostComponent->GetGhostReferencePoint();
const auto isOverride = ghostComponent->GetGhostOverride();
for (auto* entity : m_EntitiesToGhost) {
const auto isAudioEmitter = entity->GetLOT() == 6368;
const auto& entityPoint = entity->GetPosition();
const int32_t id = entity->GetObjectID();
const auto id = entity->GetObjectID();
const auto observed = player->IsObserved(id);
const auto observed = ghostComponent->IsObserved(id);
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
const auto isAudioEmitter = entity->GetLOT() == 6368; // https://explorer.lu/objects/6368
if (isAudioEmitter) {
ghostingDistanceMax = ghostingDistanceMin;
}
if (observed && distance > ghostingDistanceMax && !isOverride) {
player->GhostEntity(id);
ghostComponent->GhostEntity(id);
DestructEntity(entity, player->GetSystemAddress());
@@ -523,7 +505,7 @@ void EntityManager::UpdateGhosting(Player* player) {
}
}
player->ObserveEntity(id);
ghostComponent->ObserveEntity(id);
ConstructEntity(entity, player->GetSystemAddress());
@@ -539,28 +521,26 @@ void EntityManager::CheckGhosting(Entity* entity) {
const auto& referencePoint = entity->GetPosition();
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
for (auto* player : PlayerManager::GetAllPlayers()) {
auto* ghostComponent = player->GetComponent<GhostComponent>();
if (!ghostComponent) continue;
const auto isAudioEmitter = entity->GetLOT() == 6368;
const auto& entityPoint = ghostComponent->GetGhostReferencePoint();
for (auto* player : Player::GetAllPlayers()) {
const auto& entityPoint = player->GetGhostReferencePoint();
const auto id = entity->GetObjectID();
const int32_t id = entity->GetObjectID();
const auto observed = player->IsObserved(id);
const auto observed = ghostComponent->IsObserved(id);
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
if (observed && distance > ghostingDistanceMax) {
player->GhostEntity(id);
if (observed && distance > m_GhostDistanceMaxSquared) {
ghostComponent->GhostEntity(id);
DestructEntity(entity, player->GetSystemAddress());
entity->SetObservers(entity->GetObservers() - 1);
} else if (!observed && ghostingDistanceMin > distance) {
player->ObserveEntity(id);
} else if (!observed && m_GhostDistanceMinSqaured > distance) {
ghostComponent->ObserveEntity(id);
ConstructEntity(entity, player->GetSystemAddress());
@@ -569,7 +549,7 @@ void EntityManager::CheckGhosting(Entity* entity) {
}
}
Entity* EntityManager::GetGhostCandidate(int32_t id) {
Entity* EntityManager::GetGhostCandidate(LWOOBJID id) const {
for (auto* entity : m_EntitiesToGhost) {
if (entity->GetObjectID() == id) {
return entity;
@@ -595,26 +575,22 @@ void EntityManager::ScheduleForKill(Entity* entity) {
const auto objectId = entity->GetObjectID();
if (std::count(m_EntitiesToKill.begin(), m_EntitiesToKill.end(), objectId)) {
return;
if (std::find(m_EntitiesToKill.begin(), m_EntitiesToKill.end(), objectId) == m_EntitiesToKill.end()) {
m_EntitiesToKill.push_back(objectId);
}
m_EntitiesToKill.push_back(objectId);
}
void EntityManager::ScheduleForDeletion(LWOOBJID entity) {
if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), entity)) {
return;
if (std::find(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), entity) == m_EntitiesToDelete.end()) {
m_EntitiesToDelete.push_back(entity);
}
m_EntitiesToDelete.push_back(entity);
}
void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
for (std::pair<LWOOBJID, Entity*> e : m_Entities) {
if (e.second) {
e.second->OnFireEventServerSide(origin, args);
for (const auto entity : m_Entities | std::views::values) {
if (entity) {
entity->OnFireEventServerSide(origin, args);
}
}
}

View File

@@ -28,6 +28,7 @@ public:
std::vector<Entity*> GetEntitiesInGroup(const std::string& group);
std::vector<Entity*> GetEntitiesByComponent(eReplicaComponentType componentType) const;
std::vector<Entity*> GetEntitiesByLOT(const LOT& lot) const;
std::vector<Entity*> GetEntitiesByProximity(NiPoint3 reference, float radius) const;
Entity* GetZoneControlEntity() const;
// Get spawn point entity by spawn name
@@ -49,14 +50,12 @@ public:
void DestructAllEntities(const SystemAddress& sysAddr);
void SetGhostDistanceMax(float value);
float GetGhostDistanceMax() const;
void SetGhostDistanceMin(float value);
float GetGhostDistanceMin() const;
void QueueGhostUpdate(LWOOBJID playerID);
void UpdateGhosting();
void UpdateGhosting(Player* player);
void UpdateGhosting(Entity* player);
void CheckGhosting(Entity* entity);
Entity* GetGhostCandidate(int32_t id);
Entity* GetGhostCandidate(LWOOBJID id) const;
bool GetGhostingEnabled() const;
void ScheduleForKill(Entity* entity);

View File

@@ -8,7 +8,7 @@
#include "Character.h"
#include "Game.h"
#include "GameMessages.h"
#include "dLogger.h"
#include "Logger.h"
#include "dConfig.h"
#include "CDClientManager.h"
#include "GeneralUtils.h"
@@ -193,7 +193,7 @@ void Leaderboard::SetupLeaderboard(bool weekly, uint32_t resultStart, uint32_t r
SELECT leaderboardsRanked.*, character_id, UNIX_TIMESTAMP(last_played) as lastPlayed, leaderboardsRanked.name, leaderboardsRanked.ranking FROM leaderboardsRanked, myStanding, lowestRanking
WHERE leaderboardsRanked.ranking
BETWEEN
LEAST(GREATEST(CAST(myRank AS SIGNED) - 5, %i), lowestRanking.lowestRank - 9)
LEAST(GREATEST(CAST(myRank AS SIGNED) - 5, %i), CAST(lowestRanking.lowestRank AS SIGNED) - 9)
AND
LEAST(GREATEST(myRank + 5, %i), lowestRanking.lowestRank)
ORDER BY ranking ASC;
@@ -236,8 +236,8 @@ void Leaderboard::SetupLeaderboard(bool weekly, uint32_t resultStart, uint32_t r
baseLookup += std::to_string(static_cast<uint32_t>(this->relatedPlayer));
}
baseLookup += " LIMIT 1";
Game::logger->LogDebug("LeaderboardManager", "query is %s", baseLookup.c_str());
std::unique_ptr<sql::PreparedStatement> baseQuery(Database::CreatePreppedStmt(baseLookup));
LOG_DEBUG("query is %s", baseLookup.c_str());
std::unique_ptr<sql::PreparedStatement> baseQuery(Database::Get()->CreatePreppedStmt(baseLookup));
baseQuery->setInt(1, this->gameID);
std::unique_ptr<sql::ResultSet> baseResult(baseQuery->executeQuery());
@@ -250,8 +250,8 @@ void Leaderboard::SetupLeaderboard(bool weekly, uint32_t resultStart, uint32_t r
std::unique_ptr<char[]> lookupBuffer = std::make_unique<char[]>(STRING_LENGTH);
int32_t res = snprintf(lookupBuffer.get(), STRING_LENGTH, queryBase.c_str(), orderBase.data(), filter.c_str(), resultStart, resultEnd);
DluAssert(res != -1);
std::unique_ptr<sql::PreparedStatement> query(Database::CreatePreppedStmt(lookupBuffer.get()));
Game::logger->LogDebug("LeaderboardManager", "Query is %s vars are %i %i %i", lookupBuffer.get(), this->gameID, this->relatedPlayer, relatedPlayerLeaderboardId);
std::unique_ptr<sql::PreparedStatement> query(Database::Get()->CreatePreppedStmt(lookupBuffer.get()));
LOG_DEBUG("Query is %s vars are %i %i %i", lookupBuffer.get(), this->gameID, this->relatedPlayer, relatedPlayerLeaderboardId);
query->setInt(1, this->gameID);
if (this->infoType == InfoType::Friends) {
query->setInt(2, this->relatedPlayer);
@@ -301,7 +301,7 @@ std::string FormatInsert(const Leaderboard::Type& type, const Score& score, cons
void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activityId, const float primaryScore, const float secondaryScore, const float tertiaryScore) {
const Leaderboard::Type leaderboardType = GetLeaderboardType(activityId);
std::unique_ptr<sql::PreparedStatement> query(Database::CreatePreppedStmt("SELECT * FROM leaderboard WHERE character_id = ? AND game_id = ?;"));
std::unique_ptr<sql::PreparedStatement> query(Database::Get()->CreatePreppedStmt("SELECT * FROM leaderboard WHERE character_id = ? AND game_id = ?;"));
query->setInt(1, playerID);
query->setInt(2, activityId);
std::unique_ptr<sql::ResultSet> myScoreResult(query->executeQuery());
@@ -358,7 +358,7 @@ void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activi
}
case Leaderboard::Type::None:
default:
Game::logger->Log("LeaderboardManager", "Unknown leaderboard type %i for game %i. Cannot save score!", leaderboardType, activityId);
LOG("Unknown leaderboard type %i for game %i. Cannot save score!", leaderboardType, activityId);
return;
}
bool newHighScore = lowerScoreBetter ? newScore < oldScore : newScore > oldScore;
@@ -377,15 +377,15 @@ void LeaderboardManager::SaveScore(const LWOOBJID& playerID, const GameID activi
} else {
saveQuery = FormatInsert(leaderboardType, newScore, false);
}
Game::logger->Log("LeaderboardManager", "save query %s %i %i", saveQuery.c_str(), playerID, activityId);
std::unique_ptr<sql::PreparedStatement> saveStatement(Database::CreatePreppedStmt(saveQuery));
LOG("save query %s %i %i", saveQuery.c_str(), playerID, activityId);
std::unique_ptr<sql::PreparedStatement> saveStatement(Database::Get()->CreatePreppedStmt(saveQuery));
saveStatement->setInt(1, playerID);
saveStatement->setInt(2, activityId);
saveStatement->execute();
// track wins separately
if (leaderboardType == Leaderboard::Type::Racing && tertiaryScore != 0.0f) {
std::unique_ptr<sql::PreparedStatement> winUpdate(Database::CreatePreppedStmt("UPDATE leaderboard SET numWins = numWins + 1 WHERE character_id = ? AND game_id = ?;"));
std::unique_ptr<sql::PreparedStatement> winUpdate(Database::Get()->CreatePreppedStmt("UPDATE leaderboard SET numWins = numWins + 1 WHERE character_id = ? AND game_id = ?;"));
winUpdate->setInt(1, playerID);
winUpdate->setInt(2, activityId);
winUpdate->execute();
@@ -402,7 +402,7 @@ Leaderboard::Type LeaderboardManager::GetLeaderboardType(const GameID gameID) {
auto lookup = leaderboardCache.find(gameID);
if (lookup != leaderboardCache.end()) return lookup->second;
auto* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
auto* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([gameID](const CDActivities& entry) {
return entry.ActivityID == gameID;
});

View File

@@ -6,7 +6,6 @@
#include <string_view>
#include <vector>
#include "Singleton.h"
#include "dCommonVars.h"
#include "LDFFormat.h"

View File

@@ -1,304 +0,0 @@
#include "Player.h"
#include <ctime>
#include "Character.h"
#include "Database.h"
#include "MissionComponent.h"
#include "UserManager.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "ZoneInstanceManager.h"
#include "WorldPackets.h"
#include "dZoneManager.h"
#include "CharacterComponent.h"
#include "Mail.h"
#include "User.h"
#include "CppScripts.h"
#include "Loot.h"
#include "eReplicaComponentType.h"
std::vector<Player*> Player::m_Players = {};
Player::Player(const LWOOBJID& objectID, const EntityInfo info, User* user, Entity* parentEntity) : Entity(objectID, info, parentEntity) {
m_ParentUser = user;
m_Character = m_ParentUser->GetLastUsedChar();
m_ParentUser->SetLoggedInChar(objectID);
m_GMLevel = m_Character->GetGMLevel();
m_SystemAddress = m_ParentUser->GetSystemAddress();
m_DroppedLoot = {};
m_DroppedCoins = 0;
m_GhostReferencePoint = NiPoint3::ZERO;
m_GhostOverridePoint = NiPoint3::ZERO;
m_GhostOverride = false;
m_ObservedEntitiesLength = 256;
m_ObservedEntitiesUsed = 0;
m_ObservedEntities.resize(m_ObservedEntitiesLength);
m_Character->SetEntity(this);
const auto& iter = std::find(m_Players.begin(), m_Players.end(), this);
if (iter != m_Players.end()) {
return;
}
m_Players.push_back(this);
}
User* Player::GetParentUser() const {
return m_ParentUser;
}
SystemAddress Player::GetSystemAddress() const {
return m_SystemAddress;
}
void Player::SetSystemAddress(const SystemAddress& value) {
m_SystemAddress = value;
}
void Player::SetRespawnPos(const NiPoint3 position) {
m_respawnPos = position;
m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position);
}
void Player::SetRespawnRot(const NiQuaternion rotation) {
m_respawnRot = rotation;
}
NiPoint3 Player::GetRespawnPosition() const {
return m_respawnPos;
}
NiQuaternion Player::GetRespawnRotation() const {
return m_respawnRot;
}
void Player::SendMail(const LWOOBJID sender, const std::string& senderName, const std::string& subject, const std::string& body, LOT attachment, uint16_t attachmentCount) const {
Mail::SendMail(sender, senderName, this, subject, body, attachment, attachmentCount);
}
void Player::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) {
const auto objid = GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* entity = Game::entityManager->GetEntity(objid);
if (entity == nullptr) {
return;
}
const auto sysAddr = entity->GetSystemAddress();
auto* character = entity->GetCharacter();
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (character != nullptr && characterComponent != nullptr) {
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
character->SetZoneClone(zoneClone);
characterComponent->SetLastRocketConfig(u"");
character->SaveXMLToDatabase();
}
WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
Game::entityManager->DestructEntity(entity);
return;
});
}
void Player::AddLimboConstruction(LWOOBJID objectId) {
const auto& iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId);
if (iter != m_LimboConstructions.end()) {
return;
}
m_LimboConstructions.push_back(objectId);
}
void Player::RemoveLimboConstruction(LWOOBJID objectId) {
const auto& iter = std::find(m_LimboConstructions.begin(), m_LimboConstructions.end(), objectId);
if (iter == m_LimboConstructions.end()) {
return;
}
m_LimboConstructions.erase(iter);
}
void Player::ConstructLimboEntities() {
for (const auto objectId : m_LimboConstructions) {
auto* entity = Game::entityManager->GetEntity(objectId);
if (entity == nullptr) {
continue;
}
Game::entityManager->ConstructEntity(entity, m_SystemAddress);
}
m_LimboConstructions.clear();
}
std::map<LWOOBJID, Loot::Info>& Player::GetDroppedLoot() {
return m_DroppedLoot;
}
const NiPoint3& Player::GetGhostReferencePoint() const {
return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint;
}
const NiPoint3& Player::GetOriginGhostReferencePoint() const {
return m_GhostReferencePoint;
}
void Player::SetGhostReferencePoint(const NiPoint3& value) {
m_GhostReferencePoint = value;
}
void Player::SetGhostOverridePoint(const NiPoint3& value) {
m_GhostOverridePoint = value;
}
const NiPoint3& Player::GetGhostOverridePoint() const {
return m_GhostOverridePoint;
}
void Player::SetGhostOverride(bool value) {
m_GhostOverride = value;
}
bool Player::GetGhostOverride() const {
return m_GhostOverride;
}
void Player::ObserveEntity(int32_t id) {
for (int32_t i = 0; i < m_ObservedEntitiesUsed; i++) {
if (m_ObservedEntities[i] == 0 || m_ObservedEntities[i] == id) {
m_ObservedEntities[i] = id;
return;
}
}
const auto index = m_ObservedEntitiesUsed++;
if (m_ObservedEntitiesUsed > m_ObservedEntitiesLength) {
m_ObservedEntities.resize(m_ObservedEntitiesLength + m_ObservedEntitiesLength);
m_ObservedEntitiesLength = m_ObservedEntitiesLength + m_ObservedEntitiesLength;
}
m_ObservedEntities[index] = id;
}
bool Player::IsObserved(int32_t id) {
for (int32_t i = 0; i < m_ObservedEntitiesUsed; i++) {
if (m_ObservedEntities[i] == id) {
return true;
}
}
return false;
}
void Player::GhostEntity(int32_t id) {
for (int32_t i = 0; i < m_ObservedEntitiesUsed; i++) {
if (m_ObservedEntities[i] == id) {
m_ObservedEntities[i] = 0;
}
}
}
Player* Player::GetPlayer(const SystemAddress& sysAddr) {
auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
return static_cast<Player*>(entity);
}
Player* Player::GetPlayer(const std::string& name) {
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
for (auto* character : characters) {
if (!character->IsPlayer()) continue;
if (character->GetCharacter()->GetName() == name) {
return static_cast<Player*>(character);
}
}
return nullptr;
}
Player* Player::GetPlayer(LWOOBJID playerID) {
for (auto* player : m_Players) {
if (player->GetObjectID() == playerID) {
return player;
}
}
return nullptr;
}
const std::vector<Player*>& Player::GetAllPlayers() {
return m_Players;
}
uint64_t Player::GetDroppedCoins() {
return m_DroppedCoins;
}
void Player::SetDroppedCoins(uint64_t value) {
m_DroppedCoins = value;
}
Player::~Player() {
Game::logger->Log("Player", "Deleted player");
for (int32_t i = 0; i < m_ObservedEntitiesUsed; i++) {
const auto id = m_ObservedEntities[i];
if (id == 0) {
continue;
}
auto* entity = Game::entityManager->GetGhostCandidate(id);
if (entity != nullptr) {
entity->SetObservers(entity->GetObservers() - 1);
}
}
m_LimboConstructions.clear();
const auto& iter = std::find(m_Players.begin(), m_Players.end(), this);
if (iter == m_Players.end()) {
return;
}
if (IsPlayer()) {
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerExit(scriptEntity, this);
}
}
}
}
m_Players.erase(iter);
}

View File

@@ -1,136 +0,0 @@
#pragma once
#include "Entity.h"
/**
* Extended Entity for player data and behavior.
*
* Contains properties only a player entity would require, like associated SystemAddress and User.
*
* Keeps track of which entities are observed by this user for ghosting.
*/
class Player final : public Entity
{
public:
explicit Player(const LWOOBJID& objectID, EntityInfo info, User* user, Entity* parentEntity = nullptr);
/**
* Getters
*/
User* GetParentUser() const override;
SystemAddress GetSystemAddress() const override;
NiPoint3 GetRespawnPosition() const override;
NiQuaternion GetRespawnRotation() const override;
const NiPoint3& GetGhostReferencePoint() const;
const NiPoint3& GetOriginGhostReferencePoint() const;
const NiPoint3& GetGhostOverridePoint() const;
bool GetGhostOverride() const;
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot();
uint64_t GetDroppedCoins();
/**
* Setters
*/
void SetSystemAddress(const SystemAddress& value) override;
void SetRespawnPos(NiPoint3 position) override;
void SetRespawnRot(NiQuaternion rotation) override;
void SetGhostReferencePoint(const NiPoint3& value);
void SetGhostOverridePoint(const NiPoint3& value);
void SetGhostOverride(bool value);
void SetDroppedCoins(uint64_t value);
/**
* Wrapper for sending an in-game mail.
*
* @param sender id of the sender. LWOOBJID_EMPTY for system mail
* @param senderName name of the sender. Max 32 characters.
* @param subject mail subject. Max 50 characters.
* @param body mail body. Max 400 characters.
* @param attachment LOT of the attached item. LOT_NULL if no attachment.
* @param attachmentCount stack size for attachment.
*/
void SendMail(LWOOBJID sender, const std::string& senderName, const std::string& subject, const std::string& body, LOT attachment, uint16_t attachmentCount) const;
/**
* Wrapper for transfering the player to another instance.
*
* @param zoneId zoneID for the new instance.
* @param cloneId cloneID for the new instance.
*/
void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0);
/**
* Ghosting
*/
void AddLimboConstruction(LWOOBJID objectId);
void RemoveLimboConstruction(LWOOBJID objectId);
void ConstructLimboEntities();
void ObserveEntity(int32_t id);
bool IsObserved(int32_t id);
void GhostEntity(int32_t id);
/**
* Static methods
*/
static Player* GetPlayer(const SystemAddress& sysAddr);
static Player* GetPlayer(const std::string& name);
static Player* GetPlayer(LWOOBJID playerID);
static const std::vector<Player*>& GetAllPlayers();
~Player() override;
private:
SystemAddress m_SystemAddress;
NiPoint3 m_respawnPos;
NiQuaternion m_respawnRot;
User* m_ParentUser;
NiPoint3 m_GhostReferencePoint;
NiPoint3 m_GhostOverridePoint;
bool m_GhostOverride;
std::vector<int32_t> m_ObservedEntities;
int32_t m_ObservedEntitiesLength;
int32_t m_ObservedEntitiesUsed;
std::vector<LWOOBJID> m_LimboConstructions;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
uint64_t m_DroppedCoins;
static std::vector<Player*> m_Players;
};

67
dGame/PlayerManager.cpp Normal file
View File

@@ -0,0 +1,67 @@
#include "PlayerManager.h"
#include "Character.h"
#include "User.h"
#include "UserManager.h"
#include "eReplicaComponentType.h"
namespace {
std::vector<Entity*> m_Players;
};
const std::vector<Entity*>& PlayerManager::GetAllPlayers() {
return m_Players;
}
void PlayerManager::AddPlayer(Entity* player) {
const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
if (iter == m_Players.end()) {
m_Players.push_back(player);
}
}
bool PlayerManager::RemovePlayer(Entity* player) {
const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
const bool toReturn = iter != m_Players.end();
if (toReturn) {
m_Players.erase(iter);
}
return toReturn;
}
Entity* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
return entity;
}
Entity* PlayerManager::GetPlayer(const std::string& name) {
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
Entity* player = nullptr;
for (auto* character : characters) {
if (!character->IsPlayer()) continue;
if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
player = character;
break;
}
}
return player;
}
Entity* PlayerManager::GetPlayer(LWOOBJID playerID) {
Entity* playerToReturn = nullptr;
for (auto* player : m_Players) {
if (player->GetObjectID() == playerID) {
playerToReturn = player;
break;
}
}
return playerToReturn;
}

25
dGame/PlayerManager.h Normal file
View File

@@ -0,0 +1,25 @@
#ifndef __PLAYERMANAGER__H__
#define __PLAYERMANAGER__H__
#include "dCommonVars.h"
#include <string>
class Entity;
struct SystemAddress;
namespace PlayerManager {
void AddPlayer(Entity* player);
bool RemovePlayer(Entity* player);
Entity* GetPlayer(const SystemAddress& sysAddr);
Entity* GetPlayer(const std::string& name);
Entity* GetPlayer(LWOOBJID playerID);
const std::vector<Entity*>& GetAllPlayers();
};
#endif //!__PLAYERMANAGER__H__

View File

@@ -1,8 +1,14 @@
#include "TeamManager.h"
#include "EntityManager.h"
#include "Game.h"
#include "dConfig.h"
TeamManager* TeamManager::m_Address = nullptr; //For singleton method
Team::Team() {
lootOption = Game::config->GetValue("default_team_loot") == "0" ? 0 : 1;
}
TeamManager::TeamManager() {
}

View File

@@ -2,16 +2,15 @@
#include "Entity.h"
struct Team
{
struct Team {
Team();
LWOOBJID teamID = LWOOBJID_EMPTY;
char lootOption = 0;
std::vector<LWOOBJID> members{};
char lootRound = 0;
};
class TeamManager
{
class TeamManager {
public:
static TeamManager* Instance() {
if (!m_Address) {

View File

@@ -2,9 +2,9 @@
#include "EntityManager.h"
#include "GameMessages.h"
#include "InventoryComponent.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "Item.h"
#include "Character.h"
#include "CharacterComponent.h"
@@ -67,7 +67,7 @@ void Trade::SetAccepted(LWOOBJID participant, bool value) {
if (participant == m_ParticipantA) {
m_AcceptedA = !value;
Game::logger->Log("Trade", "Accepted from A (%d), B: (%d)", value, m_AcceptedB);
LOG("Accepted from A (%d), B: (%d)", value, m_AcceptedB);
auto* entityB = GetParticipantBEntity();
@@ -77,7 +77,7 @@ void Trade::SetAccepted(LWOOBJID participant, bool value) {
} else if (participant == m_ParticipantB) {
m_AcceptedB = !value;
Game::logger->Log("Trade", "Accepted from B (%d), A: (%d)", value, m_AcceptedA);
LOG("Accepted from B (%d), A: (%d)", value, m_AcceptedA);
auto* entityA = GetParticipantAEntity();
@@ -104,7 +104,7 @@ void Trade::SetAccepted(LWOOBJID participant, bool value) {
}
Complete();
TradingManager::Instance()->CancelTrade(m_TradeId);
TradingManager::Instance()->CancelTrade(LWOOBJID_EMPTY, m_TradeId, false);
}
}
@@ -125,7 +125,7 @@ void Trade::Complete() {
// First verify both players have the coins and items requested for the trade.
if (characterA->GetCoins() < m_CoinsA || characterB->GetCoins() < m_CoinsB) {
Game::logger->Log("TradingManager", "Possible coin trade cheating attempt! Aborting trade.");
LOG("Possible coin trade cheating attempt! Aborting trade.");
return;
}
@@ -133,11 +133,11 @@ void Trade::Complete() {
auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterA->GetName().c_str());
LOG("Possible cheating attempt from %s in trading!!! Aborting trade", characterA->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!!", characterA->GetName().c_str());
LOG("Possible cheating attempt from %s in trading due to item not being available!!!", characterA->GetName().c_str());
return;
}
}
@@ -146,11 +146,11 @@ void Trade::Complete() {
auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterB->GetName().c_str());
LOG("Possible cheating attempt from %s in trading!!! Aborting trade", characterB->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!! Aborting trade", characterB->GetName().c_str());
LOG("Possible cheating attempt from %s in trading due to item not being available!!! Aborting trade", characterB->GetName().c_str());
return;
}
}
@@ -178,14 +178,14 @@ void Trade::Complete() {
return;
}
void Trade::Cancel() {
void Trade::Cancel(const LWOOBJID canceller) {
auto* entityA = GetParticipantAEntity();
auto* entityB = GetParticipantBEntity();
if (entityA == nullptr || entityB == nullptr) return;
GameMessages::SendServerTradeCancel(entityA->GetObjectID(), entityA->GetSystemAddress());
GameMessages::SendServerTradeCancel(entityB->GetObjectID(), entityB->GetSystemAddress());
if (entityA->GetObjectID() != canceller || canceller == LWOOBJID_EMPTY) GameMessages::SendServerTradeCancel(entityA->GetObjectID(), entityA->GetSystemAddress());
if (entityB->GetObjectID() != canceller || canceller == LWOOBJID_EMPTY) GameMessages::SendServerTradeCancel(entityB->GetObjectID(), entityB->GetSystemAddress());
}
void Trade::SendUpdateToOther(LWOOBJID participant) {
@@ -194,7 +194,7 @@ void Trade::SendUpdateToOther(LWOOBJID participant) {
uint64_t coins;
std::vector<TradeItem> itemIds;
Game::logger->Log("Trade", "Attempting to send trade update");
LOG("Attempting to send trade update");
if (participant == m_ParticipantA) {
other = GetParticipantBEntity();
@@ -228,7 +228,7 @@ void Trade::SendUpdateToOther(LWOOBJID participant) {
items.push_back(tradeItem);
}
Game::logger->Log("Trade", "Sending trade update");
LOG("Sending trade update");
GameMessages::SendServerTradeUpdate(other->GetObjectID(), coins, items, other->GetSystemAddress());
}
@@ -262,24 +262,26 @@ Trade* TradingManager::GetPlayerTrade(LWOOBJID playerId) const {
return nullptr;
}
void TradingManager::CancelTrade(LWOOBJID tradeId) {
void TradingManager::CancelTrade(const LWOOBJID canceller, LWOOBJID tradeId, const bool sendCancelMessage) {
auto* trade = GetTrade(tradeId);
if (trade == nullptr) return;
if (sendCancelMessage) trade->Cancel(canceller);
delete trade;
trades.erase(tradeId);
}
Trade* TradingManager::NewTrade(LWOOBJID participantA, LWOOBJID participantB) {
const LWOOBJID tradeId = ObjectIDManager::Instance()->GenerateObjectID();
const LWOOBJID tradeId = ObjectIDManager::GenerateObjectID();
auto* trade = new Trade(tradeId, participantA, participantB);
trades[tradeId] = trade;
Game::logger->Log("TradingManager", "Created new trade between (%llu) <-> (%llu)", participantA, participantB);
LOG("Created new trade between (%llu) <-> (%llu)", participantA, participantB);
return trade;
}

