fix: live accurate player flag missions and flag debugging

Tested that the client reflects the correct server progression after a test map and manually setting a flag off.
tested that session flags correctly pick up on progression updates
This commit is contained in:
David Markowitz
2025-10-03 22:55:05 -07:00
parent c66e86caa2
commit 7da061aecf
3 changed files with 38 additions and 4 deletions

View File

@@ -682,6 +682,9 @@ private:
* NOTE: quick as there's no DB lookups
*/
void DoQuickXMLDataParse();
public:
const decltype(m_PlayerFlags)& GetPlayerFlags() const { return m_PlayerFlags; }
const decltype(m_SessionFlags)& GetSessionFlags() const { return m_SessionFlags; }
};
#endif // CHARACTER_H

View File

@@ -25,7 +25,7 @@
#include "MessageType/Game.h"
#include <ctime>
CharacterComponent::CharacterComponent(Entity* parent, const int32_t componentID, Character* character, const SystemAddress& systemAddress) : Component(parent, componentID) {
CharacterComponent::CharacterComponent(Entity* parent, Character* character, const SystemAddress& systemAddress) : Component(parent) {
m_Character = character;
m_IsRacing = false;
@@ -84,6 +84,30 @@ bool CharacterComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
cmptType.PushDebug<AMFIntValue>("Current Activity Type") = GeneralUtils::ToUnderlying(m_CurrentActivity);
cmptType.PushDebug<AMFDoubleValue>("Property Clone ID") = m_Character->GetPropertyCloneID();
auto& flagCmptType = reportInfo.info->PushDebug("Player Flag");
auto& allFlags = flagCmptType.PushDebug("All flags");
for (const auto& [id, flagChunk] : m_Character->GetPlayerFlags()) {
const auto base = id * 64;
auto flagChunkCopy = flagChunk;
for (int i = 0; i < 64; i++) {
if (static_cast<bool>(flagChunkCopy & 1)) {
const int32_t flagId = base + i;
std::stringstream stream;
stream << "Flag: " << flagId;
allFlags.PushDebug<AMFStringValue>(stream.str()) = "";
}
flagChunkCopy >>= 1;
}
}
auto& sessionFlags = flagCmptType.PushDebug("Session Only Flags");
for (const auto flagId : m_Character->GetSessionFlags()) {
std::stringstream stream;
stream << "Flag: " << flagId;
sessionFlags.PushDebug(stream.str());
}
return true;
}
@@ -859,7 +883,7 @@ void CharacterComponent::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) const {
character->SetZoneID(zoneID);
character->SetZoneInstance(zoneInstance);
character->SetZoneClone(zoneClone);
characterComponent->SetLastRocketConfig(u"");
characterComponent->AddVisitedLevel(LWOZONEID(zoneID, LWOINSTANCEID_INVALID, zoneClone));

View File

@@ -32,7 +32,7 @@
#include "StringifiedEnum.h"
namespace {
std::set<uint32_t> g_TestedMissions = {773, 774, 775, 776, 777}; // TODO Figure out why these missions are broken sometimes
std::set<uint32_t> g_TestedMissions = { 773, 774, 775, 776, 777 }; // TODO Figure out why these missions are broken sometimes
}
Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
@@ -87,6 +87,7 @@ void Mission::LoadFromXmlDone(const tinyxml2::XMLElement& element) {
}
void Mission::LoadFromXmlCur(const tinyxml2::XMLElement& element) {
const auto* const character = GetCharacter();
// Start custom XML
if (element.Attribute("state") != nullptr) {
m_State = static_cast<eMissionState>(std::stoul(element.Attribute("state")));
@@ -126,6 +127,12 @@ void Mission::LoadFromXmlCur(const tinyxml2::XMLElement& element) {
}
curTask->SetUnique(uniques);
} else if (type == eMissionTaskType::PLAYER_FLAG) {
int32_t progress = 0; // Update the progress to not include session flags which are unset between logins
for (const auto flag : curTask->GetAllTargets()) {
if (character->GetPlayerFlag(flag)) progress++;
}
curTask->SetProgress(progress, false);
}
index++;
@@ -453,7 +460,7 @@ void Mission::YieldRewards() {
if (info.LegoScore > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
if (levelComponent->GetLevel() >= Game::zoneManager->GetWorldConfig().levelCap) {
// Since the character is at the level cap we reward them with coins instead of UScore.
// If player is at the level cap and doesnt want to keep earning UScore at max level we convert it here.
coinsToSend += info.LegoScore * Game::zoneManager->GetWorldConfig().levelCapCurrencyConversion;
} else {
characterComponent->SetUScore(characterComponent->GetUScore() + info.LegoScore);