mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 06:23:35 +00:00
Merge branch 'DarkflameUniverse:main' into PetFixes
This commit is contained in:
commit
9a35aad438
@ -28,16 +28,13 @@ foreach(variable ${variables})
|
||||
# Set the variable
|
||||
set(${variable_name} ${variable_value})
|
||||
|
||||
# Add compiler definition
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D${variable_name}=${variable_value}")
|
||||
|
||||
message(STATUS "Variable: ${variable_name} = ${variable_value}")
|
||||
endif()
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
# Set the version
|
||||
set(PROJECT_VERSION "${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH}")
|
||||
set(PROJECT_VERSION "\"${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}.${PROJECT_VERSION_PATCH}\"")
|
||||
|
||||
# Echo the version
|
||||
message(STATUS "Version: ${PROJECT_VERSION}")
|
||||
@ -53,19 +50,21 @@ set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||
# Disabled misleading indentation as DL_LinkedList from RakNet has a weird indent.
|
||||
# Disabled no-register
|
||||
# Disabled unknown pragmas because Linux doesn't understand Windows pragmas.
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DPROJECT_VERSION=${PROJECT_VERSION}")
|
||||
if(UNIX)
|
||||
if(APPLE)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -fPIC")
|
||||
else()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -D_GLIBCXX_USE_CXX11_ABI=0 -D_GLIBCXX_USE_CXX17_ABI=0 -static-libgcc -fPIC -lstdc++fs")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++17 -O2 -Wuninitialized -fPIC")
|
||||
add_compile_definitions(_GLIBCXX_USE_CXX11_ABI=0 _GLIBCXX_USE_CXX17_ABI=0)
|
||||
if(NOT APPLE)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libgcc -lstdc++fs")
|
||||
endif()
|
||||
if (__dynamic AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
|
||||
|
||||
if (${DYNAMIC} AND CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -rdynamic")
|
||||
endif()
|
||||
if (__ggdb)
|
||||
|
||||
if (${GGDB})
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb")
|
||||
endif()
|
||||
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -O2 -fPIC")
|
||||
elseif(MSVC)
|
||||
# Skip warning for invalid conversion from size_t to uint32_t for all targets below for now
|
||||
@ -154,10 +153,7 @@ if (NOT EXISTS ${PROJECT_BINARY_DIR}/navmeshes)
|
||||
endif()
|
||||
|
||||
# Copy navmesh data on first build and extract it
|
||||
configure_file(
|
||||
${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip
|
||||
COPYONLY
|
||||
)
|
||||
configure_file(${CMAKE_SOURCE_DIR}/resources/navmeshes.zip ${PROJECT_BINARY_DIR}/navmeshes.zip COPYONLY)
|
||||
|
||||
file(ARCHIVE_EXTRACT INPUT ${PROJECT_BINARY_DIR}/navmeshes.zip DESTINATION ${PROJECT_BINARY_DIR}/navmeshes)
|
||||
file(REMOVE ${PROJECT_BINARY_DIR}/navmeshes.zip)
|
||||
@ -173,24 +169,14 @@ file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/dlu/)
|
||||
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/dlu/*.sql)
|
||||
foreach(file ${SQL_FILES})
|
||||
get_filename_component(file ${file} NAME)
|
||||
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
|
||||
configure_file(
|
||||
${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file}
|
||||
COPYONLY
|
||||
)
|
||||
endif()
|
||||
configure_file(${CMAKE_SOURCE_DIR}/migrations/dlu/${file} ${PROJECT_BINARY_DIR}/migrations/dlu/${file})
|
||||
endforeach()
|
||||
|
||||
file(MAKE_DIRECTORY ${PROJECT_BINARY_DIR}/migrations/cdserver/)
|
||||
file(GLOB SQL_FILES ${CMAKE_SOURCE_DIR}/migrations/cdserver/*.sql)
|
||||
foreach(file ${SQL_FILES})
|
||||
get_filename_component(file ${file} NAME)
|
||||
if (NOT EXISTS ${PROJECT_BINARY_DIR}/migrations/cdserver/${file})
|
||||
configure_file(
|
||||
${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file}
|
||||
COPYONLY
|
||||
)
|
||||
endif()
|
||||
configure_file(${CMAKE_SOURCE_DIR}/migrations/cdserver/${file} ${PROJECT_BINARY_DIR}/migrations/cdserver/${file})
|
||||
endforeach()
|
||||
|
||||
# Create our list of include directories
|
||||
@ -198,7 +184,9 @@ set(INCLUDED_DIRECTORIES
|
||||
"dCommon"
|
||||
"dCommon/dClient"
|
||||
"dCommon/dEnums"
|
||||
|
||||
"dChatFilter"
|
||||
|
||||
"dGame"
|
||||
"dGame/dBehaviors"
|
||||
"dGame/dComponents"
|
||||
@ -209,10 +197,14 @@ set(INCLUDED_DIRECTORIES
|
||||
"dGame/dPropertyBehaviors"
|
||||
"dGame/dPropertyBehaviors/ControlBehaviorMessages"
|
||||
"dGame/dUtilities"
|
||||
|
||||
"dPhysics"
|
||||
|
||||
"dNavigation"
|
||||
"dNavigation/dTerrain"
|
||||
|
||||
"dZoneManager"
|
||||
|
||||
"dDatabase"
|
||||
"dDatabase/CDClientDatabase"
|
||||
"dDatabase/CDClientDatabase/CDClientTables"
|
||||
@ -220,7 +212,9 @@ set(INCLUDED_DIRECTORIES
|
||||
"dDatabase/GameDatabase/ITables"
|
||||
"dDatabase/GameDatabase/MySQL"
|
||||
"dDatabase/GameDatabase/MySQL/Tables"
|
||||
|
||||
"dNet"
|
||||
|
||||
"dScripts"
|
||||
"dScripts/02_server"
|
||||
"dScripts/ai"
|
||||
@ -304,28 +298,24 @@ set(INCLUDED_DIRECTORIES
|
||||
"tests/dCommonTests"
|
||||
"tests/dGameTests"
|
||||
"tests/dGameTests/dComponentsTests"
|
||||
)
|
||||
)
|
||||
|
||||
# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
|
||||
if (APPLE)
|
||||
include_directories("/usr/local/include/")
|
||||
endif()
|
||||
|
||||
if (WIN32)
|
||||
set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include")
|
||||
elseif (UNIX)
|
||||
set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt")
|
||||
set(INCLUDED_DIRECTORIES ${INCLUDED_DIRECTORIES} "thirdparty/libbcrypt/include/bcrypt")
|
||||
endif()
|
||||
|
||||
# Add binary directory as an include directory
|
||||
include_directories(${PROJECT_BINARY_DIR})
|
||||
|
||||
# Actually include the directories from our list
|
||||
foreach (dir ${INCLUDED_DIRECTORIES})
|
||||
include_directories(${PROJECT_SOURCE_DIR}/${dir})
|
||||
endforeach()
|
||||
|
||||
if (NOT WIN32)
|
||||
include_directories("${PROJECT_SOURCE_DIR}/thirdparty/libbcrypt/include/bcrypt")
|
||||
endif()
|
||||
include_directories("${PROJECT_SOURCE_DIR}/thirdparty/libbcrypt/include")
|
||||
|
||||
|
||||
# Add linking directories:
|
||||
link_directories(${PROJECT_BINARY_DIR})
|
||||
|
||||
@ -381,7 +371,7 @@ set(COMMON_LIBRARIES "dCommon" "dDatabase" "dNet" "raknet" "mariadbConnCpp" "mag
|
||||
if (UNIX)
|
||||
set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "dl" "pthread")
|
||||
|
||||
if (NOT APPLE AND __include_backtrace__)
|
||||
if (NOT APPLE AND ${INCLUDE_BACKTRACE})
|
||||
set(COMMON_LIBRARIES ${COMMON_LIBRARIES} "backtrace")
|
||||
endif()
|
||||
endif()
|
||||
@ -419,6 +409,6 @@ target_precompile_headers(
|
||||
"$<$<COMPILE_LANGUAGE:CXX>:${PROJECT_SOURCE_DIR}/thirdparty/tinyxml2/tinyxml2.h>"
|
||||
)
|
||||
|
||||
if (${__enable_testing__} MATCHES "1")
|
||||
if (${ENABLE_TESTING})
|
||||
add_subdirectory(tests)
|
||||
endif()
|
||||
|
@ -1,22 +1,32 @@
|
||||
PROJECT_VERSION_MAJOR=1
|
||||
PROJECT_VERSION_MINOR=1
|
||||
PROJECT_VERSION_PATCH=1
|
||||
# LICENSE
|
||||
LICENSE=AGPL-3.0
|
||||
|
||||
# Debugging
|
||||
# Set __dynamic to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
|
||||
__dynamic=1
|
||||
# Set __ggdb to 1 to enable the -ggdb flag for the linker, including more debug info.
|
||||
# __ggdb=1
|
||||
# Set __include_backtrace__ to 1 to includes the backtrace library for better crashlogs.
|
||||
# __include_backtrace__=1
|
||||
# Set __compile_backtrace__ to 1 to compile the backtrace library instead of using system libraries.
|
||||
# __compile_backtrace__=1
|
||||
# Set DYNAMIC to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
|
||||
DYNAMIC=1
|
||||
|
||||
# Set GGDB to 1 to enable the -ggdb flag for the linker, including more debug info.
|
||||
# Do note, changing this will re-build the whole server
|
||||
GGDB=0
|
||||
|
||||
# Set INCLUDE_BACKTRACE to 1 to includes the backtrace library for better crashlogs.
|
||||
# Do note, changing this will re-build the whole server
|
||||
INCLUDE_BACKTRACE=0
|
||||
|
||||
# Set COMPILE_BACKTRACE to 1 to compile the backtrace library instead of using system libraries.
|
||||
# Do note, changing this will re-build the whole server
|
||||
COMPILE_BACKTRACE=0
|
||||
|
||||
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.