View File

@@ -30,7 +30,7 @@ public:
void SetAccepted(LWOOBJID participant, bool value);
void Complete();
void Cancel();
void Cancel(const LWOOBJID canceller);
void SendUpdateToOther(LWOOBJID participant);
@@ -66,7 +66,7 @@ public:
Trade* GetTrade(LWOOBJID tradeId) const;
Trade* GetPlayerTrade(LWOOBJID playerId) const;
void CancelTrade(LWOOBJID tradeId);
void CancelTrade(const LWOOBJID canceller, LWOOBJID tradeId, const bool sendCancelMessage = true);
Trade* NewTrade(LWOOBJID participantA, LWOOBJID participantB);
private:

View File

@@ -2,7 +2,7 @@
#include "Database.h"
#include "Character.h"
#include "dServer.h"
#include "dLogger.h"
#include "Logger.h"
#include "Game.h"
#include "dZoneManager.h"
#include "eServerDisconnectIdentifiers.h"
@@ -23,41 +23,23 @@ User::User(const SystemAddress& sysAddr, const std::string& username, const std:
m_IsBestFriendMap = std::unordered_map<std::string, bool>();
//HACK HACK HACK
//This needs to be re-enabled / updated whenever the mute stuff is moved to another table.
//This was only done because otherwise the website's account page dies and the website is waiting on a migration to wordpress.
//sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gmlevel, mute_expire FROM accounts WHERE name=? LIMIT 1;");
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gm_level FROM accounts WHERE name=? LIMIT 1;");
stmt->setString(1, username.c_str());
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_AccountID = res->getUInt(1);
m_MaxGMLevel = static_cast<eGameMasterLevel>(res->getInt(2));
auto userInfo = Database::Get()->GetAccountInfo(username);
if (userInfo) {
m_AccountID = userInfo->id;
m_MaxGMLevel = userInfo->maxGmLevel;
m_MuteExpire = 0; //res->getUInt64(3);
}
delete res;
delete stmt;
//If we're loading a zone, we'll load the last used (aka current) character:
if (Game::server->GetZoneID() != 0) {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 1;");
stmt->setUInt(1, m_AccountID);
sql::ResultSet* res = stmt->executeQuery();
if (res->rowsCount() > 0) {
while (res->next()) {
LWOOBJID objID = res->getUInt64(1);
Character* character = new Character(uint32_t(objID), this);
m_Characters.push_back(character);
Game::logger->Log("User", "Loaded %llu as it is the last used char", objID);
}
auto characterList = Database::Get()->GetAccountCharacterIds(m_AccountID);
if (!characterList.empty()) {
const uint32_t lastUsedCharacterId = characterList.front();
Character* character = new Character(lastUsedCharacterId, this);
character->UpdateFromDatabase();
m_Characters.push_back(character);
LOG("Loaded %i as it is the last used char", lastUsedCharacterId);
}
delete res;
delete stmt;
}
}
@@ -92,10 +74,7 @@ User& User::operator= (const User& other) {
}
bool User::operator== (const User& other) const {
if (m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress)
return true;
return false;
return m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress;
}
Character* User::GetLastUsedChar() {
@@ -127,7 +106,11 @@ void User::UserOutOfSync() {
m_AmountOfTimesOutOfSync++;
if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
//YEET
Game::logger->Log("User", "User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
LOG("User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
}
}
void User::UpdateBestFriendValue(const std::string_view playerName, const bool newValue) {
m_IsBestFriendMap[playerName.data()] = newValue;
}

View File

@@ -3,7 +3,7 @@
#include <string>
#include <vector>
#include "../thirdparty/raknet/Source/RakNetTypes.h"
#include "RakNetTypes.h"
#include "dCommonVars.h"
#include <unordered_map>
@@ -43,8 +43,8 @@ public:
bool GetLastChatMessageApproved() { return m_LastChatMessageApproved; }
void SetLastChatMessageApproved(bool approved) { m_LastChatMessageApproved = approved; }
std::unordered_map<std::string, bool> GetIsBestFriendMap() { return m_IsBestFriendMap; }
void SetIsBestFriendMap(std::unordered_map<std::string, bool> mapToSet) { m_IsBestFriendMap = mapToSet; }
const std::unordered_map<std::string, bool>& GetIsBestFriendMap() { return m_IsBestFriendMap; }
void UpdateBestFriendValue(const std::string_view playerName, const bool newValue);
bool GetIsMuted() const;

View File

@@ -6,14 +6,13 @@
#include "Database.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "User.h"
#include <WorldPackets.h>
#include "WorldPackets.h"
#include "Character.h"
#include <BitStream.h>
#include "PacketUtils.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "dLogger.h"
#include "BitStream.h"
#include "ObjectIDManager.h"
#include "Logger.h"
#include "GeneralUtils.h"
#include "ZoneInstanceManager.h"
#include "dServer.h"
@@ -28,6 +27,8 @@
#include "eRenameResponse.h"
#include "eConnectionType.h"
#include "eChatInternalMessageType.h"
#include "BitStreamUtils.h"
#include "CheatDetection.h"
UserManager* UserManager::m_Address = nullptr;
@@ -42,57 +43,53 @@ inline void StripCR(std::string& str) {
void UserManager::Initialize() {
std::string line;
AssetMemoryBuffer fnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_first.txt");
if (!fnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_first.txt").string().c_str());
auto fnStream = Game::assetManager->GetFile("names/minifigname_first.txt");
if (!fnStream) {
LOG("Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_first.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream fnStream = std::istream(&fnBuff);
while (std::getline(fnStream, line, '\n')) {
std::string name = line;
StripCR(name);
m_FirstNames.push_back(name);
}
fnBuff.close();
AssetMemoryBuffer mnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_middle.txt");
if (!mnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_middle.txt").string().c_str());
auto mnStream = Game::assetManager->GetFile("names/minifigname_middle.txt");
if (!mnStream) {
LOG("Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_middle.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream mnStream = std::istream(&mnBuff);
while (std::getline(mnStream, line, '\n')) {
std::string name = line;
StripCR(name);
m_MiddleNames.push_back(name);
}
mnBuff.close();
AssetMemoryBuffer lnBuff = Game::assetManager->GetFileAsBuffer("names/minifigname_last.txt");
if (!lnBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_last.txt").string().c_str());
auto lnStream = Game::assetManager->GetFile("names/minifigname_last.txt");
if (!lnStream) {
LOG("Failed to load %s", (Game::assetManager->GetResPath() / "names/minifigname_last.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing minifigure name file.");
}
std::istream lnStream = std::istream(&lnBuff);
while (std::getline(lnStream, line, '\n')) {
std::string name = line;
StripCR(name);
m_LastNames.push_back(name);
}
lnBuff.close();
//Load our pre-approved names:
AssetMemoryBuffer chatListBuff = Game::assetManager->GetFileAsBuffer("chatplus_en_us.txt");
if (!chatListBuff.m_Success) {
Game::logger->Log("UserManager", "Failed to load %s", (Game::assetManager->GetResPath() / "chatplus_en_us.txt").string().c_str());
// Load our pre-approved names:
auto chatListStream = Game::assetManager->GetFile("chatplus_en_us.txt");
if (!chatListStream) {
LOG("Failed to load %s", (Game::assetManager->GetResPath() / "chatplus_en_us.txt").string().c_str());
throw std::runtime_error("Aborting initialization due to missing chat whitelist file.");
}
std::istream chatListStream = std::istream(&chatListBuff);
while (std::getline(chatListStream, line, '\n')) {
StripCR(line);
m_PreapprovedNames.push_back(line);
}
chatListBuff.close();
}
UserManager::~UserManager() {
@@ -123,7 +120,7 @@ User* UserManager::GetUser(const SystemAddress& sysAddr) {
User* UserManager::GetUser(const std::string& username) {
for (auto p : m_Users) {
if (p.second) {
if (p.second->GetUsername() == username) return p.second;
if (GeneralUtils::CaseInsensitiveStringCompare(p.second->GetUsername(), username)) return p.second;
}
}
@@ -148,7 +145,7 @@ bool UserManager::DeleteUser(const SystemAddress& sysAddr) {
void UserManager::DeletePendingRemovals() {
for (auto* user : m_UsersToDelete) {
Game::logger->Log("UserManager", "Deleted user %i", user->GetAccountID());
LOG("Deleted user %i", user->GetAccountID());
delete user;
}
@@ -156,20 +153,6 @@ void UserManager::DeletePendingRemovals() {
m_UsersToDelete.clear();
}
bool UserManager::IsNameAvailable(const std::string& requestedName) {
bool toReturn = false; //To allow for a clean exit
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE name=? OR pending_name=? LIMIT 1;");
stmt->setString(1, requestedName.c_str());
stmt->setString(2, requestedName.c_str());
sql::ResultSet* res = stmt->executeQuery();
if (res->rowsCount() == 0) toReturn = true;
delete stmt;
delete res;
return toReturn;
}
std::string UserManager::GetPredefinedName(uint32_t firstNameIndex, uint32_t middleNameIndex, uint32_t lastNameIndex) {
if (firstNameIndex > m_FirstNames.size() || middleNameIndex > m_MiddleNames.size() || lastNameIndex > m_LastNames.size()) return std::string("INVALID");
return std::string(m_FirstNames[firstNameIndex] + m_MiddleNames[middleNameIndex] + m_LastNames[lastNameIndex]);
@@ -198,279 +181,250 @@ bool UserManager::IsNamePreapproved(const std::string& requestedName) {
void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
User* u = GetUser(sysAddr);
if (!u) return;
std::vector<Character*>& chars = u->GetCharacters();
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 4;");
stmt->setUInt(1, u->GetAccountID());
sql::ResultSet* res = stmt->executeQuery();
if (res->rowsCount() > 0) {
std::vector<Character*>& chars = u->GetCharacters();
for (size_t i = 0; i < chars.size(); ++i) {
if (chars[i]->GetEntity() == nullptr) // We don't have entity data to save
{
delete chars[i];
continue;
}
auto* skillComponent = chars[i]->GetEntity()->GetComponent<SkillComponent>();
if (skillComponent != nullptr) {
skillComponent->Reset();
}
Game::entityManager->DestroyEntity(chars[i]->GetEntity());
chars[i]->SaveXMLToDatabase();
chars[i]->GetEntity()->SetCharacter(nullptr);
for (size_t i = 0; i < chars.size(); ++i) {
if (chars[i]->GetEntity() == nullptr) // We don't have entity data to save
{
delete chars[i];
continue;
}
chars.clear();
auto* skillComponent = chars[i]->GetEntity()->GetComponent<SkillComponent>();
while (res->next()) {
LWOOBJID objID = res->getUInt64(1);
Character* character = new Character(uint32_t(objID), u);
character->SetIsNewLogin();
chars.push_back(character);
if (skillComponent != nullptr) {
skillComponent->Reset();
}
Game::entityManager->DestroyEntity(chars[i]->GetEntity());
chars[i]->SaveXMLToDatabase();
chars[i]->GetEntity()->SetCharacter(nullptr);
delete chars[i];
}
chars.clear();
for (const auto& characterId : Database::Get()->GetAccountCharacterIds(u->GetAccountID())) {
Character* character = new Character(characterId, u);
character->UpdateFromDatabase();
character->SetIsNewLogin();
chars.push_back(character);
}
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::CHARACTER_LIST_RESPONSE);
std::vector<Character*> characters = u->GetCharacters();
bitStream.Write<uint8_t>(characters.size());
bitStream.Write<uint8_t>(0); //TODO: Pick the most recent played index. character index in front, just picking 0
for (uint32_t i = 0; i < characters.size(); ++i) {
bitStream.Write(characters[i]->GetObjectID());
bitStream.Write<uint32_t>(0);
bitStream.Write(LUWString(characters[i]->GetName()));
bitStream.Write(LUWString(characters[i]->GetUnapprovedName()));
bitStream.Write<uint8_t>(characters[i]->GetNameRejected());
bitStream.Write<uint8_t>(false);
bitStream.Write(LUString("", 10));
bitStream.Write(characters[i]->GetShirtColor());
bitStream.Write(characters[i]->GetShirtStyle());
bitStream.Write(characters[i]->GetPantsColor());
bitStream.Write(characters[i]->GetHairStyle());
bitStream.Write(characters[i]->GetHairColor());
bitStream.Write(characters[i]->GetLeftHand());
bitStream.Write(characters[i]->GetRightHand());
bitStream.Write(characters[i]->GetEyebrows());
bitStream.Write(characters[i]->GetEyes());
bitStream.Write(characters[i]->GetMouth());
bitStream.Write<uint32_t>(0);
bitStream.Write<uint16_t>(characters[i]->GetZoneID());
bitStream.Write<uint16_t>(characters[i]->GetZoneInstance());
bitStream.Write(characters[i]->GetZoneClone());
bitStream.Write(characters[i]->GetLastLogin());
const auto& equippedItems = characters[i]->GetEquippedItems();
bitStream.Write<uint16_t>(equippedItems.size());
for (uint32_t j = 0; j < equippedItems.size(); ++j) {
bitStream.Write(equippedItems[j]);
}
}
delete res;
delete stmt;
WorldPackets::SendCharacterList(sysAddr, u);
SEND_PACKET;
}
void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet) {
User* u = GetUser(sysAddr);
if (!u) return;
LUWString LUWStringName;
uint32_t firstNameIndex;
uint32_t middleNameIndex;
uint32_t lastNameIndex;
uint32_t shirtColor;
uint32_t shirtStyle;
uint32_t pantsColor;
uint32_t hairStyle;
uint32_t hairColor;
uint32_t lh;
uint32_t rh;
uint32_t eyebrows;
uint32_t eyes;
uint32_t mouth;
std::string name = PacketUtils::ReadString(8, packet, true);
CINSTREAM_SKIP_HEADER;
inStream.Read(LUWStringName);
inStream.Read(firstNameIndex);
inStream.Read(middleNameIndex);
inStream.Read(lastNameIndex);
inStream.IgnoreBytes(9);
inStream.Read(shirtColor);
inStream.Read(shirtStyle);
inStream.Read(pantsColor);
inStream.Read(hairStyle);
inStream.Read(hairColor);
inStream.Read(lh);
inStream.Read(rh);
inStream.Read(eyebrows);
inStream.Read(eyes);
inStream.Read(mouth);
uint32_t firstNameIndex = PacketUtils::ReadPacketU32(74, packet);
uint32_t middleNameIndex = PacketUtils::ReadPacketU32(78, packet);
uint32_t lastNameIndex = PacketUtils::ReadPacketU32(82, packet);
const auto name = LUWStringName.GetAsString();
std::string predefinedName = GetPredefinedName(firstNameIndex, middleNameIndex, lastNameIndex);
uint32_t shirtColor = PacketUtils::ReadPacketU32(95, packet);
uint32_t shirtStyle = PacketUtils::ReadPacketU32(99, packet);
uint32_t pantsColor = PacketUtils::ReadPacketU32(103, packet);
uint32_t hairStyle = PacketUtils::ReadPacketU32(107, packet);
uint32_t hairColor = PacketUtils::ReadPacketU32(111, packet);
uint32_t lh = PacketUtils::ReadPacketU32(115, packet);
uint32_t rh = PacketUtils::ReadPacketU32(119, packet);
uint32_t eyebrows = PacketUtils::ReadPacketU32(123, packet);
uint32_t eyes = PacketUtils::ReadPacketU32(127, packet);
uint32_t mouth = PacketUtils::ReadPacketU32(131, packet);
LOT shirtLOT = FindCharShirtID(shirtColor, shirtStyle);
LOT pantsLOT = FindCharPantsID(pantsColor);
if (name != "" && !UserManager::IsNameAvailable(name)) {
Game::logger->Log("UserManager", "AccountID: %i chose unavailable name: %s", u->GetAccountID(), name.c_str());
if (!name.empty() && Database::Get()->GetCharacterInfo(name)) {
LOG("AccountID: %i chose unavailable name: %s", u->GetAccountID(), name.c_str());
WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::CUSTOM_NAME_IN_USE);
return;
}
if (!IsNameAvailable(predefinedName)) {
Game::logger->Log("UserManager", "AccountID: %i chose unavailable predefined name: %s", u->GetAccountID(), predefinedName.c_str());
if (Database::Get()->GetCharacterInfo(predefinedName)) {
LOG("AccountID: %i chose unavailable predefined name: %s", u->GetAccountID(), predefinedName.c_str());
WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::PREDEFINED_NAME_IN_USE);
return;
}
if (name == "") {
Game::logger->Log("UserManager", "AccountID: %i is creating a character with predefined name: %s", u->GetAccountID(), predefinedName.c_str());
if (name.empty()) {
LOG("AccountID: %i is creating a character with predefined name: %s", u->GetAccountID(), predefinedName.c_str());
} else {
Game::logger->Log("UserManager", "AccountID: %i is creating a character with name: %s (temporary: %s)", u->GetAccountID(), name.c_str(), predefinedName.c_str());
LOG("AccountID: %i is creating a character with name: %s (temporary: %s)", u->GetAccountID(), name.c_str(), predefinedName.c_str());
}
//Now that the name is ok, we can get an objectID from Master:
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t objectID) {
sql::PreparedStatement* overlapStmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE id = ?");
overlapStmt->setUInt(1, objectID);
auto* overlapResult = overlapStmt->executeQuery();
if (overlapResult->next()) {
Game::logger->Log("UserManager", "Character object id unavailable, check objectidtracker!");
ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) mutable {
if (Database::Get()->GetCharacterInfo(objectID)) {
LOG("Character object id unavailable, check object_id_tracker!");
WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
return;
}
std::stringstream xml;
xml << "<obj v=\"1\"><mf hc=\"" << hairColor << "\" hs=\"" << hairStyle << "\" hd=\"0\" t=\"" << shirtColor << "\" l=\"" << pantsColor;
xml << "<obj v=\"1\">";
xml << "<mf hc=\"" << hairColor << "\" hs=\"" << hairStyle << "\" hd=\"0\" t=\"" << shirtColor << "\" l=\"" << pantsColor;
xml << "\" hdc=\"0\" cd=\"" << shirtStyle << "\" lh=\"" << lh << "\" rh=\"" << rh << "\" es=\"" << eyebrows << "\" ";
xml << "ess=\"" << eyes << "\" ms=\"" << mouth << "\"/>";
xml << "<char acct=\"" << u->GetAccountID() << "\" cc=\"0\" gm=\"0\" ft=\"0\" llog=\"" << time(NULL) << "\" ";
xml << "ls=\"0\" lzx=\"-626.5847\" lzy=\"613.3515\" lzz=\"-28.6374\" lzrx=\"0.0\" lzry=\"0.7015\" lzrz=\"0.0\" lzrw=\"0.7126\" ";
xml << "stt=\"0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;\"></char>";
xml << "<dest hm=\"4\" hc=\"4\" im=\"0\" ic=\"0\" am=\"0\" ac=\"0\" d=\"0\"/>";
xml << "<inv><bag><b t=\"0\" m=\"20\"/><b t=\"1\" m=\"40\"/><b t=\"2\" m=\"240\"/><b t=\"3\" m=\"240\"/><b t=\"14\" m=\"40\"/></bag><items><in t=\"0\">";
std::string xmlSave1 = xml.str();
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t idforshirt) {
std::stringstream xml2;
LWOOBJID lwoidforshirt = ObjectIDManager::GenerateRandomObjectID();
LWOOBJID lwoidforpants;
LWOOBJID lwoidforshirt = idforshirt;
GeneralUtils::SetBit(lwoidforshirt, eObjectBits::CHARACTER);
GeneralUtils::SetBit(lwoidforshirt, eObjectBits::PERSISTENT);
xml2 << xmlSave1 << "<i l=\"" << shirtLOT << "\" id=\"" << lwoidforshirt << "\" s=\"0\" c=\"1\" eq=\"1\" b=\"1\"/>";
do {
lwoidforpants = ObjectIDManager::GenerateRandomObjectID();
} while (lwoidforpants == lwoidforshirt); //Make sure we don't have the same ID for both shirt and pants
std::string xmlSave2 = xml2.str();
GeneralUtils::SetBit(lwoidforshirt, eObjectBits::CHARACTER);
GeneralUtils::SetBit(lwoidforshirt, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(lwoidforpants, eObjectBits::CHARACTER);
GeneralUtils::SetBit(lwoidforpants, eObjectBits::PERSISTENT);
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t idforpants) {
LWOOBJID lwoidforpants = idforpants;
GeneralUtils::SetBit(lwoidforpants, eObjectBits::CHARACTER);
GeneralUtils::SetBit(lwoidforpants, eObjectBits::PERSISTENT);
xml << "<i l=\"" << shirtLOT << "\" id=\"" << lwoidforshirt << "\" s=\"0\" c=\"1\" eq=\"1\" b=\"1\"/>";
xml << "<i l=\"" << pantsLOT << "\" id=\"" << lwoidforpants << "\" s=\"1\" c=\"1\" eq=\"1\" b=\"1\"/>";
std::stringstream xml3;
xml3 << xmlSave2 << "<i l=\"" << pantsLOT << "\" id=\"" << lwoidforpants << "\" s=\"1\" c=\"1\" eq=\"1\" b=\"1\"/>";
xml << "</in></items></inv><lvl l=\"1\" cv=\"1\" sb=\"500\"/><flag></flag></obj>";
xml3 << "</in></items></inv><lvl l=\"1\" cv=\"1\" sb=\"500\"/><flag></flag></obj>";
//Check to see if our name was pre-approved:
bool nameOk = IsNamePreapproved(name);
if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
//Check to see if our name was pre-approved:
bool nameOk = IsNamePreapproved(name);
if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
// If predefined name is invalid, change it to be their object id
// that way more than one player can create characters if the predefined name files are not provided
if (predefinedName == "INVALID") {
std::stringstream nameObjID;
nameObjID << "minifig" << objectID;
predefinedName = nameObjID.str();
}
if (name != "") {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`) VALUES (?,?,?,?,?,?)");
stmt->setUInt(1, objectID);
stmt->setUInt(2, u->GetAccountID());
stmt->setString(3, predefinedName.c_str());
stmt->setString(4, name.c_str());
stmt->setBoolean(5, false);
stmt->setUInt64(6, time(NULL));
std::string_view nameToAssign = !name.empty() && nameOk ? name : predefinedName;
std::string pendingName = !name.empty() && !nameOk ? name : "";
if (nameOk) {
stmt->setString(3, name.c_str());
stmt->setString(4, "");
}
ICharInfo::Info info;
info.name = nameToAssign;
info.pendingName = pendingName;
info.id = objectID;
info.accountId = u->GetAccountID();
stmt->execute();
delete stmt;
} else {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`) VALUES (?,?,?,?,?,?)");
stmt->setUInt(1, objectID);
stmt->setUInt(2, u->GetAccountID());
stmt->setString(3, predefinedName.c_str());
stmt->setString(4, "");
stmt->setBoolean(5, false);
stmt->setUInt64(6, time(NULL));
Database::Get()->InsertNewCharacter(info);
stmt->execute();
delete stmt;
}
//Now finally insert our character xml:
Database::Get()->InsertCharacterXml(objectID, xml.str());
//Now finally insert our character xml:
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charxml`(`id`, `xml_data`) VALUES (?,?)");
stmt->setUInt(1, objectID);
stmt->setString(2, xml3.str().c_str());
stmt->execute();
delete stmt;
WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::SUCCESS);
UserManager::RequestCharacterList(sysAddr);
});
});
WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::SUCCESS);
UserManager::RequestCharacterList(sysAddr);
});
}
void UserManager::DeleteCharacter(const SystemAddress& sysAddr, Packet* packet) {
User* u = GetUser(sysAddr);
if (!u) {
Game::logger->Log("UserManager", "Couldn't get user to delete character");
LOG("Couldn't get user to delete character");
return;
}
LWOOBJID objectID = PacketUtils::ReadPacketS64(8, packet);
CINSTREAM_SKIP_HEADER;
LWOOBJID objectID;
inStream.Read(objectID);
uint32_t charID = static_cast<uint32_t>(objectID);
Game::logger->Log("UserManager", "Received char delete req for ID: %llu (%u)", objectID, charID);
LOG("Received char delete req for ID: %llu (%u)", objectID, charID);
//Check if this user has this character:
bool hasCharacter = false;
std::vector<Character*>& characters = u->GetCharacters();
for (size_t i = 0; i < characters.size(); ++i) {
if (characters[i]->GetID() == charID) { hasCharacter = true; }
}
bool hasCharacter = CheatDetection::VerifyLwoobjidIsSender(
objectID,
sysAddr,
CheckType::User,
"User %i tried to delete a character that it does not own!",
u->GetAccountID());
if (!hasCharacter) {
Game::logger->Log("UserManager", "User %i tried to delete a character that it does not own!", u->GetAccountID());
WorldPackets::SendCharacterDeleteResponse(sysAddr, false);
} else {
Game::logger->Log("UserManager", "Deleting character %i", charID);
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM charxml WHERE id=? LIMIT 1;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM command_log WHERE character_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM friends WHERE player_id=? OR friend_id=?;");
stmt->setUInt(1, charID);
stmt->setUInt(2, charID);
stmt->execute();
delete stmt;
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
bitStream.Write(objectID);
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM leaderboard WHERE character_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"DELETE FROM properties_contents WHERE property_id IN (SELECT id FROM properties WHERE owner_id=?);"
);
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM properties WHERE owner_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM ugc WHERE character_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM activity_log WHERE character_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM mail WHERE receiver_id=?;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
{
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM charinfo WHERE id=? LIMIT 1;");
stmt->setUInt64(1, charID);
stmt->execute();
delete stmt;
}
LOG("Deleting character %i", charID);
Database::Get()->DeleteCharacter(charID);
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
bitStream.Write(objectID);
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
WorldPackets::SendCharacterDeleteResponse(sysAddr, true);
}
@@ -479,58 +433,58 @@ void UserManager::DeleteCharacter(const SystemAddress& sysAddr, Packet* packet)
void UserManager::RenameCharacter(const SystemAddress& sysAddr, Packet* packet) {
User* u = GetUser(sysAddr);
if (!u) {
Game::logger->Log("UserManager", "Couldn't get user to delete character");
LOG("Couldn't get user to delete character");
return;
}
LWOOBJID objectID = PacketUtils::ReadPacketS64(8, packet);
CINSTREAM_SKIP_HEADER;
LWOOBJID objectID;
inStream.Read(objectID);
GeneralUtils::ClearBit(objectID, eObjectBits::CHARACTER);
GeneralUtils::ClearBit(objectID, eObjectBits::PERSISTENT);
uint32_t charID = static_cast<uint32_t>(objectID);
Game::logger->Log("UserManager", "Received char rename request for ID: %llu (%u)", objectID, charID);
LOG("Received char rename request for ID: %llu (%u)", objectID, charID);
std::string newName = PacketUtils::ReadString(16, packet, true);
LUWString LUWStringName;
inStream.Read(LUWStringName);
const auto newName = LUWStringName.GetAsString();
Character* character = nullptr;
//Check if this user has this character:
bool hasCharacter = false;
std::vector<Character*>& characters = u->GetCharacters();
for (size_t i = 0; i < characters.size(); ++i) {
if (characters[i]->GetID() == charID) { hasCharacter = true; character = characters[i]; }
}
bool ownsCharacter = CheatDetection::VerifyLwoobjidIsSender(
objectID,
sysAddr,
CheckType::User,
"User %i tried to rename a character that it does not own!",
u->GetAccountID());
if (!hasCharacter || !character) {
Game::logger->Log("UserManager", "User %i tried to rename a character that it does not own!", u->GetAccountID());
auto unusedItr = std::find_if(u->GetCharacters().begin(), u->GetCharacters().end(), [&](Character* c) {
if (c->GetID() == charID) {
character = c;
return true;
}
return false;
});
if (!ownsCharacter || !character) {
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::UNKNOWN_ERROR);
} else if (hasCharacter && character) {
} else if (ownsCharacter && character) {
if (newName == character->GetName()) {
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::NAME_UNAVAILABLE);
return;
}
if (IsNameAvailable(newName)) {
if (!Database::Get()->GetCharacterInfo(newName)) {
if (IsNamePreapproved(newName)) {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET name=?, pending_name='', needs_rename=0, last_login=? WHERE id=? LIMIT 1");
stmt->setString(1, newName);
stmt->setUInt64(2, time(NULL));
stmt->setUInt(3, character->GetID());
stmt->execute();
delete stmt;
Game::logger->Log("UserManager", "Character %s now known as %s", character->GetName().c_str(), newName.c_str());
Database::Get()->SetCharacterName(charID, newName);
LOG("Character %s now known as %s", character->GetName().c_str(), newName.c_str());
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::SUCCESS);
UserManager::RequestCharacterList(sysAddr);
} else {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET pending_name=?, needs_rename=0, last_login=? WHERE id=? LIMIT 1");
stmt->setString(1, newName);
stmt->setUInt64(2, time(NULL));
stmt->setUInt(3, character->GetID());
stmt->execute();
delete stmt;
Game::logger->Log("UserManager", "Character %s has been renamed to %s and is pending approval by a moderator.", character->GetName().c_str(), newName.c_str());
Database::Get()->SetPendingCharacterName(charID, newName);
LOG("Character %s has been renamed to %s and is pending approval by a moderator.", character->GetName().c_str(), newName.c_str());
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::SUCCESS);
UserManager::RequestCharacterList(sysAddr);
}
@@ -538,7 +492,7 @@ void UserManager::RenameCharacter(const SystemAddress& sysAddr, Packet* packet)
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::NAME_IN_USE);
}
} else {
Game::logger->Log("UserManager", "Unknown error occurred when renaming character, either hasCharacter or character variable != true.");
LOG("Unknown error occurred when renaming character, either hasCharacter or character variable != true.");
WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::UNKNOWN_ERROR);
}
}
@@ -546,7 +500,7 @@ void UserManager::RenameCharacter(const SystemAddress& sysAddr, Packet* packet)
void UserManager::LoginCharacter(const SystemAddress& sysAddr, uint32_t playerID) {
User* u = GetUser(sysAddr);
if (!u) {
Game::logger->Log("UserManager", "Couldn't get user to log in character");
LOG("Couldn't get user to log in character");
return;
}
@@ -559,17 +513,13 @@ void UserManager::LoginCharacter(const SystemAddress& sysAddr, uint32_t playerID
}
if (hasCharacter && character) {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET last_login=? WHERE id=? LIMIT 1");
stmt->setUInt64(1, time(NULL));
stmt->setUInt(2, playerID);
stmt->execute();
delete stmt;
Database::Get()->UpdateLastLoggedInCharacter(playerID);
uint32_t zoneID = character->GetZoneID();
if (zoneID == LWOZONEID_INVALID) zoneID = 1000; //Send char to VE
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneID, character->GetZoneClone(), false, [=](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
Game::logger->Log("UserManager", "Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", character->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", character->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (character) {
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
@@ -579,22 +529,24 @@ void UserManager::LoginCharacter(const SystemAddress& sysAddr, uint32_t playerID
return;
});
} else {
Game::logger->Log("UserManager", "Unknown error occurred when logging in a character, either hasCharacter or character variable != true.");
LOG("Unknown error occurred when logging in a character, either hasCharacter or character variable != true.");
}
}
uint32_t FindCharShirtID(uint32_t shirtColor, uint32_t shirtStyle) {
try {
std::string shirtQuery = "select obj.id from Objects as obj JOIN (select * from ComponentsRegistry as cr JOIN ItemComponent as ic on ic.id = cr.component_id where cr.component_type == 11) as icc on icc.id = obj.id where lower(obj._internalNotes) == \"character create shirt\" AND icc.color1 == ";
shirtQuery += std::to_string(shirtColor);
shirtQuery += " AND icc.decal == ";
shirtQuery = shirtQuery + std::to_string(shirtStyle);
auto tableData = CDClientDatabase::ExecuteQuery(shirtQuery);
auto shirtLOT = tableData.getIntField(0, -1);
auto stmt = CDClientDatabase::CreatePreppedStmt(
"select obj.id from Objects as obj JOIN (select * from ComponentsRegistry as cr JOIN ItemComponent as ic on ic.id = cr.component_id where cr.component_type == 11) as icc on icc.id = obj.id where lower(obj._internalNotes) == ? AND icc.color1 == ? AND icc.decal == ?"
);
stmt.bind(1, "character create shirt");
stmt.bind(2, static_cast<int>(shirtColor));
stmt.bind(3, static_cast<int>(shirtStyle));
auto tableData = stmt.execQuery();
auto shirtLOT = tableData.getIntField(0, 4069);
tableData.finalize();
return shirtLOT;
} catch (const std::exception&) {
Game::logger->Log("Character Create", "Failed to execute query! Using backup...");
} catch (const std::exception& ex) {
LOG("Could not look up shirt %i %i: %s", shirtColor, shirtStyle, ex.what());
// in case of no shirt found in CDServer, return problematic red vest.
return 4069;
}
@@ -602,14 +554,17 @@ uint32_t FindCharShirtID(uint32_t shirtColor, uint32_t shirtStyle) {
uint32_t FindCharPantsID(uint32_t pantsColor) {
try {
std::string pantsQuery = "select obj.id from Objects as obj JOIN (select * from ComponentsRegistry as cr JOIN ItemComponent as ic on ic.id = cr.component_id where cr.component_type == 11) as icc on icc.id = obj.id where lower(obj._internalNotes) == \"cc pants\" AND icc.color1 == ";
pantsQuery += std::to_string(pantsColor);
auto tableData = CDClientDatabase::ExecuteQuery(pantsQuery);
auto pantsLOT = tableData.getIntField(0, -1);
auto stmt = CDClientDatabase::CreatePreppedStmt(
"select obj.id from Objects as obj JOIN (select * from ComponentsRegistry as cr JOIN ItemComponent as ic on ic.id = cr.component_id where cr.component_type == 11) as icc on icc.id = obj.id where lower(obj._internalNotes) == ? AND icc.color1 == ?"
);
stmt.bind(1, "cc pants");
stmt.bind(2, static_cast<int>(pantsColor));
auto tableData = stmt.execQuery();
auto pantsLOT = tableData.getIntField(0, 2508);
tableData.finalize();
return pantsLOT;
} catch (const std::exception&) {
Game::logger->Log("Character Create", "Failed to execute query! Using backup...");
} catch (const std::exception& ex) {
LOG("Could not look up pants %i: %s", pantsColor, ex.what());
// in case of no pants color found in CDServer, return red pants.
return 2508;
}

