Merge branch 'DarkflameUniverse:main' into main

This commit is contained in:
Nils Bergmann 2021-12-25 17:05:37 +01:00 committed by GitHub
commit 8ba3fe33f3
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41 changed files with 763 additions and 426 deletions

33
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,33 @@
name: Cmake CI
on:
push:
branches: [ main ]
pull_request:
branches: [ main ]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
submodules: true
- name: cmake
uses: lukka/run-cmake@v10
with:
configurePreset: 'default'
buildPreset: 'default'
- name: artifacts
uses: actions/upload-artifact@v2
with:
name: linux-build
path: |
build
!build/CMakeCache.txt
!build/build.ninja
!build/_deps
!build/cmake_install.cmake
!build/*.a

26
CMakePresets.json Normal file
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@ -0,0 +1,26 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 12,
"patch": 0
},
"configurePresets": [
{
"name": "default",
"displayName": "Default Configure Settings",
"description": "Sets build and install directories",
"binaryDir": "${sourceDir}/build",
"generator": "Unix Makefiles"
}
],
"buildPresets": [
{
"name": "default",
"configurePreset": "default",
"displayName": "Default Build",
"description": "Default Build",
"jobs": 2
}
]
}

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@ -57,6 +57,6 @@ std::vector<CDLootMatrix> CDLootMatrixTable::Query(std::function<bool(CDLootMatr
}
//! Gets all the entries in the table
std::vector<CDLootMatrix> CDLootMatrixTable::GetEntries(void) const {
const std::vector<CDLootMatrix>& CDLootMatrixTable::GetEntries(void) const {
return this->entries;
}

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@ -50,7 +50,7 @@ public:
/*!
\return The entries
*/
std::vector<CDLootMatrix> GetEntries(void) const;
const std::vector<CDLootMatrix>& GetEntries(void) const;
};

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@ -54,6 +54,6 @@ std::vector<CDLootTable> CDLootTableTable::Query(std::function<bool(CDLootTable)
}
//! Gets all the entries in the table
std::vector<CDLootTable> CDLootTableTable::GetEntries(void) const {
const std::vector<CDLootTable>& CDLootTableTable::GetEntries(void) const {
return this->entries;
}

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@ -46,7 +46,7 @@ public:
/*!
\return The entries
*/
std::vector<CDLootTable> GetEntries(void) const;
const std::vector<CDLootTable>& GetEntries(void) const;
};

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@ -52,6 +52,6 @@ std::vector<CDRarityTable> CDRarityTableTable::Query(std::function<bool(CDRarity
}
//! Gets all the entries in the table
std::vector<CDRarityTable> CDRarityTableTable::GetEntries(void) const {
const std::vector<CDRarityTable>& CDRarityTableTable::GetEntries(void) const {
return this->entries;
}

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@ -66,7 +66,7 @@ public:
/*!
\return The entries
*/
std::vector<CDRarityTable> GetEntries(void) const;
const std::vector<CDRarityTable>& GetEntries(void) const;
};

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@ -783,12 +783,12 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
if (member == nullptr) continue;
Loot::DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
LootGenerator::Instance().DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
else
{
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
}
@ -815,7 +815,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
coinsTotal -= coinsToLoose;
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
}
character->SetCoins(coinsTotal);

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@ -317,7 +317,9 @@ void RacingControlComponent::OnRequestDie(Entity *player) {
return;
}
racingPlayer.smashedTimes++;
if (!racingPlayer.noSmashOnReload) {
racingPlayer.smashedTimes++;
}
// Reset player to last checkpoint
GameMessages::SendRacingSetPlayerResetInfo(
@ -390,7 +392,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
// Calculate the score, different loot depending on player count
const auto score = m_LoadedPlayers * 10 + data->finished;
Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
// Giving rewards
GameMessages::SendNotifyRacingClient(

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@ -452,7 +452,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
}
Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
}
m_Builder = LWOOBJID_EMPTY;

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@ -524,7 +524,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
}
}

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@ -333,14 +333,14 @@ bool Item::UseNonEquip()
{
std::unordered_map<LOT, int32_t> result {};
Loot::CalculateLootMatrix(pack.LootMatrixIndex, entityParent, result);
result = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
if (!inventory->GetComponent()->HasSpaceForLoot(result))
{
return false;
}
Loot::GiveLoot(inventory->GetComponent()->GetParent(), result);
LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result);
}
inventory->GetComponent()->RemoveItem(lot, 1);

