mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-04-26 16:46:31 +00:00
i am surprised no one noticed this for 3 yeasr (#1721)
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a6c6d892cf
commit
7599a2e81e
@ -386,6 +386,9 @@ void Entity::Initialize() {
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if (m_Character) {
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comp->LoadFromXml(m_Character->GetXMLDoc());
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} else {
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// extraInfo overrides. Client ORs the database smashable and the luz smashable.
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comp->SetIsSmashable(comp->GetIsSmashable() | isSmashable);
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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@ -420,9 +423,6 @@ void Entity::Initialize() {
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comp->SetMinCoins(currencyValues[0].minvalue);
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comp->SetMaxCoins(currencyValues[0].maxvalue);
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}
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// extraInfo overrides. Client ORs the database smashable and the luz smashable.
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comp->SetIsSmashable(comp->GetIsSmashable() | isSmashable);
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}
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} else {
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comp->SetHealth(1);
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@ -1565,7 +1565,7 @@ void Entity::Kill(Entity* murderer, const eKillType killType) {
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m_DieCallbacks.clear();
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//OMAI WA MOU, SHINDERIU
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//お前はもう死んでいる
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GetScript()->OnDie(this, murderer);
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@ -65,14 +65,7 @@ void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIni
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outBitStream.Write(false);
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}
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// If build state is completed and we've already serialized once in the completed state,
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// don't serializing this component anymore as this will cause the build to jump again.
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// If state changes, serialization will begin again.
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if (!m_StateDirty && m_State == eQuickBuildState::COMPLETED) {
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outBitStream.Write0();
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outBitStream.Write0();
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return;
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}
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// BEGIN Scripted Activity
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outBitStream.Write1();
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@ -90,8 +83,8 @@ void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIni
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}
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// END Scripted Activity
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outBitStream.Write1();
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outBitStream.Write(m_StateDirty || bIsInitialUpdate);
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if (m_StateDirty || bIsInitialUpdate) {
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outBitStream.Write(m_State);
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outBitStream.Write(m_ShowResetEffect);
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@ -101,15 +94,16 @@ void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsIni
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outBitStream.Write(m_TimerIncomplete);
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if (bIsInitialUpdate) {
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outBitStream.Write(false);
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outBitStream.Write(false); // IsChoiceBuild
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outBitStream.Write(m_ActivatorPosition);
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outBitStream.Write(m_RepositionPlayer);
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}
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m_StateDirty = false;
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}
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}
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void QuickBuildComponent::Update(float deltaTime) {
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m_Activator = GetActivator();
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SetActivator(GetActivator());
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// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
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/*if (m_SoftTimer > 0.0f) {
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@ -130,12 +124,13 @@ void QuickBuildComponent::Update(float deltaTime) {
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const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
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if (isSmashGroup) {
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m_TimerIncomplete += deltaTime;
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ModifyIncompleteTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@ -153,21 +148,20 @@ void QuickBuildComponent::Update(float deltaTime) {
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break;
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}
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case eQuickBuildState::COMPLETED: {
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m_Timer += deltaTime;
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ModifyTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_ResetTime > 0) {
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if (m_Timer >= m_ResetTime - 4.0f) {
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if (!m_ShowResetEffect) {
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m_ShowResetEffect = true;
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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if (m_Timer >= m_ResetTime) {
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
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GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 7.0f, false, true);
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ResetQuickBuild(false);
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}
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@ -185,9 +179,9 @@ void QuickBuildComponent::Update(float deltaTime) {
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}
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m_TimeBeforeDrain -= deltaTime;
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m_Timer += deltaTime;
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m_TimerIncomplete = 0;
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m_ShowResetEffect = false;
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ModifyTimer(deltaTime);
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SetIncompleteTimer(0.0f);
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SetShowResetEffect(false);
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if (m_TimeBeforeDrain <= 0.0f) {
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m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
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@ -215,12 +209,13 @@ void QuickBuildComponent::Update(float deltaTime) {
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break;
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}
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case eQuickBuildState::INCOMPLETE: {
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m_TimerIncomplete += deltaTime;
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ModifyIncompleteTimer(deltaTime);
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Game::entityManager->SerializeEntity(m_Parent);
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// For reset times < 0 this has to be handled manually
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if (m_TimeBeforeSmash > 0) {
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if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
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m_ShowResetEffect = true;
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SetShowResetEffect(true);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@ -260,7 +255,7 @@ void QuickBuildComponent::SpawnActivator() {
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info.spawnerID = m_Parent->GetObjectID();
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info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