View File

@@ -28,7 +28,6 @@ public:
bool DeleteUser(const SystemAddress& sysAddr); //Returns true on succesful deletion
void DeletePendingRemovals();
bool IsNameAvailable(const std::string& requestedName);
std::string GetPredefinedName(uint32_t firstNameIndex, uint32_t middleNameIndex, uint32_t lastNameIndex);
bool IsNamePreapproved(const std::string& requestedName);

View File

@@ -3,13 +3,13 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("AirMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
@@ -26,14 +26,14 @@ void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitS
uint32_t behaviorId{};
if (!bitStream->Read(behaviorId)) {
Game::logger->Log("AirMovementBehavior", "Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read behaviorId from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("AirMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}

View File

@@ -1,7 +1,7 @@
#include "AndBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void AndBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
for (auto* behavior : this->m_behaviors) {

View File

@@ -15,7 +15,7 @@ void ApplyBuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
if (buffComponent == nullptr) return;
buffComponent->ApplyBuff(m_BuffId, m_Duration, context->originator, addImmunity, cancelOnDamaged, cancelOnDeath,
cancelOnLogout, cancelonRemoveBuff, cancelOnUi, cancelOnUnequip, cancelOnZone);
cancelOnLogout, cancelonRemoveBuff, cancelOnUi, cancelOnUnequip, cancelOnZone, m_ApplyOnTeammates);
}
void ApplyBuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
@@ -45,4 +45,5 @@ void ApplyBuffBehavior::Load() {
cancelOnUi = GetBoolean("cancel_on_ui");
cancelOnUnequip = GetBoolean("cancel_on_unequip");
cancelOnZone = GetBoolean("cancel_on_zone");
m_ApplyOnTeammates = GetBoolean("apply_on_teammates");
}

View File

@@ -31,4 +31,6 @@ public:
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
bool m_ApplyOnTeammates;
};

View File

@@ -4,150 +4,130 @@
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t targetCount{};
if (!bitStream->Read(targetCount)) {
Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
if (this->m_useTargetPosition && branch.target == LWOOBJID_EMPTY) return;
if (targetCount == 0){
PlayFx(u"miss", context->originator);
return;
}
if (targetCount > this->m_maxTargets) {
LOG("Serialized size is greater than max targets! Size: %i, Max: %i", targetCount, this->m_maxTargets);
return;
}
std::vector<LWOOBJID> targets;
auto caster = context->caster;
if (this->m_useTargetAsCaster) context->caster = branch.target;
std::vector<LWOOBJID> targets;
targets.reserve(targetCount);
for (auto i = 0u; i < targetCount; ++i) {
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i);
return;
LOG("failed to read in target %i from bitStream, aborting target Handle!", i);
};
targets.push_back(target);
}
for (auto target : targets) {
branch.target = target;
this->m_action->Handle(context, bitStream, branch);
}
context->caster = caster;
PlayFx(u"cast", context->originator);
}
void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* self = Game::entityManager->GetEntity(context->caster);
if (self == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid self for (%llu)!", context->originator);
auto* caster = Game::entityManager->GetEntity(context->caster);
if (!caster) return;
return;
// determine the position we are casting the AOE from
auto reference = branch.isProjectile ? branch.referencePosition : caster->GetPosition();
if (this->m_useTargetPosition) {
if (branch.target == LWOOBJID_EMPTY) return;
auto branchTarget = Game::entityManager->GetEntity(branch.target);
if (branchTarget) reference = branchTarget->GetPosition();
}
auto reference = branch.isProjectile ? branch.referencePosition : self->GetPosition();
reference += this->m_offset;
std::vector<Entity*> targets;
auto* presetTarget = Game::entityManager->GetEntity(branch.target);
if (presetTarget != nullptr) {
if (this->m_radius * this->m_radius >= Vector3::DistanceSquared(reference, presetTarget->GetPosition())) {
targets.push_back(presetTarget);
}
}
int32_t includeFaction = m_includeFaction;
if (self->GetLOT() == 14466) // TODO: Fix edge case
{
includeFaction = 1;
}
// Gets all of the valid targets, passing in if should target enemies and friends
for (auto validTarget : context->GetValidTargets(m_ignoreFaction, includeFaction, m_TargetSelf == 1, m_targetEnemy == 1, m_targetFriend == 1)) {
auto* entity = Game::entityManager->GetEntity(validTarget);
if (entity == nullptr) {
Game::logger->Log("AreaOfEffectBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
continue;
}
if (std::find(targets.begin(), targets.end(), entity) != targets.end()) {
continue;
}
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
continue;
}
if (destroyableComponent->HasFaction(m_ignoreFaction)) {
continue;
}
const auto distance = Vector3::DistanceSquared(reference, entity->GetPosition());
if (this->m_radius * this->m_radius >= distance && (this->m_maxTargets == 0 || targets.size() < this->m_maxTargets)) {
targets.push_back(entity);
}
}
std::vector<Entity*> targets {};
targets = Game::entityManager->GetEntitiesByProximity(reference, this->m_radius);
context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
// sort by distance
std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
const auto aDistance = Vector3::DistanceSquared(a->GetPosition(), reference);
const auto bDistance = Vector3::DistanceSquared(b->GetPosition(), reference);
const auto aDistance = NiPoint3::Distance(a->GetPosition(), reference);
const auto bDistance = NiPoint3::Distance(b->GetPosition(), reference);
return aDistance < bDistance;
}
);
return aDistance > bDistance;
});
// resize if we have more than max targets allows
if (targets.size() > this->m_maxTargets) targets.resize(this->m_maxTargets);
const uint32_t size = targets.size();
bitStream->Write<uint32_t>(targets.size());
bitStream->Write(size);
if (size == 0) {
if (targets.size() == 0) {
PlayFx(u"miss", context->originator);
return;
}
} else {
context->foundTarget = true;
// write all the targets to the bitstream
for (auto* target : targets) {
bitStream->Write(target->GetObjectID());
}
context->foundTarget = true;
for (auto* target : targets) {
bitStream->Write(target->GetObjectID());
PlayFx(u"cast", context->originator, target->GetObjectID());
}
for (auto* target : targets) {
branch.target = target->GetObjectID();
this->m_action->Calculate(context, bitStream, branch);
// then cast all the actions
for (auto* target : targets) {
branch.target = target->GetObjectID();
this->m_action->Calculate(context, bitStream, branch);
}
PlayFx(u"cast", context->originator);
}
}
void AreaOfEffectBehavior::Load() {
this->m_action = GetAction("action");
this->m_action = GetAction("action"); // required
this->m_radius = GetFloat("radius", 0.0f); // required
this->m_maxTargets = GetInt("max targets", 100);
if (this->m_maxTargets == 0) this->m_maxTargets = 100;
this->m_useTargetPosition = GetBoolean("use_target_position", false);
this->m_useTargetAsCaster = GetBoolean("use_target_as_caster", false);
this->m_offset = NiPoint3(
GetFloat("offset_x", 0.0f),
GetFloat("offset_y", 0.0f),
GetFloat("offset_z", 0.0f)
);
this->m_radius = GetFloat("radius");
this->m_maxTargets = GetInt("max targets");
this->m_ignoreFaction = GetInt("ignore_faction");
this->m_includeFaction = GetInt("include_faction");
this->m_TargetSelf = GetInt("target_self");
this->m_targetEnemy = GetInt("target_enemy");
this->m_targetFriend = GetInt("target_friend");
// params after this are needed for filter targets
const auto parameters = GetParameterNames();
for (const auto& parameter : parameters) {
if (parameter.first.rfind("include_faction", 0) == 0) {
this->m_includeFactionList.push_front(parameter.second);
} else if (parameter.first.rfind("ignore_faction", 0) == 0) {
this->m_ignoreFactionList.push_front(parameter.second);
}
}
this->m_targetSelf = GetBoolean("target_self", false);
this->m_targetEnemy = GetBoolean("target_enemy", false);
this->m_targetFriend = GetBoolean("target_friend", false);
this->m_targetTeam = GetBoolean("target_team", false);
}

View File

@@ -1,34 +1,26 @@
#pragma once
#include "Behavior.h"
#include <forward_list>
class AreaOfEffectBehavior final : public Behavior
{
public:
Behavior* m_action;
uint32_t m_maxTargets;
float m_radius;
int32_t m_ignoreFaction;
int32_t m_includeFaction;
int32_t m_TargetSelf;
int32_t m_targetEnemy;
int32_t m_targetFriend;
/*
* Inherited
*/
explicit AreaOfEffectBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
}
explicit AreaOfEffectBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
Behavior* m_action;
uint32_t m_maxTargets;
float m_radius;
bool m_useTargetPosition;
bool m_useTargetAsCaster;
NiPoint3 m_offset;
std::forward_list<int32_t> m_ignoreFactionList {};
std::forward_list<int32_t> m_includeFactionList {};
bool m_targetSelf;
bool m_targetEnemy;
bool m_targetFriend;
bool m_targetTeam;
};

View File

@@ -2,13 +2,13 @@
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("AttackDelayBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};

View File

@@ -1,8 +1,10 @@
#include "BasicAttackBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "WorldConfig.h"
#include "DestroyableComponent.h"
#include "BehaviorContext.h"
#include "eBasicAttackSuccessTypes.h"
@@ -13,8 +15,14 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
PlayFx(u"onhit", entity->GetObjectID());
PlayFx(u"onhit", entity->GetObjectID()); //This damage animation doesn't seem to play consistently
destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID);
//Handle player damage cooldown
if (entity->IsPlayer() && !this->m_DontApplyImmune) {
const float immunityTime = Game::zoneManager->GetWorldConfig()->globalImmunityTime;
destroyableComponent->SetDamageCooldownTimer(immunityTime);
}
}
this->m_OnSuccess->Handle(context, bitStream, branch);
@@ -26,10 +34,10 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
uint16_t allocatedBits{};
if (!bitStream->Read(allocatedBits) || allocatedBits == 0) {
Game::logger->LogDebug("BasicAttackBehavior", "No allocated bits");
LOG_DEBUG("No allocated bits");
return;
}
Game::logger->LogDebug("BasicAttackBehavior", "Number of allocated bits %i", allocatedBits);
LOG_DEBUG("Number of allocated bits %i", allocatedBits);
const auto baseAddress = bitStream->GetReadOffset();
DoHandleBehavior(context, bitStream, branch);
@@ -40,13 +48,13 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* targetEntity = Game::entityManager->GetEntity(branch.target);
if (!targetEntity) {
Game::logger->Log("BasicAttackBehavior", "Target targetEntity %llu not found.", branch.target);
LOG("Target targetEntity %llu not found.", branch.target);
return;
}
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
Game::logger->Log("BasicAttackBehavior", "No destroyable found on the obj/lot %llu/%i", branch.target, targetEntity->GetLOT());
LOG("No destroyable found on the obj/lot %llu/%i", branch.target, targetEntity->GetLOT());
return;
}
@@ -55,7 +63,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
bool isSuccess{};
if (!bitStream->Read(isBlocked)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read isBlocked");
LOG("Unable to read isBlocked");
return;
}
@@ -67,30 +75,31 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
}
if (!bitStream->Read(isImmune)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read isImmune");
LOG("Unable to read isImmune");
return;
}
if (isImmune) {
LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
this->m_OnFailImmune->Handle(context, bitStream, branch);
return;
}
if (!bitStream->Read(isSuccess)) {
Game::logger->Log("BasicAttackBehavior", "failed to read success from bitstream");
LOG("failed to read success from bitstream");
return;
}
if (isSuccess) {
uint32_t armorDamageDealt{};
if (!bitStream->Read(armorDamageDealt)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read armorDamageDealt");
LOG("Unable to read armorDamageDealt");
return;
}
uint32_t healthDamageDealt{};
if (!bitStream->Read(healthDamageDealt)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read healthDamageDealt");
LOG("Unable to read healthDamageDealt");
return;
}
@@ -103,7 +112,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
bool died{};
if (!bitStream->Read(died)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read died");
LOG("Unable to read died");
return;
}
auto previousArmor = destroyableComponent->GetArmor();
@@ -114,7 +123,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
uint8_t successState{};
if (!bitStream->Read(successState)) {
Game::logger->Log("BasicAttackBehavior", "Unable to read success state");
LOG("Unable to read success state");
return;
}
@@ -127,7 +136,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
break;
default:
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
LOG("Unknown success state (%i)!", successState);
return;
}
this->m_OnFailImmune->Handle(context, bitStream, branch);
@@ -157,13 +166,13 @@ void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream*
void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* targetEntity = Game::entityManager->GetEntity(branch.target);
if (!targetEntity) {
Game::logger->Log("BasicAttackBehavior", "Target entity %llu is null!", branch.target);
LOG("Target entity %llu is null!", branch.target);
return;
}
auto* destroyableComponent = targetEntity->GetComponent<DestroyableComponent>();
if (!destroyableComponent || !destroyableComponent->GetParent()) {
Game::logger->Log("BasicAttackBehavior", "No destroyable component on %llu", branch.target);
LOG("No destroyable component on %llu", branch.target);
return;
}
@@ -178,11 +187,11 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
return;
}
const bool isImmune = destroyableComponent->IsImmune();
const bool isImmune = destroyableComponent->IsImmune() || destroyableComponent->IsCooldownImmune();
bitStream->Write(isImmune);
if (isImmune) {
LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
this->m_OnFailImmune->Calculate(context, bitStream, branch);
return;
}
@@ -203,6 +212,11 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
bitStream->Write(isSuccess);
//Handle player damage cooldown
if (isSuccess && targetEntity->IsPlayer() && !this->m_DontApplyImmune) {
destroyableComponent->SetDamageCooldownTimer(Game::zoneManager->GetWorldConfig()->globalImmunityTime);
}
eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE;
if (isSuccess) {
if (healthDamageDealt >= 1) {
@@ -227,7 +241,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
break;
default:
if (static_cast<eBasicAttackSuccessTypes>(successState) != eBasicAttackSuccessTypes::FAILIMMUNE) {
Game::logger->Log("BasicAttackBehavior", "Unknown success state (%i)!", successState);
LOG("Unknown success state (%i)!", successState);
break;
}
this->m_OnFailImmune->Calculate(context, bitStream, branch);
@@ -236,6 +250,8 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
}
void BasicAttackBehavior::Load() {
this->m_DontApplyImmune = GetBoolean("dont_apply_immune");
this->m_MinDamage = GetInt("min damage");
if (this->m_MinDamage == 0) this->m_MinDamage = 1;

View File

@@ -10,14 +10,14 @@ public:
/**
* @brief Reads a 16bit short from the bitStream and when the actual behavior handling finishes with all of its branches, the bitStream
* is then offset to after the allocated bits for this stream.
*
*
*/
void DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
/**
* @brief Handles a client initialized Basic Attack Behavior cast to be deserialized and verified on the server.
*
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
*
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
* @param bitStream The bitStream to deserialize. BitStreams will always check their bounds before reading in a behavior
* and will fail gracefully if an overread is detected.
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
@@ -27,13 +27,13 @@ public:
/**
* @brief Writes a 16bit short to the bitStream and when the actual behavior calculation finishes with all of its branches, the number
* of bits used is then written to where the 16bit short initially was.
*
*
*/
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
/**
* @brief Calculates a server initialized Basic Attack Behavior cast to be serialized to the client
*
*
* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
* @param bitStream The bitStream to serialize to.
* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
@@ -44,10 +44,12 @@ public:
* @brief Loads this Behaviors parameters from the database. For this behavior specifically:
* max and min damage will always be the same. If min is less than max, they are both set to max.
* If an action is not in the database, then no action is taken for that result.
*
*
*/
void Load() override;
private:
bool m_DontApplyImmune;
uint32_t m_MinDamage;
uint32_t m_MaxDamage;

View File

@@ -4,7 +4,7 @@
#include "Behavior.h"
#include "CDActivitiesTable.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "BehaviorTemplates.h"
#include "BehaviorBranchContext.h"
#include <unordered_map>
@@ -64,6 +64,7 @@
#include "FallSpeedBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
#include "DarkInspirationBehavior.h"
#include "ConsumeItemBehavior.h"
//CDClient includes
#include "CDBehaviorParameterTable.h"
@@ -81,7 +82,7 @@ CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
Behavior* Behavior::GetBehavior(const uint32_t behaviorId) {
if (BehaviorParameterTable == nullptr) {
BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
}
const auto pair = Cache.find(behaviorId);
@@ -175,7 +176,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_SPEED:
behavior = new SpeedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
behavior = new DarkInspirationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
@@ -200,7 +201,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
behavior = new SkillEventBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM:
behavior = new ConsumeItemBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
behavior = new SkillCastFailedBehavior(behaviorId);
break;
@@ -278,12 +281,12 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_MOUNT: break;
case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
default:
//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!", templateId);
//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
break;
}
if (behavior == nullptr) {
//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!", templateId);
//LOG("Failed to load unimplemented template id (%i)!", templateId);
behavior = new EmptyBehavior(behaviorId);
}
@@ -294,7 +297,7 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
}
BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::Instance().GetTable<CDBehaviorTemplateTable>();
auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY;
// Find behavior template by its behavior id. Default to 0.
@@ -306,7 +309,7 @@ BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
}
if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
Game::logger->Log("Behavior", "Failed to load behavior template with id (%i)!", behaviorId);
LOG("Failed to load behavior template with id (%i)!", behaviorId);
}
return templateID;
@@ -365,11 +368,11 @@ void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID
if (!type.empty()) {
typeQuery.bind(1, typeString.c_str());
typeQuery.bind(2, (int)effectId);
typeQuery.bind(2, static_cast<int>(effectId));
result = typeQuery.execQuery();
} else {
idQuery.bind(1, (int)effectId);
idQuery.bind(1, static_cast<int>(effectId));
result = idQuery.execQuery();
}
@@ -402,7 +405,7 @@ void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID
}
Behavior::Behavior(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::Instance().GetTable<CDBehaviorTemplateTable>();
auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
CDBehaviorTemplate templateInDatabase{};
@@ -426,7 +429,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
// Make sure we do not proceed if we are trying to load an invalid behavior
if (templateInDatabase.behaviorID == 0) {
Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!", behaviorId);
LOG("Failed to load behavior with id (%i)!", behaviorId);
this->m_effectId = 0;
this->m_effectHandle = nullptr;
@@ -445,7 +448,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
float Behavior::GetFloat(const std::string& name, const float defaultValue) const {
// Get the behavior parameter entry and return its value.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
return BehaviorParameterTable->GetValue(this->m_behaviorId, name, defaultValue);
}
@@ -473,7 +476,7 @@ Behavior* Behavior::GetAction(float value) const {
std::map<std::string, float> Behavior::GetParameterNames() const {
std::map<std::string, float> templatesInDatabase;
// Find behavior template by its behavior id.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
if (BehaviorParameterTable) {
templatesInDatabase = BehaviorParameterTable->GetParametersByBehaviorID(this->m_behaviorId);
}