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@ -1,384 +1,389 @@
#include "Loot.h"
#include "GameMessages.h"
#include "CDClientManager.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "SimplePhysicsComponent.h"
#include "ControllablePhysicsComponent.h"
#include "DestroyableComponent.h"
#include "MissionComponent.h"
#include "CharacterComponent.h"
#include "TeamManager.h"
#include <algorithm>
std::vector<CDLootTable> Loot::GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity) {
std::vector<CDLootTable> refinedLoot;
for (auto loot : lootTable) {
CDItemComponent item = Inventory::FindItemComponent(loot.itemid);
if (item.rarity == rarity) {
refinedLoot.push_back(loot);
}
else if (item.rarity == 0) {
refinedLoot.push_back(loot); // powerups
}
}
#include "Loot.h"
return refinedLoot;
#include "CDComponentsRegistryTable.h"
#include "CDItemComponentTable.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDRarityTableTable.h"
#include "Character.h"
#include "Entity.h"
#include "GameMessages.h"
#include "GeneralUtils.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
LootGenerator::LootGenerator() {
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
CDItemComponentTable* itemComponentTable = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
// ==============================
// Cache Item Rarities
// ==============================
std::vector<uint32_t> uniqueItems;
for (const CDLootTable& loot : lootTableTable->GetEntries()) {
uniqueItems.push_back(loot.itemid);
}
// filter out duplicates
std::sort(uniqueItems.begin(), uniqueItems.end());
uniqueItems.erase(std::unique(uniqueItems.begin(), uniqueItems.end()), uniqueItems.end());
for (const uint32_t itemID : uniqueItems) {
uint32_t itemComponentID = componentsRegistryTable->GetByIDAndType(itemID, COMPONENT_TYPE_ITEM);
const CDItemComponent& item = itemComponentTable->GetItemComponentByID(itemComponentID);
m_ItemRarities.insert({itemID, item.rarity});
}
// ==============================
// Cache Rarity Tables
// ==============================
std::vector<uint32_t> uniqueRarityIndices;
for (const CDRarityTable& rarity : rarityTableTable->GetEntries()) {
uniqueRarityIndices.push_back(rarity.RarityTableIndex);
}
// filter out duplicates
std::sort(uniqueRarityIndices.begin(), uniqueRarityIndices.end());
uniqueRarityIndices.erase(std::unique(uniqueRarityIndices.begin(), uniqueRarityIndices.end()), uniqueRarityIndices.end());
for (const uint32_t index : uniqueRarityIndices) {
std::vector<CDRarityTable> table = rarityTableTable->Query([index](const CDRarityTable& entry) { return entry.RarityTableIndex == index; });
RarityTable rarityTable;
for (const CDRarityTable& entry : table) {
RarityTableEntry rarity{entry.rarity, entry.randmax};
rarityTable.push_back(rarity);
}
// sort in descending order based on randMax
std::sort(rarityTable.begin(), rarityTable.end(), [](const RarityTableEntry& x, const RarityTableEntry& y) { return x.randMax > y.randMax; });
m_RarityTables.insert({index, rarityTable});
}
// ==============================
// Cache Loot Matrices
// ==============================
std::vector<uint32_t> uniqueMatrixIndices;
for (const CDLootMatrix& matrix : lootMatrixTable->GetEntries()) {
uniqueMatrixIndices.push_back(matrix.LootMatrixIndex);
}
// filter out duplicates
std::sort(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end());
uniqueMatrixIndices.erase(std::unique(uniqueMatrixIndices.begin(), uniqueMatrixIndices.end()), uniqueMatrixIndices.end());
for (const uint32_t index : uniqueMatrixIndices) {
std::vector<CDLootMatrix> matrix = lootMatrixTable->Query([index](const CDLootMatrix& entry) { return entry.LootMatrixIndex == index; });
LootMatrix lootMatrix;
for (const CDLootMatrix& entry : matrix) {
LootMatrixEntry matrixEntry{entry.LootTableIndex, entry.RarityTableIndex, entry.percent, entry.minToDrop, entry.maxToDrop};
lootMatrix.push_back(matrixEntry);
}
m_LootMatrices.insert({index, lootMatrix});
}
// ==============================
// Cache Loot Tables
// ==============================
std::vector<uint32_t> uniqueTableIndices;
for (const CDLootTable& entry : lootTableTable->GetEntries()) {
uniqueTableIndices.push_back(entry.LootTableIndex);
}
// filter out duplicates
std::sort(uniqueTableIndices.begin(), uniqueTableIndices.end());
uniqueTableIndices.erase(std::unique(uniqueTableIndices.begin(), uniqueTableIndices.end()), uniqueTableIndices.end());
for (const uint32_t index : uniqueTableIndices) {
std::vector<CDLootTable> entries = lootTableTable->Query([index](const CDLootTable& entry) { return entry.LootTableIndex == index; });
LootTable lootTable;
for (const CDLootTable& entry : entries) {
LootTableEntry tableEntry{(LOT)entry.itemid, entry.MissionDrop};
lootTable.push_back(tableEntry);
}
// sort by item rarity descending
std::sort(lootTable.begin(), lootTable.end(), [&](const LootTableEntry& x, const LootTableEntry& y) {
return m_ItemRarities[x.itemID] > m_ItemRarities[y.itemID];
});
m_LootTables.insert({index, lootTable});
}
}
void Loot::GiveLoot(Entity* user, uint32_t lootMatrixID) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
auto* missionComponent = player->GetComponent<MissionComponent>();
std::unordered_map<LOT, int32_t> result {};
std::unordered_map<LOT, int32_t> drops;
CalculateLootMatrix(lootMatrixID, user, result);
if (missionComponent == nullptr) {
return drops;
}
GiveLoot(user, result);
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
for (const LootMatrixEntry& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
for (uint32_t i = 0; i < dropCount; ++i) {
uint32_t maxRarity = 1;
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
for (const RarityTableEntry& rarity : rarityTable) {
if (rarity.randMax >= rarityRoll) {
maxRarity = rarity.rarity;
} else {
break;
}
}
bool rarityFound = false;
std::vector<LootTableEntry> possibleDrops;
for (const LootTableEntry& loot : lootTable) {
uint32_t rarity = m_ItemRarities[loot.itemID];
if (rarity == maxRarity) {
possibleDrops.push_back(loot);
rarityFound = true;
} else if (rarity < maxRarity && !rarityFound) {
possibleDrops.push_back(loot);
maxRarity = rarity;
}
}
if (possibleDrops.size() > 0) {
LootTableEntry drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
// filter out uneeded mission items
if (drop.isMissionDrop && !missionComponent->RequiresItem(drop.itemID))
continue;
// convert faction token proxy
if (drop.itemID == 13763) {
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8318; // "Assembly Token"
else if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8321; // "Venture League Token"
else if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8319; // "Sentinels Token"
else if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE)
drop.itemID = 8320; // "Paradox Token"
}
if (drop.itemID == 13763) {
continue;
} // check if we aren't in faction
if (drops.find(drop.itemID) == drops.end()) {
drops.insert({drop.itemID, 1});
} else {
++drops[drop.itemID];
}
}
}
}
}
return drops;
}
void Loot::DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
std::unordered_map<LOT, int32_t> LootGenerator::RollLootMatrix(uint32_t matrixIndex) {
std::unordered_map<LOT, int32_t> drops;
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
const LootMatrix& matrix = m_LootMatrices[matrixIndex];
if (inventoryComponent == nullptr) {
return;
}
for (const LootMatrixEntry& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
const LootTable& lootTable = m_LootTables[entry.lootTableIndex];
const RarityTable& rarityTable = m_RarityTables[entry.rarityTableIndex];
std::unordered_map<LOT, int32_t> result {};
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minDrop, entry.maxDrop);
for (uint32_t i = 0; i < dropCount; ++i) {
uint32_t maxRarity = 1;
CalculateLootMatrix(lootMatrixID, user, result);
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
DropLoot(user, killedObject, result, minCoins, maxCoins);
for (const RarityTableEntry& rarity : rarityTable) {
if (rarity.randMax >= rarityRoll) {
maxRarity = rarity.rarity;
} else {
break;
}
}
bool rarityFound = false;
std::vector<LootTableEntry> possibleDrops;
for (const LootTableEntry& loot : lootTable) {
uint32_t rarity = m_ItemRarities[loot.itemID];
if (rarity == maxRarity) {
possibleDrops.push_back(loot);
rarityFound = true;
} else if (rarity < maxRarity && !rarityFound) {
possibleDrops.push_back(loot);
maxRarity = rarity;
}
}
if (possibleDrops.size() > 0) {
const LootTableEntry& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
if (drops.find(drop.itemID) == drops.end()) {
drops.insert({drop.itemID, 1});
} else {
++drops[drop.itemID];
}
}
}
}
}
return drops;
}
void Loot::GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
void LootGenerator::GiveLoot(Entity* player, uint32_t matrixIndex) {
player = player->GetOwner(); // If the owner is overwritten, we collect that here
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
if (inventoryComponent == nullptr) {
return;
}
for (const auto& pair : result) {
inventoryComponent->AddItem(pair.first, pair.second);
}
GiveLoot(player, result);
}