|
||||
__maria_db_connector_compile_jobs__=1
|
||||
MARIADB_CONNECTOR_COMPILE_JOBS=1
|
||||
|
||||
# When set to 1 and uncommented, compiling and linking testing folders and libraries will be done.
|
||||
__enable_testing__=1
|
||||
ENABLE_TESTING=1
|
||||
|
||||
# The path to OpenSSL. Change this if your OpenSSL install path is different than the default.
|
||||
OPENSSL_ROOT_DIR=/usr/local/opt/openssl@3/
|
||||
# Uncomment the below line to cache the entire CDClient into memory
|
||||
# CDCLIENT_CACHE_ALL=1
|
||||
|
||||
# Whether or not to cache the entire CDClient Database into memory instead of lazy loading.
|
||||
# 0 means to lazy load, all other values mean load the entire database.
|
||||
CDCLIENT_CACHE_ALL=0
|
||||
|
@ -47,12 +47,12 @@ int main(int argc, char** argv) {
|
||||
if (!Game::logger) return EXIT_FAILURE;
|
||||
|
||||
//Read our config:
|
||||
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "authconfig.ini").string());
|
||||
Game::config = new dConfig("authconfig.ini");
|
||||
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
|
||||
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
|
||||
|
||||
LOG("Starting Auth server...");
|
||||
LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
|
||||
LOG("Version: %s", PROJECT_VERSION);
|
||||
LOG("Compiled on: %s", __TIMESTAMP__);
|
||||
|
||||
try {
|
||||
|
@ -1,2 +1,3 @@
|
||||
add_executable(AuthServer "AuthServer.cpp")
|
||||
target_link_libraries(AuthServer ${COMMON_LIBRARIES})
|
||||
add_compile_definitions(AuthServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
|
||||
|
@ -6,6 +6,7 @@ set(DCHATSERVER_SOURCES
|
||||
|
||||
add_executable(ChatServer "ChatServer.cpp")
|
||||
add_library(dChatServer ${DCHATSERVER_SOURCES})
|
||||
add_compile_definitions(ChatServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
|
||||
|
||||
target_link_libraries(dChatServer ${COMMON_LIBRARIES} dChatFilter)
|
||||
target_link_libraries(ChatServer ${COMMON_LIBRARIES} dChatFilter dChatServer)
|
||||
|
@ -53,12 +53,12 @@ int main(int argc, char** argv) {
|
||||
if (!Game::logger) return EXIT_FAILURE;
|
||||
|
||||
//Read our config:
|
||||
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "chatconfig.ini").string());
|
||||
Game::config = new dConfig("chatconfig.ini");
|
||||
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
|
||||
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
|
||||
|
||||
LOG("Starting Chat server...");
|
||||
LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
|
||||
LOG("Version: %s", PROJECT_VERSION);
|
||||
LOG("Compiled on: %s", __TIMESTAMP__);
|
||||
|
||||
try {
|
||||
|
@ -71,7 +71,7 @@ LONG CALLBACK unhandled_handler(EXCEPTION_POINTERS* e) {
|
||||
#include <cstring>
|
||||
#include <exception>
|
||||
|
||||
#if defined(__include_backtrace__)
|
||||
#if defined(INCLUDE_BACKTRACE)
|
||||
#include <backtrace.h>
|
||||
|
||||
#include <backtrace-supported.h>
|
||||
@ -115,7 +115,14 @@ void GenerateDump() {
|
||||
}
|
||||
|
||||
void CatchUnhandled(int sig) {
|
||||
#ifndef __include_backtrace__
|
||||
std::exception_ptr eptr = std::current_exception();
|
||||
try {
|
||||
if (eptr) std::rethrow_exception(eptr);
|
||||
} catch(const std::exception& e) {
|
||||
LOG("Caught exception: '%s'", e.what());
|
||||
}
|
||||
|
||||
#ifndef INCLUDE_BACKTRACE
|
||||
|
||||
std::string fileName = Diagnostics::GetOutDirectory() + "crash_" + Diagnostics::GetProcessName() + "_" + std::to_string(getpid()) + ".log";
|
||||
LOG("Encountered signal %i, creating crash dump %s", sig, fileName.c_str());
|
||||
@ -167,7 +174,7 @@ void CatchUnhandled(int sig) {
|
||||
backtrace_symbols_fd(array, size, STDOUT_FILENO);
|
||||
# endif // defined(__GNUG__)
|
||||
|
||||
#else // __include_backtrace__
|
||||
#else // INCLUDE_BACKTRACE
|
||||
|
||||
struct backtrace_state* state = backtrace_create_state(
|
||||
Diagnostics::GetProcessFileName().c_str(),
|
||||
@ -178,7 +185,7 @@ void CatchUnhandled(int sig) {
|
||||
struct bt_ctx ctx = { state, 0 };
|
||||
Bt(state);
|
||||
|
||||
#endif // __include_backtrace__
|
||||
#endif // INCLUDE_BACKTRACE
|
||||
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <random>
|
||||
|
||||
class dServer;
|
||||
@ -28,4 +29,5 @@ namespace Game {
|
||||
extern EntityManager* entityManager;
|
||||
extern dZoneManager* zoneManager;
|
||||
extern PlayerContainer playerContainer;
|
||||
extern std::string projectVersion;
|
||||
}
|
||||
|
@ -10,8 +10,23 @@ dConfig::dConfig(const std::string& filepath) {
|
||||
LoadConfig();
|
||||
}
|
||||
|
||||
std::filesystem::path GetConfigDir() {
|
||||
std::filesystem::path config_dir = BinaryPathFinder::GetBinaryDir();
|
||||
if (const char* env_p = std::getenv("DLU_CONFIG_DIR")) {
|
||||
config_dir /= env_p;
|
||||
}
|
||||
return config_dir;
|
||||
}
|
||||
|
||||
const bool dConfig::Exists(const std::string& filepath) {
|
||||
std::filesystem::path config_dir = GetConfigDir();
|
||||
return std::filesystem::exists(config_dir / filepath);
|
||||
}
|
||||
|
||||
void dConfig::LoadConfig() {
|
||||
std::ifstream in(BinaryPathFinder::GetBinaryDir() / m_ConfigFilePath);
|
||||
std::filesystem::path config_dir = GetConfigDir();
|
||||
|
||||
std::ifstream in(config_dir / m_ConfigFilePath);
|
||||
if (!in.good()) return;
|
||||
|
||||
std::string line{};
|
||||
@ -19,7 +34,7 @@ void dConfig::LoadConfig() {
|
||||
if (!line.empty() && line.front() != '#') ProcessLine(line);
|
||||
}
|
||||
|
||||
std::ifstream sharedConfig(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini", std::ios::in);
|
||||
std::ifstream sharedConfig(config_dir / "sharedconfig.ini", std::ios::in);
|
||||
if (!sharedConfig.good()) return;
|
||||
|
||||
line.clear();
|
||||
@ -34,6 +49,11 @@ void dConfig::ReloadConfig() {
|
||||
}
|
||||
|
||||
const std::string& dConfig::GetValue(std::string key) {
|
||||
std::string upper_key(key);
|
||||
std::transform(upper_key.begin(), upper_key.end(), upper_key.begin(), ::toupper);
|
||||
if (const char* env_p = std::getenv(upper_key.c_str())) {
|
||||
this->m_ConfigValues[key] = env_p;
|
||||
}
|
||||
return this->m_ConfigValues[key];
|
||||
}
|
||||
|
||||
|
@ -7,6 +7,11 @@ class dConfig {
|
||||
public:
|
||||
dConfig(const std::string& filepath);
|
||||
|
||||
/**
|
||||
* Checks whether the specified filepath exists
|
||||
*/
|
||||
static const bool Exists(const std::string& filepath);
|
||||
|
||||
/**
|
||||
* Gets the specified key from the config. Returns an empty string if the value is not found.
|
||||
*
|
||||
|
15
dCommon/dEnums/eQuickBuildState.h
Normal file
15
dCommon/dEnums/eQuickBuildState.h
Normal file
@ -0,0 +1,15 @@
|
||||
#ifndef __EQUICKBUILDSTATE__H__
|
||||
#define __EQUICKBUILDSTATE__H__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
enum class eQuickBuildState : uint32_t {
|
||||
OPEN,
|
||||
COMPLETED = 2,
|
||||
RESETTING = 4,
|
||||
BUILDING,
|
||||
INCOMPLETE
|
||||
};
|
||||
|
||||
|
||||
#endif //!__EQUICKBUILDSTATE__H__
|
@ -1,15 +0,0 @@
|
||||
#ifndef __EREBUILDSTATE__H__
|
||||
#define __EREBUILDSTATE__H__
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
enum class eRebuildState : uint32_t {
|
||||
OPEN,
|
||||
COMPLETED = 2,
|
||||
RESETTING = 4,
|
||||
BUILDING,
|
||||
INCOMPLETE
|
||||
};
|
||||
|
||||
|
||||
#endif //!__EREBUILDSTATE__H__
|
@ -39,9 +39,11 @@
|
||||
#include "CDRailActivatorComponent.h"
|
||||
#include "CDRewardCodesTable.h"
|
||||
|
||||
#ifndef CDCLIENT_CACHE_ALL
|
||||
// Uncomment this to cache the full cdclient database into memory. This will make the server load faster, but will use more memory.
|
||||
// A vanilla CDClient takes about 46MB of memory + the regular world data.
|
||||
// #define CDCLIENT_CACHE_ALL
|
||||
// # define CDCLIENT_CACHE_ALL
|
||||
#endif // CDCLIENT_CACHE_ALL
|
||||
|
||||
#ifdef CDCLIENT_CACHE_ALL
|
||||
#define CDCLIENT_DONT_CACHE_TABLE(x) x
|
||||
|
@ -14,3 +14,7 @@ endforeach()
|
||||
|
||||
add_library(dDatabase STATIC ${DDATABASE_SOURCES})
|
||||
target_link_libraries(dDatabase sqlite3 mariadbConnCpp)
|
||||
|
||||
if (${CDCLIENT_CACHE_ALL})
|
||||
add_compile_definitions(dDatabase CDCLIENT_CACHE_ALL=${CDCLIENT_CACHE_ALL})
|
||||
endif()
|
||||
|
@ -47,7 +47,7 @@
|
||||
#include "MovingPlatformComponent.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "MissionOfferComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "BuildBorderComponent.h"
|
||||
#include "MovementAIComponent.h"
|
||||
#include "VendorComponent.h"
|
||||
@ -327,11 +327,11 @@ void Entity::Initialize() {
|
||||
* Multiple components require the destructible component.
|
||||
*/
|
||||
int buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF);
|
||||
int rebuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
|
||||
int quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
|
||||
|
||||
int componentID = -1;
|
||||
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>();
|
||||
@ -521,50 +521,50 @@ void Entity::Initialize() {
|
||||
}
|
||||
|
||||
if (int componentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD) > 0) {
|
||||
auto* rebuildComponent = AddComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = AddComponent<QuickBuildComponent>();
|
||||
|
||||
CDRebuildComponentTable* rebCompTable = CDClientManager::Instance().GetTable<CDRebuildComponentTable>();
|
||||
std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([=](CDRebuildComponent entry) { return (entry.id == rebuildComponentID); });
|
||||
std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([=](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); });
|
||||
|
||||
if (rebCompData.size() > 0) {
|
||||
rebuildComponent->SetResetTime(rebCompData[0].reset_time);
|
||||
rebuildComponent->SetCompleteTime(rebCompData[0].complete_time);
|
||||
rebuildComponent->SetTakeImagination(rebCompData[0].take_imagination);
|
||||
rebuildComponent->SetInterruptible(rebCompData[0].interruptible);
|
||||
rebuildComponent->SetSelfActivator(rebCompData[0].self_activator);
|
||||
rebuildComponent->SetActivityId(rebCompData[0].activityID);
|
||||
rebuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
|
||||
rebuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
|
||||
quickBuildComponent->SetResetTime(rebCompData[0].reset_time);
|
||||
quickBuildComponent->SetCompleteTime(rebCompData[0].complete_time);
|
||||
quickBuildComponent->SetTakeImagination(rebCompData[0].take_imagination);
|
||||
quickBuildComponent->SetInterruptible(rebCompData[0].interruptible);
|
||||
quickBuildComponent->SetSelfActivator(rebCompData[0].self_activator);
|
||||
quickBuildComponent->SetActivityId(rebCompData[0].activityID);
|
||||
quickBuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
|
||||
quickBuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
|
||||
|
||||
const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
|
||||
|
||||
if (rebuildResetTime != 0.0f) {
|
||||
rebuildComponent->SetResetTime(rebuildResetTime);
|
||||
quickBuildComponent->SetResetTime(rebuildResetTime);
|
||||
|
||||
// Known bug with moving platform in FV that casues it to build at the end instead of the start.
|
||||
// This extends the smash time so players can ride up the lift.