View File

@@ -4,17 +4,18 @@
#include "EntityManager.h"
#include "SkillComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "dServer.h"
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include <sstream>
#include "DestroyableComponent.h"
#include "EchoSyncSkill.h"
#include "PhantomPhysicsComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "eReplicaComponentType.h"
#include "TeamManager.h"
#include "eConnectionType.h"
BehaviorSyncEntry::BehaviorSyncEntry() {
@@ -30,7 +31,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
auto* entity = Game::entityManager->GetEntity(this->originator);
if (entity == nullptr) {
Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
LOG("Invalid entity for (%llu)!", this->originator);
return 0;
}
@@ -38,7 +39,7 @@ uint32_t BehaviorContext::GetUniqueSkillId() const {
auto* component = entity->GetComponent<SkillComponent>();
if (component == nullptr) {
Game::logger->Log("BehaviorContext", "No skill component attached to (%llu)!", this->originator);;
LOG("No skill component attached to (%llu)!", this->originator);;
return 0;
}
@@ -125,7 +126,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
}
if (!found) {
Game::logger->Log("BehaviorContext", "Failed to find behavior sync entry with sync id (%i)!", syncId);
LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
return;
}
@@ -134,7 +135,7 @@ void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream* bit
const auto branch = entry.branchContext;
if (behavior == nullptr) {
Game::logger->Log("BehaviorContext", "Invalid behavior for sync id (%i)!", syncId);
LOG("Invalid behavior for sync id (%i)!", syncId);
return;
}
@@ -248,12 +249,12 @@ bool BehaviorContext::CalculateUpdate(const float deltaTime) {
entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);
if (!clientInitalized) {
echo.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
echo.sBitStream.assign(reinterpret_cast<char*>(bitStream->GetData()), bitStream->GetNumberOfBytesUsed());
// Write message
RakNet::BitStream message;
PacketUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
message.Write(this->originator);
echo.Serialize(&message);
@@ -307,46 +308,123 @@ void BehaviorContext::Reset() {
this->scheduledUpdates.clear();
}
std::vector<LWOOBJID> BehaviorContext::GetValidTargets(int32_t ignoreFaction, int32_t includeFaction, bool targetSelf, bool targetEnemy, bool targetFriend) const {
auto* entity = Game::entityManager->GetEntity(this->caster);
void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_list<int32_t>& ignoreFactionList, std::forward_list<int32_t>& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const {
std::vector<LWOOBJID> targets;
if (entity == nullptr) {
Game::logger->Log("BehaviorContext", "Invalid entity for (%llu)!", this->originator);
return targets;
// if we aren't targeting anything, then clear the targets vector
if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) {
targets.clear();
return;
}
if (!ignoreFaction && !includeFaction) {
for (auto entry : entity->GetTargetsInPhantom()) {
auto* instance = Game::entityManager->GetEntity(entry);
if (instance == nullptr) {
continue;
}
targets.push_back(entry);
}
// if the caster is not there, return empty targets list
auto* caster = Game::entityManager->GetEntity(this->caster);
if (!caster) {
LOG_DEBUG("Invalid caster for (%llu)!", this->originator);
targets.clear();
return;
}
if (ignoreFaction || includeFaction || (!entity->HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) && targets.empty())) {
DestroyableComponent* destroyableComponent;
if (!entity->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
return targets;
auto index = targets.begin();
while (index != targets.end()) {
auto candidate = *index;
// make sure we don't have a nullptr
if (!candidate) {
index = targets.erase(index);
continue;
}
auto entities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS);
for (auto* candidate : entities) {
const auto id = candidate->GetObjectID();
// handle targeting the caster
if (candidate == caster){
// if we aren't targeting self, erase, otherise increment and continue
if (!targetSelf) index = targets.erase(index);
else index++;
continue;
}
if ((id != entity->GetObjectID() || targetSelf) && destroyableComponent->CheckValidity(id, ignoreFaction || includeFaction, targetEnemy, targetFriend)) {
targets.push_back(id);
// make sure that the entity is targetable
if (!CheckTargetingRequirements(candidate)) {
index = targets.erase(index);
continue;
}
// get factions to check against
// CheckTargetingRequirements checks for a destroyable component
// but we check again because bounds check are necessary
auto candidateDestroyableComponent = candidate->GetComponent<DestroyableComponent>();
if (!candidateDestroyableComponent) {
index = targets.erase(index);
continue;
}
// if they are dead, then earse and continue
if (candidateDestroyableComponent->GetIsDead()){
index = targets.erase(index);
continue;
}
// if their faction is explicitly included, increment and continue
auto candidateFactions = candidateDestroyableComponent->GetFactionIDs();
if (CheckFactionList(includeFactionList, candidateFactions)){
index++;
continue;
}
// check if they are a team member
if (targetTeam){
auto* team = TeamManager::Instance()->GetTeam(this->caster);
if (team){
// if we find a team member keep it and continue to skip enemy checks
if(std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()){
index++;
continue;
}
}
}
}
return targets;
// if the caster doesn't have a destroyable component, return an empty targets list
auto* casterDestroyableComponent = caster->GetComponent<DestroyableComponent>();
if (!casterDestroyableComponent) {
targets.clear();
return;
}
// if we arent targeting a friend, and they are a friend OR
// if we are not targeting enemies and they are an enemy OR.
// if we are ignoring their faction is explicitly ignored
// erase and continue
auto isEnemy = casterDestroyableComponent->IsEnemy(candidate);
if ((!targetFriend && !isEnemy) ||
(!targetEnemy && isEnemy) ||
CheckFactionList(ignoreFactionList, candidateFactions)) {
index = targets.erase(index);
continue;
}
index++;
}
return;
}
// some basic checks as well as the check that matters for this: if the quickbuild is complete
bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
// if the target is a nullptr, then it's not valid
if (!target) return false;
// ignore quickbuilds that aren't completed
auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
return true;
}
// returns true if any of the object factions are in the faction list
bool BehaviorContext::CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const {
if (factionList.empty() || objectsFactions.empty()) return false;
for (auto faction : factionList){
if(std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
}
return false;
}

View File

@@ -6,6 +6,7 @@
#include "GameMessages.h"
#include <vector>
#include <forward_list>
class Behavior;
@@ -106,7 +107,11 @@ struct BehaviorContext
void Reset();
std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false) const;
void FilterTargets(std::vector<Entity*>& targetsReference, std::forward_list<int32_t>& ignoreFaction, std::forward_list<int32_t>& includeFaction, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false, const bool targetTeam = false) const;
bool CheckTargetingRequirements(const Entity* target) const;
bool CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const;
explicit BehaviorContext(LWOOBJID originator, bool calculation = false);

View File

@@ -2,9 +2,9 @@
#ifndef BEHAVIORSLOT_H
#define BEHAVIORSLOT_H
#include <cstdint>
enum class BehaviorSlot
{
enum class BehaviorSlot : int32_t {
Invalid = -1,
Primary,
Offhand,

View File

@@ -4,7 +4,7 @@
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void BlockBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
@@ -13,7 +13,7 @@ void BlockBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -43,7 +43,7 @@ void BlockBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branc
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}

View File

@@ -4,7 +4,7 @@
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
@@ -13,7 +13,7 @@ void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target);
LOG("Invalid target (%llu)!", target);
return;
}
@@ -21,7 +21,7 @@ void BuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
auto* component = entity->GetComponent<DestroyableComponent>();
if (component == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target);
LOG("Invalid target, no destroyable component (%llu)!", target);
return;
}
@@ -47,7 +47,7 @@ void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target (%llu)!", target);
LOG("Invalid target (%llu)!", target);
return;
}
@@ -55,7 +55,7 @@ void BuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch
auto* component = entity->GetComponent<DestroyableComponent>();
if (component == nullptr) {
Game::logger->Log("BuffBehavior", "Invalid target, no destroyable component (%llu)!", target);
LOG("Invalid target, no destroyable component (%llu)!", target);
return;
}

View File

@@ -16,6 +16,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"ChangeOrientationBehavior.cpp"
"ChargeUpBehavior.cpp"
"ClearTargetBehavior.cpp"
"ConsumeItemBehavior.cpp"
"DamageAbsorptionBehavior.cpp"
"DamageReductionBehavior.cpp"
"DarkInspirationBehavior.cpp"
@@ -53,4 +54,9 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"TargetCasterBehavior.cpp"
"TauntBehavior.cpp"
"VentureVisionBehavior.cpp"
"VerifyBehavior.cpp" PARENT_SCOPE)
"VerifyBehavior.cpp")
add_library(dBehaviors STATIC ${DGAME_DBEHAVIORS_SOURCES})
target_link_libraries(dBehaviors PUBLIC dPhysics)
target_include_directories(dBehaviors PUBLIC ".")
target_precompile_headers(dBehaviors REUSE_FROM dGameBase)

View File

@@ -5,7 +5,7 @@
#include "BehaviorContext.h"
#include "CharacterComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "PossessableComponent.h"
void CarBoostBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
@@ -17,7 +17,7 @@ void CarBoostBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitSt
return;
}
Game::logger->Log("Car boost", "Activating car boost!");
LOG("Activating car boost!");
auto* possessableComponent = entity->GetComponent<PossessableComponent>();
if (possessableComponent != nullptr) {
@@ -27,7 +27,7 @@ void CarBoostBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitSt
auto* characterComponent = possessor->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
Game::logger->Log("Car boost", "Tracking car boost!");
LOG("Tracking car boost!");
characterComponent->UpdatePlayerStatistic(RacingCarBoostsActivated);
}
}

View File

@@ -1,13 +1,13 @@
#include "ChainBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void ChainBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t chainIndex{};
if (!bitStream->Read(chainIndex)) {
Game::logger->Log("ChainBehavior", "Unable to read chainIndex from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read chainIndex from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
@@ -16,7 +16,7 @@ void ChainBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
if (chainIndex < this->m_behaviors.size()) {
this->m_behaviors.at(chainIndex)->Handle(context, bitStream, branch);
} else {
Game::logger->Log("ChainBehavior", "chainIndex out of bounds, aborting handle of chain %i bits unread %i", chainIndex, bitStream->GetNumberOfUnreadBits());
LOG("chainIndex out of bounds, aborting handle of chain %i bits unread %i", chainIndex, bitStream->GetNumberOfUnreadBits());
}
}

View File

@@ -2,13 +2,13 @@
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void ChargeUpBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("ChargeUpBehavior", "Unable to read handle from bitStream, aborting Handle! variable_type");
LOG("Unable to read handle from bitStream, aborting Handle! variable_type");
return;
};

View File

@@ -0,0 +1,31 @@
#include "ConsumeItemBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "InventoryComponent.h"
void ConsumeItemBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto action_to_cast = m_ActionNotConsumed;
if (this->m_ConsumeLOT != -1) {
auto caster = Game::entityManager->GetEntity(context->caster);
if (!caster) return;
auto inventoryComponent = caster->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
if (inventoryComponent->RemoveItem(this->m_ConsumeLOT, this->m_NumToConsume, eInventoryType::INVALID, false, true)){
action_to_cast = m_ActionConsumed;
}
}
if(action_to_cast) action_to_cast->Handle(context, bitStream, branch);
}
void ConsumeItemBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void ConsumeItemBehavior::Load() {
this->m_ConsumeLOT = GetInt("consume_lot", -1);
this->m_NumToConsume = GetInt("num_to_consume", 1);
this->m_ActionNotConsumed = GetAction("action_not_consumed");
this->m_ActionConsumed = GetAction("action_consumed");
}

View File

@@ -0,0 +1,17 @@
#pragma once
#include "Behavior.h"
class ConsumeItemBehavior final : public Behavior
{
public:
explicit ConsumeItemBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
LOT m_ConsumeLOT;
uint32_t m_NumToConsume;
Behavior* m_ActionNotConsumed;
Behavior* m_ActionConsumed;
};

View File

@@ -4,14 +4,14 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void DamageAbsorptionBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -37,7 +37,7 @@ void DamageAbsorptionBehavior::Timer(BehaviorContext* context, BehaviorBranchCon
auto* target = Game::entityManager->GetEntity(second);
if (target == nullptr) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", second);
LOG("Failed to find target (%llu)!", second);
return;
}

View File

@@ -4,14 +4,14 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
void DamageReductionBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->Log("DamageReductionBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -35,7 +35,7 @@ void DamageReductionBehavior::Timer(BehaviorContext* context, BehaviorBranchCont
auto* target = Game::entityManager->GetEntity(second);
if (target == nullptr) {
Game::logger->Log("DamageReductionBehavior", "Failed to find target (%llu)!", second);
LOG("Failed to find target (%llu)!", second);
return;
}

View File

@@ -10,7 +10,7 @@ void DarkInspirationBehavior::Handle(BehaviorContext* context, RakNet::BitStream
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->LogDebug("DarkInspirationBehavior", "Failed to find target (%llu)!", branch.target);
LOG_DEBUG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -29,7 +29,7 @@ void DarkInspirationBehavior::Calculate(BehaviorContext* context, RakNet::BitStr
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->LogDebug("DarkInspirationBehavior", "Failed to find target (%llu)!", branch.target);
LOG_DEBUG("Failed to find target (%llu)!", branch.target);
return;
}

View File

@@ -4,7 +4,7 @@
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
@@ -13,7 +13,7 @@ void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
uint32_t handle{};
if (!bitStream->Read(handle)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read handle from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
}
context->RegisterSyncBehavior(handle, this, branch, this->m_Duration);
@@ -22,13 +22,13 @@ void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
uint32_t next{};
if (!bitStream->Read(next)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("ForceMovementBehavior", "Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read target from bitStream, aborting Sync! %i", bitStream->GetNumberOfUnreadBits());
return;
}

View File

@@ -1,7 +1,7 @@
#include "HealBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "eReplicaComponentType.h"
@@ -11,7 +11,7 @@ void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_strea
auto* entity = Game::entityManager->GetEntity(branch.target);
if (entity == nullptr) {
Game::logger->Log("HealBehavior", "Failed to find entity for (%llu)!", branch.target);
LOG("Failed to find entity for (%llu)!", branch.target);
return;
}
@@ -19,7 +19,7 @@ void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_strea
auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
if (destroyable == nullptr) {
Game::logger->Log("HealBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
LOG("Failed to find destroyable component for %(llu)!", branch.target);
return;
}

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@@ -3,7 +3,7 @@
#include "DestroyableComponent.h"
#include "dpWorld.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "Logger.h"
void ImaginationBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {

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@@ -4,7 +4,7 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "ControllablePhysicsComponent.h"
#include "eStateChangeType.h"
@@ -13,7 +13,7 @@ void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitSt
auto* target = Game::entityManager->GetEntity(branch.target);
if (!target) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -59,7 +59,7 @@ void ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext bra
auto* target = Game::entityManager->GetEntity(second);
if (!target) {
Game::logger->Log("DamageAbsorptionBehavior", "Failed to find target (%llu)!", second);
LOG("Failed to find target (%llu)!", second);
return;
}

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@@ -2,7 +2,7 @@
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
@@ -12,7 +12,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown1 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read unknown1 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
@@ -23,7 +23,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown2 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read unknown2 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
@@ -35,7 +35,7 @@ void InterruptBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitS
bool unknown = false;
if (!bitStream->Read(unknown)) {
Game::logger->Log("InterruptBehavior", "Unable to read unknown3 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read unknown3 from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}

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@@ -38,10 +38,12 @@ void JetPackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit
}
void JetPackBehavior::Load() {
this->m_WarningEffectID = GetInt("warning_effect_id");
this->m_Airspeed = GetFloat("airspeed");
this->m_MaxAirspeed = GetFloat("max_airspeed");
this->m_VerticalVelocity = GetFloat("vertical_velocity");
this->m_EnableHover = GetBoolean("enable_hover");
this->m_BypassChecks = GetBoolean("bypass_checks", true);
this->m_WarningEffectID = GetInt("warning_effect_id", -1);
this->m_Airspeed = GetFloat("airspeed", 10);
this->m_MaxAirspeed = GetFloat("max_airspeed", 15);
this->m_VerticalVelocity = GetFloat("vertical_velocity", 1);
this->m_EnableHover = GetBoolean("enable_hover", false);
// TODO: Implement proper jetpack checks, so we can set this default to false
this->m_BypassChecks = GetBoolean("bypass_checks", true);
}

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@@ -7,13 +7,13 @@
#include "GameMessages.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void KnockbackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
bool unknown{};
if (!bitStream->Read(unknown)) {
Game::logger->Log("KnockbackBehavior", "Unable to read unknown from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read unknown from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}

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@@ -1,7 +1,7 @@
#include "MovementSwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
uint32_t movementType{};
@@ -15,7 +15,7 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
return;
}
Game::logger->Log("MovementSwitchBehavior", "Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read movementType from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};

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@@ -2,7 +2,7 @@
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
@@ -41,7 +41,7 @@ void OverTimeBehavior::Load() {
m_Action = GetInt("action");
// Since m_Action is a skillID and not a behavior, get is correlated behaviorID.
CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
CDSkillBehaviorTable* skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
m_ActionBehaviorId = skillTable->GetSkillByID(m_Action).behaviorID;
m_Delay = GetFloat("delay");

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@@ -3,23 +3,23 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "SkillComponent.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "eObjectBits.h"
void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
LWOOBJID target{};
if (!bitStream->Read(target)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read target from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read target from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
auto* entity = Game::entityManager->GetEntity(context->originator);
if (entity == nullptr) {
Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
LOG("Failed to find originator (%llu)!", context->originator);
return;
}
@@ -27,15 +27,15 @@ void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", -context->originator);
LOG("Failed to find skill component for (%llu)!", -context->originator);
return;
}
if (m_useMouseposit && !branch.isSync) {
NiPoint3 targetPosition = NiPoint3::ZERO;
NiPoint3 targetPosition = NiPoint3Constant::ZERO;
if (!bitStream->Read(targetPosition)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}
@@ -46,7 +46,7 @@ void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
LWOOBJID projectileId{};
if (!bitStream->Read(projectileId)) {
Game::logger->Log("ProjectileAttackBehavior", "Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read projectileId from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
@@ -64,7 +64,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
auto* entity = Game::entityManager->GetEntity(context->originator);
if (entity == nullptr) {
Game::logger->Log("ProjectileAttackBehavior", "Failed to find originator (%llu)!", context->originator);
LOG("Failed to find originator (%llu)!", context->originator);
return;
}
@@ -72,7 +72,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
auto* skillComponent = entity->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
Game::logger->Log("ProjectileAttackBehavior", "Failed to find skill component for (%llu)!", context->originator);
LOG("Failed to find skill component for (%llu)!", context->originator);
return;
@@ -81,7 +81,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
auto* other = Game::entityManager->GetEntity(branch.target);
if (other == nullptr) {
Game::logger->Log("ProjectileAttackBehavior", "Invalid projectile target (%llu)!", branch.target);
LOG("Invalid projectile target (%llu)!", branch.target);
return;
}
@@ -106,7 +106,7 @@ void ProjectileAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitSt
const auto maxTime = this->m_maxDistance / this->m_projectileSpeed;
for (auto i = 0u; i < this->m_projectileCount; ++i) {
auto id = static_cast<LWOOBJID>(ObjectIDManager::Instance()->GenerateObjectID());
auto id = static_cast<LWOOBJID>(ObjectIDManager::GenerateObjectID());
GeneralUtils::SetBit(id, eObjectBits::SPAWNED);

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@@ -40,7 +40,7 @@ void PropertyTeleportBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
if (zoneClone != 0) ChatPackets::SendSystemMessage(sysAddr, u"Transfering to your property!");
else ChatPackets::SendSystemMessage(sysAddr, u"Transfering back to previous world!");
Game::logger->Log("PropertyTeleportBehavior", "Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", sysAddr.ToString(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", sysAddr.ToString(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (entity->GetCharacter()) {
entity->GetCharacter()->SetZoneID(zoneID);
entity->GetCharacter()->SetZoneInstance(zoneInstance);

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@@ -3,7 +3,7 @@
#include "DestroyableComponent.h"
#include "dpWorld.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "Logger.h"
#include "Game.h"
#include "eReplicaComponentType.h"
@@ -11,7 +11,7 @@ void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_str
auto* entity = Game::entityManager->GetEntity(branch.target);
if (entity == nullptr) {
Game::logger->Log("RepairBehavior", "Failed to find entity for (%llu)!", branch.target);
LOG("Failed to find entity for (%llu)!", branch.target);
return;
}
@@ -19,7 +19,7 @@ void RepairBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_str
auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
if (destroyable == nullptr) {
Game::logger->Log("RepairBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
LOG("Failed to find destroyable component for %(llu)!", branch.target);
return;
}

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@@ -4,9 +4,9 @@
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "Entity.h"
#include "EntityInfo.h"
#include "eReplicaComponentType.h"
@@ -15,7 +15,7 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
auto* origin = Game::entityManager->GetEntity(context->originator);
if (origin == nullptr) {
Game::logger->Log("SpawnBehavior", "Failed to find self entity (%llu)!", context->originator);
LOG("Failed to find self entity (%llu)!", context->originator);
return;
}
@@ -45,7 +45,7 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
);
if (entity == nullptr) {
Game::logger->Log("SpawnBehavior", "Failed to spawn entity (%i)!", this->m_lot);
LOG("Failed to spawn entity (%i)!", this->m_lot);
return;
}
@@ -53,10 +53,10 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
entity->SetOwnerOverride(context->originator);
// Unset the flag to reposition the player, this makes it harder to glitch out of the map
auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
if (rebuildComponent != nullptr) {
rebuildComponent->SetRepositionPlayer(false);
if (quickBuildComponent != nullptr) {
quickBuildComponent->SetRepositionPlayer(false);
}
Game::entityManager->ConstructEntity(entity);
@@ -82,7 +82,7 @@ void SpawnBehavior::Timer(BehaviorContext* context, const BehaviorBranchContext
auto* entity = Game::entityManager->GetEntity(second);
if (entity == nullptr) {
Game::logger->Log("SpawnBehavior", "Failed to find spawned entity (%llu)!", second);
LOG("Failed to find spawned entity (%llu)!", second);
return;
}

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@@ -3,7 +3,7 @@
#include "ControllablePhysicsComponent.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "dLogger.h"
#include "Logger.h"
void SpeedBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {

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@@ -5,7 +5,7 @@
#include "BehaviorContext.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "eReplicaComponentType.h"
@@ -17,14 +17,14 @@ void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
bool blocked{};
if (!bitStream->Read(blocked)) {
Game::logger->Log("StunBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -47,7 +47,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
auto* self = Game::entityManager->GetEntity(context->originator);
if (self == nullptr) {
Game::logger->Log("StunBehavior", "Invalid self entity (%llu)!", context->originator);
LOG("Invalid self entity (%llu)!", context->originator);
return;
}
@@ -82,7 +82,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
bitStream->Write(blocked);
if (target == nullptr) {
Game::logger->Log("StunBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}

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@@ -1,7 +1,7 @@
#include "SwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "BehaviorContext.h"
#include "BuffComponent.h"
@@ -11,7 +11,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
if (!bitStream->Read(state)) {
Game::logger->Log("SwitchBehavior", "Unable to read state from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
}
@@ -28,7 +28,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
return;
}
Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
if (state) {
this->m_actionTrue->Handle(context, bitStream, branch);

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@@ -5,7 +5,7 @@
#include "BehaviorBranchContext.h"
#include "CDActivitiesTable.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "EntityManager.h"
@@ -13,7 +13,7 @@ void SwitchMultipleBehavior::Handle(BehaviorContext* context, RakNet::BitStream*
float value{};
if (!bitStream->Read(value)) {
Game::logger->Log("SwitchMultipleBehavior", "Unable to read value from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read value from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
@@ -42,7 +42,7 @@ void SwitchMultipleBehavior::Load() {
"(select bP2.value FROM BehaviorParameter bP2 WHERE bP2.behaviorID = ?1 AND bP2.parameterID LIKE 'value %' "
"AND replace(bP1.parameterID, 'behavior ', '') = replace(bP2.parameterID, 'value ', '')) as value "
"FROM BehaviorParameter bP1 WHERE bP1.behaviorID = ?1 AND bP1.parameterID LIKE 'behavior %';");
query.bind(1, (int)this->m_behaviorId);
query.bind(1, static_cast<int>(this->m_behaviorId));
auto result = query.execQuery();