void Loot::DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
user = user->GetOwner(); // If the owner is overwritten, we collect that here
void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
if (!inventoryComponent)
return;
const auto spawnPosition = killedObject->GetPosition();
const auto source = killedObject->GetObjectID();
for (const auto& pair : result) {
for (int i = 0; i < pair.second; ++i) {
GameMessages::SendDropClientLoot(user, source, pair.first, 0, spawnPosition, 1);
}
}
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
GameMessages::SendDropClientLoot(user, source, LOT_NULL, coins, spawnPosition);
for (const auto& pair : result) {
inventoryComponent->AddItem(pair.first, pair.second);
}
}
void Loot::DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
{
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
void LootGenerator::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards)
{
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
{
selectedReward = &activityReward;
}
}
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards) {
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
selectedReward = &activityReward;
}
}
if (selectedReward == nullptr)
{
return;
}
if (!selectedReward)
return;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::DropLoot(user, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
GiveLoot(player, selectedReward->LootMatrixIndex);
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
auto* character = player->GetCharacter();
character->SetCoins(character->GetCoins() + coins);
}
void Loot::GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating)
{
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards)
{
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating))
{
selectedReward = &activityReward;
}
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (selectedReward == nullptr)
{
return;
}
if (!inventoryComponent)
return;
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
Loot::GiveLoot(user, selectedReward->LootMatrixIndex);
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
auto* charactert = user->GetCharacter();
charactert->SetCoins(charactert->GetCoins() + coins);
DropLoot(player, killedObject, result, minCoins, maxCoins);
}
void Loot::CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result)
{
user = user->GetOwner();
void LootGenerator::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
player = player->GetOwner(); // if the owner is overwritten, we collect that here
auto* missionComponent = user->GetComponent<MissionComponent>();
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
// Get our loot for this LOT's lootMatrixID:
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance()->GetTable<CDLootMatrixTable>("LootMatrix");
CDLootTableTable* lootTableTable = CDClientManager::Instance()->GetTable<CDLootTableTable>("LootTable");
CDRarityTableTable* rarityTableTable = CDClientManager::Instance()->GetTable<CDRarityTableTable>("RarityTable");
if (!inventoryComponent)
return;
std::vector<CDLootMatrix> lootMatrix = lootMatrixTable->Query([lootMatrixID](CDLootMatrix entry) { return (entry.LootMatrixIndex == lootMatrixID); });
const auto spawnPosition = killedObject->GetPosition();
// Now, loop through each entry
for (uint32_t i = 0; i < lootMatrix.size(); ++i) {
// Now, determine whether or not we should drop this
float chanceToDrop = 1.0 - lootMatrix[i].percent;
float shouldDrop = GeneralUtils::GenerateRandomNumber<float>(0, 1);
const auto source = killedObject->GetObjectID();
const auto rarityTableIndex = lootMatrix[i].RarityTableIndex;
for (const auto& pair : result) {
for (int i = 0; i < pair.second; ++i) {
GameMessages::SendDropClientLoot(player, source, pair.first, 0, spawnPosition, 1);
}
}
std::vector<CDRarityTable> rarityTable = rarityTableTable->Query([rarityTableIndex](CDRarityTable entry) { return (entry.RarityTableIndex == rarityTableIndex); });
std::sort(rarityTable.begin(), rarityTable.end());
uint32_t coins = (int)(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
if (shouldDrop < chanceToDrop) {
// We are not able to drop this item, so continue
continue;
}
// If we reached here, we are able to drop the item
uint32_t minToDrop = lootMatrix[i].minToDrop;
uint32_t maxToDrop = lootMatrix[i].maxToDrop;
// Now determine the number we will drop of items from this table
uint32_t numToDrop = GeneralUtils::GenerateRandomNumber<uint32_t>(minToDrop, maxToDrop);
// Now, query the loot matrix index
const auto lootTableIndex = lootMatrix[i].LootTableIndex;
std::vector<CDLootTable> lootTable = lootTableTable->Query([lootTableIndex](CDLootTable entry) { return (entry.LootTableIndex == lootTableIndex); });
// Now randomize these entries
if (lootTable.size() > 1) {
std::shuffle(std::begin(lootTable), std::end(lootTable), Game::randomEngine);
}
uint32_t addedItems = 0;
if (lootTable.empty()) continue;
while (addedItems < numToDrop) {
addedItems++;
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
// im sorry
uint32_t highestRarity = 1; // LOOT_COMMON
float highestRandMax = 0.0f;
for (const auto& rarity : rarityTable) {
if (rarityRoll > rarity.randmax && rarity.randmax > highestRandMax) {
highestRandMax = rarity.randmax;
highestRarity = rarity.rarity + 1;
}
}
std::vector<CDLootTable> refinedLoot;
if (lootTable.size() == 1)
{
refinedLoot = lootTable;
}
else
{
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
bool continueLoop = false;
while (refinedLoot.empty())
{
if (highestRarity == 1)
{
continueLoop = true;
break;
}
highestRarity -= 1;
refinedLoot = GetLootOfRarity(lootTable, highestRarity);
if (!refinedLoot.empty())
{
break;
}
}
if (continueLoop) continue;
}
int randomTable = GeneralUtils::GenerateRandomNumber<int>(0, refinedLoot.size() - 1);
const auto& selectedTable = refinedLoot[randomTable];
uint32_t itemLOT = selectedTable.itemid;
bool isMissionItem = selectedTable.MissionDrop;
if (isMissionItem && missionComponent != nullptr)
{
// TODO: this executes a query in a hot path, might be worth refactoring away
if (!missionComponent->RequiresItem(itemLOT))
{
continue;
}
}
if (lootTable.size() > numToDrop)
{
for (size_t i = 0; i < lootTable.size(); i++)
{
if (lootTable[i].id == selectedTable.id)
{
lootTable.erase(lootTable.begin() + i);
break;
}
}
}
const auto& it = result.find(itemLOT);
if (it != result.end()) {
it->second++;
}
else {
result.emplace(itemLOT, 1);
}
}
}
int32_t tokenCount = 0;
const auto& tokens = result.find(13763);
if (tokens != result.end()) {
tokenCount = tokens->second;
result.erase(tokens);
}
if (tokenCount == 0 || user == nullptr) {
return;
}
if (missionComponent == nullptr) {
return;
}
LOT tokenId = -1;
if (missionComponent->GetMissionState(545) == MissionState::MISSION_STATE_COMPLETE) // "Join Assembly!"
{
tokenId = 8318; // "Assembly Token"
}
if (missionComponent->GetMissionState(556) == MissionState::MISSION_STATE_COMPLETE) // "Join Venture League!"
{
tokenId = 8321; // "Venture League Token"
}
if (missionComponent->GetMissionState(567) == MissionState::MISSION_STATE_COMPLETE) // "Join The Sentinels!"
{
tokenId = 8319; // "Sentinels Token"
}
if (missionComponent->GetMissionState(578) == MissionState::MISSION_STATE_COMPLETE) // "Join Paradox!"
{
tokenId = 8320; // "Paradox Token"
}
if (tokenId != -1)
{
result.emplace(tokenId, tokenCount);
}
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
}
void Loot::DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam, bool freeForAll)
{
if (sourceObject == nullptr)
{
return;
}
void LootGenerator::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable<CDActivityRewardsTable>("ActivityRewards");
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const auto sourceID = sourceObject->GetObjectID();
const auto sourcePosition = sourceObject->GetPosition();
const CDActivityRewards* selectedReward = nullptr;
for (const auto& activityReward : activityRewards) {
if (activityReward.activityRating <= rating && (selectedReward == nullptr || activityReward.activityRating > selectedReward->activityRating)) {
selectedReward = &activityReward;
}
}
// If useTeam, drop the item once for each team member.
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
if (selectedReward == nullptr) {
return;
}
if (team != nullptr && useTeam)
{
for (const auto& memberID : team->members)
{
// Get the team member from its ID.
auto* member = EntityManager::Instance()->GetEntity(memberID);
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
if (member == nullptr)
{
continue;
}
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance()->GetTable<CDCurrencyTableTable>("CurrencyTable");
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
// Drop the item.
GameMessages::SendDropClientLoot(member, sourceID, item, currency, sourcePosition, count);
}
if (currencyTable.size() > 0) {
minCoins = currencyTable[0].minvalue;
maxCoins = currencyTable[0].maxvalue;
}
return;
}
GameMessages::SendDropClientLoot(user, sourceID, item, currency, sourcePosition, count);
DropLoot(player, source, selectedReward->LootMatrixIndex, minCoins, maxCoins);
}