|
||||
if (m_TemplateID == 9483) {
|
||||
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() + 25);
|
||||
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 25);
|
||||
}
|
||||
}
|
||||
|
||||
const auto activityID = GetVar<int32_t>(u"activityID");
|
||||
|
||||
if (activityID > 0) {
|
||||
rebuildComponent->SetActivityId(activityID);
|
||||
quickBuildComponent->SetActivityId(activityID);
|
||||
Loot::CacheMatrix(activityID);
|
||||
}
|
||||
|
||||
const auto timeBeforeSmash = GetVar<float>(u"tmeSmsh");
|
||||
|
||||
if (timeBeforeSmash > 0) {
|
||||
rebuildComponent->SetTimeBeforeSmash(timeBeforeSmash);
|
||||
quickBuildComponent->SetTimeBeforeSmash(timeBeforeSmash);
|
||||
}
|
||||
|
||||
const auto compTime = GetVar<float>(u"compTime");
|
||||
|
||||
if (compTime > 0) {
|
||||
rebuildComponent->SetCompleteTime(compTime);
|
||||
quickBuildComponent->SetCompleteTime(compTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -605,8 +605,8 @@ void Entity::Initialize() {
|
||||
}
|
||||
|
||||
// Scripted activity component
|
||||
int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY);
|
||||
if ((scriptedActivityID > 0)) {
|
||||
int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1);
|
||||
if ((scriptedActivityID != -1)) {
|
||||
AddComponent<ScriptedActivityComponent>(scriptedActivityID);
|
||||
}
|
||||
|
||||
@ -1125,14 +1125,14 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
|
||||
baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
RebuildComponent* rebuildComponent;
|
||||
if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, rebuildComponent)) {
|
||||
QuickBuildComponent* quickBuildComponent;
|
||||
if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, quickBuildComponent)) {
|
||||
DestroyableComponent* destroyableComponent;
|
||||
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
|
||||
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
destroyableSerialized = true;
|
||||
rebuildComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
MovingPlatformComponent* movingPlatformComponent;
|
||||
@ -1588,10 +1588,10 @@ void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target
|
||||
m_PhantomCollisionCallbacks.push_back(callback);
|
||||
}
|
||||
|
||||
void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
|
||||
auto* rebuildComponent = GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr) {
|
||||
rebuildComponent->AddRebuildCompleteCallback(callback);
|
||||
void Entity::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
|
||||
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
|
||||
if (quickBuildComponent != nullptr) {
|
||||
quickBuildComponent->AddQuickBuildCompleteCallback(callback);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -211,7 +211,7 @@ public:
|
||||
|
||||
void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u"");
|
||||
void Kill(Entity* murderer = nullptr, const eKillType killType = eKillType::SILENT);
|
||||
void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const;
|
||||
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();
|
||||
|
@ -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;
|
||||
|
@ -7,7 +7,7 @@
|
||||
#include "Logger.h"
|
||||
#include "BehaviorBranchContext.h"
|
||||
#include "BehaviorContext.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
|
@ -13,7 +13,7 @@
|
||||
#include "DestroyableComponent.h"
|
||||
#include "EchoSyncSkill.h"
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "TeamManager.h"
|
||||
#include "eConnectionType.h"
|
||||
@ -412,8 +412,8 @@ bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
|
||||
if (!target) return false;
|
||||
|
||||
// ignore quickbuilds that aren't completed
|
||||
auto* targetQuickbuildComponent = target->GetComponent<RebuildComponent>();
|
||||
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eRebuildState::COMPLETED) return false;
|
||||
auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
|
||||
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "EntityInfo.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
@ -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);
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "BehaviorContext.h"
|
||||
#include "BaseCombatAIComponent.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
#include <vector>
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "ActivityComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "CDClientManager.h"
|
||||
#include "MissionComponent.h"
|
||||
@ -29,8 +29,9 @@
|
||||
#include "CDActivitiesTable.h"
|
||||
#include "LeaderboardManager.h"
|
||||
|
||||
ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) {
|
||||
m_ActivityID = activityID;
|
||||
ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Component(parent) {
|
||||
if (activityID > 0) m_ActivityID = activityID;
|
||||
else m_ActivityID = parent->GetVar<int32_t>(u"activityID");
|
||||
CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
|
||||
std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
|
||||
|
||||
@ -40,15 +41,10 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
|
||||
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;
|
||||
if (m_ActivityInfo.instanceMapID == -1) {
|
||||
const auto& transferOverride = parent->GetVarAsString(u"transferZoneID");
|
||||
if (!transferOverride.empty()) {
|
||||
GeneralUtils::TryParse(transferOverride, m_ActivityInfo.instanceMapID);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -79,30 +75,28 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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 ScriptedActivityComponent::ReloadConfig() {
|
||||
void ActivityComponent::ReloadConfig() {
|
||||
CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
|
||||
std::vector<CDActivities> activities = activitiesTable->Query([=](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 +106,7 @@ 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 +114,8 @@ 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 +123,9 @@ 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 +174,7 @@ 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 +199,7 @@ 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) {
|
||||
@ -287,7 +272,7 @@ 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 +281,12 @@ 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 +296,7 @@ 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 +307,7 @@ 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 +318,7 @@ 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 +334,7 @@ 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 +357,13 @@ 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 +374,11 @@ 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 +389,14 @@ 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 +406,14 @@ 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;
|
||||
@ -452,18 +421,19 @@ 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);
|
||||
@ -474,16 +444,16 @@ float_t ScriptedActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t
|
||||
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, 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) {
|
371
dGame/dComponents/ActivityComponent.h
Normal file
371
dGame/dComponents/ActivityComponent.h
Normal file
@ -0,0 +1,371 @@
|
||||
#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 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
|
@ -20,7 +20,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "SkillComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "Metrics.hpp"
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
@ -242,12 +242,12 @@ 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;
|
||||
}
|
||||
}
|
||||
@ -558,12 +558,12 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
|
||||
set(DGAME_DCOMPONENTS_SOURCES "ActivityComponent.cpp"
|
||||
"BaseCombatAIComponent.cpp"
|
||||
"BouncerComponent.cpp"
|
||||
"BuffComponent.cpp"
|
||||
"BuildBorderComponent.cpp"
|
||||
@ -31,12 +32,11 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
|
||||
"ProximityMonitorComponent.cpp"
|
||||
"RacingControlComponent.cpp"
|
||||
"RailActivatorComponent.cpp"
|
||||
"RebuildComponent.cpp"
|
||||
"QuickBuildComponent.cpp"
|
||||
"RenderComponent.cpp"
|
||||
"RigidbodyPhantomPhysicsComponent.cpp"
|
||||
"MultiZoneEntranceComponent.cpp"
|
||||
"RocketLaunchpadControlComponent.cpp"
|
||||
"ScriptedActivityComponent.cpp"
|
||||
"ShootingGalleryComponent.cpp"
|
||||
"SimplePhysicsComponent.cpp"
|
||||
"SkillComponent.cpp"
|
||||
|
@ -498,7 +498,7 @@ void CharacterComponent::TrackArmorDelta(int32_t armor) {
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterComponent::TrackRebuildComplete() {
|
||||
void CharacterComponent::TrackQuickBuildComplete() {
|
||||
UpdatePlayerStatistic(QuickBuildsCompleted);
|
||||
|
||||
const auto mapID = Game::zoneManager->GetZoneID().GetMapID();
|
||||
|
@ -233,7 +233,7 @@ public:
|
||||
/**
|
||||
* Handles completing a rebuild by updating the statistics
|
||||
*/
|
||||
void TrackRebuildComplete();
|
||||
void TrackQuickBuildComplete();
|
||||
|
||||
/**
|
||||
* Tracks a player completing the race, also updates stats
|
||||
|
@ -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"
|
||||
@ -85,11 +85,11 @@ void DestroyableComponent::Reinitialize(LOT templateID) {
|
||||
|
||||
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>();
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,9 @@
|
||||
#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
|
||||
@ -11,35 +14,15 @@
|
||||
class LUPExhibitComponent : public Component
|
||||
{
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::EXHIBIT;
|
||||
inline static const 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;
|
||||
};
|
||||
|
@ -117,11 +117,11 @@ void MovingPlatformComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
|
||||
}
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::OnRebuildInitilized() {
|
||||
void MovingPlatformComponent::OnQuickBuildInitilized() {
|
||||
StopPathing();
|
||||
}
|
||||
|
||||
void MovingPlatformComponent::OnCompleteRebuild() {
|
||||
void MovingPlatformComponent::OnCompleteQuickBuild() {
|
||||
if (m_NoAutoStart)
|
||||
return;
|
||||
|
||||
|
@ -116,12 +116,12 @@ public:
|
||||
/**
|
||||
* Stops all pathing, called when an entity starts a quick build associated with this platform
|
||||
*/
|
||||
void OnRebuildInitilized();
|
||||
void OnQuickBuildInitilized();
|
||||
|
||||
/**
|
||||
* Starts the pathing, called when an entity completed a quick build associated with this platform
|
||||
*/
|
||||
void OnCompleteRebuild();
|
||||
void OnCompleteQuickBuild();
|
||||
|
||||
/**
|
||||
* Updates the movement state for the moving platform
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "GameMessages.h"
|
||||
@ -24,7 +24,7 @@
|
||||
|
||||
#include "CppScripts.h"
|
||||
|
||||
RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
|
||||
QuickBuildComponent::QuickBuildComponent(Entity* entity) : Component(entity) {
|
||||
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
|
||||
|
||||
if (!checkPreconditions.empty()) {
|
||||
@ -46,18 +46,18 @@ RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
|
||||
SpawnActivator();
|
||||
}
|
||||
|
||||
RebuildComponent::~RebuildComponent() {
|
||||
QuickBuildComponent::~QuickBuildComponent() {
|
||||
delete m_Precondition;
|
||||
|
||||
Entity* builder = GetBuilder();
|
||||
if (builder) {
|
||||
CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
|
||||
CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
|
||||
}
|
||||
|
||||
DespawnActivator();
|
||||
}
|
||||
|
||||
void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
|
||||
void QuickBuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
|
||||
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
|
||||
if (bIsInitialUpdate) {
|
||||
outBitStream->Write(false);
|
||||
@ -70,7 +70,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
// If build state is completed and we've already serialized once in the completed state,
|
||||
// don't serializing this component anymore as this will cause the build to jump again.
|
||||
// If state changes, serialization will begin again.