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@@ -1,27 +1,35 @@
#include "TacArcBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "Entity.h"
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include <vector>
void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
if (this->m_targetEnemy && this->m_usePickedTarget && branch.target > 0) {
this->m_action->Handle(context, bitStream, branch);
std::vector<Entity*> targets = {};
return;
if (this->m_usePickedTarget && branch.target != LWOOBJID_EMPTY) {
auto target = Game::entityManager->GetEntity(branch.target);
if (!target) LOG("target %llu is null", branch.target);
else {
targets.push_back(target);
context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
if (!targets.empty()) {
this->m_action->Handle(context, bitStream, branch);
return;
}
}
}
bool hit = false;
if (!bitStream->Read(hit)) {
Game::logger->Log("TacArcBehavior", "Unable to read hit from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
bool hasTargets = false;
if (!bitStream->Read(hasTargets)) {
LOG("Unable to read hasTargets from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
@@ -29,159 +37,113 @@ void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
bool blocked = false;
if (!bitStream->Read(blocked)) {
Game::logger->Log("TacArcBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
if (blocked) {
this->m_blockedAction->Handle(context, bitStream, branch);
return;
}
}
if (hit) {
if (hasTargets) {
uint32_t count = 0;
if (!bitStream->Read(count)) {
Game::logger->Log("TacArcBehavior", "Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
if (count > m_maxTargets && m_maxTargets > 0) {
count = m_maxTargets;
if (count > m_maxTargets) {
LOG("Bitstream has too many targets Max:%i Recv:%i", this->m_maxTargets, count);
return;
}
std::vector<LWOOBJID> targets;
for (auto i = 0u; i < count; ++i) {
for (auto i = 0u; i < count; i++) {
LWOOBJID id{};
if (!bitStream->Read(id)) {
Game::logger->Log("TacArcBehavior", "Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
LOG("Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
return;
};
targets.push_back(id);
if (id != LWOOBJID_EMPTY) {
auto* canidate = Game::entityManager->GetEntity(id);
if (canidate) targets.push_back(canidate);
} else {
LOG("Bitstream has LWOOBJID_EMPTY as a target!");
}
}
for (auto target : targets) {
branch.target = target;
branch.target = target->GetObjectID();
this->m_action->Handle(context, bitStream, branch);
}
} else {
this->m_missAction->Handle(context, bitStream, branch);
}
} else this->m_missAction->Handle(context, bitStream, branch);
}
void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* self = Game::entityManager->GetEntity(context->originator);
if (self == nullptr) {
Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator);
LOG("Invalid self for (%llu)!", context->originator);
return;
}
const auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
if ((this->m_usePickedTarget || context->clientInitalized) && branch.target > 0) {
const auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
std::vector<Entity*> targets = {};
if (this->m_usePickedTarget && branch.target != LWOOBJID_EMPTY) {
auto target = Game::entityManager->GetEntity(branch.target);
targets.push_back(target);
context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
if (!targets.empty()) {
this->m_action->Handle(context, bitStream, branch);
return;
}
// If the game is specific about who to target, check that
if (destroyableComponent == nullptr || ((!m_targetFriend && !m_targetEnemy
|| m_targetFriend && destroyableComponent->IsFriend(target)
|| m_targetEnemy && destroyableComponent->IsEnemy(target)))) {
this->m_action->Calculate(context, bitStream, branch);
}
return;
}
auto* combatAi = self->GetComponent<BaseCombatAIComponent>();
const auto casterPosition = self->GetPosition();
auto reference = self->GetPosition(); //+ m_offset;
auto reference = self->GetPosition() + m_offset;
std::vector<Entity*> targets;
targets.clear();
std::vector<LWOOBJID> validTargets;
std::vector<Entity*> validTargets = Game::entityManager->GetEntitiesByProximity(reference, this->m_maxRange);
if (combatAi != nullptr) {
if (combatAi->GetTarget() != LWOOBJID_EMPTY) {
validTargets.push_back(combatAi->GetTarget());
}
}
// Find all valid targets, based on whether we target enemies or friends
for (const auto& contextTarget : context->GetValidTargets()) {
if (destroyableComponent != nullptr) {
const auto* targetEntity = Game::entityManager->GetEntity(contextTarget);
if (m_targetEnemy && destroyableComponent->IsEnemy(targetEntity)
|| m_targetFriend && destroyableComponent->IsFriend(targetEntity)) {
validTargets.push_back(contextTarget);
}
} else {
validTargets.push_back(contextTarget);
}
}
// filter all valid targets, based on whether we target enemies or friends
context->FilterTargets(validTargets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
for (auto validTarget : validTargets) {
if (targets.size() >= this->m_maxTargets) {
break;
}
if (targets.size() >= this->m_maxTargets) break;
if (std::find(targets.begin(), targets.end(), validTarget) != targets.end()) continue;
if (validTarget->GetIsDead()) continue;
auto* entity = Game::entityManager->GetEntity(validTarget);
if (entity == nullptr) {
Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
const auto targetPos = validTarget->GetPosition();
// make sure we aren't too high or low in comparison to the targer
const auto heightDifference = std::abs(reference.y - targetPos.y);
if (targetPos.y > reference.y && heightDifference > this->m_upperBound || targetPos.y < reference.y && heightDifference > this->m_lowerBound)
continue;
}
if (std::find(targets.begin(), targets.end(), entity) != targets.end()) {
continue;
}
if (entity->GetIsDead()) continue;
const auto otherPosition = entity->GetPosition();
const auto heightDifference = std::abs(otherPosition.y - casterPosition.y);
/*if (otherPosition.y > reference.y && heightDifference > this->m_upperBound || otherPosition.y < reference.y && heightDifference > this->m_lowerBound)
{
continue;
}*/
const auto forward = self->GetRotation().GetForwardVector();
// forward is a normalized vector of where the caster is facing.
// otherPosition is the position of the target.
// targetPos is the position of the target.
// reference is the position of the caster.
// If we cast a ray forward from the caster, does it come within m_farWidth of the target?
const auto distance = Vector3::Distance(reference, otherPosition);
const auto distance = Vector3::Distance(reference, targetPos);
if (m_method == 2) {
NiPoint3 rayPoint = casterPosition + forward * distance;
if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, otherPosition) > this->m_farWidth * this->m_farWidth) {
if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, targetPos) > this->m_farWidth * this->m_farWidth)
continue;
}
}
auto normalized = (reference - otherPosition) / distance;
auto normalized = (reference - targetPos) / distance;
const float degreeAngle = std::abs(Vector3::Angle(forward, normalized) * (180 / 3.14) - 180);
if (distance >= this->m_minDistance && this->m_maxDistance >= distance && degreeAngle <= 2 * this->m_angle) {
targets.push_back(entity);
if (distance >= this->m_minRange && this->m_maxRange >= distance && degreeAngle <= 2 * this->m_angle) {
targets.push_back(validTarget);
}
}
@@ -193,33 +155,26 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitS
});
const auto hit = !targets.empty();
bitStream->Write(hit);
if (this->m_checkEnv) {
const auto blocked = false; // TODO
bitStream->Write(blocked);
}
if (hit) {
if (combatAi != nullptr) {
combatAi->LookAt(targets[0]->GetPosition());
}
if (combatAi) combatAi->LookAt(targets[0]->GetPosition());
context->foundTarget = true; // We want to continue with this behavior
const auto count = static_cast<uint32_t>(targets.size());
bitStream->Write(count);
for (auto* target : targets) {
bitStream->Write(target->GetObjectID());
}
for (auto* target : targets) {
branch.target = target->GetObjectID();
this->m_action->Calculate(context, bitStream, branch);
}
} else {
@@ -228,43 +183,48 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitS
}
void TacArcBehavior::Load() {
this->m_usePickedTarget = GetBoolean("use_picked_target");
this->m_maxRange = GetFloat("max range");
this->m_height = GetFloat("height", 2.2f);
this->m_distanceWeight = GetFloat("distance_weight", 0.0f);
this->m_angleWeight = GetFloat("angle_weight", 0.0f);
this->m_angle = GetFloat("angle", 45.0f);
this->m_minRange = GetFloat("min range", 0.0f);
this->m_offset = NiPoint3(
GetFloat("offset_x", 0.0f),
GetFloat("offset_y", 0.0f),
GetFloat("offset_z", 0.0f)
);
this->m_method = GetInt("method", 1);
this->m_upperBound = std::abs(GetFloat("upper_bound", 4.4f));
this->m_lowerBound = std::abs(GetFloat("lower_bound", 0.4f));
this->m_usePickedTarget = GetBoolean("use_picked_target", false);
this->m_useTargetPostion = GetBoolean("use_target_position", false);
this->m_checkEnv = GetBoolean("check_env", false);
this->m_useAttackPriority = GetBoolean("use_attack_priority", false);
this->m_action = GetAction("action");
this->m_missAction = GetAction("miss action");
this->m_checkEnv = GetBoolean("check_env");
this->m_blockedAction = GetAction("blocked action");
this->m_minDistance = GetFloat("min range");
this->m_maxTargets = GetInt("max targets", 100);
if (this->m_maxTargets == 0) this->m_maxTargets = 100;
this->m_maxDistance = GetFloat("max range");
this->m_farHeight = GetFloat("far_height", 5.0f);
this->m_farWidth = GetFloat("far_width", 5.0f);
this->m_nearHeight = GetFloat("near_height", 5.0f);
this->m_nearWidth = GetFloat("near_width", 5.0f);
this->m_maxTargets = GetInt("max targets");
this->m_targetEnemy = GetBoolean("target_enemy");
this->m_targetFriend = GetBoolean("target_friend");
this->m_targetTeam = GetBoolean("target_team");
this->m_angle = GetFloat("angle");
this->m_upperBound = GetFloat("upper_bound");
this->m_lowerBound = GetFloat("lower_bound");
this->m_farHeight = GetFloat("far_height");
this->m_farWidth = GetFloat("far_width");
this->m_method = GetInt("method");
this->m_offset = {
GetFloat("offset_x"),
GetFloat("offset_y"),
GetFloat("offset_z")
};
// params after this are needed for filter targets
const auto parameters = GetParameterNames();
for (const auto& parameter : parameters) {
if (parameter.first.rfind("include_faction", 0) == 0) {
this->m_includeFactionList.push_front(parameter.second);
} else if (parameter.first.rfind("ignore_faction", 0) == 0) {
this->m_ignoreFactionList.push_front(parameter.second);
}
}
this->m_targetSelf = GetBoolean("target_caster", false);
this->m_targetEnemy = GetBoolean("target_enemy", false);
this->m_targetFriend = GetBoolean("target_friend", false);
this->m_targetTeam = GetBoolean("target_team", false);
}

View File

@@ -2,56 +2,42 @@
#include "Behavior.h"
#include "dCommonVars.h"
#include "NiPoint3.h"
#include <forward_list>
class TacArcBehavior final : public Behavior
{
class TacArcBehavior final : public Behavior {
public:
bool m_usePickedTarget;
Behavior* m_action;
bool m_checkEnv;
Behavior* m_missAction;
Behavior* m_blockedAction;
float m_minDistance;
float m_maxDistance;
uint32_t m_maxTargets;
bool m_targetEnemy;
bool m_targetFriend;
bool m_targetTeam;
float m_angle;
float m_upperBound;
float m_lowerBound;
float m_farHeight;
float m_farWidth;
uint32_t m_method;
NiPoint3 m_offset;
/*
* Inherited
*/
explicit TacArcBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {
}
explicit TacArcBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
float m_maxRange;
float m_height;
float m_distanceWeight;
float m_angleWeight;
float m_angle;
float m_minRange;
NiPoint3 m_offset;
uint32_t m_method;
float m_upperBound;
float m_lowerBound;
bool m_usePickedTarget;
bool m_useTargetPostion;
bool m_checkEnv;
bool m_useAttackPriority;
Behavior* m_action;
Behavior* m_missAction;
Behavior* m_blockedAction;
uint32_t m_maxTargets;
float m_farHeight;
float m_farWidth;
float m_nearHeight;
float m_nearWidth;
std::forward_list<int32_t> m_ignoreFactionList {};
std::forward_list<int32_t> m_includeFactionList {};
bool m_targetSelf;
bool m_targetEnemy;
bool m_targetFriend;
bool m_targetTeam;
};

View File

@@ -3,14 +3,14 @@
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "Logger.h"
void TauntBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}
@@ -26,7 +26,7 @@ void TauntBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitSt
auto* target = Game::entityManager->GetEntity(branch.target);
if (target == nullptr) {
Game::logger->Log("TauntBehavior", "Failed to find target (%llu)!", branch.target);
LOG("Failed to find target (%llu)!", branch.target);
return;
}

View File

@@ -4,7 +4,7 @@
#include "NiPoint3.h"
#include "BehaviorContext.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
@@ -18,7 +18,7 @@ void VerifyBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitS
auto* self = Game::entityManager->GetEntity(context->originator);
if (self == nullptr) {
Game::logger->Log("VerifyBehavior", "Invalid self for (%llu)", context->originator);
LOG("Invalid self for (%llu)", context->originator);
return;
}

View File

@@ -1,4 +1,4 @@
#include "ScriptedActivityComponent.h"
#include "ActivityComponent.h"
#include "GameMessages.h"
#include "CDClientManager.h"
#include "MissionComponent.h"
@@ -6,12 +6,11 @@
#include "dZoneManager.h"
#include "ZoneInstanceManager.h"
#include "Game.h"
#include "dLogger.h"
#include <WorldPackets.h>
#include "Logger.h"
#include "WorldPackets.h"
#include "EntityManager.h"
#include "ChatPackets.h"
#include "Player.h"
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include "dServer.h"
#include "GeneralUtils.h"
#include "dZoneManager.h"
@@ -29,45 +28,37 @@
#include "CDActivitiesTable.h"
#include "LeaderboardManager.h"
ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) {
ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Component(parent) {
/*
* This is precisely what the client does functionally
* Use the component id as the default activity id and load its data from the database
* if activityID is specified and if that column exists in the activities table, update the activity info with that data.
*/
m_ActivityID = activityID;
CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
for (CDActivities activity : activities) {
m_ActivityInfo = activity;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
}
const auto& transferOverride = parent->GetVar<std::u16string>(u"transferZoneID");
if (!transferOverride.empty()) {
m_ActivityInfo.instanceMapID = std::stoi(GeneralUtils::UTF16ToWTF8(transferOverride));
// TODO: LU devs made me do it (for some reason cannon cove instancer is marked to go to GF survival)
// NOTE: 1301 is GF survival
if (m_ActivityInfo.instanceMapID == 1301) {
m_ActivityInfo.instanceMapID = 1302;
}
}
LoadActivityData(activityID);
if (m_Parent->HasVar(u"activityID")) {
m_ActivityID = parent->GetVar<int32_t>(u"activityID");
LoadActivityData(m_ActivityID);
}
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
// check for LMIs and set the loot LMIs
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
// First lookup the loot matrix id for this component id.
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
uint32_t startingLMI = 0;
// If we have one, set the starting loot matrix id to that.
if (activityRewards.size() > 0) {
startingLMI = activityRewards[0].LootMatrixIndex;
}
if (startingLMI > 0) {
// now time for bodge :)
// We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity.
// So this logic will get the rest of the loot matrix indices for this activity.
std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
for (const auto& item : objectTemplateActivities) {
@@ -78,31 +69,49 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
}
}
}
void ActivityComponent::LoadActivityData(const int32_t activityId) {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([activityId](CDActivities entry) {return (entry.ActivityID == activityId); });
ScriptedActivityComponent::~ScriptedActivityComponent()
= default;
void ScriptedActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(true);
outBitStream->Write<uint32_t>(m_ActivityPlayers.size());
if (!m_ActivityPlayers.empty()) {
for (const auto& activityPlayer : m_ActivityPlayers) {
outBitStream->Write<LWOOBJID>(activityPlayer->playerID);
for (const auto& activityValue : activityPlayer->values) {
outBitStream->Write<float_t>(activityValue);
bool soloRacing = Game::config->GetValue("solo_racing") == "1";
for (CDActivities activity : activities) {
m_ActivityInfo = activity;
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && soloRacing) {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
}
if (m_ActivityInfo.instanceMapID == -1) {
const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID");
if (!transferOverride.empty()) {
m_ActivityInfo.instanceMapID =
GeneralUtils::TryParse<uint32_t>(transferOverride).value_or(m_ActivityInfo.instanceMapID);
}
}
}
}
void ScriptedActivityComponent::ReloadConfig() {
CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
void ActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(m_DirtyActivityInfo);
if (m_DirtyActivityInfo) {
outBitStream->Write<uint32_t>(m_ActivityPlayers.size());
if (!m_ActivityPlayers.empty()) {
for (const auto& activityPlayer : m_ActivityPlayers) {
outBitStream->Write<LWOOBJID>(activityPlayer->playerID);
for (const auto& activityValue : activityPlayer->values) {
outBitStream->Write<float_t>(activityValue);
}
}
}
if (!bIsInitialUpdate) m_DirtyActivityInfo = false;
}
}
void ActivityComponent::ReloadConfig() {
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([this](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
for (auto activity : activities) {
auto mapID = m_ActivityInfo.instanceMapID;
if ((mapID == 1203 || mapID == 1261 || mapID == 1303 || mapID == 1403) && Game::config->GetValue("solo_racing") == "1") {
if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
m_ActivityInfo.minTeamSize = 1;
m_ActivityInfo.minTeams = 1;
} else {
@@ -112,11 +121,7 @@ void ScriptedActivityComponent::ReloadConfig() {
}
}
void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
if (m_ActivityInfo.ActivityID == 103) {
return;
}
void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
if (id == "LobbyExit") {
PlayerLeave(player->GetObjectID());
} else if (id == "PlayButton") {
@@ -124,11 +129,8 @@ void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const s
}
}
void ScriptedActivityComponent::PlayerJoin(Entity* player) {
if (m_ActivityInfo.ActivityID == 103 || PlayerIsInQueue(player) || !IsValidActivity(player)) {
return;
}
void ActivityComponent::PlayerJoin(Entity* player) {
if (PlayerIsInQueue(player)) return;
// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
if (HasLobby()) {
PlayerJoinLobby(player);
@@ -136,11 +138,9 @@ void ScriptedActivityComponent::PlayerJoin(Entity* player) {
auto* instance = NewInstance();
instance->AddParticipant(player);
}
Game::entityManager->SerializeEntity(m_Parent);
}
void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
void ActivityComponent::PlayerJoinLobby(Entity* player) {
if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD))
GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby
LobbyPlayer* newLobbyPlayer = new LobbyPlayer();
@@ -189,7 +189,7 @@ void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
}
}
void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
for (Lobby* lobby : m_Queue) {
@@ -214,7 +214,7 @@ void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
}
}
void ScriptedActivityComponent::Update(float deltaTime) {
void ActivityComponent::Update(float deltaTime) {
std::vector<Lobby*> lobbiesToRemove{};
// Ticks all the lobbies, not applicable for non-instance activities
for (Lobby* lobby : m_Queue) {
@@ -273,7 +273,7 @@ void ScriptedActivityComponent::Update(float deltaTime) {
// The timer has elapsed, start the instance
if (lobby->timer <= 0.0f) {
Game::logger->Log("ScriptedActivityComponent", "Setting up instance.");
LOG("Setting up instance.");
ActivityInstance* instance = NewInstance();
LoadPlayersIntoInstance(instance, lobby->players);
instance->StartZone();
@@ -287,7 +287,7 @@ void ScriptedActivityComponent::Update(float deltaTime) {
}
}
void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) {
void ActivityComponent::RemoveLobby(Lobby* lobby) {
for (int i = 0; i < m_Queue.size(); ++i) {
if (m_Queue[i] == lobby) {
m_Queue.erase(m_Queue.begin() + i);
@@ -296,29 +296,12 @@ void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) {
}
}
bool ScriptedActivityComponent::HasLobby() const {
bool ActivityComponent::HasLobby() const {
// If the player is not in the world he has to be, create a lobby for the transfer
return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
}
bool ScriptedActivityComponent::IsValidActivity(Entity* player) {
// Makes it so that scripted activities with an unimplemented map cannot be joined
/*if (player->GetGMLevel() < eGameMasterLevel::DEVELOPER && (m_ActivityInfo.instanceMapID == 1302 || m_ActivityInfo.instanceMapID == 1301)) {
if (m_Parent->GetLOT() == 4860) {
auto* missionComponent = player->GetComponent<MissionComponent>();
missionComponent->CompleteMission(229);
}
ChatPackets::SendSystemMessage(player->GetSystemAddress(), u"Sorry, this activity is not ready.");
static_cast<Player*>(player)->SendToZone(Game::zoneManager->GetZone()->GetWorldID()); // Gets them out of this stuck state
return false;
}*/
return true;
}
bool ScriptedActivityComponent::PlayerIsInQueue(Entity* player) {
bool ActivityComponent::PlayerIsInQueue(Entity* player) {
for (Lobby* lobby : m_Queue) {
for (LobbyPlayer* lobbyPlayer : lobby->players) {
if (player->GetObjectID() == lobbyPlayer->entityID) return true;
@@ -328,7 +311,7 @@ bool ScriptedActivityComponent::PlayerIsInQueue(Entity* player) {
return false;
}
bool ScriptedActivityComponent::IsPlayedBy(Entity* player) const {
bool ActivityComponent::IsPlayedBy(Entity* player) const {
for (const auto* instance : this->m_Instances) {
for (const auto* instancePlayer : instance->GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID())
@@ -339,7 +322,7 @@ bool ScriptedActivityComponent::IsPlayedBy(Entity* player) const {
return false;
}
bool ScriptedActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
for (const auto* instance : this->m_Instances) {
for (const auto* instancePlayer : instance->GetParticipants()) {
if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID)
@@ -350,7 +333,7 @@ bool ScriptedActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
return false;
}
bool ScriptedActivityComponent::TakeCost(Entity* player) const {
bool ActivityComponent::TakeCost(Entity* player) const {
if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0)
return true;
@@ -366,7 +349,7 @@ bool ScriptedActivityComponent::TakeCost(Entity* player) const {
return true;
}
void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) {
void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
for (Lobby* lobby : m_Queue) {
for (LobbyPlayer* lobbyPlayer : lobby->players) {
if (lobbyPlayer->entityID == player->GetObjectID()) {
@@ -389,13 +372,13 @@ void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) {
}
}
ActivityInstance* ScriptedActivityComponent::NewInstance() {
ActivityInstance* ActivityComponent::NewInstance() {
auto* instance = new ActivityInstance(m_Parent, m_ActivityInfo);
m_Instances.push_back(instance);
return instance;
}
void ScriptedActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const {
void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const {
for (LobbyPlayer* player : lobby) {
auto* entity = player->GetEntity();
if (entity == nullptr || !TakeCost(entity)) {
@@ -406,11 +389,11 @@ void ScriptedActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instan
}
}
const std::vector<ActivityInstance*>& ScriptedActivityComponent::GetInstances() const {
const std::vector<ActivityInstance*>& ActivityComponent::GetInstances() const {
return m_Instances;
}
ActivityInstance* ScriptedActivityComponent::GetInstance(const LWOOBJID playerID) {
ActivityInstance* ActivityComponent::GetInstance(const LWOOBJID playerID) {
for (const auto* instance : GetInstances()) {
for (const auto* participant : instance->GetParticipants()) {
if (participant->GetObjectID() == playerID)
@@ -421,14 +404,14 @@ ActivityInstance* ScriptedActivityComponent::GetInstance(const LWOOBJID playerID
return nullptr;
}
void ScriptedActivityComponent::ClearInstances() {
void ActivityComponent::ClearInstances() {
for (ActivityInstance* instance : m_Instances) {
delete instance;
}
m_Instances.clear();
}
ActivityPlayer* ScriptedActivityComponent::GetActivityPlayerData(LWOOBJID playerID) {
ActivityPlayer* ActivityComponent::GetActivityPlayerData(LWOOBJID playerID) {
for (auto* activityData : m_ActivityPlayers) {
if (activityData->playerID == playerID) {
return activityData;
@@ -438,13 +421,14 @@ ActivityPlayer* ScriptedActivityComponent::GetActivityPlayerData(LWOOBJID player
return nullptr;
}
void ScriptedActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
for (size_t i = 0; i < m_ActivityPlayers.size(); i++) {
if (m_ActivityPlayers[i]->playerID == playerID) {
delete m_ActivityPlayers[i];
m_ActivityPlayers[i] = nullptr;
m_ActivityPlayers.erase(m_ActivityPlayers.begin() + i);
m_DirtyActivityInfo = true;
Game::entityManager->SerializeEntity(m_Parent);
return;
@@ -452,38 +436,39 @@ void ScriptedActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
}
}
ActivityPlayer* ScriptedActivityComponent::AddActivityPlayerData(LWOOBJID playerID) {
ActivityPlayer* ActivityComponent::AddActivityPlayerData(LWOOBJID playerID) {
auto* data = GetActivityPlayerData(playerID);
if (data != nullptr)
return data;
m_ActivityPlayers.push_back(new ActivityPlayer{ playerID, {} });
m_DirtyActivityInfo = true;
Game::entityManager->SerializeEntity(m_Parent);
return GetActivityPlayerData(playerID);
}
float_t ScriptedActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) {
float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) {
auto value = -1.0f;
auto* data = GetActivityPlayerData(playerID);
if (data != nullptr) {
value = data->values[std::min(index, (uint32_t)9)];
value = data->values[std::min(index, static_cast<uint32_t>(9))];
}
return value;
}
void ScriptedActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
auto* data = AddActivityPlayerData(playerID);
if (data != nullptr) {
data->values[std::min(index, (uint32_t)9)] = value;
data->values[std::min(index, static_cast<uint32_t>(9))] = value;
}
m_DirtyActivityInfo = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void ScriptedActivityComponent::PlayerRemove(LWOOBJID playerID) {
void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
for (auto* instance : GetInstances()) {
auto participants = instance->GetParticipants();
for (const auto* participant : participants) {
@@ -516,7 +501,7 @@ void ActivityInstance::StartZone() {
// only make a team if we have more than one participant
if (participants.size() > 1) {
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::CREATE_TEAM);
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::CREATE_TEAM);
bitStream.Write(leader->GetObjectID());
bitStream.Write(m_Participants.size());
@@ -539,7 +524,7 @@ void ActivityInstance::StartZone() {
if (player == nullptr)
return;
Game::logger->Log("UserManager", "Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (player->GetCharacter()) {
player->GetCharacter()->SetZoneID(zoneID);
player->GetCharacter()->SetZoneInstance(zoneInstance);
@@ -561,14 +546,14 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
}
// First, get the activity data
auto* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); });
auto* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([this](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); });
if (!activityRewards.empty()) {
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
auto* currencyTableTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
auto* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); });
if (!currencyTable.empty()) {
@@ -576,7 +561,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
maxCoins = currencyTable[0].maxvalue;
}
LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}