View File

@ -1,31 +1,62 @@
#pragma once
#include "dCommonVars.h"
#include <unordered_map>
#include "Singleton.h"
#include <vector>
#include "CDClientManager.h"
class Entity;
struct RarityTableEntry {
uint32_t rarity;
float randMax;
};
typedef std::vector<RarityTableEntry> RarityTable;
struct LootMatrixEntry {
uint32_t lootTableIndex;
uint32_t rarityTableIndex;
float percent;
uint32_t minDrop;
uint32_t maxDrop;
};
typedef std::vector<LootMatrixEntry> LootMatrix;
struct LootTableEntry {
LOT itemID;
bool isMissionDrop;
};
typedef std::vector<LootTableEntry> LootTable;
// used for glue code with Entity and Player classes
namespace Loot {
struct Info {
LWOOBJID id;
LOT lot;
uint32_t count;
};
struct Info {
LWOOBJID id;
LOT lot;
uint32_t count;
};
}
std::vector<CDLootTable> GetLootOfRarity(const std::vector<CDLootTable> &lootTable, uint32_t rarity);
void DropActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
class LootGenerator : public Singleton<LootGenerator> {
public:
LootGenerator();
void GiveActivityLoot(Entity* user, Entity* source, uint32_t activityID, int32_t rating = 0);
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
void GiveLoot(Entity* player, uint32_t matrixIndex);
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result);
void GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
void DropLoot(Entity* player, Entity* killedObject, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
void DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
void DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating = 0);
void CalculateLootMatrix(uint32_t lootMatrixID, Entity* user, std::unordered_map<LOT, int32_t>& result);
void GiveLoot(Entity* user, uint32_t lootMatrixID);
void DropLoot(Entity* user, Entity* killedObject, uint32_t lootMatrixID, uint32_t minCoins, uint32_t maxCoins);
void GiveLoot(Entity* user, std::unordered_map<LOT, int32_t>& result);
void DropLoot(Entity* user, Entity* killedObject, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
void DropItem(Entity* user, Entity* sourceObject, LOT item, int32_t currency, int32_t count, bool useTeam = false, bool freeForAll = false);
};
private:
std::unordered_map<uint32_t, uint8_t> m_ItemRarities;
std::unordered_map<uint32_t, RarityTable> m_RarityTables;
std::unordered_map<uint32_t, LootMatrix> m_LootMatrices;
std::unordered_map<uint32_t, LootTable> m_LootTables;
};