|
||||
if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
|
||||
if (!m_StateDirty && m_State == eQuickBuildState::COMPLETED) {
|
||||
outBitStream->Write0();
|
||||
outBitStream->Write0();
|
||||
return;
|
||||
@ -110,7 +110,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
m_StateDirty = false;
|
||||
}
|
||||
|
||||
void RebuildComponent::Update(float deltaTime) {
|
||||
void QuickBuildComponent::Update(float deltaTime) {
|
||||
m_Activator = GetActivator();
|
||||
|
||||
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
|
||||
@ -124,7 +124,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
}*/
|
||||
|
||||
switch (m_State) {
|
||||
case eRebuildState::OPEN: {
|
||||
case eQuickBuildState::OPEN: {
|
||||
SpawnActivator();
|
||||
m_TimeBeforeDrain = 0;
|
||||
|
||||
@ -147,14 +147,14 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
||||
|
||||
ResetRebuild(false);
|
||||
ResetQuickBuild(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case eRebuildState::COMPLETED: {
|
||||
case eQuickBuildState::COMPLETED: {
|
||||
m_Timer += deltaTime;
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
@ -171,17 +171,17 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
||||
|
||||
ResetRebuild(false);
|
||||
ResetQuickBuild(false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case eRebuildState::BUILDING:
|
||||
case eQuickBuildState::BUILDING:
|
||||
{
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
if (!builder) {
|
||||
ResetRebuild(false);
|
||||
ResetQuickBuild(false);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -205,18 +205,18 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
Game::entityManager->SerializeEntity(builder);
|
||||
|
||||
if (newImagination <= 0 && imaginationCostRemaining > 0) {
|
||||
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
||||
CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
|
||||
CompleteRebuild(builder);
|
||||
CompleteQuickBuild(builder);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case eRebuildState::INCOMPLETE: {
|
||||
case eQuickBuildState::INCOMPLETE: {
|
||||
m_TimerIncomplete += deltaTime;
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
@ -232,17 +232,17 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
|
||||
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
||||
|
||||
ResetRebuild(false);
|
||||
ResetQuickBuild(false);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case eRebuildState::RESETTING: break;
|
||||
case eQuickBuildState::RESETTING: break;
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::OnUse(Entity* originator) {
|
||||
if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
|
||||
void QuickBuildComponent::OnUse(Entity* originator) {
|
||||
if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -250,10 +250,10 @@ void RebuildComponent::OnUse(Entity* originator) {
|
||||
return;
|
||||
}
|
||||
|
||||
StartRebuild(originator);
|
||||
StartQuickBuild(originator);
|
||||
}
|
||||
|
||||
void RebuildComponent::SpawnActivator() {
|
||||
void QuickBuildComponent::SpawnActivator() {
|
||||
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
|
||||
if (!m_Activator) {
|
||||
EntityInfo info;
|
||||
@ -273,7 +273,7 @@ void RebuildComponent::SpawnActivator() {
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::DespawnActivator() {
|
||||
void QuickBuildComponent::DespawnActivator() {
|
||||
if (m_Activator) {
|
||||
Game::entityManager->DestructEntity(m_Activator);
|
||||
|
||||
@ -285,73 +285,73 @@ void RebuildComponent::DespawnActivator() {
|
||||
}
|
||||
}
|
||||
|
||||
Entity* RebuildComponent::GetActivator() {
|
||||
Entity* QuickBuildComponent::GetActivator() {
|
||||
return Game::entityManager->GetEntity(m_ActivatorId);
|
||||
}
|
||||
|
||||
NiPoint3 RebuildComponent::GetActivatorPosition() {
|
||||
NiPoint3 QuickBuildComponent::GetActivatorPosition() {
|
||||
return m_ActivatorPosition;
|
||||
}
|
||||
|
||||
float RebuildComponent::GetResetTime() {
|
||||
float QuickBuildComponent::GetResetTime() {
|
||||
return m_ResetTime;
|
||||
}
|
||||
|
||||
float RebuildComponent::GetCompleteTime() {
|
||||
float QuickBuildComponent::GetCompleteTime() {
|
||||
return m_CompleteTime;
|
||||
}
|
||||
|
||||
int RebuildComponent::GetTakeImagination() {
|
||||
int QuickBuildComponent::GetTakeImagination() {
|
||||
return m_TakeImagination;
|
||||
}
|
||||
|
||||
bool RebuildComponent::GetInterruptible() {
|
||||
bool QuickBuildComponent::GetInterruptible() {
|
||||
return m_Interruptible;
|
||||
}
|
||||
|
||||
bool RebuildComponent::GetSelfActivator() {
|
||||
bool QuickBuildComponent::GetSelfActivator() {
|
||||
return m_SelfActivator;
|
||||
}
|
||||
|
||||
std::vector<int> RebuildComponent::GetCustomModules() {
|
||||
std::vector<int> QuickBuildComponent::GetCustomModules() {
|
||||
return m_CustomModules;
|
||||
}
|
||||
|
||||
int RebuildComponent::GetActivityId() {
|
||||
int QuickBuildComponent::GetActivityId() {
|
||||
return m_ActivityId;
|
||||
}
|
||||
|
||||
int RebuildComponent::GetPostImaginationCost() {
|
||||
int QuickBuildComponent::GetPostImaginationCost() {
|
||||
return m_PostImaginationCost;
|
||||
}
|
||||
|
||||
float RebuildComponent::GetTimeBeforeSmash() {
|
||||
float QuickBuildComponent::GetTimeBeforeSmash() {
|
||||
return m_TimeBeforeSmash;
|
||||
}
|
||||
|
||||
eRebuildState RebuildComponent::GetState() {
|
||||
eQuickBuildState QuickBuildComponent::GetState() {
|
||||
return m_State;
|
||||
}
|
||||
|
||||
Entity* RebuildComponent::GetBuilder() const {
|
||||
Entity* QuickBuildComponent::GetBuilder() const {
|
||||
auto* builder = Game::entityManager->GetEntity(m_Builder);
|
||||
|
||||
return builder;
|
||||
}
|
||||
|
||||
bool RebuildComponent::GetRepositionPlayer() const {
|
||||
bool QuickBuildComponent::GetRepositionPlayer() const {
|
||||
return m_RepositionPlayer;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
|
||||
void QuickBuildComponent::SetActivatorPosition(NiPoint3 value) {
|
||||
m_ActivatorPosition = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetResetTime(float value) {
|
||||
void QuickBuildComponent::SetResetTime(float value) {
|
||||
m_ResetTime = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetCompleteTime(float value) {
|
||||
void QuickBuildComponent::SetCompleteTime(float value) {
|
||||
if (value < 0) {
|
||||
m_CompleteTime = 4.5f;
|
||||
} else {
|
||||
@ -359,31 +359,31 @@ void RebuildComponent::SetCompleteTime(float value) {
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::SetTakeImagination(int value) {
|
||||
void QuickBuildComponent::SetTakeImagination(int value) {
|
||||
m_TakeImagination = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetInterruptible(bool value) {
|
||||
void QuickBuildComponent::SetInterruptible(bool value) {
|
||||
m_Interruptible = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetSelfActivator(bool value) {
|
||||
void QuickBuildComponent::SetSelfActivator(bool value) {
|
||||
m_SelfActivator = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetCustomModules(std::vector<int> value) {
|
||||
void QuickBuildComponent::SetCustomModules(std::vector<int> value) {
|
||||
m_CustomModules = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetActivityId(int value) {
|
||||
void QuickBuildComponent::SetActivityId(int value) {
|
||||
m_ActivityId = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetPostImaginationCost(int value) {
|
||||
void QuickBuildComponent::SetPostImaginationCost(int value) {
|
||||
m_PostImaginationCost = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::SetTimeBeforeSmash(float value) {
|
||||
void QuickBuildComponent::SetTimeBeforeSmash(float value) {
|
||||
if (value < 0) {
|
||||
m_TimeBeforeSmash = 10.0f;
|
||||
} else {
|
||||
@ -391,12 +391,12 @@ void RebuildComponent::SetTimeBeforeSmash(float value) {
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::SetRepositionPlayer(bool value) {
|
||||
void QuickBuildComponent::SetRepositionPlayer(bool value) {
|
||||
m_RepositionPlayer = value;
|
||||
}
|
||||
|
||||
void RebuildComponent::StartRebuild(Entity* user) {
|
||||
if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
|
||||
void QuickBuildComponent::StartQuickBuild(Entity* user) {
|
||||
if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
|
||||
m_Builder = user->GetObjectID();
|
||||
|
||||
auto* character = user->GetComponent<CharacterComponent>();
|
||||
@ -404,31 +404,31 @@ void RebuildComponent::StartRebuild(Entity* user) {
|
||||
|
||||
Game::entityManager->SerializeEntity(user);
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::BUILDING, user->GetObjectID());
|
||||
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
|
||||
GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
|
||||
m_State = eRebuildState::BUILDING;
|
||||
m_State = eQuickBuildState::BUILDING;
|
||||
m_StateDirty = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
||||
if (movingPlatform != nullptr) {
|
||||
movingPlatform->OnRebuildInitilized();
|
||||
movingPlatform->OnQuickBuildInitilized();
|
||||
}
|
||||
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
||||
script->OnRebuildStart(m_Parent, user);
|
||||
script->OnQuickBuildStart(m_Parent, user);
|
||||
}
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
||||
script->OnRebuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_RebuildStateCallbacks)
|
||||
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_QuickBuildStateCallbacks)
|
||||
cb(m_State);
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
void QuickBuildComponent::CompleteQuickBuild(Entity* user) {
|
||||
if (user == nullptr) {
|
||||
return;
|
||||
}
|
||||
@ -436,7 +436,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
||||
if (characterComponent != nullptr) {
|
||||
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
||||
characterComponent->TrackRebuildComplete();
|
||||
characterComponent->TrackQuickBuildComplete();
|
||||
} else {
|
||||
LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
|
||||
return;
|
||||
@ -444,13 +444,13 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
|
||||
Game::entityManager->SerializeEntity(user);
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::COMPLETED, user->GetObjectID());
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::COMPLETED, user->GetObjectID());
|
||||
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
||||
GameMessages::SendEnableQuickBuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
||||
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
|
||||
m_State = eRebuildState::COMPLETED;
|
||||
m_State = eQuickBuildState::COMPLETED;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_DrainedImagination = 0;
|
||||
@ -490,21 +490,21 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
|
||||
// Notify scripts
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
||||
script->OnRebuildComplete(m_Parent, user);
|
||||
script->OnRebuildNotifyState(m_Parent, m_State);
|
||||
script->OnQuickBuildComplete(m_Parent, user);
|
||||
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
||||
}
|
||||
|
||||
// Notify subscribers
|
||||
for (const auto& callback : m_RebuildStateCallbacks)
|
||||
for (const auto& callback : m_QuickBuildStateCallbacks)
|
||||
callback(m_State);
|
||||
for (const auto& callback : m_RebuildCompleteCallbacks)
|
||||
for (const auto& callback : m_QuickBuildCompleteCallbacks)
|
||||
callback(user);
|
||||
|
||||
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
|
||||
|
||||
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
||||
if (movingPlatform != nullptr) {
|
||||
movingPlatform->OnCompleteRebuild();
|
||||
movingPlatform->OnCompleteQuickBuild();
|
||||
}
|
||||
|
||||
// Set flag
|
||||
@ -520,20 +520,20 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
|
||||
}
|
||||
|
||||
void RebuildComponent::ResetRebuild(bool failed) {
|
||||
void QuickBuildComponent::ResetQuickBuild(bool failed) {
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
if (m_State == eRebuildState::BUILDING && builder) {
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
||||
if (m_State == eQuickBuildState::BUILDING && builder) {
|
||||
GameMessages::SendEnableQuickBuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
||||
|
||||
if (failed) {
|
||||
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
|
||||
}
|
||||
}
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
|
||||
|
||||
m_State = eRebuildState::RESETTING;
|
||||
m_State = eQuickBuildState::RESETTING;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_TimerIncomplete = 0.0f;
|
||||
@ -544,8 +544,8 @@ void RebuildComponent::ResetRebuild(bool failed) {
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
||||
script->OnRebuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_RebuildStateCallbacks)
|
||||
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_QuickBuildStateCallbacks)
|
||||
cb(m_State);
|
||||
|
||||
m_Parent->ScheduleKillAfterUpdate();
|
||||
@ -555,29 +555,29 @@ void RebuildComponent::ResetRebuild(bool failed) {
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
||||
if (m_State != eRebuildState::COMPLETED || skipChecks) {
|
||||
void QuickBuildComponent::CancelQuickBuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
||||
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
|
||||
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
||||
|
||||
// Notify the client that a state has changed
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::INCOMPLETE, entityID);
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
||||
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::INCOMPLETE, entityID);
|
||||
GameMessages::SendEnableQuickBuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
||||
|
||||
// Now terminate any interaction with the rebuild
|
||||
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
// Now update the component itself
|
||||
m_State = eRebuildState::INCOMPLETE;
|
||||
m_State = eQuickBuildState::INCOMPLETE;
|
||||
m_StateDirty = true;
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
||||
script->OnRebuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_RebuildStateCallbacks)
|
||||
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
||||
for (const auto& cb : m_QuickBuildStateCallbacks)
|
||||
cb(m_State);
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
@ -594,10 +594,10 @@ void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failR
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
||||
m_RebuildCompleteCallbacks.push_back(callback);
|
||||
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
||||
m_QuickBuildCompleteCallbacks.push_back(callback);
|
||||
}
|
||||
|
||||
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
|
||||
m_RebuildStateCallbacks.push_back(callback);
|
||||
void QuickBuildComponent::AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback) {
|
||||
m_QuickBuildStateCallbacks.push_back(callback);
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
#ifndef REBUILDCOMPONENT_H
|
||||
#define REBUILDCOMPONENT_H
|
||||
#ifndef QUICKBUILDCOMPONENT_H
|
||||
#define QUICKBUILDCOMPONENT_H
|
||||
|
||||
#include <BitStream.h>
|
||||
#include <vector>
|
||||
@ -10,7 +10,7 @@
|
||||
#include "Preconditions.h"
|
||||
#include "Component.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eRebuildState.h"
|
||||
#include "eQuickBuildState.h"
|
||||
|
||||
class Entity;
|
||||
enum class eQuickBuildFailReason : uint32_t;
|
||||
@ -20,12 +20,12 @@ enum class eQuickBuildFailReason : uint32_t;
|
||||
* consists of an activator that shows a popup and then the actual entity that the bricks are built into. Note
|
||||
* that quick builds are also scripted activities so this shared some logic with the ScriptedActivityComponent.