View File

@@ -0,0 +1,373 @@
#ifndef ACTIVITYCOMPONENT_H
#define ACTIVITYCOMPONENT_H
#include "CDClientManager.h"
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include "CDActivitiesTable.h"
/**
* Represents an instance of an activity, having participants and score
*/
class ActivityInstance {
public:
ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
//~ActivityInstance();
/**
* Adds an entity to this activity
* @param participant the entity to add
*/
void AddParticipant(Entity* participant);
/**
* Removes all the participants from this activity
*/
void ClearParticipants() { m_Participants.clear(); };
/**
* Starts the instance world for this activity and sends all participants there
*/
void StartZone();
/**
* Gives the rewards for completing this activity to some participant
* @param participant the participant to give rewards to
*/
void RewardParticipant(Entity* participant);
/**
* Removes a participant from this activity
* @param participant the participant to remove
*/
void RemoveParticipant(const Entity* participant);
/**
* Returns all the participants of this activity
* @return all the participants of this activity
*/
std::vector<Entity*> GetParticipants() const;
/**
* Currently unused
*/
uint32_t GetScore() const;
/**
* Currently unused
*/
void SetScore(uint32_t score);
private:
/**
* Currently unused
*/
uint32_t score = 0;
/**
* The instance ID of this activity
*/
uint32_t m_NextZoneCloneID = 0;
/**
* The database information for this activity
*/
CDActivities m_ActivityInfo;
/**
* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
*/
Entity* m_Parent;
/**
* All the participants of this activity
*/
std::vector<LWOOBJID> m_Participants;
};
/**
* Represents an entity in a lobby
*/
struct LobbyPlayer {
/**
* The ID of the entity that is in the lobby
*/
LWOOBJID entityID;
/**
* Whether or not the entity is ready
*/
bool ready = false;
/**
* Returns the entity that is in the lobby
* @return the entity that is in the lobby
*/
Entity* GetEntity() const;
};
/**
* Represents a lobby of players with a timer until it should start the activity
*/
struct Lobby {
/**
* The lobby of players
*/
std::vector<LobbyPlayer*> players;
/**
* The timer that determines when the activity should start
*/
float timer;
};
/**
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
*/
struct ActivityPlayer {
/**
* The entity that the score is tracked for
*/
LWOOBJID playerID;
/**
* The list of score for this entity
*/
float values[10];
};
/**
* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
* and lobbying.
*/
class ActivityComponent : public Component {
public:
ActivityComponent(Entity* parent, int32_t activityID);
void LoadActivityData(const int32_t activityId);
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
* @param player the entity to join the game
*/
void PlayerJoin(Entity* player);
/**
* Makes an entity join the lobby for this minigame, if it exists
* @param player the entity to join
*/
void PlayerJoinLobby(Entity* player);
/**
* Makes the player leave the lobby
* @param playerID the entity to leave the lobby
*/
void PlayerLeave(LWOOBJID playerID);
/**
* Removes the entity from the minigame (and its score)
* @param playerID the entity to remove from the minigame
*/
void PlayerRemove(LWOOBJID playerID);
/**
* Adds all the players to an instance of some activity
* @param instance the instance to load the players into
* @param lobby the players to load into the instance
*/
void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
/**
* Removes a lobby from the activity manager
* @param lobby the lobby to remove
*/
void RemoveLobby(Lobby* lobby);
/**
* Marks a player as (un)ready in a lobby
* @param player the entity to mark
* @param bReady true if the entity is ready, false otherwise
*/
void PlayerReady(Entity* player, bool bReady);
/**
* Returns the ID of this activity
* @return the ID of this activity
*/
int GetActivityID() { return m_ActivityInfo.ActivityID; }
/**
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
* @return true if this activity has a lobby, false otherwise
*/
bool HasLobby() const;
/**
* Checks if a player is currently waiting in a lobby
* @param player the entity to check for
* @return true if the entity is waiting in a lobby, false otherwise
*/
bool PlayerIsInQueue(Entity* player);
/**
* Checks if an entity is currently playing this activity
* @param player the entity to check
* @return true if the entity is playing this lobby, false otherwise
*/
bool IsPlayedBy(Entity* player) const;
/**
* Checks if an entity is currently playing this activity
* @param playerID the entity to check
* @return true if the entity is playing this lobby, false otherwise
*/
bool IsPlayedBy(LWOOBJID playerID) const;
/**
* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
* @param player the entity to take cost for
* @return true if the cost was successfully deducted, false otherwise
*/
bool TakeCost(Entity* player) const;
/**
* Handles any response from a player clicking on a lobby / instance menu
* @param player the entity that clicked
* @param id the message that was passed
*/
void HandleMessageBoxResponse(Entity* player, const std::string& id);
/**
* Creates a new instance for this activity
* @return a new instance for this activity
*/
ActivityInstance* NewInstance();
/**
* Returns all the currently active instances of this activity
* @return all the currently active instances of this activity
*/
const std::vector<ActivityInstance*>& GetInstances() const;
/**
* Returns the instance that some entity is currently playing in
* @param playerID the entity to check for
* @return if any, the instance that the entity is currently in
*/
ActivityInstance* GetInstance(const LWOOBJID playerID);
/**
* @brief Reloads the config settings for this component
*
*/
void ReloadConfig();
/**
* Removes all the instances
*/
void ClearInstances();
/**
* Returns all the score for the players that are currently playing this activity
* @return
*/
std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
/**
* Returns activity data for a specific entity (e.g. score and such).
* @param playerID the entity to get data for
* @return the activity data (score) for the passed player in this activity, if it exists
*/
ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
/**
* Sets some score value for an entity
* @param playerID the entity to set score for
* @param index the score index to set
* @param value the value to set in for that index
*/
void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
/**
* Returns activity score for the passed parameters
* @param playerID the entity to get score for
* @param index the index to get score for
* @return activity score for the passed parameters
*/
float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
/**
* Removes activity score tracking for some entity
* @param playerID the entity to remove score for
*/
void RemoveActivityPlayerData(LWOOBJID playerID);
/**
* Adds activity score tracking for some entity
* @param playerID the entity to add the activity score for
* @return the created entry
*/
ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
/**
* Sets the mapID that this activity points to
* @param mapID the map ID to set
*/
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
/**
* Returns the LMI that this activity points to for a team size
* @param teamSize the team size to get the LMI for
* @return the LMI that this activity points to for a team size
*/
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
private:
/**
* The database information for this activity
*/
CDActivities m_ActivityInfo;
/**
* All the active instances of this activity
*/
std::vector<ActivityInstance*> m_Instances;
/**
* The current lobbies for this activity
*/
std::vector<Lobby*> m_Queue;
/**
* All the activity score for the players in this activity
*/
std::vector<ActivityPlayer*> m_ActivityPlayers;
/**
* LMIs for team sizes
*/
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
/**
* The activity id
*/
int32_t m_ActivityID;
/**
* If the Activity info is dirty
*/
bool m_DirtyActivityInfo = true;
};
#endif // ACTIVITYCOMPONENT_H

View File

@@ -1,5 +1,5 @@
#include "BaseCombatAIComponent.h"
#include <BitStream.h>
#include "BitStream.h"
#include "Entity.h"
#include "EntityManager.h"
@@ -20,11 +20,12 @@
#include <vector>
#include "SkillComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include "Metrics.hpp"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dNavMesh.h"
BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id): Component(parent) {
m_Target = LWOOBJID_EMPTY;
@@ -34,13 +35,12 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
m_MovementAI = nullptr;
m_Disabled = false;
m_SkillEntries = {};
m_MovementAI = nullptr;
m_SoftTimer = 5.0f;
//Grab the aggro information from BaseCombatAI:
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, (int)id);
componentQuery.bind(1, static_cast<int>(id));
auto componentResult = componentQuery.execQuery();
@@ -77,7 +77,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
*/
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, (int)parent->GetLOT());
skillQuery.bind(1, static_cast<int>(parent->GetLOT()));
auto result = skillQuery.execQuery();
@@ -107,10 +107,10 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
int32_t collisionGroup = (COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_ENEMY);
CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDComponentsRegistryTable* componentRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto componentID = componentRegistryTable->GetByIDAndType(parent->GetLOT(), eReplicaComponentType::CONTROLLABLE_PHYSICS);
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
if (physicsComponentTable != nullptr) {
auto* info = physicsComponentTable->GetByID(componentID);
@@ -129,17 +129,17 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id):
m_dpEntity->SetPosition(m_Parent->GetPosition());
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
dpWorld::Instance().AddEntity(m_dpEntity);
dpWorld::Instance().AddEntity(m_dpEntityEnemy);
dpWorld::AddEntity(m_dpEntity);
dpWorld::AddEntity(m_dpEntityEnemy);
}
BaseCombatAIComponent::~BaseCombatAIComponent() {
if (m_dpEntity)
dpWorld::Instance().RemoveEntity(m_dpEntity);
dpWorld::RemoveEntity(m_dpEntity);
if (m_dpEntityEnemy)
dpWorld::Instance().RemoveEntity(m_dpEntityEnemy);
dpWorld::RemoveEntity(m_dpEntityEnemy);
}
void BaseCombatAIComponent::Update(const float deltaTime) {
@@ -185,7 +185,7 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
bool stunnedThisFrame = m_Stunned;
CalculateCombat(deltaTime); // Putting this here for now
if (m_StartPosition == NiPoint3::ZERO) {
if (m_StartPosition == NiPoint3Constant::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}
@@ -243,12 +243,12 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
bool hadRemainingDowntime = m_SkillTime > 0.0f;
if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
auto* rebuild = m_Parent->GetComponent<RebuildComponent>();
auto* rebuild = m_Parent->GetComponent<QuickBuildComponent>();
if (rebuild != nullptr) {
const auto state = rebuild->GetState();
if (state != eRebuildState::COMPLETED) {
if (state != eQuickBuildState::COMPLETED) {
return;
}
}
@@ -523,7 +523,7 @@ bool BaseCombatAIComponent::IsMech() {
void BaseCombatAIComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(m_DirtyStateOrTarget || bIsInitialUpdate);
if (m_DirtyStateOrTarget || bIsInitialUpdate) {
outBitStream->Write(uint32_t(m_State));
outBitStream->Write(m_State);
outBitStream->Write(m_Target);
m_DirtyStateOrTarget = false;
}
@@ -540,7 +540,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid entity for checking validity (%llu)!", target);
LOG("Invalid entity for checking validity (%llu)!", target);
return false;
}
@@ -554,17 +554,17 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* referenceDestroyable = m_Parent->GetComponent<DestroyableComponent>();
if (referenceDestroyable == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!", m_Parent->GetObjectID());
LOG("Invalid reference destroyable component on (%llu)!", m_Parent->GetObjectID());
return false;
}
auto* quickbuild = entity->GetComponent<RebuildComponent>();
auto* quickbuild = entity->GetComponent<QuickBuildComponent>();
if (quickbuild != nullptr) {
const auto state = quickbuild->GetState();
if (state != eRebuildState::COMPLETED) {
if (state != eQuickBuildState::COMPLETED) {
return false;
}
}
@@ -654,8 +654,8 @@ void BaseCombatAIComponent::Wander() {
auto destination = m_StartPosition + delta;
if (dpWorld::Instance().IsLoaded()) {
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
if (dpWorld::IsLoaded()) {
destination.y = dpWorld::GetNavMesh()->GetHeightAtPoint(destination);
}
if (Vector3::DistanceSquared(destination, m_MovementAI->GetParent()->GetPosition()) < 2 * 2) {

View File

@@ -19,7 +19,7 @@ class Entity;
/**
* The current state of the AI
*/
enum class AiState : int {
enum class AiState : uint32_t {
idle = 0, // Doing nothing
aggro, // Waiting for an enemy to cross / running back to spawn
tether, // Chasing an enemy
@@ -45,9 +45,9 @@ struct AiSkillEntry
/**
* Handles the AI of entities, making them wander, tether and attack their enemies
*/
class BaseCombatAIComponent : public Component {
class BaseCombatAIComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
~BaseCombatAIComponent() override;

View File

@@ -4,9 +4,9 @@
#include "dZoneManager.h"
#include "SwitchComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "GameMessages.h"
#include <BitStream.h>
#include "BitStream.h"
#include "eTriggerEventType.h"
BouncerComponent::BouncerComponent(Entity* parent) : Component(parent) {
@@ -81,13 +81,13 @@ void BouncerComponent::LookupPetSwitch() {
Game::entityManager->SerializeEntity(m_Parent);
Game::logger->Log("BouncerComponent", "Loaded pet bouncer");
LOG("Loaded pet bouncer");
}
}
}
if (!m_PetSwitchLoaded) {
Game::logger->Log("BouncerComponent", "Failed to load pet bouncer");
LOG("Failed to load pet bouncer");
m_Parent->AddCallbackTimer(0.5f, [this]() {
LookupPetSwitch();

View File

@@ -10,9 +10,9 @@
/**
* Attached to bouncer entities, allowing other entities to bounce off of it
*/
class BouncerComponent : public Component {
class BouncerComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BOUNCER;
BouncerComponent(Entity* parentEntity);
~BouncerComponent() override;

View File

@@ -1,19 +1,31 @@
#include "BuffComponent.h"
#include <BitStream.h>
#include "BitStream.h"
#include "CDClientDatabase.h"
#include <stdexcept>
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "TeamManager.h"
std::unordered_map<int32_t, std::vector<BuffParameter>> BuffComponent::m_Cache{};
namespace {
std::map<std::string, std::string> BuffFx = {
{ "overtime", "OTB_" },
{ "max_health", "HEALTH_" },
{ "max_imagination", "IMAGINATION_" },
{ "max_armor", "ARMOR_" },
{ "speed", "SPEED_" },
{ "loot", "LOOT_" }
};
}
BuffComponent::BuffComponent(Entity* parent) : Component(parent) {
}
@@ -22,32 +34,38 @@ BuffComponent::~BuffComponent() {
void BuffComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
if (!bIsInitialUpdate) return;
if (m_Buffs.empty()) {
outBitStream->Write0();
} else {
outBitStream->Write1();
outBitStream->Write(!m_Buffs.empty());
if (!m_Buffs.empty()) {
outBitStream->Write<uint32_t>(m_Buffs.size());
for (const auto& buff : m_Buffs) {
outBitStream->Write<uint32_t>(buff.first);
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
for (const auto& [id, buff] : m_Buffs) {
outBitStream->Write<uint32_t>(id);
outBitStream->Write(buff.time != 0.0f);
if (buff.time != 0.0f) outBitStream->Write<uint32_t>(buff.time * 1000.0f);
outBitStream->Write(buff.cancelOnDeath);
outBitStream->Write(buff.cancelOnZone);
outBitStream->Write(buff.cancelOnDamaged);
outBitStream->Write(buff.cancelOnRemoveBuff);
outBitStream->Write(buff.cancelOnUi);
outBitStream->Write(buff.cancelOnLogout);
outBitStream->Write(buff.cancelOnUnequip);
outBitStream->Write0(); // Cancel on Damage Absorb Ran Out. Generally false from what I can tell
outBitStream->Write0();
outBitStream->Write0();
auto* team = TeamManager::Instance()->GetTeam(buff.source);
bool addedByTeammate = false;
if (team) {
addedByTeammate = std::count(team->members.begin(), team->members.end(), m_Parent->GetObjectID()) > 0;
}
outBitStream->Write<uint32_t>(0);
outBitStream->Write(addedByTeammate); // Added by teammate. If source is in the same team as the target, this is true. Otherwise, false.
outBitStream->Write(buff.applyOnTeammates);
if (addedByTeammate) outBitStream->Write(buff.source);
outBitStream->Write<uint32_t>(buff.refCount);
}
}
outBitStream->Write0();
outBitStream->Write0(); // something to do with immunity buffs?
}
void BuffComponent::Update(float deltaTime) {
@@ -77,23 +95,67 @@ void BuffComponent::Update(float deltaTime) {
if (buff.second.time <= 0.0f) {
RemoveBuff(buff.first);
break;
}
}
if (m_BuffsToRemove.empty()) return;
for (const auto& buff : m_BuffsToRemove) {
m_Buffs.erase(buff);
}
m_BuffsToRemove.clear();
}
const std::string& GetFxName(const std::string& buffname) {
const auto& toReturn = BuffFx[buffname];
if (toReturn.empty()) {
LOG_DEBUG("No fx name for %s", buffname.c_str());
}
return toReturn;
}
void BuffComponent::ApplyBuffFx(uint32_t buffId, const BuffParameter& buff) {
std::string fxToPlay;
const auto& buffName = GetFxName(buff.name);
if (buffName.empty()) return;
fxToPlay += std::to_string(buffId);
LOG_DEBUG("Playing %s %i", fxToPlay.c_str(), buff.effectId);
GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), buff.effectId, u"cast", fxToPlay, LWOOBJID_EMPTY, 1.07f, 1.0f, false);
}
void BuffComponent::RemoveBuffFx(uint32_t buffId, const BuffParameter& buff) {
std::string fxToPlay;
const auto& buffName = GetFxName(buff.name);
if (buffName.empty()) return;
fxToPlay += std::to_string(buffId);
LOG_DEBUG("Stopping %s", fxToPlay.c_str());
GameMessages::SendStopFXEffect(m_Parent, false, fxToPlay);
}
void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOOBJID source, bool addImmunity,
bool cancelOnDamaged, bool cancelOnDeath, bool cancelOnLogout, bool cancelOnRemoveBuff,
bool cancelOnUi, bool cancelOnUnequip, bool cancelOnZone) {
bool cancelOnUi, bool cancelOnUnequip, bool cancelOnZone, bool applyOnTeammates) {
// Prevent buffs from stacking.
if (HasBuff(id)) {
m_Buffs[id].refCount++;
m_Buffs[id].time = duration;
return;
}
GameMessages::SendAddBuff(const_cast<LWOOBJID&>(m_Parent->GetObjectID()), source, (uint32_t)id,
(uint32_t)duration * 1000, addImmunity, cancelOnDamaged, cancelOnDeath,
cancelOnLogout, cancelOnRemoveBuff, cancelOnUi, cancelOnUnequip, cancelOnZone);
auto* team = TeamManager::Instance()->GetTeam(source);
bool addedByTeammate = false;
if (team) {
addedByTeammate = std::count(team->members.begin(), team->members.end(), m_Parent->GetObjectID()) > 0;
}
GameMessages::SendAddBuff(const_cast<LWOOBJID&>(m_Parent->GetObjectID()), source, static_cast<uint32_t>(id),
static_cast<uint32_t>(duration) * 1000, addImmunity, cancelOnDamaged, cancelOnDeath,
cancelOnLogout, cancelOnRemoveBuff, cancelOnUi, cancelOnUnequip, cancelOnZone, addedByTeammate, applyOnTeammates);
float tick = 0;
float stacks = 0;
@@ -102,7 +164,7 @@ void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOO
const auto& parameters = GetBuffParameters(id);
for (const auto& parameter : parameters) {
if (parameter.name == "overtime") {
auto* behaviorTemplateTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto* behaviorTemplateTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
behaviorID = behaviorTemplateTable->GetSkillByID(parameter.values[0]).behaviorID;
stacks = static_cast<int32_t>(parameter.values[1]);
@@ -121,20 +183,46 @@ void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOO
buff.stacks = stacks;
buff.source = source;
buff.behaviorID = behaviorID;
buff.cancelOnDamaged = cancelOnDamaged;
buff.cancelOnDeath = cancelOnDeath;
buff.cancelOnLogout = cancelOnLogout;
buff.cancelOnRemoveBuff = cancelOnRemoveBuff;
buff.cancelOnUi = cancelOnUi;
buff.cancelOnUnequip = cancelOnUnequip;
buff.cancelOnZone = cancelOnZone;
buff.refCount = 1;
m_Buffs.emplace(id, buff);
auto* parent = GetParent();
if (!cancelOnDeath) return;
m_Parent->AddDieCallback([parent, id]() {
LOG_DEBUG("Removing buff %i because parent died", id);
if (!parent) return;
auto* buffComponent = parent->GetComponent<BuffComponent>();
if (buffComponent) buffComponent->RemoveBuff(id, false, false, true);
});
}
void BuffComponent::RemoveBuff(int32_t id, bool fromUnEquip, bool removeImmunity) {
void BuffComponent::RemoveBuff(int32_t id, bool fromUnEquip, bool removeImmunity, bool ignoreRefCount) {
const auto& iter = m_Buffs.find(id);
if (iter == m_Buffs.end()) {
return;
}
if (!ignoreRefCount && !iter->second.cancelOnRemoveBuff) {
iter->second.refCount--;
LOG_DEBUG("refCount for buff %i is now %i", id, iter->second.refCount);
if (iter->second.refCount > 0) {
return;
}
}
GameMessages::SendRemoveBuff(m_Parent, fromUnEquip, removeImmunity, id);
m_Buffs.erase(iter);
m_BuffsToRemove.push_back(id);
RemoveBuffEffect(id);
}
@@ -146,6 +234,7 @@ bool BuffComponent::HasBuff(int32_t id) {
void BuffComponent::ApplyBuffEffect(int32_t id) {
const auto& parameters = GetBuffParameters(id);
for (const auto& parameter : parameters) {
ApplyBuffFx(id, parameter);
if (parameter.name == "max_health") {
const auto maxHealth = parameter.value;
@@ -182,6 +271,7 @@ void BuffComponent::ApplyBuffEffect(int32_t id) {
void BuffComponent::RemoveBuffEffect(int32_t id) {
const auto& parameters = GetBuffParameters(id);
for (const auto& parameter : parameters) {
RemoveBuffFx(id, parameter);
if (parameter.name == "max_health") {
const auto maxHealth = parameter.value;
@@ -251,13 +341,25 @@ void BuffComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
auto* buffEntry = buffElement->FirstChildElement("b");
while (buffEntry != nullptr) {
while (buffEntry) {
int32_t id = buffEntry->IntAttribute("id");
float t = buffEntry->FloatAttribute("t");
float tk = buffEntry->FloatAttribute("tk");
float tt = buffEntry->FloatAttribute("tt");
int32_t s = buffEntry->FloatAttribute("s");
LWOOBJID sr = buffEntry->Int64Attribute("sr");
int32_t b = buffEntry->IntAttribute("b");
int32_t refCount = buffEntry->IntAttribute("refCount");
bool cancelOnDamaged = buffEntry->BoolAttribute("cancelOnDamaged");
bool cancelOnDeath = buffEntry->BoolAttribute("cancelOnDeath");
bool cancelOnLogout = buffEntry->BoolAttribute("cancelOnLogout");
bool cancelOnRemoveBuff = buffEntry->BoolAttribute("cancelOnRemoveBuff");
bool cancelOnUi = buffEntry->BoolAttribute("cancelOnUi");
bool cancelOnUnequip = buffEntry->BoolAttribute("cancelOnUnequip");
bool cancelOnZone = buffEntry->BoolAttribute("cancelOnZone");
bool applyOnTeammates = buffEntry->BoolAttribute("applyOnTeammates");
Buff buff;
buff.id = id;
@@ -266,6 +368,18 @@ void BuffComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
buff.stacks = s;
buff.source = sr;
buff.behaviorID = b;
buff.refCount = refCount;
buff.tickTime = tt;
buff.cancelOnDamaged = cancelOnDamaged;
buff.cancelOnDeath = cancelOnDeath;
buff.cancelOnLogout = cancelOnLogout;
buff.cancelOnRemoveBuff = cancelOnRemoveBuff;
buff.cancelOnUi = cancelOnUi;
buff.cancelOnUnequip = cancelOnUnequip;
buff.cancelOnZone = cancelOnZone;
buff.applyOnTeammates = applyOnTeammates;
m_Buffs.emplace(id, buff);
@@ -288,15 +402,28 @@ void BuffComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
buffElement->DeleteChildren();
}
for (const auto& buff : m_Buffs) {
for (const auto& [id, buff] : m_Buffs) {
auto* buffEntry = doc->NewElement("b");
// TODO: change this if to if (buff.cancelOnZone || buff.cancelOnLogout) handling at some point. No current way to differentiate between zone transfer and logout.
if (buff.cancelOnZone) continue;
buffEntry->SetAttribute("id", buff.first);
buffEntry->SetAttribute("t", buff.second.time);
buffEntry->SetAttribute("tk", buff.second.tick);
buffEntry->SetAttribute("s", buff.second.stacks);
buffEntry->SetAttribute("sr", buff.second.source);
buffEntry->SetAttribute("b", buff.second.behaviorID);
buffEntry->SetAttribute("id", id);
buffEntry->SetAttribute("t", buff.time);
buffEntry->SetAttribute("tk", buff.tick);
buffEntry->SetAttribute("tt", buff.tickTime);
buffEntry->SetAttribute("s", buff.stacks);
buffEntry->SetAttribute("sr", buff.source);
buffEntry->SetAttribute("b", buff.behaviorID);
buffEntry->SetAttribute("refCount", buff.refCount);
buffEntry->SetAttribute("cancelOnDamaged", buff.cancelOnDamaged);
buffEntry->SetAttribute("cancelOnDeath", buff.cancelOnDeath);
buffEntry->SetAttribute("cancelOnLogout", buff.cancelOnLogout);
buffEntry->SetAttribute("cancelOnRemoveBuff", buff.cancelOnRemoveBuff);
buffEntry->SetAttribute("cancelOnUi", buff.cancelOnUi);
buffEntry->SetAttribute("cancelOnUnequip", buff.cancelOnUnequip);
buffEntry->SetAttribute("cancelOnZone", buff.cancelOnZone);
buffEntry->SetAttribute("applyOnTeammates", buff.applyOnTeammates);
buffElement->LinkEndChild(buffEntry);
}
@@ -309,9 +436,8 @@ const std::vector<BuffParameter>& BuffComponent::GetBuffParameters(int32_t buffI
return pair->second;
}
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT * FROM BuffParameters WHERE BuffID = ?;");
query.bind(1, (int)buffId);
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM BuffParameters WHERE BuffID = ?;");
query.bind(1, static_cast<int>(buffId));
auto result = query.execQuery();
@@ -321,11 +447,12 @@ const std::vector<BuffParameter>& BuffComponent::GetBuffParameters(int32_t buffI
BuffParameter param;
param.buffId = buffId;
param.name = result.getStringField(1);
param.value = result.getFloatField(2);
param.name = result.getStringField("ParameterName");
param.value = result.getFloatField("NumberValue");
param.effectId = result.getIntField("EffectID");
if (!result.fieldIsNull(3)) {
std::istringstream stream(result.getStringField(3));
std::istringstream stream(result.getStringField("StringValue"));
std::string token;
while (std::getline(stream, token, ',')) {
@@ -334,7 +461,7 @@ const std::vector<BuffParameter>& BuffComponent::GetBuffParameters(int32_t buffI
param.values.push_back(value);
} catch (std::invalid_argument& exception) {
Game::logger->Log("BuffComponent", "Failed to parse value (%s): (%s)!", token.c_str(), exception.what());
LOG("Failed to parse value (%s): (%s)!", token.c_str(), exception.what());
}
}
}

View File

@@ -14,8 +14,7 @@ class Entity;
/**
* Extra information on effects to apply after applying a buff, for example whether to buff armor, imag or health and by how much
*/
struct BuffParameter
{
struct BuffParameter {
int32_t buffId;
std::string name;
float value;
@@ -26,8 +25,7 @@ struct BuffParameter
/**
* Meta information about a buff that can be applied, e.g. how long it's applied, who applied it, etc.
*/
struct Buff
{
struct Buff {
int32_t id = 0;
float time = 0;
float tick = 0;
@@ -35,14 +33,23 @@ struct Buff
int32_t stacks = 0;
LWOOBJID source = 0;
int32_t behaviorID = 0;
bool cancelOnDamaged = false;
bool cancelOnDeath = false;
bool cancelOnLogout = false;
bool cancelOnRemoveBuff = false;
bool cancelOnUi = false;
bool cancelOnUnequip = false;
bool cancelOnZone = false;
bool applyOnTeammates = false;
uint32_t refCount = 0;
};
/**
* Allows for the application of buffs to the parent entity, altering health, armor and imagination.
*/
class BuffComponent : public Component {
class BuffComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUFF;
explicit BuffComponent(Entity* parent);
@@ -74,14 +81,17 @@ public:
*/
void ApplyBuff(int32_t id, float duration, LWOOBJID source, bool addImmunity = false, bool cancelOnDamaged = false,
bool cancelOnDeath = true, bool cancelOnLogout = false, bool cancelOnRemoveBuff = true,
bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false);
bool cancelOnUi = false, bool cancelOnUnequip = false, bool cancelOnZone = false, bool applyOnTeammates = false);
void ApplyBuffFx(uint32_t buffId, const BuffParameter& buffName);
void RemoveBuffFx(uint32_t buffId, const BuffParameter& buffName);
/**
* Removes a buff from the parent entity, reversing its effects
* @param id the id of the buff to remove
* @param removeImmunity whether or not to remove immunity on removing the buff
*/
void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false);
void RemoveBuff(int32_t id, bool fromUnEquip = false, bool removeImmunity = false, bool ignoreRefCount = false);
/**
* Returns whether or not the entity has a buff identified by `id`
@@ -130,6 +140,9 @@ private:
*/
std::map<int32_t, Buff> m_Buffs;
// Buffs to remove at the end of the update frame.
std::vector<int32_t> m_BuffsToRemove;
/**
* Parameters (=effects) for each buff
*/