View File

@ -1691,6 +1691,43 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return;
}
if (chatCommand == "rollloot" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && args.size() >= 3) {
uint32_t lootMatrixIndex = 0;
uint32_t targetLot = 0;
uint32_t loops = 1;
if (!GeneralUtils::TryParse(args[0], lootMatrixIndex)) return;
if (!GeneralUtils::TryParse(args[1], targetLot)) return;
if (!GeneralUtils::TryParse(args[2], loops)) return;
uint64_t totalRuns = 0;
for (uint32_t i = 0; i < loops; i++) {
while (true) {
auto lootRoll = LootGenerator::Instance().RollLootMatrix(lootMatrixIndex);
totalRuns += 1;
bool doBreak = false;
for (const auto& kv : lootRoll) {
if ((uint32_t)kv.first == targetLot) {
doBreak = true;
}
}
if (doBreak) break;
}
}
std::u16string message = u"Ran loot drops looking for "
+ GeneralUtils::to_u16string(targetLot)
+ u", "
+ GeneralUtils::to_u16string(loops)
+ u" times. It ran "
+ GeneralUtils::to_u16string(totalRuns)
+ u" times. Averaging out at "
+ GeneralUtils::to_u16string((float) totalRuns / loops);
ChatPackets::SendSystemMessage(sysAddr, message);
}
if (chatCommand == "inspect" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER && args.size() >= 1)
{
Entity* closest = nullptr;

View File

@ -43,7 +43,8 @@ Instance * InstanceManager::GetInstance(LWOMAPID mapID, bool isFriendTransfer, L
maxPlayers = GetHardCap(mapID);
}
instance = new Instance(mExternalIP, ++m_LastPort, mapID, ++m_LastInstanceID, cloneID, softCap, maxPlayers);
uint32_t port = GetFreePort();
instance = new Instance(mExternalIP, port, mapID, ++m_LastInstanceID, cloneID, softCap, maxPlayers);
//Start the actual process:
#ifdef _WIN32
@ -59,7 +60,7 @@ Instance * InstanceManager::GetInstance(LWOMAPID mapID, bool isFriendTransfer, L
cmd.append(std::to_string(mapID));
cmd.append(" -port ");
cmd.append(std::to_string(m_LastPort));
cmd.append(std::to_string(port));
cmd.append(" -instance ");
cmd.append(std::to_string(m_LastInstanceID));
cmd.append(" -maxclients ");
@ -74,8 +75,6 @@ Instance * InstanceManager::GetInstance(LWOMAPID mapID, bool isFriendTransfer, L
system(cmd.c_str());
m_LastPort++; //Increment it again because the next port is for World<->Server comm.
m_LastPort++; //Increment it again because the next port is for World<->Chat comm.
m_Instances.push_back(instance);
if (instance) {
@ -97,6 +96,25 @@ bool InstanceManager::IsPortInUse(uint32_t port) {
return false;
}
uint32_t InstanceManager::GetFreePort() {
uint32_t port = m_LastPort;
std::vector<uint32_t> usedPorts;
for (Instance* i : m_Instances) {
usedPorts.push_back(i->GetPort());
}
std::sort(usedPorts.begin(), usedPorts.end());
int portIdx = 0;
while (portIdx < usedPorts.size() && port == usedPorts[portIdx]) {
//increment by 3 since each instance uses 3 ports (instance, world-server, world-chat)
port += 3;
portIdx++;
}
return port;
}
void InstanceManager::AddPlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID) {
Instance* inst = FindInstance(mapID, instanceID);
if (inst) {
@ -291,7 +309,8 @@ Instance* InstanceManager::CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID clon
int maxPlayers = 999;
instance = new Instance(mExternalIP, ++m_LastPort, mapID, ++m_LastInstanceID, cloneID, maxPlayers, maxPlayers, true, password);
uint32_t port = GetFreePort();
instance = new Instance(mExternalIP, port, mapID, ++m_LastInstanceID, cloneID, maxPlayers, maxPlayers, true, password);
//Start the actual process:
std::string cmd = "start ./WorldServer.exe -zone ";
@ -302,7 +321,7 @@ Instance* InstanceManager::CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID clon
cmd.append(std::to_string(mapID));
cmd.append(" -port ");
cmd.append(std::to_string(m_LastPort));
cmd.append(std::to_string(port));
cmd.append(" -instance ");
cmd.append(std::to_string(m_LastInstanceID));
cmd.append(" -maxclients ");
@ -317,8 +336,6 @@ Instance* InstanceManager::CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID clon
system(cmd.c_str());
m_LastPort++; //Increment it again because the next port is for World<->Server comm.
m_LastPort++; //Increment it again because the next port is for World<->Chat comm.
m_Instances.push_back(instance);
if (instance) return instance;

View File

@ -102,6 +102,7 @@ public:
Instance* GetInstance(LWOMAPID mapID, bool isFriendTransfer, LWOCLONEID cloneID); //Creates an instance if none found
bool IsPortInUse(uint32_t port);
uint32_t GetFreePort();
void AddPlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);
void RemovePlayer(SystemAddress systemAddr, LWOMAPID mapID, LWOINSTANCEID instanceID);