|
||||
*/
|
||||
class RebuildComponent : public Component {
|
||||
class QuickBuildComponent : public Component {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
|
||||
|
||||
RebuildComponent(Entity* entity);
|
||||
~RebuildComponent() override;
|
||||
QuickBuildComponent(Entity* entity);
|
||||
~QuickBuildComponent() override;
|
||||
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
void Update(float deltaTime) override;
|
||||
@ -37,78 +37,78 @@ public:
|
||||
void OnUse(Entity* originator) override;
|
||||
|
||||
/**
|
||||
* Spawns the activator that can be used to initiate the rebuild
|
||||
* Spawns the activator that can be used to initiate the quickbuild
|
||||
*/
|
||||
void SpawnActivator();
|
||||
|
||||
/**
|
||||
* Despawns the activiator that can be used to initiate the rebuild
|
||||
* Despawns the activiator that can be used to initiate the quickbuild
|
||||
*/
|
||||
void DespawnActivator();
|
||||
|
||||
/**
|
||||
* Returns the entity that acts as the activator for this rebuild
|
||||
* @return the entity that acts as the activator for this rebuild
|
||||
* Returns the entity that acts as the activator for this quickbuild
|
||||
* @return the entity that acts as the activator for this quickbuild
|
||||
*/
|
||||
Entity* GetActivator();
|
||||
|
||||
/**
|
||||
* Returns the spawn position of the activator for this rebuild, if any
|
||||
* @return the spawn position of the activator for this rebuild, if any
|
||||
* Returns the spawn position of the activator for this quickbuild, if any
|
||||
* @return the spawn position of the activator for this quickbuild, if any
|
||||
*/
|
||||
NiPoint3 GetActivatorPosition();
|
||||
|
||||
/**
|
||||
* Sets the spawn position for the activator of this rebuild
|
||||
* Sets the spawn position for the activator of this quickbuild
|
||||
* @param value the spawn position to set for the activator
|
||||
*/
|
||||
void SetActivatorPosition(NiPoint3 value);
|
||||
|
||||
/**
|
||||
* Returns the time it takes for the rebuild to reset after being built
|
||||
* @return the time it takes for the rebuild to reset after being built
|
||||
* Returns the time it takes for the quickbuild to reset after being built
|
||||
* @return the time it takes for the quickbuild to reset after being built
|
||||
*/
|
||||
float GetResetTime();
|
||||
|
||||
/**
|
||||
* Sets the time it takes for the rebuild to reset after being built
|
||||
* Sets the time it takes for the quickbuild to reset after being built
|
||||
* @param value the reset time to set
|
||||
*/
|
||||
void SetResetTime(float value);
|
||||
|
||||
/**
|
||||
* Returns the time it takes to complete the rebuild
|
||||
* @return the time it takes to complete the rebuild
|
||||
* Returns the time it takes to complete the quickbuild
|
||||
* @return the time it takes to complete the quickbuild
|
||||
*/
|
||||
float GetCompleteTime();
|
||||
|
||||
/**
|
||||
* Sets the time it takes to complete the rebuild
|
||||
* Sets the time it takes to complete the quickbuild
|
||||
* @param value the completion time to set
|
||||
*/
|
||||
void SetCompleteTime(float value);
|
||||
|
||||
/**
|
||||
* Returns the imagination that's taken when completing the rebuild
|
||||
* @return the imagination that's taken when completing the rebuild
|
||||
* Returns the imagination that's taken when completing the quickbuild
|
||||
* @return the imagination that's taken when completing the quickbuild
|
||||
*/
|
||||
int GetTakeImagination();
|
||||
|
||||
/**
|
||||
* Sets the imagination that's taken when completing the rebuild
|
||||
* Sets the imagination that's taken when completing the quickbuild
|
||||
* @param value the imagination deduction to set
|
||||
*/
|
||||
void SetTakeImagination(int value);
|
||||
|
||||
/**
|
||||
* Returns if the rebuild can be interrupted, currently unused
|
||||
* @return if the rebuild can be interrupted
|
||||
* Returns if the quickbuild can be interrupted, currently unused
|
||||
* @return if the quickbuild can be interrupted
|
||||
*/
|
||||
bool GetInterruptible();
|
||||
|
||||
/**
|
||||
* Sets whether or not the rebuild can be interrupted, currently unused
|
||||
* @param value true if the rebuild may be interrupted, false otherwise
|
||||
* Sets whether or not the quickbuild can be interrupted, currently unused
|
||||
* @param value true if the quickbuild may be interrupted, false otherwise
|
||||
*/
|
||||
void SetInterruptible(bool value);
|
||||
|
||||
@ -120,7 +120,7 @@ public:
|
||||
|
||||
/**
|
||||
* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
|
||||
* each new rebuild.
|
||||
* each new quickbuild.
|
||||
* @param value whether or not this entity contains a built-in activator
|
||||
*/
|
||||
void SetSelfActivator(bool value);
|
||||
@ -136,13 +136,13 @@ public:
|
||||
void SetCustomModules(std::vector<int> value);
|
||||
|
||||
/**
|
||||
* Returns the activity ID for participating in this rebuild
|
||||
* @return the activity ID for participating in this rebuild
|
||||
* Returns the activity ID for participating in this quickbuild
|
||||
* @return the activity ID for participating in this quickbuild
|
||||
*/
|
||||
int GetActivityId();
|
||||
|
||||
/**
|
||||
* Sets the activity ID for participating in this rebuild
|
||||
* Sets the activity ID for participating in this quickbuild
|
||||
* @param value the activity ID to set
|
||||
*/
|
||||
void SetActivityId(int value);
|
||||
@ -158,66 +158,66 @@ public:
|
||||
void SetPostImaginationCost(int value);
|
||||
|
||||
/**
|
||||
* Returns the time it takes for an incomplete rebuild to be smashed automatically
|
||||
* @return the time it takes for an incomplete rebuild to be smashed automatically
|
||||
* Returns the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
* @return the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
*/
|
||||
float GetTimeBeforeSmash();
|
||||
|
||||
/**
|
||||
* Sets the time it takes for an incomplete rebuild to be smashed automatically
|
||||
* Sets the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
* @param value the time to set
|
||||
*/
|
||||
void SetTimeBeforeSmash(float value);
|
||||
|
||||
/**
|
||||
* Returns the current rebuild state
|
||||
* @return the current rebuild state
|
||||
* Returns the current quickbuild state
|
||||
* @return the current quickbuild state
|
||||
*/
|
||||
eRebuildState GetState();
|
||||
eQuickBuildState GetState();
|
||||
|
||||
/**
|
||||
* Returns the player that is currently building this rebuild
|
||||
* @return the player that is currently building this rebuild
|
||||
* Returns the player that is currently building this quickbuild
|
||||
* @return the player that is currently building this quickbuild
|
||||
*/
|
||||
Entity* GetBuilder() const;
|
||||
|
||||
/**
|
||||
* Returns whether or not the player is repositioned when initiating the rebuild
|
||||
* @return whether or not the player is repositioned when initiating the rebuild
|
||||
* Returns whether or not the player is repositioned when initiating the quickbuild
|
||||
* @return whether or not the player is repositioned when initiating the quickbuild
|
||||
*/
|
||||
bool GetRepositionPlayer() const;
|
||||
|
||||
/**
|
||||
* Sets whether or not the player is repositioned when initiating the rebuild
|
||||
* @param value whether or not the player is repositioned when initiating the rebuild
|
||||
* Sets whether or not the player is repositioned when initiating the quickbuild
|
||||
* @param value whether or not the player is repositioned when initiating the quickbuild
|
||||
*/
|
||||
void SetRepositionPlayer(bool value);
|
||||
|
||||
/**
|
||||
* Adds a callback that is called when the rebuild is completed
|
||||
* Adds a callback that is called when the quickbuild is completed
|
||||
* @param callback the callback to add
|
||||
*/
|
||||
void AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback);
|
||||
void AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback);
|
||||
|
||||
/**
|
||||
* Adds a callback when the rebuild state is updated
|
||||
* Adds a callback when the quickbuild state is updated
|
||||
* @param callback the callback to add
|
||||
*/
|
||||
void AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback);
|
||||
void AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback);
|
||||
|
||||
/**
|
||||
* Resets the rebuild
|
||||
* @param failed whether or not the player failed to complete the rebuild, triggers an extra animation
|
||||
* Resets the quickbuild
|
||||
* @param failed whether or not the player failed to complete the quickbuild, triggers an extra animation
|
||||
*/
|
||||
void ResetRebuild(bool failed);
|
||||
void ResetQuickBuild(bool failed);
|
||||
|
||||
/**
|
||||
* Cancels the rebuild if it wasn't completed
|
||||
* Cancels the quickbuild if it wasn't completed
|
||||
* @param builder the player that's currently building
|
||||
* @param failReason the reason the rebuild was cancelled
|
||||
* @param skipChecks whether or not to skip the check for the rebuild not being completed
|
||||
* @param failReason the reason the quickbuild was cancelled
|
||||
* @param skipChecks whether or not to skip the check for the quickbuild not being completed
|
||||
*/
|
||||
void CancelRebuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false);
|
||||
void CancelQuickBuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false);
|
||||
private:
|
||||
/**
|
||||
* Whether or not the quickbuild state has been changed since we last serialized it.