View File

@@ -4,7 +4,7 @@
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "InventoryComponent.h"
#include "Item.h"
#include "PropertyManagementComponent.h"
@@ -24,7 +24,7 @@ void BuildBorderComponent::OnUse(Entity* originator) {
if (!entities.empty()) {
buildArea = entities[0]->GetObjectID();
Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque");
LOG("Using PropertyPlaque");
}
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
@@ -41,7 +41,7 @@ void BuildBorderComponent::OnUse(Entity* originator) {
inventoryComponent->PushEquippedItems();
Game::logger->Log("BuildBorderComponent", "Starting with %llu", buildArea);
LOG("Starting with %llu", buildArea);
if (PropertyManagementComponent::Instance() != nullptr) {
GameMessages::SendStartArrangingWithItem(
@@ -56,7 +56,7 @@ void BuildBorderComponent::OnUse(Entity* originator) {
4,
0,
-1,
NiPoint3::ZERO,
NiPoint3Constant::ZERO,
0
);
} else {

View File

@@ -14,9 +14,9 @@
/**
* Component for the build border, allowing the user to start building when interacting with it
*/
class BuildBorderComponent : public Component {
class BuildBorderComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BUILD_BORDER;
BuildBorderComponent(Entity* parent);
~BuildBorderComponent() override;

View File

@@ -1,13 +1,18 @@
set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
set(DGAME_DCOMPONENTS_SOURCES
"ActivityComponent.cpp"
"BaseCombatAIComponent.cpp"
"BouncerComponent.cpp"
"BuffComponent.cpp"
"BuildBorderComponent.cpp"
"CharacterComponent.cpp"
"CollectibleComponent.cpp"
"Component.cpp"
"ControllablePhysicsComponent.cpp"
"DestroyableComponent.cpp"
"DonationVendorComponent.cpp"
"GhostComponent.cpp"
"InventoryComponent.cpp"
"ItemComponent.cpp"
"LevelProgressionComponent.cpp"
"LUPExhibitComponent.cpp"
"MissionComponent.cpp"
@@ -18,27 +23,35 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
"MovingPlatformComponent.cpp"
"PetComponent.cpp"
"PhantomPhysicsComponent.cpp"
"PhysicsComponent.cpp"
"PlayerForcedMovementComponent.cpp"
"PossessableComponent.cpp"
"PossessorComponent.cpp"
"PropertyComponent.cpp"
"PropertyEntranceComponent.cpp"
"PropertyManagementComponent.cpp"
"PropertyVendorComponent.cpp"
"ProximityMonitorComponent.cpp"
"RacingControlComponent.cpp"
"RailActivatorComponent.cpp"
"RebuildComponent.cpp"
"QuickBuildComponent.cpp"
"RenderComponent.cpp"
"RigidbodyPhantomPhysicsComponent.cpp"
"RocketLaunchLupComponent.cpp"
"MultiZoneEntranceComponent.cpp"
"RocketLaunchpadControlComponent.cpp"
"ScriptedActivityComponent.cpp"
"ShootingGalleryComponent.cpp"
"SimplePhysicsComponent.cpp"
"SkillComponent.cpp"
"SoundTriggerComponent.cpp"
"SwitchComponent.cpp"
"TriggerComponent.cpp"
"VehiclePhysicsComponent.cpp"
"VendorComponent.cpp" PARENT_SCOPE)
"HavokVehiclePhysicsComponent.cpp"
"VendorComponent.cpp"
"MiniGameControlComponent.cpp"
)
add_library(dComponents STATIC ${DGAME_DCOMPONENTS_SOURCES})
target_include_directories(dComponents PRIVATE ${PROJECT_SOURCE_DIR}/dScripts/02_server/Map/General) # PetDigServer.h
target_precompile_headers(dComponents REUSE_FROM dGameBase)
target_link_libraries(dComponents
PUBLIC dPhysics dDatabase
INTERFACE dUtilities dCommon dBehaviors dChatFilter dMission dInventory)

View File

@@ -1,8 +1,8 @@
#include "CharacterComponent.h"
#include <BitStream.h>
#include "BitStream.h"
#include "tinyxml2.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "GeneralUtils.h"
#include "dServer.h"
#include "dZoneManager.h"
@@ -10,14 +10,21 @@
#include "InventoryComponent.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "VehiclePhysicsComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "GameMessages.h"
#include "Item.h"
#include "Amf3.h"
#include "eGameMasterLevel.h"
#include "eGameActivity.h"
#include "User.h"
#include "Database.h"
#include "CDRewardCodesTable.h"
#include "Mail.h"
#include "ZoneInstanceManager.h"
#include "WorldPackets.h"
#include <ctime>
CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
CharacterComponent::CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress) : Component(parent) {
m_Character = character;
m_IsRacing = false;
@@ -39,6 +46,7 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
m_CurrentActivity = eGameActivity::NONE;
m_CountryCode = 0;
m_LastUpdateTimestamp = std::time(nullptr);
m_SystemAddress = systemAddress;
}
bool CharacterComponent::LandingAnimDisabled(int zoneID) {
@@ -73,10 +81,14 @@ CharacterComponent::~CharacterComponent() {
void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) {
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write(m_ClaimCodes[0] != 0);
if (m_ClaimCodes[0] != 0) outBitStream->Write(m_ClaimCodes[0]);
outBitStream->Write(m_ClaimCodes[1] != 0);
if (m_ClaimCodes[1] != 0) outBitStream->Write(m_ClaimCodes[1]);
outBitStream->Write(m_ClaimCodes[2] != 0);
if (m_ClaimCodes[2] != 0) outBitStream->Write(m_ClaimCodes[2]);
outBitStream->Write(m_ClaimCodes[3] != 0);
if (m_ClaimCodes[3] != 0) outBitStream->Write(m_ClaimCodes[3]);
outBitStream->Write(m_Character->GetHairColor());
outBitStream->Write(m_Character->GetHairStyle());
@@ -126,7 +138,7 @@ void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInit
outBitStream->Write0();
outBitStream->Write(m_IsLanding);
if (m_IsLanding) {
outBitStream->Write(uint16_t(m_LastRocketConfig.size()));
outBitStream->Write<uint16_t>(m_LastRocketConfig.size());
for (uint16_t character : m_LastRocketConfig) {
outBitStream->Write(character);
}
@@ -148,7 +160,7 @@ void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInit
outBitStream->Write(m_DirtySocialInfo);
if (m_DirtySocialInfo) {
outBitStream->Write(m_GuildID);
outBitStream->Write<unsigned char>(static_cast<unsigned char>(m_GuildName.size()));
outBitStream->Write<unsigned char>(m_GuildName.size());
if (!m_GuildName.empty())
outBitStream->WriteBits(reinterpret_cast<const unsigned char*>(m_GuildName.c_str()), static_cast<unsigned char>(m_GuildName.size()) * sizeof(wchar_t) * 8);
@@ -178,13 +190,20 @@ void CharacterComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("CharacterComponent", "Failed to find char tag while loading XML!");
LOG("Failed to find char tag while loading XML!");
return;
}
if (character->QueryAttribute("rpt", &m_Reputation) == tinyxml2::XML_NO_ATTRIBUTE) {
SetReputation(0);
}
character->QueryUnsigned64Attribute("co", &m_ClaimCodes[0]);
character->QueryUnsigned64Attribute("co1", &m_ClaimCodes[1]);
character->QueryUnsigned64Attribute("co2", &m_ClaimCodes[2]);
character->QueryUnsigned64Attribute("co3", &m_ClaimCodes[3]);
AwardClaimCodes();
character->QueryInt64Attribute("ls", &m_Uscore);
// Load the statistics
@@ -213,7 +232,7 @@ void CharacterComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
uint32_t mapID;
child->QueryAttribute("map", &mapID);
m_ZoneStatistics.insert({ (LWOMAPID)mapID, statistics });
m_ZoneStatistics.insert({ static_cast<LWOMAPID>(mapID), statistics });
child = child->NextSiblingElement();
}
@@ -283,7 +302,7 @@ void CharacterComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* minifig = doc->FirstChildElement("obj")->FirstChildElement("mf");
if (!minifig) {
Game::logger->Log("CharacterComponent", "Failed to find mf tag while updating XML!");
LOG("Failed to find mf tag while updating XML!");
return;
}
@@ -303,10 +322,15 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("CharacterComponent", "Failed to find char tag while updating XML!");
LOG("Failed to find char tag while updating XML!");
return;
}
if (m_ClaimCodes[0] != 0) character->SetAttribute("co", m_ClaimCodes[0]);
if (m_ClaimCodes[1] != 0) character->SetAttribute("co1", m_ClaimCodes[1]);
if (m_ClaimCodes[2] != 0) character->SetAttribute("co2", m_ClaimCodes[2]);
if (m_ClaimCodes[3] != 0) character->SetAttribute("co3", m_ClaimCodes[3]);
character->SetAttribute("ls", m_Uscore);
// Custom attribute to keep track of reputation.
character->SetAttribute("rpt", GetReputation());
@@ -351,7 +375,7 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
//
auto newUpdateTimestamp = std::time(nullptr);
Game::logger->Log("TotalTimePlayed", "Time since last save: %d", newUpdateTimestamp - m_LastUpdateTimestamp);
LOG("Time since last save: %d", newUpdateTimestamp - m_LastUpdateTimestamp);
m_TotalTimePlayed += newUpdateTimestamp - m_LastUpdateTimestamp;
character->SetAttribute("time", m_TotalTimePlayed);
@@ -381,7 +405,7 @@ Item* CharacterComponent::GetRocket(Entity* player) {
}
if (!rocket) {
Game::logger->Log("CharacterComponent", "Unable to find rocket to equip!");
LOG("Unable to find rocket to equip!");
return rocket;
}
return rocket;
@@ -477,7 +501,7 @@ void CharacterComponent::TrackArmorDelta(int32_t armor) {
}
}
void CharacterComponent::TrackRebuildComplete() {
void CharacterComponent::TrackQuickBuildComplete() {
UpdatePlayerStatistic(QuickBuildsCompleted);
const auto mapID = Game::zoneManager->GetZoneID().GetMapID();
@@ -494,9 +518,9 @@ void CharacterComponent::TrackPositionUpdate(const NiPoint3& newPosition) {
const auto distance = NiPoint3::Distance(newPosition, m_Parent->GetPosition());
if (m_IsRacing) {
UpdatePlayerStatistic(DistanceDriven, (uint64_t)distance);
UpdatePlayerStatistic(DistanceDriven, static_cast<uint64_t>(distance));
} else {
UpdatePlayerStatistic(MetersTraveled, (uint64_t)distance);
UpdatePlayerStatistic(MetersTraveled, static_cast<uint64_t>(distance));
}
}
@@ -699,7 +723,7 @@ std::string CharacterComponent::StatisticsToString() const {
}
uint64_t CharacterComponent::GetStatisticFromSplit(std::vector<std::string> split, uint32_t index) {
return split.size() > index ? std::stoul(split.at(index)) : 0;
return split.size() > index ? std::stoull(split.at(index)) : 0;
}
ZoneStatistics& CharacterComponent::GetZoneStatisticsForMap(LWOMAPID mapID) {
@@ -737,3 +761,77 @@ void CharacterComponent::UpdateClientMinimap(bool showFaction, std::string ventu
arrayToSend.Insert(ventureVisionType, showFaction);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent ? m_Parent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS, "SetFactionVisibility", arrayToSend);
}
void CharacterComponent::AwardClaimCodes() {
if (!m_Parent || !m_Parent->GetCharacter()) return;
auto* user = m_Parent->GetCharacter()->GetParentUser();
if (!user) return;
auto rewardCodes = Database::Get()->GetRewardCodesByAccountID(user->GetAccountID());
if (rewardCodes.empty()) return;
auto* cdrewardCodes = CDClientManager::GetTable<CDRewardCodesTable>();
for (auto const rewardCode : rewardCodes) {
LOG_DEBUG("Processing RewardCode %i", rewardCode);
const uint32_t rewardCodeIndex = rewardCode >> 6;
const uint32_t bitIndex = rewardCode % 64;
if (GeneralUtils::CheckBit(m_ClaimCodes[rewardCodeIndex], bitIndex)) continue;
m_ClaimCodes[rewardCodeIndex] = GeneralUtils::SetBit(m_ClaimCodes[rewardCodeIndex], bitIndex);
// Don't send it on this one since it's default and the mail doesn't make sense
if (rewardCode == 30) continue;
auto attachmentLOT = cdrewardCodes->GetAttachmentLOT(rewardCode);
std::ostringstream subject;
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);
}
}
void CharacterComponent::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) const {
const auto objid = m_Parent->GetObjectID();
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, zoneId, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* entity = Game::entityManager->GetEntity(objid);
if (!entity) return;
const auto sysAddr = entity->GetSystemAddress();
auto* character = entity->GetCharacter();
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (character && characterComponent) {
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
character->SetZoneClone(zoneClone);
characterComponent->SetLastRocketConfig(u"");
character->SaveXMLToDatabase();
}
WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
Game::entityManager->DestructEntity(entity);
});
}
const SystemAddress& CharacterComponent::GetSystemAddress() const {
return m_SystemAddress;
}
void CharacterComponent::SetRespawnPos(const NiPoint3& position) {
if (!m_Character) return;
m_respawnPos = position;
m_Character->SetRespawnPoint(Game::zoneManager->GetZone()->GetWorldID(), position);
}
void CharacterComponent::SetRespawnRot(const NiQuaternion& rotation) {
m_respawnRot = rotation;
}

View File

@@ -10,6 +10,8 @@
#include "CDMissionsTable.h"
#include "tinyxml2.h"
#include "eReplicaComponentType.h"
#include <array>
#include "Loot.h"
enum class eGameActivity : uint32_t;
@@ -60,11 +62,11 @@ enum StatisticID {
/**
* Represents a character, including their rockets and stats
*/
class CharacterComponent : public Component {
class CharacterComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
CharacterComponent(Entity* parent, Character* character);
CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress);
~CharacterComponent() override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
@@ -232,7 +234,7 @@ public:
/**
* Handles completing a rebuild by updating the statistics
*/
void TrackRebuildComplete();
void TrackQuickBuildComplete();
/**
* Tracks a player completing the race, also updates stats
@@ -280,6 +282,30 @@ public:
LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
/**
* Sends a player to another zone with an optional clone ID
*
* @param zoneId zoneID for the new instance.
* @param cloneId cloneID for the new instance.
*/
void SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId = 0) const;
const SystemAddress& GetSystemAddress() const;
const NiPoint3& GetRespawnPosition() const { return m_respawnPos; };
void SetRespawnPos(const NiPoint3& position);
const NiQuaternion& GetRespawnRotation() const { return m_respawnRot; };
void SetRespawnRot(const NiQuaternion& rotation);
std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
/**
* Character info regarding this character, including clothing styles, etc.
*/
@@ -566,6 +592,20 @@ private:
LWOOBJID m_LastRocketItemID = LWOOBJID_EMPTY;
LWOOBJID m_CurrentInteracting = LWOOBJID_EMPTY;
std::array<uint64_t, 4> m_ClaimCodes{};
void AwardClaimCodes();
SystemAddress m_SystemAddress;
NiPoint3 m_respawnPos;
NiQuaternion m_respawnRot;
std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
uint64_t m_DroppedCoins = 0;
};
#endif // CHARACTERCOMPONENT_H

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@@ -0,0 +1,5 @@
#include "CollectibleComponent.h"
void CollectibleComponent::Serialize(RakNet::BitStream* outBitStream, bool isConstruction) {
outBitStream->Write(GetCollectibleId());
}

View File

@@ -0,0 +1,18 @@
#ifndef __COLLECTIBLECOMPONENT__H__
#define __COLLECTIBLECOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
class CollectibleComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
CollectibleComponent(Entity* parentEntity, int32_t collectibleId) : Component(parentEntity), m_CollectibleId(collectibleId) {}
int16_t GetCollectibleId() const { return m_CollectibleId; }
void Serialize(RakNet::BitStream* outBitStream, bool isConstruction) override;
private:
int16_t m_CollectibleId = 0;
};
#endif //!__COLLECTIBLECOMPONENT__H__

View File

@@ -1,14 +1,13 @@
#pragma once
#include "../thirdparty/tinyxml2/tinyxml2.h"
#include "tinyxml2.h"
class Entity;
/**
* Component base class, provides methods for game loop updates, usage events and loading and saving to XML.
*/
class Component
{
class Component {
public:
Component(Entity* parent);
virtual ~Component();

View File

@@ -1,7 +1,7 @@
#include "ControllablePhysicsComponent.h"
#include "Entity.h"
#include "BitStream.h"
#include "dLogger.h"
#include "Logger.h"
#include "Game.h"
#include "dpWorld.h"
@@ -15,15 +15,14 @@
#include "LevelProgressionComponent.h"
#include "eStateChangeType.h"
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Component(entity) {
m_Position = {};
m_Rotation = NiQuaternion::IDENTITY;
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
m_Velocity = {};
m_AngularVelocity = {};
m_InJetpackMode = false;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
m_DirtyVelocity = true;
m_DirtyAngularVelocity = true;
m_dpEntity = nullptr;
m_Static = false;
m_SpeedMultiplier = 1;
@@ -53,18 +52,18 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
return;
if (entity->GetLOT() == 1) {
Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics");
LOG("Using patch to load minifig physics");
float radius = 1.5f;
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
dpWorld::Instance().AddEntity(m_dpEntity);
dpWorld::AddEntity(m_dpEntity);
}
}
ControllablePhysicsComponent::~ControllablePhysicsComponent() {
if (m_dpEntity) {
dpWorld::Instance().RemoveEntity(m_dpEntity);
dpWorld::RemoveEntity(m_dpEntity);
}
}
@@ -161,7 +160,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag!");
LOG("Failed to find char tag!");
return;
}
@@ -181,13 +180,13 @@ void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag while updating XML!");
LOG("Failed to find char tag while updating XML!");
return;
}
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
character->SetAttribute("lzx", m_Position.x);
character->SetAttribute("lzy", m_Position.y);
character->SetAttribute("lzz", m_Position.z);
@@ -199,24 +198,14 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
}
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (m_Static || m_Position == pos) {
return;
}
m_Position = pos;
m_DirtyPosition = true;
if (m_Static) return;
PhysicsComponent::SetPosition(pos);
if (m_dpEntity) m_dpEntity->SetPosition(pos);
}
void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (m_Static || m_Rotation == rot) {
return;
}
m_Rotation = rot;
m_DirtyPosition = true;
if (m_Static) return;
PhysicsComponent::SetRotation(rot);
if (m_dpEntity) m_dpEntity->SetRotation(rot);
}
@@ -270,7 +259,7 @@ void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
if (pos != m_ActivePickupRadiusScales.end()) {
m_ActivePickupRadiusScales.erase(pos);
} else {
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
LOG_DEBUG("Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
return;
}
@@ -295,7 +284,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
if (pos != m_ActiveSpeedBoosts.end()) {
m_ActiveSpeedBoosts.erase(pos);
} else {
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
LOG_DEBUG("Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
return;
}
@@ -313,7 +302,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
if (m_IsInBubble) {
Game::logger->Log("ControllablePhysicsComponent", "Already in bubble");
LOG("Already in bubble");
return;
}
m_BubbleType = bubbleType;

View File

@@ -6,7 +6,7 @@
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "tinyxml2.h"
#include "Component.h"
#include "PhysicsComponent.h"
#include "dpCollisionChecks.h"
#include "PhantomPhysicsComponent.h"
#include "eBubbleType.h"
@@ -19,9 +19,9 @@ enum class eStateChangeType : uint32_t;
/**
* Handles the movement of controllable Entities, e.g. enemies and players
*/
class ControllablePhysicsComponent : public Component {
class ControllablePhysicsComponent : public PhysicsComponent {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
ControllablePhysicsComponent(Entity* entity);
~ControllablePhysicsComponent() override;
@@ -36,26 +36,14 @@ public:
* If the entity is static, this is a no-op.
* @param pos The position to set
*/
void SetPosition(const NiPoint3& pos);
/**
* Returns the current position of the entity
* @return The current position of the entity
*/
const NiPoint3& GetPosition() const { return m_Position; }
void SetPosition(const NiPoint3& pos) override;
/**
* Sets the rotation of this entity, ensures this change is serialized next tick. If the entity is static, this is
* a no-op.
* @param rot the rotation to set
*/
void SetRotation(const NiQuaternion& rot);
/**
* Returns the current rotation of this entity
* @return the current rotation of this entity
*/
const NiQuaternion& GetRotation() const { return m_Rotation; }
void SetRotation(const NiQuaternion& rot) override;
/**
* Sets the current velocity of this entity, ensures that this change is serialized next tick. If the entity is
@@ -311,19 +299,9 @@ private:
dpEntity* m_dpEntity;
/**
* Whether or not the position is dirty, forcing a serialization update of the position
* Whether or not the velocity is dirty, forcing a serialization of the velocity
*/
bool m_DirtyPosition;
/**
* The current position of the entity
*/
NiPoint3 m_Position;
/**
* The current rotation of the entity
*/
NiQuaternion m_Rotation;
bool m_DirtyVelocity;
/**
* The current velocity of the entity

View File

@@ -1,6 +1,6 @@
#include "DestroyableComponent.h"
#include <BitStream.h>
#include "dLogger.h"
#include "BitStream.h"
#include "Logger.h"
#include "Game.h"
#include "dConfig.h"
@@ -11,7 +11,7 @@
#include "CDClientManager.h"
#include "CDDestructibleComponentTable.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "CppScripts.h"
#include "Loot.h"
#include "Character.h"
@@ -72,24 +72,27 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_ImmuneToImaginationLossCount = 0;
m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0;
m_DeathBehavior = -1;
m_DamageCooldownTimer = 0.0f;
}
DestroyableComponent::~DestroyableComponent() {
}
void DestroyableComponent::Reinitialize(LOT templateID) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
int32_t componentID = 0;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (rebuildComponentID > 0) componentID = rebuildComponentID;
if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (componentID > 0) {
@@ -151,7 +154,7 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
outBitStream->Write(m_fMaxArmor);
outBitStream->Write(m_fMaxImagination);
outBitStream->Write(uint32_t(m_FactionIDs.size()));
outBitStream->Write<uint32_t>(m_FactionIDs.size());
for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
outBitStream->Write(m_FactionIDs[i]);
}
@@ -178,10 +181,14 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
}
}
void DestroyableComponent::Update(float deltaTime) {
m_DamageCooldownTimer -= deltaTime;
}
void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
Game::logger->Log("DestroyableComponent", "Failed to find dest tag!");
LOG("Failed to find dest tag!");
return;
}
@@ -203,7 +210,7 @@ void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
Game::logger->Log("DestroyableComponent", "Failed to find dest tag!");
LOG("Failed to find dest tag!");
return;
}
@@ -244,13 +251,14 @@ void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "health");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
@@ -285,13 +293,14 @@ void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(value));
args.Insert("type", "armor");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
@@ -325,13 +334,14 @@ void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
if (playAnim) {
// Now update the player bar
if (!m_Parent->GetParentUser()) return;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "imagination");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", args);
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
}
@@ -363,16 +373,17 @@ void DestroyableComponent::SetIsShielded(bool value) {
void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
// Ignore factionID -1
if (factionID == -1 && !ignoreChecks) {
return;
}
if (factionID == -1 && !ignoreChecks) return;
// if we already have that faction, don't add it again
if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
m_FactionIDs.push_back(factionID);
m_DirtyHealth = true;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT enemyList FROM Factions WHERE faction = ?;");
query.bind(1, (int)factionID);
query.bind(1, static_cast<int>(factionID));
auto result = query.execQuery();
@@ -407,6 +418,14 @@ void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignore
}
bool DestroyableComponent::IsEnemy(const Entity* other) const {
if (m_Parent->IsPlayer() && other->IsPlayer()) {
auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!thisCharacterComponent) return false;
auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
if (!otherCharacterComponent) return false;
if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
return false;
}
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
@@ -454,6 +473,10 @@ bool DestroyableComponent::IsImmune() const {
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
}
bool DestroyableComponent::IsCooldownImmune() const {
return m_DamageCooldownTimer > 0.0f;
}
bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
@@ -485,43 +508,6 @@ Entity* DestroyableComponent::GetKiller() const {
return Game::entityManager->GetEntity(m_KillerID);
}
bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const {
auto* targetEntity = Game::entityManager->GetEntity(target);
if (targetEntity == nullptr) {
Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!", target);
return false;
}
auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
if (targetDestroyable == nullptr) {
return false;
}
auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
if (targetQuickbuild != nullptr) {
const auto state = targetQuickbuild->GetState();
if (state != eRebuildState::COMPLETED) {
return false;
}
}
if (ignoreFactions) {
return true;
}
// Get if the target entity is an enemy and friend
bool isEnemy = IsEnemy(targetEntity);
bool isFriend = IsFriend(targetEntity);
// Return true if the target type matches what we are targeting
return (isEnemy && targetEnemy) || (isFriend && targetFriend);
}
void DestroyableComponent::Heal(const uint32_t health) {
auto current = static_cast<uint32_t>(GetHealth());
const auto max = static_cast<uint32_t>(GetMaxHealth());
@@ -573,7 +559,8 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
return;
}
if (IsImmune()) {
if (IsImmune() || IsCooldownImmune()) {
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
return;
}
@@ -661,28 +648,28 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
}
//check if hardcore mode is enabled
if (Game::entityManager->GetHardcoreMode()) {
if (Game::entityManager->GetHardcoreMode()) {
DoHardcoreModeDrops(source);
}
}
Smash(source, eKillType::VIOLENT, u"", skillID);
}
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
Game::logger->LogDebug("DestroyableComponent", "Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
auto foundScript = m_SubscribedScripts.find(scriptObjId);
if (foundScript != m_SubscribedScripts.end()) {
m_SubscribedScripts.erase(foundScript);
Game::logger->LogDebug("DestroyableComponent", "Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
} else {
Game::logger->LogDebug("DestroyableComponent", "Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
}
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
@@ -763,18 +750,18 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
auto* member = Game::entityManager->GetEntity(specificOwner);
if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
} else {
for (const auto memberId : team->members) { // Free for all
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
}
} else { // drop loot for non team user
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
} else {
@@ -792,7 +779,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
coinsTotal -= coinsToLose;
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
}
}
@@ -812,7 +799,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
}
}
m_Parent->Kill(owner);
m_Parent->Kill(owner, killType);
}
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
@@ -823,16 +810,16 @@ void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
}
void DestroyableComponent::SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
if (state == eStateChangeType::POP) {
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
@@ -845,7 +832,7 @@ void DestroyableComponent::SetStatusImmunity(
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
} else if (state == eStateChangeType::PUSH){
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
@@ -972,7 +959,7 @@ void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>&
m_OnHitCallbacks.push_back(callback);
}
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
//check if this is a player:
if (m_Parent->IsPlayer()) {
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
@@ -990,9 +977,9 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
if (inventory) {
//get the items inventory:
auto items = inventory->GetInventory(eInventoryType::ITEMS);
if (items){
if (items) {
auto itemMap = items->GetItems();
if (!itemMap.empty()){
if (!itemMap.empty()) {
for (const auto& item : itemMap) {
//drop the item:
if (!item.second) continue;