View File

@ -47,9 +47,12 @@ namespace Game {
bool shutdownSequenceStarted = false;
void ShutdownSequence();
dLogger* SetupLogger();
void StartAuthServer();
void StartChatServer();
void HandlePacket(Packet* packet);
std::map<uint32_t, std::string> activeSessions;
bool shouldShutdown = false;
SystemAddress chatServerMasterPeerSysAddr;
int main(int argc, char** argv) {
Diagnostics::SetProcessName("Master");
@ -188,35 +191,12 @@ int main(int argc, char** argv) {
//Depending on the config, start up servers:
if (config.GetValue("prestart_servers") != "" && config.GetValue("prestart_servers") == "1") {
#ifdef __APPLE__
//macOS doesn't need sudo to run on ports < 1024
system("./ChatServer&");
#elif _WIN32
system("start ./ChatServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
system("sudo ./ChatServer&");
}
else {
system("./ChatServer&");
}
#endif
StartChatServer();
Game::im->GetInstance(0, false, 0)->SetIsReady(true);
Game::im->GetInstance(1000, false, 0)->SetIsReady(true);
#ifdef __APPLE__
system("./AuthServer&");
#elif _WIN32
system("start ./AuthServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
system("sudo ./AuthServer&");
}
else {
system("./AuthServer&");
}
#endif
StartAuthServer();
}
auto t = std::chrono::high_resolution_clock::now();
@ -347,6 +327,10 @@ void HandlePacket(Packet* packet) {
if (instance) {
Game::im->RemoveInstance(instance); //Delete the old
}
if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
StartChatServer();
}
}
if (packet->data[0] == ID_CONNECTION_LOST) {
@ -359,6 +343,10 @@ void HandlePacket(Packet* packet) {
Game::im->RemoveInstance(instance); //Delete the old
//Game::im->GetInstance(zoneID.GetMapID(), false, 0); //Create the new
}
if (packet->systemAddress == chatServerMasterPeerSysAddr && !shouldShutdown) {
StartChatServer();
}
}
if (packet->data[1] == MASTER) {
@ -447,6 +435,14 @@ void HandlePacket(Packet* packet) {
}
}
if (theirServerType == ServerType::Chat) {
SystemAddress copy;
copy.binaryAddress = packet->systemAddress.binaryAddress;
copy.port = packet->systemAddress.port;
chatServerMasterPeerSysAddr = copy;
}
Game::logger->Log("MasterServer", "Received server info, instance: %i port: %i\n", theirInstanceID, theirPort);
break;
@ -666,6 +662,37 @@ void HandlePacket(Packet* packet) {
}
}
void StartChatServer() {
#ifdef __APPLE__
//macOS doesn't need sudo to run on ports < 1024
system("./ChatServer&");
#elif _WIN32
system("start ./ChatServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
system("sudo ./ChatServer&");
}
else {
system("./ChatServer&");
}
#endif
}
void StartAuthServer() {
#ifdef __APPLE__
system("./AuthServer&");
#elif _WIN32
system("start ./AuthServer.exe");
#else
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
system("sudo ./AuthServer&");
}
else {
system("./AuthServer&");
}
#endif
}
void ShutdownSequence() {
if (shutdownSequenceStarted) {
return;

View File

@ -70,7 +70,7 @@ void ActivityManager::StopActivity(Entity *self, const LWOOBJID playerID, const
SetActivityValue(self, playerID, 1, value1);
SetActivityValue(self, playerID, 2, value2);
Loot::GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
LootGenerator::Instance().GiveActivityLoot(player, self, gameID, CalculateActivityRating(self, playerID));
// Save the new score to the leaderboard and show the leaderboard to the player
LeaderboardManager::SaveScore(playerID, gameID, score, value1);

View File

@ -8,7 +8,7 @@ void AgPicnicBlanket::OnUse(Entity *self, Entity *user) {
self->SetVar<bool>(u"active", true);
auto lootTable = std::unordered_map<LOT, int32_t> {{935, 3}};
Loot::DropLoot(user, self, lootTable, 0, 0);
LootGenerator::Instance().DropLoot(user, self, lootTable, 0, 0);
self->AddCallbackTimer(5.0f, [self]() {
self->SetVar<bool>(u"active", false);

View File

@ -25,7 +25,7 @@ void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user)
self->SetNetworkVar(u"bInUse", true);
Loot::DropLoot(user, self, lootMatrix, 0, 0);
LootGenerator::Instance().DropLoot(user, self, lootMatrix, 0, 0);
self->AddCallbackTimer(cooldownTime, [this, self] () {
self->SetNetworkVar(u"bInUse", false);

View File

@ -91,7 +91,7 @@ void BaseRandomServer::SetSpawnerNetwork(Entity* self, const std::string& spawne
if (spawnerName == "Named_Enemies")
{
//spawner->Reset();
spawner->SoftReset();
}
spawner->Activate();
@ -173,12 +173,12 @@ void BaseRandomServer::NamedEnemyDeath(Entity* self, Spawner* spawner)
void BaseRandomServer::SpawnersUp(Entity* self)
{
}
void BaseRandomServer::SpawnersDown(Entity* self)
{
}
void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)

View File

@ -28,7 +28,7 @@ public:
void SpawnersUp(Entity* self);
void SpawnersDown(Entity* self);
void BaseOnTimerDone(Entity* self, const std::string& timerName);
void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
void NamedEnemyDeath(Entity* self, Spawner* spawner);

View File

@ -41,7 +41,7 @@ BootyDigServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string
if (renderComponent != nullptr)
renderComponent->PlayEffect(7730, u"cast", "bootyshine");
Loot::DropLoot(player, self, 231, 75, 75);
LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
}
}
} else if (args == "ChestDead") {

View File

@ -3,20 +3,15 @@
#include "dLogger.h"
void BuccaneerValiantShip::OnStartup(Entity* self) {
const auto skill = 982;
const auto behavior = 20577;
const auto skillCastTimer = 1.0F;
self->AddCallbackTimer(skillCastTimer, [self]() {
self->AddCallbackTimer(1.0F, [self]() {
auto* skillComponent = self->GetComponent<SkillComponent>();
auto* owner = self->GetOwner();
if (skillComponent != nullptr && owner != nullptr) {
skillComponent->CalculateBehavior(skill, behavior, LWOOBJID_EMPTY, true, false, owner->GetObjectID());
skillComponent->CalculateBehavior(982, 20577, LWOOBJID_EMPTY, true, false, owner->GetObjectID());
// Kill self if missed
const auto selfSmashTimer = 1.1F;
self->AddCallbackTimer(selfSmashTimer, [self]() {
self->AddCallbackTimer(1.1F, [self]() {
self->Kill();
});
}