|
||||
@ -225,37 +225,37 @@ private:
|
||||
bool m_StateDirty = true;
|
||||
|
||||
/**
|
||||
* The state the rebuild is currently in
|
||||
* The state the quickbuild is currently in
|
||||
*/
|
||||
eRebuildState m_State = eRebuildState::OPEN;
|
||||
eQuickBuildState m_State = eQuickBuildState::OPEN;
|
||||
|
||||
/**
|
||||
* The time that has passed since initiating the rebuild
|
||||
* The time that has passed since initiating the quickbuild
|
||||
*/
|
||||
float m_Timer = 0;
|
||||
|
||||
/**
|
||||
* The time that has passed before completing the rebuild
|
||||
* The time that has passed before completing the quickbuild
|
||||
*/
|
||||
float m_TimerIncomplete = 0;
|
||||
|
||||
/**
|
||||
* The position that the rebuild activator is spawned at
|
||||
* The position that the quickbuild activator is spawned at
|
||||
*/
|
||||
NiPoint3 m_ActivatorPosition = NiPoint3::ZERO;
|
||||
|
||||
/**
|
||||
* The entity that represents the rebuild activator
|
||||
* The entity that represents the quickbuild activator
|
||||
*/
|
||||
Entity* m_Activator = nullptr;
|
||||
|
||||
/**
|
||||
* The ID of the entity that represents the rebuild activator
|
||||
* The ID of the entity that represents the quickbuild activator
|
||||
*/
|
||||
LWOOBJID m_ActivatorId = LWOOBJID_EMPTY;
|
||||
|
||||
/**
|
||||
* Triggers the blinking that indicates that the rebuild is resetting
|
||||
* Triggers the blinking that indicates that the quickbuild is resetting
|
||||
*/
|
||||
bool m_ShowResetEffect = false;
|
||||
|
||||
@ -265,27 +265,27 @@ private:
|
||||
float m_Taken = 0;
|
||||
|
||||
/**
|
||||
* The callbacks that are called when the rebuild is completed
|
||||
* The callbacks that are called when the quickbuild is completed
|
||||
*/
|
||||
std::vector<std::function<void(Entity* user)>> m_RebuildCompleteCallbacks{};
|
||||
std::vector<std::function<void(Entity* user)>> m_QuickBuildCompleteCallbacks{};
|
||||
|
||||
/**
|
||||
* The callbacks that are called when the rebuild state is updated
|
||||
* The callbacks that are called when the quickbuild state is updated
|
||||
*/
|
||||
std::vector<std::function<void(eRebuildState state)>> m_RebuildStateCallbacks{};
|
||||
std::vector<std::function<void(eQuickBuildState state)>> m_QuickBuildStateCallbacks{};
|
||||
|
||||
/**
|
||||
* The time it takes for the rebuild to reset after being completed
|
||||
* The time it takes for the quickbuild to reset after being completed
|
||||
*/
|
||||
float m_ResetTime = 0;
|
||||
|
||||
/**
|
||||
* The time it takes to complete the rebuild
|
||||
* The time it takes to complete the quickbuild
|
||||
*/
|
||||
float m_CompleteTime = 0;
|
||||
|
||||
/**
|
||||
* The imagination that's deducted when completing the rebuild
|
||||
* The imagination that's deducted when completing the quickbuild
|
||||
*/
|
||||
int m_TakeImagination = 0;
|
||||
|
||||
@ -295,7 +295,7 @@ private:
|
||||
bool m_Interruptible = false;
|
||||
|
||||
/**
|
||||
* Whether or not this rebuild entity also has an activator attached. If not a new one will be spawned
|
||||
* Whether or not this quickbuild entity also has an activator attached. If not a new one will be spawned
|
||||
*/
|
||||
bool m_SelfActivator = false;
|
||||
|
||||
@ -305,7 +305,7 @@ private:
|
||||
std::vector<int> m_CustomModules{};
|
||||
|
||||
/**
|
||||
* The activity ID that players partake in when doing this rebuild
|
||||
* The activity ID that players partake in when doing this quickbuild
|
||||
*/
|
||||
int m_ActivityId = 0;
|
||||
|
||||
@ -315,7 +315,7 @@ private:
|
||||
int m_PostImaginationCost = 0;
|
||||
|
||||
/**
|
||||
* The time it takes for the rebuild to reset when it's not completed yet
|
||||
* The time it takes for the quickbuild to reset when it's not completed yet
|
||||
*/
|
||||
float m_TimeBeforeSmash = 0;
|
||||
|
||||
@ -325,7 +325,7 @@ private:
|
||||
float m_TimeBeforeDrain = 0;
|
||||
|
||||
/**
|
||||
* The amount of imagination that was drained when building this rebuild
|
||||
* The amount of imagination that was drained when building this quickbuild
|
||||
*/
|
||||
int m_DrainedImagination = 0;
|
||||
|
||||
@ -340,26 +340,26 @@ private:
|
||||
float m_SoftTimer = 0;
|
||||
|
||||
/**
|
||||
* The ID of the entity that's currently building the rebuild
|
||||
* The ID of the entity that's currently building the quickbuild
|
||||
*/
|
||||
LWOOBJID m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
/**
|
||||
* Preconditions to be met before being able to start the rebuild
|
||||
* Preconditions to be met before being able to start the quickbuild
|
||||
*/
|
||||
PreconditionExpression* m_Precondition = nullptr;
|
||||
|
||||
/**
|
||||
* Starts the rebuild for a certain entity
|
||||
* @param user the entity to start the rebuild
|
||||
* Starts the quickbuild for a certain entity
|
||||
* @param user the entity to start the quickbuild
|
||||
*/
|
||||
void StartRebuild(Entity* user);
|
||||
void StartQuickBuild(Entity* user);
|
||||
|
||||
/**
|
||||
* Completes the rebuild for an entity, dropping loot and despawning the activator
|
||||
* @param user the entity that completed the rebuild
|
||||
* Completes the quickbuild for an entity, dropping loot and despawning the activator
|
||||
* @param user the entity that completed the quickbuild
|
||||
*/
|
||||
void CompleteRebuild(Entity* user);
|
||||
void CompleteQuickBuild(Entity* user);
|
||||
};
|
||||
|
||||
#endif // REBUILDCOMPONENT_H
|
||||
#endif // QUICKBUILDCOMPONENT_H
|
@ -4,7 +4,7 @@
|
||||
#include "CDRailActivatorComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "GameMessages.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
#include "RenderComponent.h"
|
||||
@ -43,13 +43,13 @@ RailActivatorComponent::RailActivatorComponent(Entity* parent, int32_t component
|
||||
RailActivatorComponent::~RailActivatorComponent() = default;
|
||||
|
||||
void RailActivatorComponent::OnUse(Entity* originator) {
|
||||
auto* rebuildComponent = m_Parent->GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr && rebuildComponent->GetState() != eRebuildState::COMPLETED)
|
||||
auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
|
||||
if (quickBuildComponent != nullptr && quickBuildComponent->GetState() != eQuickBuildState::COMPLETED)
|
||||
return;
|
||||
|
||||
if (rebuildComponent != nullptr) {
|
||||
if (quickBuildComponent != nullptr) {
|
||||
// Don't want it to be destroyed while a player is using it
|
||||
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() + 10.0f);
|
||||
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 10.0f);
|
||||
}
|
||||
|
||||
m_EntitiesOnRail.push_back(originator->GetObjectID());
|
||||
@ -116,11 +116,11 @@ void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
|
||||
true, true, true, true, true, true, true
|
||||
);
|
||||
|
||||
auto* rebuildComponent = m_Parent->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent != nullptr) {
|
||||
if (quickBuildComponent != nullptr) {
|
||||
// Set back reset time
|
||||
rebuildComponent->SetResetTime(rebuildComponent->GetResetTime() - 10.0f);
|
||||
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() - 10.0f);
|
||||
}
|
||||
|
||||
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
|
||||
|
@ -1,381 +1,15 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2018
|
||||
*/
|
||||
#ifndef __SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
#define __SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
|
||||
#include "CDClientManager.h"
|
||||
|
||||
#ifndef SCRIPTEDACTIVITYCOMPONENT_H
|
||||
#define SCRIPTEDACTIVITYCOMPONENT_H
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "ActivityComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
#include "CDActivitiesTable.h"
|
||||
class Entity;
|
||||
|
||||
/**
|
||||
* 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 ScriptedActivityComponent : public Component {
|
||||
class ScriptedActivityComponent : public ActivityComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
|
||||
|
||||
ScriptedActivityComponent(Entity* parent, int activityID);
|
||||
~ScriptedActivityComponent() override;
|
||||
|
||||
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;
|
||||
|
||||
/**
|
||||
* Legacy: used to check for unimplemented maps, gladly, this now just returns true :)
|
||||
*/
|
||||
bool IsValidActivity(Entity* player);
|
||||
|
||||
/**
|
||||
* 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;
|
||||
ScriptedActivityComponent(Entity* parent, int activityID) : ActivityComponent(parent, activityID){};
|
||||
};
|
||||
|
||||
#endif // SCRIPTEDACTIVITYCOMPONENT_H
|
||||
#endif //!__SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
|
@ -10,7 +10,7 @@ SwitchComponent::SwitchComponent(Entity* parent) : Component(parent) {
|
||||
|
||||
m_ResetTime = m_Parent->GetVarAs<int32_t>(u"switch_reset_time");
|
||||
|
||||
m_Rebuild = m_Parent->GetComponent<RebuildComponent>();
|
||||
m_QuickBuild = m_Parent->GetComponent<QuickBuildComponent>();
|
||||
}
|
||||
|
||||
SwitchComponent::~SwitchComponent() {
|
||||
@ -39,8 +39,8 @@ bool SwitchComponent::GetActive() const {
|
||||
|
||||
void SwitchComponent::EntityEnter(Entity* entity) {
|
||||
if (!m_Active) {
|
||||
if (m_Rebuild) {
|
||||
if (m_Rebuild->GetState() != eRebuildState::COMPLETED) return;
|
||||
if (m_QuickBuild) {
|
||||
if (m_QuickBuild->GetState() != eQuickBuildState::COMPLETED) return;
|
||||
}
|
||||
m_Active = true;
|
||||
if (!m_Parent) return;
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "Entity.h"
|
||||
#include "GameMessages.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "BouncerComponent.h"
|
||||
#include <algorithm>
|
||||
#include "Component.h"
|
||||
@ -75,7 +75,7 @@ private:
|
||||
/**
|
||||
* Attached rebuild component.
|
||||
*/
|
||||
RebuildComponent* m_Rebuild;
|
||||
QuickBuildComponent* m_QuickBuild;
|
||||
|
||||
/**
|
||||
* If the switch is on or off.
|
||||
|
@ -10,7 +10,7 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "PhantomPhysicsComponent.h"
|
||||
#include "Player.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "eEndBehavior.h"
|
||||
|
||||
@ -205,12 +205,12 @@ void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string arg
|
||||
}
|
||||
|
||||
void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
|
||||
auto* rebuildComponent = targetEntity->GetComponent<RebuildComponent>();
|
||||
if (!rebuildComponent) {
|
||||
auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
|
||||
if (!quickBuildComponent) {
|
||||
LOG_DEBUG("Rebuild component not found!");
|
||||
return;
|
||||
}
|
||||
rebuildComponent->ResetRebuild(args == "1");
|
||||
quickBuildComponent->ResetQuickBuild(args == "1");
|
||||
}
|
||||
|
||||
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
|
||||
|
@ -422,7 +422,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
|
||||
break;
|
||||
|
||||
case eGameMessageType::REBUILD_CANCEL:
|
||||
GameMessages::HandleRebuildCancel(inStream, entity);
|
||||
GameMessages::HandleQuickBuildCancel(inStream, entity);
|
||||
break;
|
||||
|
||||
case eGameMessageType::MATCH_REQUEST:
|
||||
|
@ -65,7 +65,7 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "ScriptComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "VendorComponent.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "RocketLaunchpadControlComponent.h"
|
||||
@ -780,7 +780,7 @@ void GameMessages::SendSetCurrency(Entity* entity, int64_t currency, int lootTyp
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendRebuildNotifyState(Entity* entity, eRebuildState prevState, eRebuildState state, const LWOOBJID& playerID) {
|
||||
void GameMessages::SendQuickBuildNotifyState(Entity* entity, eQuickBuildState prevState, eQuickBuildState state, const LWOOBJID& playerID) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
@ -794,7 +794,7 @@ void GameMessages::SendRebuildNotifyState(Entity* entity, eRebuildState prevStat
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
|
||||
void GameMessages::SendEnableRebuild(Entity* entity, bool enable, bool fail, bool success, eQuickBuildFailReason failReason, float duration, const LWOOBJID& playerID) {
|
||||
void GameMessages::SendEnableQuickBuild(Entity* entity, bool enable, bool fail, bool success, eQuickBuildFailReason failReason, float duration, const LWOOBJID& playerID) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
@ -4986,17 +4986,17 @@ void GameMessages::HandleRequestPlatformResync(RakNet::BitStream* inStream, Enti
|
||||
GameMessages::SendPlatformResync(entity, sysAddr);
|
||||
}
|
||||
|
||||
void GameMessages::HandleRebuildCancel(RakNet::BitStream* inStream, Entity* entity) {
|
||||
void GameMessages::HandleQuickBuildCancel(RakNet::BitStream* inStream, Entity* entity) {
|
||||