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m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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SetActivator(Game::entityManager->CreateEntity(info, nullptr, m_Parent));
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if (m_Activator) {
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m_ActivatorId = m_Activator->GetObjectID();
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Game::entityManager->ConstructEntity(m_Activator);
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@ -277,7 +272,7 @@ void QuickBuildComponent::DespawnActivator() {
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m_Activator->ScheduleKillAfterUpdate();
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m_Activator = nullptr;
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SetActivator(nullptr);
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m_ActivatorId = LWOOBJID_EMPTY;
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}
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@ -405,8 +400,7 @@ void QuickBuildComponent::StartQuickBuild(Entity* const user) {
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GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
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GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eQuickBuildState::BUILDING;
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m_StateDirty = true;
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SetState(eQuickBuildState::BUILDING);
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Game::entityManager->SerializeEntity(m_Parent);
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auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
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@ -444,9 +438,8 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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m_State = eQuickBuildState::COMPLETED;
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m_StateDirty = true;
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m_Timer = 0.0f;
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SetState(eQuickBuildState::COMPLETED);
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SetTimer(0.0f);
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m_DrainedImagination = 0;
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Game::entityManager->SerializeEntity(m_Parent);
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@ -526,11 +519,10 @@ void QuickBuildComponent::ResetQuickBuild(const bool failed) {
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GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
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m_State = eQuickBuildState::RESETTING;
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m_StateDirty = true;
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m_Timer = 0.0f;
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m_TimerIncomplete = 0.0f;
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m_ShowResetEffect = false;
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SetState(eQuickBuildState::RESETTING);
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SetTimer(0.0f);
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SetIncompleteTimer(0.0f);
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SetShowResetEffect(false);
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m_DrainedImagination = 0;
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Game::entityManager->SerializeEntity(m_Parent);
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@ -563,8 +555,7 @@ void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBui
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GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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// Now update the component itself
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m_State = eQuickBuildState::INCOMPLETE;
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m_StateDirty = true;
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SetState(eQuickBuildState::INCOMPLETE);
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// Notify scripts and possible subscribers
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m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
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@ -218,6 +218,48 @@ public:
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* @param skipChecks whether or not to skip the check for the quickbuild not being completed
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*/
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void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
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void SetState(const eQuickBuildState state) {
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if (m_State == state) return;
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m_State = state;
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m_StateDirty = true;
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}
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void SetShowResetEffect(const bool value) {
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if (m_ShowResetEffect == value) return;
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m_ShowResetEffect = value;
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m_StateDirty = true;
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}
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void SetActivator(Entity* const activator) {
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if (m_Activator == activator) return;
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m_Activator = activator;
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m_StateDirty = true;
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}
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void SetTimer(const float value) {
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if (m_Timer == value) return;
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m_Timer = value;
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m_StateDirty = true;
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}
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void ModifyTimer(const float value) {
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if (value == 0.0f) return;
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m_Timer += value;
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m_StateDirty = true;
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}
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void SetIncompleteTimer(const float value) {
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if (m_TimerIncomplete == value) return;
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m_TimerIncomplete = value;
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m_StateDirty = true;
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}
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void ModifyIncompleteTimer(const float value) {
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if (value == 0.0f) return;
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m_TimerIncomplete += value;
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m_StateDirty = true;
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}
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private:
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/**
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* Whether or not the quickbuild state has been changed since we last serialized it.
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@ -843,8 +843,10 @@ void GameMessages::SendDieNoImplCode(Entity* entity, const LWOOBJID& killerID, c
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bitStream.Write(entity->GetObjectID());
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bitStream.Write(MessageType::Game::DIE);
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bitStream.Write(bClientDeath);
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bitStream.Write(bSpawnLoot);
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bitStream.Write<uint32_t>(deathType.size());
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bitStream.Write(deathType);
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bitStream.Write(directionRelative_AngleXZ);
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bitStream.Write(directionRelative_AngleY);
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@ -854,7 +856,10 @@ void GameMessages::SendDieNoImplCode(Entity* entity, const LWOOBJID& killerID, c
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if (killType != eKillType::VIOLENT) bitStream.Write(killType);
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bitStream.Write(killerID);
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bitStream.Write(lootOwnerID != LWOOBJID_EMPTY);
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if (lootOwnerID != LWOOBJID_EMPTY) {
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bitStream.Write(lootOwnerID);
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}
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SEND_PACKET_BROADCAST;
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}
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