View File

@ -261,6 +261,7 @@
#include "PersonalFortress.h"
#include "PropertyDevice.h"
#include "ImaginationBackpackHealServer.h"
#include "LegoDieRoll.h"
#include "BuccaneerValiantShip.h"
// Survival scripts
@ -775,8 +776,10 @@ CppScripts::Script* CppScripts::GetScript(Entity* parent, const std::string& scr
script = new PropertyDevice();
else if (scriptName == "scripts\\02_server\\Map\\General\\L_IMAG_BACKPACK_HEALS_SERVER.lua")
script = new ImaginationBackpackHealServer();
else if (scriptName == "scripts\\EquipmentScripts\\BuccaneerValiantShip.lua")
script = new BuccaneerValiantShip();
else if (scriptName == "scripts\\ai\\GENERAL\\L_LEGO_DIE_ROLL.lua")
script = new LegoDieRoll();
else if (scriptName == "scripts\\EquipmentScripts\\BuccaneerValiantShip.lua")
script = new BuccaneerValiantShip();
//Ignore these scripts:
else if (scriptName == "scripts\\02_server\\Enemy\\General\\L_SUSPEND_LUA_AI.lua")

View File

@ -6,6 +6,7 @@
#include "MissionState.h"
#include "Game.h"
#include "dLogger.h"
#include "Loot.h"
class User;
class Entity;

View File

@ -10,7 +10,7 @@ void GrowingFlower::OnSkillEventFired(Entity *self, Entity *target, const std::s
const auto mission1 = self->GetVar<int32_t>(u"missionID");
const auto mission2 = self->GetVar<int32_t>(u"missionID2");
Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {

55
dScripts/LegoDieRoll.cpp Normal file
View File

@ -0,0 +1,55 @@
#include "LegoDieRoll.h"
#include "Entity.h"
#include "dLogger.h"
#include "GameMessages.h"
void LegoDieRoll::OnStartup(Entity* self) {
self->AddTimer("DoneRolling", 10.0f);
self->AddTimer("ThrowDice", LegoDieRoll::animTime);
}
void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "DoneRolling") {
self->Smash(self->GetObjectID(), SILENT);
}
else if (timerName == "ThrowDice") {
int dieRoll = GeneralUtils::GenerateRandomNumber<int>(1, 6);
switch (dieRoll)
{
case 1:
GameMessages::SendPlayAnimation(self, u"roll-die-1");
break;
case 2:
GameMessages::SendPlayAnimation(self, u"roll-die-2");
break;
case 3:
GameMessages::SendPlayAnimation(self, u"roll-die-3");
break;
case 4:
GameMessages::SendPlayAnimation(self, u"roll-die-4");
break;
case 5:
GameMessages::SendPlayAnimation(self, u"roll-die-5");
break;
case 6:
{
GameMessages::SendPlayAnimation(self, u"roll-die-6");
// tracking the It's Truly Random Achievement
auto* owner = self->GetOwner();
auto* missionComponent = owner->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
const auto rollMissionState = missionComponent->GetMissionState(756);
if (rollMissionState == MissionState::MISSION_STATE_ACTIVE) {
missionComponent->ForceProgress(756, 1103, 1);
}
}
break;
}
default:
Game::logger->LogDebug("LegoDieRoll", "Invalid animation: roll-die-%i\n", dieRoll);
break;
}
}
}

11
dScripts/LegoDieRoll.h Normal file
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@ -0,0 +1,11 @@
#pragma once
#include "CppScripts.h"
class LegoDieRoll : public CppScripts::Script {
public:
void OnStartup(Entity* self);
void OnTimerDone(Entity* self, std::string timerName);
private:
constexpr static const float animTime = 2.0f;
};

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@ -22,10 +22,10 @@ void MinigameTreasureChestServer::OnUse(Entity *self, Entity *user) {
for (const auto& teamMemberID : team->members) {
auto* teamMember = EntityManager::Instance()->GetEntity(teamMemberID);
if (teamMember != nullptr)
Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
LootGenerator::Instance().DropActivityLoot(teamMember, self, sac->GetActivityID(), CalculateActivityRating(self, teamMemberID));
}
} else {
Loot::DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
LootGenerator::Instance().DropActivityLoot(user, self, sac->GetActivityID(), CalculateActivityRating(self, user->GetObjectID()));
}
sac->PlayerRemove(user->GetObjectID());

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@ -10,6 +10,6 @@ void NjDragonEmblemChestServer::OnUse(Entity *self, Entity *user) {
auto* destroyable = self->GetComponent<DestroyableComponent>();
if (destroyable != nullptr) {
Loot::DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
LootGenerator::Instance().DropLoot(user, self, destroyable->GetLootMatrixID(), 0, 0);
}
}

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@ -423,7 +423,7 @@ void SGCannon::SpawnNewModel(Entity *self) {
if (lootMatrix != 0) {
std::unordered_map<LOT, int32_t> toDrop = {};
Loot::CalculateLootMatrix(lootMatrix, player, toDrop);
toDrop = LootGenerator::Instance().RollLootMatrix(player, lootMatrix);
for (auto drop : toDrop) {
rewardModel->OnFireEventServerSide(self, ModelToBuildEvent, drop.first);
@ -581,7 +581,7 @@ void SGCannon::StopGame(Entity *self, bool cancel) {
);
}
Loot::GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
LootGenerator::Instance().GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
StopActivity(self, player->GetObjectID(), self->GetVar<uint32_t>(TotalScoreVariable),
self->GetVar<uint32_t>(MaxStreakVariable), percentage);

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@ -24,7 +24,7 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity *self, std::string message) {
renderComponent->PlayEffect(0, u"cast", "N_cast");
}
Loot::DropItem(owner, self, itemLOT, 0, 1, true, true);
LootGenerator::Instance().DropLoot(owner, self, itemLOT, 0, 1);
}
// Increment the current cycle