bool bEarlyRelease;
|
||||
LWOOBJID userID;
|
||||
|
||||
inStream->Read(bEarlyRelease);
|
||||
inStream->Read(userID);
|
||||
|
||||
RebuildComponent* rebComp = static_cast<RebuildComponent*>(entity->GetComponent(eReplicaComponentType::QUICK_BUILD));
|
||||
if (!rebComp) return;
|
||||
auto* quickBuildComponent = static_cast<QuickBuildComponent*>(entity->GetComponent(eReplicaComponentType::QUICK_BUILD));;
|
||||
if (!quickBuildComponent) return;
|
||||
|
||||
rebComp->CancelRebuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
|
||||
quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
|
||||
}
|
||||
|
||||
void GameMessages::HandleRequestUse(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
|
||||
|
@ -37,7 +37,7 @@ enum class eStateChangeType : uint32_t;
|
||||
enum class ePetTamingNotifyType : uint32_t;
|
||||
enum class eUseItemResponse : uint32_t;
|
||||
enum class eQuickBuildFailReason : uint32_t;
|
||||
enum class eRebuildState : uint32_t;
|
||||
enum class eQuickBuildState : uint32_t;
|
||||
enum class BehaviorSlot : int32_t;
|
||||
|
||||
namespace GameMessages {
|
||||
@ -103,8 +103,8 @@ namespace GameMessages {
|
||||
void SendBroadcastTextToChatbox(Entity* entity, const SystemAddress& sysAddr, const std::u16string& attrs, const std::u16string& wsText);
|
||||
void SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, eLootSourceType sourceType);
|
||||
|
||||
void SendRebuildNotifyState(Entity* entity, eRebuildState prevState, eRebuildState state, const LWOOBJID& playerID);
|
||||
void SendEnableRebuild(Entity* entity, bool enable, bool fail, bool success, eQuickBuildFailReason failReason, float duration, const LWOOBJID& playerID);
|
||||
void SendQuickBuildNotifyState(Entity* entity, eQuickBuildState prevState, eQuickBuildState state, const LWOOBJID& playerID);
|
||||
void SendEnableQuickBuild(Entity* entity, bool enable, bool fail, bool success, eQuickBuildFailReason failReason, float duration, const LWOOBJID& playerID);
|
||||
void AddActivityOwner(Entity* entity, LWOOBJID& ownerID);
|
||||
void SendTerminateInteraction(const LWOOBJID& objectID, eTerminateType type, const LWOOBJID& terminator);
|
||||
|
||||
@ -623,7 +623,7 @@ namespace GameMessages {
|
||||
void HandleSetGhostReffrenceOverride(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandleFireEventServerSide(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandleRequestPlatformResync(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandleRebuildCancel(RakNet::BitStream* inStream, Entity* entity);
|
||||
void HandleQuickBuildCancel(RakNet::BitStream* inStream, Entity* entity);
|
||||
void HandleRequestUse(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
void HandlePlayEmote(RakNet::BitStream* inStream, Entity* entity);
|
||||
void HandleModularBuildConvertModel(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr);
|
||||
|
@ -525,12 +525,12 @@ std::string VanityUtilities::ParseMarkdown(const std::string& file) {
|
||||
#endif
|
||||
// Replace "__TIMESTAMP__" with the __TIMESTAMP__
|
||||
GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
|
||||
// Replace "__VERSION__" wit'h the PROJECT_VERSION
|
||||
GeneralUtils::ReplaceInString(line, "__VERSION__", STRINGIFY(PROJECT_VERSION));
|
||||
// Replace "__VERSION__" with the PROJECT_VERSION
|
||||
GeneralUtils::ReplaceInString(line, "__VERSION__", Game::projectVersion);
|
||||
// Replace "__SOURCE__" with SOURCE
|
||||
GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
|
||||
// Replace "__LICENSE__" with LICENSE
|
||||
GeneralUtils::ReplaceInString(line, "__LICENSE__", STRINGIFY(LICENSE));
|
||||
GeneralUtils::ReplaceInString(line, "__LICENSE__", "AGPL-3.0");
|
||||
|
||||
if (line.find("##") != std::string::npos) {
|
||||
// Add "<font size='18' color='#000000'>" before the header
|
||||
|
@ -1,10 +1,12 @@
|
||||
set(DMASTERSERVER_SOURCES
|
||||
"InstanceManager.cpp"
|
||||
"ObjectIDManager.cpp"
|
||||
"Start.cpp"
|
||||
)
|
||||
|
||||
add_library(dMasterServer ${DMASTERSERVER_SOURCES})
|
||||
add_executable(MasterServer "MasterServer.cpp")
|
||||
add_compile_definitions(MasterServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
|
||||
|
||||
target_link_libraries(dMasterServer ${COMMON_LIBRARIES})
|
||||
target_link_libraries(MasterServer ${COMMON_LIBRARIES} dMasterServer)
|
||||
|
@ -9,10 +9,11 @@
|
||||
#include "CDZoneTableTable.h"
|
||||
#include "MasterPackets.h"
|
||||
#include "BitStreamUtils.h"
|
||||
#include "BinaryPathFinder.h"
|
||||
#include "eConnectionType.h"
|
||||
#include "eMasterMessageType.h"
|
||||
|
||||
#include "Start.h"
|
||||
|
||||
InstanceManager::InstanceManager(Logger* logger, const std::string& externalIP) {
|
||||
mLogger = logger;
|
||||
mExternalIP = externalIP;
|
||||
@ -57,33 +58,7 @@ Instance* InstanceManager::GetInstance(LWOMAPID mapID, bool isFriendTransfer, LW
|
||||
instance = new Instance(mExternalIP, port, mapID, ++m_LastInstanceID, cloneID, softCap, maxPlayers);
|
||||
|
||||
//Start the actual process:
|
||||
#ifdef _WIN32
|
||||
std::string cmd = "start " + (BinaryPathFinder::GetBinaryDir() / "WorldServer.exe").string() + " -zone ";
|
||||
#else
|
||||
std::string cmd;
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_world").c_str())) {
|
||||
cmd = "sudo " + (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
} else {
|
||||
cmd = (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
}
|
||||
#endif
|
||||
|
||||
cmd.append(std::to_string(mapID));
|
||||
cmd.append(" -port ");
|
||||
cmd.append(std::to_string(port));
|
||||
cmd.append(" -instance ");
|
||||
cmd.append(std::to_string(m_LastInstanceID));
|
||||
cmd.append(" -maxclients ");
|
||||
cmd.append(std::to_string(maxPlayers));
|
||||
|
||||
cmd.append(" -clone ");
|
||||
cmd.append(std::to_string(cloneID));
|
||||
|
||||
#ifndef _WIN32
|
||||
cmd.append("&"); //Sends our next process to the background on Linux
|
||||
#endif
|
||||
|
||||
auto ret = system(cmd.c_str());
|
||||
StartWorldServer(mapID, port, m_LastInstanceID, maxPlayers, cloneID);
|
||||
|
||||
m_Instances.push_back(instance);
|
||||
|
||||
@ -318,28 +293,7 @@ Instance* InstanceManager::CreatePrivateInstance(LWOMAPID mapID, LWOCLONEID clon
|
||||
instance = new Instance(mExternalIP, port, mapID, ++m_LastInstanceID, cloneID, maxPlayers, maxPlayers, true, password);
|
||||
|
||||
//Start the actual process:
|
||||
std::string cmd = "start " + (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
|
||||
#ifndef _WIN32
|
||||
cmd = (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
#endif
|
||||
|
||||
cmd.append(std::to_string(mapID));
|
||||
cmd.append(" -port ");
|
||||
cmd.append(std::to_string(port));
|
||||
cmd.append(" -instance ");
|
||||
cmd.append(std::to_string(m_LastInstanceID));
|
||||
cmd.append(" -maxclients ");
|
||||
cmd.append(std::to_string(maxPlayers));
|
||||
|
||||
cmd.append(" -clone ");
|
||||
cmd.append(std::to_string(cloneID));
|
||||
|
||||
#ifndef WIN32
|
||||
cmd.append("&"); //Sends our next process to the background on Linux
|
||||
#endif
|
||||
|
||||
auto ret = system(cmd.c_str());
|
||||
StartWorldServer(mapID, port, m_LastInstanceID, maxPlayers, cloneID);
|
||||
|
||||
m_Instances.push_back(instance);
|
||||
|
||||
|
@ -7,11 +7,7 @@
|
||||
#include <thread>
|
||||
#include <fstream>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <bcrypt/BCrypt.hpp>
|
||||
#else
|
||||
#include <bcrypt.h>
|
||||
#endif
|
||||
|
||||
#include <csignal>
|
||||
|
||||
@ -43,6 +39,7 @@
|
||||
#include "PacketUtils.h"
|
||||
#include "FdbToSqlite.h"
|
||||
#include "BitStreamUtils.h"
|
||||
#include "Start.h"
|
||||
|
||||
namespace Game {
|
||||
Logger* logger = nullptr;
|
||||
@ -58,8 +55,6 @@ bool shutdownSequenceStarted = false;
|
||||
void ShutdownSequence(int32_t signal = -1);
|
||||
int32_t FinalizeShutdown(int32_t signal = -1);
|
||||
Logger* SetupLogger();
|
||||
void StartAuthServer();
|
||||
void StartChatServer();
|
||||
void HandlePacket(Packet* packet);
|
||||
std::map<uint32_t, std::string> activeSessions;
|
||||
SystemAddress authServerMasterPeerSysAddr;
|
||||
@ -85,32 +80,32 @@ int main(int argc, char** argv) {
|
||||
Game::logger = SetupLogger();
|
||||
if (!Game::logger) return EXIT_FAILURE;
|
||||
|
||||
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "authconfig.ini")) {
|
||||
if (!dConfig::Exists("authconfig.ini")) {
|
||||
LOG("Couldnt find authconfig.ini");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "chatconfig.ini")) {
|
||||
if (!dConfig::Exists("chatconfig.ini")) {
|
||||
LOG("Couldnt find chatconfig.ini");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "masterconfig.ini")) {
|
||||
if (!dConfig::Exists("masterconfig.ini")) {
|
||||
LOG("Couldnt find masterconfig.ini");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini")) {
|
||||
if (!dConfig::Exists("sharedconfig.ini")) {
|
||||
LOG("Couldnt find sharedconfig.ini");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
if (!std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "worldconfig.ini")) {
|
||||
if (!dConfig::Exists("worldconfig.ini")) {
|
||||
LOG("Couldnt find worldconfig.ini");
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "masterconfig.ini").string());
|
||||
Game::config = new dConfig("masterconfig.ini");
|
||||
Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
|
||||
Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
|
||||
|
||||
@ -126,7 +121,7 @@ int main(int argc, char** argv) {
|
||||
LOG("Using net version %s", Game::config->GetValue("client_net_version").c_str());
|
||||
|
||||
LOG("Starting Master server...");
|
||||
LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
|
||||
LOG("Version: %s", PROJECT_VERSION);
|
||||
LOG("Compiled on: %s", __TIMESTAMP__);
|
||||
|
||||
//Connect to the MySQL Database
|
||||
@ -814,43 +809,6 @@ void HandlePacket(Packet* packet) {
|
||||
}
|
||||
}
|
||||
|
||||
void StartChatServer() {
|
||||
if (Game::shouldShutdown) {
|
||||
LOG("Currently shutting down. Chat will not be restarted.");
|
||||
return;
|
||||
}
|
||||
#ifdef __APPLE__
|
||||
//macOS doesn't need sudo to run on ports < 1024
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
#elif _WIN32
|
||||
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "ChatServer.exe").string()).c_str());
|
||||
#else
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
|
||||
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
} else {
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void StartAuthServer() {
|
||||
if (Game::shouldShutdown) {
|
||||
LOG("Currently shutting down. Auth will not be restarted.");
|
||||
return;
|
||||
}
|
||||
#ifdef __APPLE__
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
#elif _WIN32
|
||||
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "AuthServer.exe").string()).c_str());
|
||||
#else
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
|
||||
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
} else {
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ShutdownSequence(int32_t signal) {
|
||||
if (shutdownSequenceStarted) {
|
||||
return;
|
||||
|
71
dMasterServer/Start.cpp
Normal file
71
dMasterServer/Start.cpp
Normal file
@ -0,0 +1,71 @@
|
||||
#include "Start.h"
|
||||
#include "Logger.h"
|
||||
#include "dConfig.h"
|
||||
#include "Game.h"
|
||||
#include "BinaryPathFinder.h"
|
||||
|
||||
void StartChatServer() {
|
||||
if (Game::shouldShutdown) {
|
||||
LOG("Currently shutting down. Chat will not be restarted.");
|
||||
return;
|
||||
}
|
||||
#ifdef __APPLE__
|
||||
//macOS doesn't need sudo to run on ports < 1024
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
#elif _WIN32
|
||||
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "ChatServer.exe").string()).c_str());
|
||||
#else
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_chat").c_str())) {
|
||||
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
} else {
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "ChatServer").string() + "&").c_str());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void StartAuthServer() {
|
||||
if (Game::shouldShutdown) {
|
||||
LOG("Currently shutting down. Auth will not be restarted.");
|
||||
return;
|
||||
}
|
||||
#ifdef __APPLE__
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
#elif _WIN32
|
||||
auto result = system(("start " + (BinaryPathFinder::GetBinaryDir() / "AuthServer.exe").string()).c_str());
|
||||
#else
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_auth").c_str())) {
|
||||
auto result = system(("sudo " + (BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
} else {
|
||||
auto result = system(((BinaryPathFinder::GetBinaryDir() / "AuthServer").string() + "&").c_str());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void StartWorldServer(LWOMAPID mapID, uint16_t port, LWOINSTANCEID lastInstanceID, int maxPlayers, LWOCLONEID cloneID) {