View File

@@ -17,13 +17,14 @@ enum class eStateChangeType : uint32_t;
* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
* indicate which enemies this entity has.
*/
class DestroyableComponent : public Component {
class DestroyableComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DESTROYABLE;
DestroyableComponent(Entity* parentEntity);
~DestroyableComponent() override;
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void UpdateXml(tinyxml2::XMLDocument* doc) override;
@@ -166,6 +167,11 @@ public:
*/
bool IsImmune() const;
/**
* @return whether this entity is currently immune to attacks due to a damage cooldown period
*/
bool IsCooldownImmune() const;
/**
* Sets if this entity has GM immunity, making it not killable
* @param value the GM immunity of this entity
@@ -372,14 +378,6 @@ public:
*/
Entity* GetKiller() const;
/**
* Checks if the target ID is a valid enemy of this entity
* @param target the target ID to check for
* @param ignoreFactions whether or not check for the factions, e.g. just return true if the entity cannot be smashed
* @return if the target ID is a valid enemy
*/
bool CheckValidity(LWOOBJID target, bool ignoreFactions = false, bool targetEnemy = true, bool targetFriend = false) const;
/**
* Attempt to damage this entity, handles everything from health and armor to absorption, immunity and callbacks.
* @param damage the damage to attempt to apply
@@ -415,15 +413,23 @@ public:
);
// Getters for status immunities
const bool GetImmuneToBasicAttack() {return m_ImmuneToBasicAttackCount > 0;};
const bool GetImmuneToDamageOverTime() {return m_ImmuneToDamageOverTimeCount > 0;};
const bool GetImmuneToKnockback() {return m_ImmuneToKnockbackCount > 0;};
const bool GetImmuneToInterrupt() {return m_ImmuneToInterruptCount > 0;};
const bool GetImmuneToSpeed() {return m_ImmuneToSpeedCount > 0;};
const bool GetImmuneToImaginationGain() {return m_ImmuneToImaginationGainCount > 0;};
const bool GetImmuneToImaginationLoss() {return m_ImmuneToImaginationLossCount > 0;};
const bool GetImmuneToQuickbuildInterrupt() {return m_ImmuneToQuickbuildInterruptCount > 0;};
const bool GetImmuneToPullToPoint() {return m_ImmuneToPullToPointCount > 0;};
const bool GetImmuneToBasicAttack() { return m_ImmuneToBasicAttackCount > 0; };
const bool GetImmuneToDamageOverTime() { return m_ImmuneToDamageOverTimeCount > 0; };
const bool GetImmuneToKnockback() { return m_ImmuneToKnockbackCount > 0; };
const bool GetImmuneToInterrupt() { return m_ImmuneToInterruptCount > 0; };
const bool GetImmuneToSpeed() { return m_ImmuneToSpeedCount > 0; };
const bool GetImmuneToImaginationGain() { return m_ImmuneToImaginationGainCount > 0; };
const bool GetImmuneToImaginationLoss() { return m_ImmuneToImaginationLossCount > 0; };
const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
// Damage cooldown setters/getters
void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
// Death behavior setters/getters
void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
int32_t GetDeathBehavior() const { return m_DeathBehavior; }
/**
* Utility to reset all stats to the default stats based on items and completed missions
@@ -606,6 +612,16 @@ private:
uint32_t m_ImmuneToImaginationLossCount;
uint32_t m_ImmuneToQuickbuildInterruptCount;
uint32_t m_ImmuneToPullToPointCount;
/**
* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
*/
int32_t m_DeathBehavior;
/**
* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
*/
float m_DamageCooldownTimer;
};
#endif // DESTROYABLECOMPONENT_H

View File

@@ -22,10 +22,8 @@ DonationVendorComponent::DonationVendorComponent(Entity* parent) : VendorCompone
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");
auto donationTotal = Database::Get()->GetDonationTotal(m_ActivityId);
if (donationTotal) m_TotalDonated = donationTotal.value();
m_TotalRemaining = m_Goal - m_TotalDonated;
m_PercentComplete = m_TotalDonated/static_cast<float>(m_Goal);
}

View File

@@ -8,7 +8,7 @@ class Entity;
class DonationVendorComponent final : public VendorComponent {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::DONATION_VENDOR;
DonationVendorComponent(Entity* parent);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
uint32_t GetActivityID() {return m_ActivityId;};

View File

@@ -0,0 +1,57 @@
#include "GhostComponent.h"
GhostComponent::GhostComponent(Entity* parent) : Component(parent) {
m_GhostReferencePoint = NiPoint3Constant::ZERO;
m_GhostOverridePoint = NiPoint3Constant::ZERO;
m_GhostOverride = false;
}
GhostComponent::~GhostComponent() {
for (auto& observedEntity : m_ObservedEntities) {
if (observedEntity == LWOOBJID_EMPTY) continue;
auto* entity = Game::entityManager->GetGhostCandidate(observedEntity);
if (!entity) continue;
entity->SetObservers(entity->GetObservers() - 1);
}
}
void GhostComponent::SetGhostReferencePoint(const NiPoint3& value) {
m_GhostReferencePoint = value;
}
void GhostComponent::SetGhostOverridePoint(const NiPoint3& value) {
m_GhostOverridePoint = value;
}
void GhostComponent::AddLimboConstruction(LWOOBJID objectId) {
m_LimboConstructions.insert(objectId);
}
void GhostComponent::RemoveLimboConstruction(LWOOBJID objectId) {
m_LimboConstructions.erase(objectId);
}
void GhostComponent::ConstructLimboEntities() {
for (const auto& objectId : m_LimboConstructions) {
auto* entity = Game::entityManager->GetEntity(objectId);
if (!entity) continue;
Game::entityManager->ConstructEntity(entity, m_Parent->GetSystemAddress());
}
m_LimboConstructions.clear();
}
void GhostComponent::ObserveEntity(LWOOBJID id) {
m_ObservedEntities.insert(id);
}
bool GhostComponent::IsObserved(LWOOBJID id) {
return m_ObservedEntities.contains(id);
}
void GhostComponent::GhostEntity(LWOOBJID id) {
m_ObservedEntities.erase(id);
}

View File

@@ -0,0 +1,54 @@
#ifndef __GHOSTCOMPONENT__H__
#define __GHOSTCOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
#include <unordered_set>
class NiPoint3;
class GhostComponent final : public Component {
public:
static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
GhostComponent(Entity* parent);
~GhostComponent() override;
void SetGhostOverride(bool value) { m_GhostOverride = value; };
const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
bool GetGhostOverride() const { return m_GhostOverride; };
void SetGhostReferencePoint(const NiPoint3& value);
void SetGhostOverridePoint(const NiPoint3& value);
void AddLimboConstruction(const LWOOBJID objectId);
void RemoveLimboConstruction(const LWOOBJID objectId);
void ConstructLimboEntities();
void ObserveEntity(const LWOOBJID id);
bool IsObserved(const LWOOBJID id);
void GhostEntity(const LWOOBJID id);
private:
NiPoint3 m_GhostReferencePoint;
NiPoint3 m_GhostOverridePoint;
std::unordered_set<LWOOBJID> m_ObservedEntities;
std::unordered_set<LWOOBJID> m_LimboConstructions;
bool m_GhostOverride;
};
#endif //!__GHOSTCOMPONENT__H__

View File

@@ -1,11 +1,9 @@
#include "VehiclePhysicsComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "EntityManager.h"
VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : Component(parent) {
m_Position = NiPoint3::ZERO;
m_Rotation = NiQuaternion::IDENTITY;
m_Velocity = NiPoint3::ZERO;
m_AngularVelocity = NiPoint3::ZERO;
HavokVehiclePhysicsComponent::HavokVehiclePhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
m_Velocity = NiPoint3Constant::ZERO;
m_AngularVelocity = NiPoint3Constant::ZERO;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyPosition = true;
@@ -14,65 +12,45 @@ VehiclePhysicsComponent::VehiclePhysicsComponent(Entity* parent) : Component(par
m_EndBehavior = GeneralUtils::GenerateRandomNumber<uint32_t>(0, 7);
}
VehiclePhysicsComponent::~VehiclePhysicsComponent() {
}
void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (pos == m_Position) return;
m_DirtyPosition = true;
m_Position = pos;
}
void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (rot == m_Rotation) return;
m_DirtyPosition = true;
m_Rotation = rot;
}
void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
void HavokVehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true;
m_Velocity = vel;
}
void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
void HavokVehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true;
m_AngularVelocity = vel;
}
void VehiclePhysicsComponent::SetIsOnGround(bool val) {
void HavokVehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true;
m_IsOnGround = val;
}
void VehiclePhysicsComponent::SetIsOnRail(bool val) {
void HavokVehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true;
m_IsOnRail = val;
}
void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
void HavokVehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (m_RemoteInputInfo == remoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyRemoteInput = true;
}
void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val;
}
void VehiclePhysicsComponent::SetDirtyVelocity(bool val) {
void HavokVehiclePhysicsComponent::SetDirtyVelocity(bool val) {
m_DirtyVelocity = val;
}
void VehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
void HavokVehiclePhysicsComponent::SetDirtyAngularVelocity(bool val) {
m_DirtyAngularVelocity = val;
}
void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) {
@@ -132,7 +110,7 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
outBitStream->Write0();
}
void VehiclePhysicsComponent::Update(float deltaTime) {
void HavokVehiclePhysicsComponent::Update(float deltaTime) {
if (m_SoftUpdate > 5) {
Game::entityManager->SerializeEntity(m_Parent);
m_SoftUpdate = 0;

View File

@@ -2,65 +2,23 @@
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "PhysicsComponent.h"
#include "eReplicaComponentType.h"
struct RemoteInputInfo {
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
#include "PositionUpdate.h"
/**
* Physics component for vehicles.
*/
class VehiclePhysicsComponent : public Component {
class HavokVehiclePhysicsComponent : public PhysicsComponent {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::HAVOK_VEHICLE_PHYSICS;
VehiclePhysicsComponent(Entity* parentEntity);
~VehiclePhysicsComponent() override;
HavokVehiclePhysicsComponent(Entity* parentEntity);
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
/**
* Sets the position
* @param pos the new position
*/
void SetPosition(const NiPoint3& pos);
/**
* Gets the position
* @return the position
*/
const NiPoint3& GetPosition() const { return m_Position; }
/**
* Sets the rotation
* @param rot the new rotation
*/
void SetRotation(const NiQuaternion& rot);
/**
* Gets the rotation
* @return the rotation
*/
const NiQuaternion& GetRotation() const { return m_Rotation; }
/**
* Sets the velocity
* @param vel the new velocity
@@ -115,10 +73,6 @@ public:
void SetRemoteInputInfo(const RemoteInputInfo&);
private:
bool m_DirtyPosition;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
bool m_DirtyVelocity;
NiPoint3 m_Velocity;

View File

@@ -5,21 +5,20 @@
#include "Entity.h"
#include "Item.h"
#include "Game.h"
#include "dLogger.h"
#include "Logger.h"
#include "CDClientManager.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ObjectIDManager.h"
#include "MissionComponent.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "Character.h"
#include "EntityManager.h"
#include "ItemSet.h"
#include "Player.h"
#include "PetComponent.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "ModuleAssemblyComponent.h"
#include "VehiclePhysicsComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "CharacterComponent.h"
#include "dZoneManager.h"
#include "PropertyManagementComponent.h"
@@ -31,6 +30,7 @@
#include "eMissionTaskType.h"
#include "eStateChangeType.h"
#include "eUseItemResponse.h"
#include "Mail.h"
#include "CDComponentsRegistryTable.h"
#include "CDInventoryComponentTable.h"
@@ -55,10 +55,10 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
return;
}
auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
const auto componentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::INVENTORY);
auto* inventoryComponentTable = CDClientManager::Instance().GetTable<CDInventoryComponentTable>();
auto* inventoryComponentTable = CDClientManager::GetTable<CDInventoryComponentTable>();
auto items = inventoryComponentTable->Query([=](const CDInventoryComponent entry) { return entry.id == componentId; });
auto slot = 0u;
@@ -68,7 +68,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
continue;
}
const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
const LWOOBJID id = ObjectIDManager::GenerateObjectID();
const auto& info = Inventory::FindItemComponent(item.itemid);
@@ -86,7 +86,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
const auto proxyLOT = static_cast<LOT>(std::stoi(proxyLotAsString));
const auto& proxyInfo = Inventory::FindItemComponent(proxyLOT);
const LWOOBJID proxyId = ObjectIDManager::Instance()->GenerateObjectID();
const LWOOBJID proxyId = ObjectIDManager::GenerateObjectID();
// Use item.count since we equip item.count number of the item this is a requested proxy of
UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, item.count, slot++ });
@@ -175,14 +175,14 @@ void InventoryComponent::AddItem(
const bool bound,
int32_t preferredSlot) {
if (count == 0) {
Game::logger->Log("InventoryComponent", "Attempted to add 0 of item (%i) to the inventory!", lot);
LOG("Attempted to add 0 of item (%i) to the inventory!", lot);
return;
}
if (!Inventory::IsValidItem(lot)) {
if (lot > 0) {
Game::logger->Log("InventoryComponent", "Attempted to add invalid item (%i) to the inventory!", lot);
LOG("Attempted to add invalid item (%i) to the inventory!", lot);
}
return;
@@ -200,7 +200,7 @@ void InventoryComponent::AddItem(
const auto slot = preferredSlot != -1 && inventory->IsSlotEmpty(preferredSlot) ? preferredSlot : inventory->FindEmptySlot();
if (slot == -1) {
Game::logger->Log("InventoryComponent", "Failed to find empty slot for inventory (%i)!", inventoryType);
LOG("Failed to find empty slot for inventory (%i)!", inventoryType);
return;
}
@@ -264,17 +264,11 @@ void InventoryComponent::AddItem(
}
if (slot == -1) {
auto* player = dynamic_cast<Player*>(GetParent());
if (player == nullptr) {
return;
}
outOfSpace += size;
switch (sourceType) {
case 0:
player->SendMail(LWOOBJID_EMPTY, "Darkflame Universe", "Lost Reward", "You received an item and didn&apos;t have room for it.", lot, size);
Mail::SendMail(LWOOBJID_EMPTY, "Darkflame Universe", m_Parent, "Lost Reward", "You received an item and didn&apos;t have room for it.", lot, size);
break;
case 1:
@@ -300,38 +294,26 @@ void InventoryComponent::AddItem(
}
}
void InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound) {
bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound, const bool silent) {
if (count == 0) {
Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) from the inventory!", lot);
return;
LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
return false;
}
if (inventoryType == INVALID) {
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
auto* inventory = GetInventory(inventoryType);
if (inventory == nullptr) {
return;
}
if (!inventory) 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 == nullptr) {
break;
}
if (!item) break;
const auto delta = std::min<uint32_t>(left, item->GetCount());
item->SetCount(item->GetCount() - delta);
item->SetCount(item->GetCount() - delta, silent);
left -= delta;
}
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) {
@@ -496,7 +478,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!");
LOG("Failed to find 'inv' xml element!");
return;
}
@@ -504,7 +486,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!");
LOG("Failed to find 'bags' xml element!");
return;
}
@@ -530,7 +512,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!");
LOG("Failed to find 'items' xml element!");
return;
}
@@ -545,7 +527,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
auto* inventory = GetInventory(static_cast<eInventoryType>(type));
if (inventory == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find inventory (%i)!", type);
LOG("Failed to find inventory (%i)!", type);
return;
}
@@ -618,7 +600,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!");
LOG("Failed to find 'inv' xml element!");
return;
}
@@ -641,7 +623,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!");
LOG("Failed to find 'bags' xml element!");
return;
}
@@ -660,7 +642,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document) {
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr) {
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!");
LOG("Failed to find 'items' xml element!");
return;
}
@@ -927,30 +909,30 @@ void InventoryComponent::UnEquipItem(Item* item) {
void InventoryComponent::EquipScripts(Item* equippedItem) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
if (!compRegistryTable) return;
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(equippedItem->GetLot(), eReplicaComponentType::SCRIPT, -1);
if (scriptComponentID > -1) {
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance().GetTable<CDScriptComponentTable>();
CDScriptComponentTable* scriptCompTable = CDClientManager::GetTable<CDScriptComponentTable>();
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
LOG("null script?");
}
itemScript->OnFactionTriggerItemEquipped(m_Parent, equippedItem->GetId());
}
}
void InventoryComponent::UnequipScripts(Item* unequippedItem) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
if (!compRegistryTable) return;
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(unequippedItem->GetLot(), eReplicaComponentType::SCRIPT, -1);
if (scriptComponentID > -1) {
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance().GetTable<CDScriptComponentTable>();
CDScriptComponentTable* scriptCompTable = CDClientManager::GetTable<CDScriptComponentTable>();
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
LOG("null script?");
}
itemScript->OnFactionTriggerItemUnequipped(m_Parent, unequippedItem->GetId());
}
@@ -993,7 +975,7 @@ void InventoryComponent::HandlePossession(Item* item) {
auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
// Check to see if the mount is a vehicle, if so, flip it
auto* vehicleComponent = mount->GetComponent<VehiclePhysicsComponent>();
auto* vehicleComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
if (vehicleComponent) characterComponent->SetIsRacing(true);
// Setup the destroyable stats
@@ -1158,19 +1140,7 @@ void InventoryComponent::AddItemSkills(const LOT lot) {
const auto skill = FindSkill(lot);
if (skill == 0) {
return;
}
if (index != m_Skills.end()) {
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
}
GameMessages::SendAddSkill(m_Parent, skill, static_cast<int>(slot));
m_Skills.insert_or_assign(slot, skill);
SetSkill(slot, skill);
}
void InventoryComponent::RemoveItemSkills(const LOT lot) {
@@ -1197,7 +1167,7 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
if (slot == BehaviorSlot::Primary) {
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
GameMessages::SendAddSkill(m_Parent, 1, static_cast<int>(BehaviorSlot::Primary));
GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
}
}
@@ -1252,7 +1222,7 @@ void InventoryComponent::SpawnPet(Item* item) {
EntityInfo info{};
info.lot = item->GetLot();
info.pos = m_Parent->GetPosition();
info.rot = NiQuaternion::IDENTITY;
info.rot = NiQuaternionConstant::IDENTITY;
info.spawnerID = m_Parent->GetObjectID();
auto* pet = Game::entityManager->CreateEntity(info);
@@ -1310,7 +1280,7 @@ bool InventoryComponent::IsTransferInventory(eInventoryType type) {
}
uint32_t InventoryComponent::FindSkill(const LOT lot) {
auto* table = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto* table = CDClientManager::GetTable<CDObjectSkillsTable>();
const auto results = table->Query([=](const CDObjectSkills& entry) {
return entry.objectTemplate == static_cast<unsigned int>(lot);
@@ -1328,8 +1298,8 @@ uint32_t InventoryComponent::FindSkill(const LOT lot) {
std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip) const {
std::vector<uint32_t> buffs;
if (item == nullptr) return buffs;
auto* table = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto* behaviors = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
auto* table = CDClientManager::GetTable<CDObjectSkillsTable>();
auto* behaviors = CDClientManager::GetTable<CDSkillBehaviorTable>();
const auto results = table->Query([=](const CDObjectSkills& entry) {
return entry.objectTemplate == static_cast<unsigned int>(item->GetLot());
@@ -1342,7 +1312,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
const auto entry = behaviors->GetSkillByID(result.skillID);
if (entry.skillID == 0) {
Game::logger->Log("InventoryComponent", "Failed to find buff behavior for skill (%i)!", result.skillID);
LOG("Failed to find buff behavior for skill (%i)!", result.skillID);
continue;
}
@@ -1365,7 +1335,7 @@ void InventoryComponent::SetNPCItems(const std::vector<LOT>& items) {
auto slot = 0u;
for (const auto& item : items) {
const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
const LWOOBJID id = ObjectIDManager::GenerateObjectID();
const auto& info = Inventory::FindItemComponent(item);
@@ -1409,7 +1379,7 @@ std::vector<Item*> InventoryComponent::GenerateProxies(Item* parent) {
try {
lots.push_back(std::stoi(segment));
} catch (std::invalid_argument& exception) {
Game::logger->Log("InventoryComponent", "Failed to parse proxy (%s): (%s)!", segment.c_str(), exception.what());
LOG("Failed to parse proxy (%s): (%s)!", segment.c_str(), exception.what());
}
}
@@ -1627,3 +1597,29 @@ void InventoryComponent::UpdatePetXml(tinyxml2::XMLDocument* document) {
petInventoryElement->LinkEndChild(petElement);
}
}
bool InventoryComponent::SetSkill(int32_t slot, uint32_t skillId){
BehaviorSlot behaviorSlot = BehaviorSlot::Invalid;
if (slot == 1 ) behaviorSlot = BehaviorSlot::Primary;
else if (slot == 2 ) behaviorSlot = BehaviorSlot::Offhand;
else if (slot == 3 ) behaviorSlot = BehaviorSlot::Neck;
else if (slot == 4 ) behaviorSlot = BehaviorSlot::Head;
else if (slot == 5 ) behaviorSlot = BehaviorSlot::Consumable;
else return false;
return SetSkill(behaviorSlot, skillId);
}
bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId){
if (skillId == 0) return false;
const auto index = m_Skills.find(slot);
if (index != m_Skills.end()) {
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
}
GameMessages::SendAddSkill(m_Parent, skillId, slot);
m_Skills.insert_or_assign(slot, skillId);
return true;
}

View File

@@ -35,10 +35,9 @@ enum class eItemType : int32_t;
* of different types, each type representing a different group of items, see `eInventoryType` for a list of
* inventories.
*/
class InventoryComponent : public Component
{
class InventoryComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
explicit InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document = nullptr);
void Update(float deltaTime) override;
@@ -118,8 +117,9 @@ public:
* @param count the number of items to remove
* @param inventoryType optional inventory type to remove the item from
* @param ignoreBound ignores bound items
* @param silent silently remove the item
*/
void RemoveItem(LOT lot, uint32_t count, eInventoryType inventoryType = INVALID, bool ignoreBound = false);
bool RemoveItem(LOT lot, uint32_t count, eInventoryType inventoryType = INVALID, bool ignoreBound = false, bool silent = false);
/**
* Moves an existing item to an inventory of the entity
@@ -367,6 +367,11 @@ public:
*/
void UnequipScripts(Item* unequippedItem);
std::map<BehaviorSlot, uint32_t> GetSkills(){ return m_Skills; };
bool SetSkill(int slot, uint32_t skillId);
bool SetSkill(BehaviorSlot slot, uint32_t skillId);
~InventoryComponent() override;
private:

View File

@@ -0,0 +1,5 @@
#include "ItemComponent.h"
void ItemComponent::Serialize(RakNet::BitStream* outBitStream, bool isConstruction) {
outBitStream->Write0();
}

View File

@@ -0,0 +1,16 @@
#ifndef __ITEMCOMPONENT__H__
#define __ITEMCOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
class ItemComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
ItemComponent(Entity* entity) : Component(entity) {}
void Serialize(RakNet::BitStream* bitStream, bool isConstruction) override;
};
#endif //!__ITEMCOMPONENT__H__

View File

@@ -1,44 +1,24 @@
#include "LUPExhibitComponent.h"
#include "EntityManager.h"
LUPExhibitComponent::LUPExhibitComponent(Entity* parent) : Component(parent) {
m_Exhibits = { 11121, 11295, 11423, 11979 };
m_ExhibitIndex = 0;
m_Exhibit = m_Exhibits[m_ExhibitIndex];
}
LUPExhibitComponent::~LUPExhibitComponent() {
}
void LUPExhibitComponent::Update(float deltaTime) {
m_UpdateTimer += deltaTime;
if (m_UpdateTimer > 20.0f) {
NextExhibit();
NextLUPExhibit();
m_UpdateTimer = 0.0f;
}
}
void LUPExhibitComponent::NextExhibit() {
m_ExhibitIndex++;
if (m_ExhibitIndex >= m_Exhibits.size()) {
m_ExhibitIndex = 0;
}
m_Exhibit = m_Exhibits[m_ExhibitIndex];
void LUPExhibitComponent::NextLUPExhibit() {
m_LUPExhibitIndex++;
m_DirtyLUPExhibit = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void LUPExhibitComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
outBitStream->Write1(); // Dirty flag?
outBitStream->Write(m_Exhibit);
outBitStream->Write(m_DirtyLUPExhibit);
if (m_DirtyLUPExhibit) {
outBitStream->Write(m_LUPExhibits[m_LUPExhibitIndex % m_LUPExhibits.size()]);
if (!bIsInitialUpdate) m_DirtyLUPExhibit = false;
}
}

View File

@@ -3,43 +3,26 @@
#include "Component.h"
#include "Entity.h"
#include "eReplicaComponentType.h"
#include <cstdint>
#include <array>
#include "dCommonVars.h"
/**
* Component that handles the LOT that is shown in the LUP exhibit in the LUP world. Works by setting a timer and
* switching the LOTs around that we'd like to display.
*/
class LUPExhibitComponent : public Component
class LUPExhibitComponent final : public Component
{
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::EXHIBIT;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LUP_EXHIBIT;
LUPExhibitComponent(Entity* parent);
~LUPExhibitComponent();
LUPExhibitComponent(Entity* parent) : Component(parent) {};
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* After the timer runs out, this changes the currently exhibited LOT to the next one
*/
void NextExhibit();
void NextLUPExhibit();
private:
/**
* The LOT that's currently on exhibit
*/
LOT m_Exhibit;
/**
* The time since we've last updated the exhibit
*/
float m_UpdateTimer;
/**
* The list of possible exhibits to show
*/
std::vector<LOT> m_Exhibits;
/**
* The current index in the exhibit list
*/
size_t m_ExhibitIndex;
float m_UpdateTimer = 0.0f;
std::array<LOT, 4> m_LUPExhibits = { 11121, 11295, 11423, 11979 };
uint8_t m_LUPExhibitIndex = 0;
bool m_DirtyLUPExhibit = true;
};

View File

@@ -16,7 +16,7 @@ LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component
void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!");
LOG("Failed to find lvl tag while updating XML!");
return;
}
level->SetAttribute("l", m_Level);
@@ -27,7 +27,7 @@ void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!");
LOG("Failed to find lvl tag while loading XML!");
return;
}
level->QueryAttribute("l", &m_Level);
@@ -44,7 +44,7 @@ void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool
}
void LevelProgressionComponent::HandleLevelUp() {
auto* rewardsTable = CDClientManager::Instance().GetTable<CDRewardsTable>();
auto* rewardsTable = CDClientManager::GetTable<CDRewardsTable>();
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;

View File

@@ -11,9 +11,9 @@
*
*/
class LevelProgressionComponent : public Component {
class LevelProgressionComponent final : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
/**
* Constructor for this component

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