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@ -39,12 +39,12 @@ void TreasureChestDragonServer::OnUse(Entity* self, Entity* user)
if (memberObject == nullptr) continue;
Loot::DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
LootGenerator::Instance().DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
}
}
else
{
Loot::DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
LootGenerator::Instance().DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
}
self->Smash(self->GetObjectID());

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@ -4,7 +4,7 @@
#include "GameMessages.h"
void VeMissionConsole::OnUse(Entity *self, Entity *user) {
Loot::DropActivityLoot(user, self, 12551);
LootGenerator::Instance().DropActivityLoot(user, self, 12551);
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {

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@ -24,7 +24,7 @@ void WishingWellServer::OnUse(Entity* self, Entity* user)
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), audio);
}
Loot::DropActivityLoot(
LootGenerator::Instance().DropActivityLoot(
user,
self,
static_cast<uint32_t>(scriptedActivity->GetActivityID()),

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@ -73,6 +73,7 @@ namespace Game {
}
bool chatDisabled = false;
bool chatConnected = false;
bool worldShutdownSequenceStarted = false;
bool worldShutdownSequenceComplete = false;
void WorldShutdownSequence();
@ -89,6 +90,7 @@ struct tempSessionInfo {
std::map<std::string, tempSessionInfo> m_PendingUsers;
int instanceID = 0;
int g_CloneID = 0;
std::string databaseChecksum = "";
int main(int argc, char** argv) {
Diagnostics::SetProcessName("World");
@ -186,6 +188,7 @@ int main(int argc, char** argv) {
ObjectIDManager::Instance()->Initialize();
UserManager::Instance()->Initialize();
LootGenerator::Instance();
Game::chatFilter = new dChatFilter("./res/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, zoneID);
@ -210,6 +213,7 @@ int main(int argc, char** argv) {
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceChatDisconnect = 0;
int framesSinceLastUsersSave = 0;
int framesSinceLastSQLPing = 0;
int framesSinceLastUser = 0;
@ -235,6 +239,47 @@ int main(int argc, char** argv) {
Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
g_CloneID = cloneID;
// pre calculate the FDB checksum
if (Game::config->GetValue("check_fdb") == "1") {
std::ifstream fileStream;
static const std::vector<std::string> aliases = {
"res/CDServers.fdb",
"res/cdserver.fdb",
"res/CDClient.fdb",
"res/cdclient.fdb",
};
for (const auto& file : aliases) {
fileStream.open(file, std::ios::binary | std::ios::in);
if (fileStream.is_open()) {
break;
}
}
const int bufferSize = 1024;
MD5* md5 = new MD5();
char fileStreamBuffer[1024] = {};
while (!fileStream.eof()) {
memset(fileStreamBuffer, 0, bufferSize);
fileStream.read(fileStreamBuffer, bufferSize);
md5->update(fileStreamBuffer, fileStream.gcount());
}
fileStream.close();
const char* nullTerminateBuffer = "\0";
md5->update(nullTerminateBuffer, 1); // null terminate the data
md5->finalize();
databaseChecksum = md5->hexdigest();
delete md5;
Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s\n", databaseChecksum.c_str());
}
}
while (true) {
@ -276,6 +321,19 @@ int main(int argc, char** argv) {
}
else framesSinceMasterDisconnect = 0;
// Check if we're still connected to chat:
if (!chatConnected) {
framesSinceChatDisconnect++;
// Attempt to reconnect every 30 seconds.
if (framesSinceChatDisconnect >= 2000) {
framesSinceChatDisconnect = 0;
Game::chatServer->Connect(masterIP.c_str(), chatPort, "3.25 ND1", 8);
}
}
else framesSinceChatDisconnect = 0;
//In world we'd update our other systems here.
if (zoneID != 0 && deltaTime > 0.0f) {
@ -516,11 +574,15 @@ dLogger * SetupLogger(int zoneID, int instanceID) {
void HandlePacketChat(Packet* packet) {
if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
Game::logger->Log("WorldServer", "Lost our connection to chat.\n");
chatConnected = false;
}
if (packet->data[0] == ID_CONNECTION_REQUEST_ACCEPTED) {
Game::logger->Log("WorldServer", "Established connection to chat\n");
Game::chatSysAddr = packet->systemAddress;
chatConnected = true;
}
if (packet->data[0] == ID_USER_PACKET_ENUM) {
@ -841,7 +903,33 @@ void HandlePacket(Packet* packet) {
case MSG_WORLD_CLIENT_VALIDATION: {
std::string username = PacketUtils::ReadString(0x08, packet, true);
std::string sessionKey = PacketUtils::ReadString(74, packet, true);
std::string clientDatabaseChecksum = PacketUtils::ReadString(packet->length - 33, packet, false);
// sometimes client puts a null terminator at the end of the checksum and sometimes doesn't, weird
clientDatabaseChecksum = clientDatabaseChecksum.substr(0, 32);
// If the check is turned on, validate the client's database checksum.
if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) {
uint32_t gmLevel = 0;
auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
stmt->setString(1, username.c_str());
auto* res = stmt->executeQuery();
while (res->next()) {
gmLevel = res->getInt(1);
}
delete stmt;
delete res;
// Developers may skip this check
if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
Game::logger->Log("WorldServer", "Client's database checksum does not match the server's, aborting connection.\n");
Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_KICK);
return;
}
}
//Request the session info from Master:
CBITSTREAM;
PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_REQUEST_SESSION_KEY);

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@ -11,6 +11,8 @@
#include "GeneralUtils.h"
#include "Entity.h"
#include "EntityManager.h"
#include "CDFeatureGatingTable.h"
#include "CDClientManager.h"
Level::Level(Zone* parentZone, const std::string& filepath) {
m_ParentZone = parentZone;

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@ -50,3 +50,6 @@ solo_racing=0
# Disables the anti-speedhack system. If you get kicked randomly you might want to disable this, as it might just be lag
disable_anti_speedhack=0
# 0 or 1, check server fdb (res/CDServer.fdb) against clients
check_fdb=0