|
||||
#ifdef _WIN32
|
||||
std::string cmd = "start " + (BinaryPathFinder::GetBinaryDir() / "WorldServer.exe").string() + " -zone ";
|
||||
#else
|
||||
std::string cmd;
|
||||
if (std::atoi(Game::config->GetValue("use_sudo_world").c_str())) {
|
||||
cmd = "sudo " + (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
} else {
|
||||
cmd = (BinaryPathFinder::GetBinaryDir() / "WorldServer").string() + " -zone ";
|
||||
}
|
||||
#endif
|
||||
|
||||
cmd.append(std::to_string(mapID));
|
||||
cmd.append(" -port ");
|
||||
cmd.append(std::to_string(port));
|
||||
cmd.append(" -instance ");
|
||||
cmd.append(std::to_string(lastInstanceID));
|
||||
cmd.append(" -maxclients ");
|
||||
cmd.append(std::to_string(maxPlayers));
|
||||
cmd.append(" -clone ");
|
||||
cmd.append(std::to_string(cloneID));
|
||||
|
||||
#ifndef _WIN32
|
||||
cmd.append("&"); //Sends our next process to the background on Linux
|
||||
#endif
|
||||
|
||||
auto ret = system(cmd.c_str());
|
||||
}
|
6
dMasterServer/Start.h
Normal file
6
dMasterServer/Start.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "dCommonVars.h"
|
||||
|
||||
void StartAuthServer();
|
||||
void StartChatServer();
|
||||
void StartWorldServer(LWOMAPID mapID, uint16_t port, LWOINSTANCEID lastInstanceID, int maxPlayers, LWOCLONEID cloneID);
|
@ -11,11 +11,7 @@
|
||||
#include "SHA512.h"
|
||||
#include "GeneralUtils.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <bcrypt/BCrypt.hpp>
|
||||
#else
|
||||
#include <bcrypt.h>
|
||||
#endif
|
||||
|
||||
#include <BitStream.h>
|
||||
#include <future>
|
||||
|
@ -14,7 +14,7 @@ void GfApeSmashingQB::OnTimerDone(Entity* self, std::string timerName) {
|
||||
}
|
||||
}
|
||||
|
||||
void GfApeSmashingQB::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void GfApeSmashingQB::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto* ape = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"ape"));
|
||||
if (ape != nullptr) {
|
||||
ape->OnFireEventServerSide(target, "rebuildDone");
|
||||
|
@ -4,5 +4,5 @@
|
||||
class GfApeSmashingQB : public CppScripts::Script {
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
};
|
||||
|
@ -1,7 +1,7 @@
|
||||
#include "AgBugsprayer.h"
|
||||
#include "SkillComponent.h"
|
||||
|
||||
void AgBugsprayer::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AgBugsprayer::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
self->AddTimer("castSkill", 1);
|
||||
self->SetOwnerOverride(target->GetObjectID());
|
||||
}
|
||||
|
@ -4,7 +4,7 @@
|
||||
class AgBugsprayer : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
};
|
||||
|
||||
|
@ -5,7 +5,7 @@ void AmBridge::OnStartup(Entity* self) {
|
||||
|
||||
}
|
||||
|
||||
void AmBridge::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AmBridge::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
const auto consoles = Game::entityManager->GetEntitiesInGroup("Console" + GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"bridge")));
|
||||
|
||||
if (consoles.empty()) {
|
||||
|
@ -5,6 +5,6 @@ class AmBridge : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
};
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "AmDropshipComputer.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "InventoryComponent.h"
|
||||
#include "dZoneManager.h"
|
||||
#include "eMissionState.h"
|
||||
@ -10,9 +10,9 @@ void AmDropshipComputer::OnStartup(Entity* self) {
|
||||
}
|
||||
|
||||
void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -70,13 +70,13 @@ void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
|
||||
}
|
||||
|
||||
void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent == nullptr) {
|
||||
if (quickBuildComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (timerName == "reset" && rebuildComponent->GetState() == eRebuildState::OPEN) {
|
||||
if (timerName == "reset" && quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
|
||||
self->Smash(self->GetObjectID(), eKillType::SILENT);
|
||||
}
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "BaseCombatAIComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "EntityInfo.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "MissionComponent.h"
|
||||
|
||||
void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
|
||||
@ -100,7 +100,7 @@ void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerNam
|
||||
}
|
||||
}
|
||||
|
||||
void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AmShieldGeneratorQuickbuild::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
StartShield(self);
|
||||
|
||||
auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");
|
||||
@ -174,9 +174,9 @@ void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
|
||||
}
|
||||
|
||||
void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -8,7 +8,7 @@ public:
|
||||
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
|
||||
void OnDie(Entity* self, Entity* killer) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
|
||||
void StartShield(Entity* self);
|
||||
void BuffPlayers(Entity* self);
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "ImgBrickConsoleQB.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "dZoneManager.h"
|
||||
#include "EntityManager.h"
|
||||
#include "GameMessages.h"
|
||||
@ -19,18 +19,18 @@ void ImgBrickConsoleQB::OnStartup(Entity* self) {
|
||||
}
|
||||
|
||||
void ImgBrickConsoleQB::OnUse(Entity* self, Entity* user) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
if (!self->GetNetworkVar<bool>(u"used")) {
|
||||
const auto consoles = Game::entityManager->GetEntitiesInGroup("Console");
|
||||
|
||||
auto bothBuilt = false;
|
||||
|
||||
for (auto* console : consoles) {
|
||||
auto* consoleRebuildComponent = console->GetComponent<RebuildComponent>();
|
||||
auto* consoleQuickBuildComponent = console->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (consoleRebuildComponent->GetState() != eRebuildState::COMPLETED) {
|
||||
if (consoleQuickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -124,7 +124,7 @@ void ImgBrickConsoleQB::SmashCanister(Entity* self) {
|
||||
}
|
||||
}
|
||||
|
||||
void ImgBrickConsoleQB::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void ImgBrickConsoleQB::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto energyFX = 0;
|
||||
|
||||
const auto location = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"console"));
|
||||
@ -145,9 +145,9 @@ void ImgBrickConsoleQB::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
const auto consoles = Game::entityManager->GetEntitiesInGroup("Console");
|
||||
|
||||
for (auto* console : consoles) {
|
||||
auto* consoleRebuildComponent = console->GetComponent<RebuildComponent>();
|
||||
auto* consoleQuickBuildComponent = console->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (consoleRebuildComponent->GetState() != eRebuildState::COMPLETED) {
|
||||
if (consoleQuickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -166,9 +166,9 @@ void ImgBrickConsoleQB::OnDie(Entity* self, Entity* killer) {
|
||||
|
||||
self->SetVar(u"Died", true);
|
||||
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
auto offFX = 0;
|
||||
|
||||
const auto location = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"console"));
|
||||
@ -227,9 +227,9 @@ void ImgBrickConsoleQB::OnDie(Entity* self, Entity* killer) {
|
||||
|
||||
void ImgBrickConsoleQB::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName == "reset") {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent->GetState() == eRebuildState::OPEN) {
|
||||
if (quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
|
||||
self->Smash(self->GetObjectID(), eKillType::SILENT);
|
||||
}
|
||||
} else if (timerName == "Die") {
|
||||
|
@ -8,7 +8,7 @@ public:
|
||||
void OnUse(Entity* self, Entity* user) override;
|
||||
void SpawnBrick(Entity* self);
|
||||
void SmashCanister(Entity* self);
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnDie(Entity* self, Entity* killer) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
||||
|
@ -16,7 +16,7 @@ void MastTeleport::OnStartup(Entity* self) {
|
||||
self->SetNetworkVar<std::string>(u"hookPreconditions", "154;44", UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
|
||||
void MastTeleport::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void MastTeleport::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
if (Preconditions::Check(target, 154) && Preconditions::Check(target, 44)) {
|
||||
self->SetVar<LWOOBJID>(u"userID", target->GetObjectID());
|
||||
|
||||
|
@ -4,6 +4,6 @@
|
||||
class MastTeleport : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
};
|
||||
|
@ -1,13 +1,13 @@
|
||||
#include "NjRailActivatorsServer.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "Character.h"
|
||||
|
||||
void NjRailActivatorsServer::OnUse(Entity* self, Entity* user) {
|
||||
const auto flag = self->GetVar<int32_t>(u"RailFlagNum");
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
// Only allow use if this is not a quick build or the quick build is built
|
||||
if (rebuildComponent == nullptr || rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent == nullptr || quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
auto* character = user->GetCharacter();
|
||||
if (character != nullptr) {
|
||||
character->SetPlayerFlag(flag, true);
|
||||
|
@ -1,10 +1,10 @@
|
||||
#include "NjRailPostServer.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "EntityManager.h"
|
||||
|
||||
void NjRailPostServer::OnStartup(Entity* self) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr) {
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
if (quickBuildComponent != nullptr) {
|
||||
self->SetNetworkVar<bool>(NetworkNotActiveVariable, true);
|
||||
}
|
||||
}
|
||||
@ -18,8 +18,8 @@ void NjRailPostServer::OnNotifyObject(Entity* self, Entity* sender, const std::s
|
||||
}
|
||||
}
|
||||
|
||||
void NjRailPostServer::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
if (state == eRebuildState::COMPLETED) {
|
||||
void NjRailPostServer::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
|
||||
if (state == eQuickBuildState::COMPLETED) {
|
||||
auto* relatedRail = GetRelatedRail(self);
|
||||
if (relatedRail == nullptr)
|
||||
return;
|
||||
@ -30,7 +30,7 @@ void NjRailPostServer::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
return;
|
||||
|
||||
self->SetNetworkVar(NetworkNotActiveVariable, false);
|
||||
} else if (state == eRebuildState::RESETTING) {
|
||||
} else if (state == eQuickBuildState::RESETTING) {
|
||||
auto* relatedRail = GetRelatedRail(self);
|
||||
if (relatedRail == nullptr)
|
||||
return;
|
||||
|
@ -4,7 +4,7 @@
|
||||
class NjRailPostServer : public CppScripts::Script {
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) override;
|
||||
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
|
||||
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
|
||||
private:
|
||||
Entity* GetRelatedRail(Entity* self);
|
||||
const std::u16string NetworkNotActiveVariable = u"NetworkNotActive";
|
||||
|
@ -11,7 +11,7 @@ void PropertyDevice::OnStartup(Entity* self) {
|
||||
}
|
||||
}
|
||||
|
||||
void PropertyDevice::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void PropertyDevice::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto propertyOwnerID = self->GetNetworkVar<std::string>(m_PropertyOwnerVariable);
|
||||
if (propertyOwnerID == std::to_string(LWOOBJID_EMPTY))
|
||||
return;
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
class PropertyDevice : public CppScripts::Script {
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
const std::u16string m_PropertyOwnerVariable = u"PropertyOwnerID";
|
||||
const uint32_t m_PropertyMissionID = 1291;
|
||||
};
|
||||
|
@ -1,9 +1,9 @@
|
||||
#include "PropertyPlatform.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
|
||||
void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void PropertyPlatform::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
// auto* movingPlatform = self->GetComponent<MovingPlatformComponent>();
|
||||
// if (movingPlatform != nullptr) {
|
||||
// movingPlatform->StopPathing();
|
||||
@ -14,8 +14,8 @@ void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
}
|
||||
|
||||
void PropertyPlatform::OnUse(Entity* self, Entity* user) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr && rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
if (quickBuildComponent != nullptr && quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
// auto* movingPlatform = self->GetComponent<MovingPlatformComponent>();
|
||||
// if (movingPlatform != nullptr) {
|
||||
// movingPlatform->GotoWaypoint(1);
|
||||
|
@ -4,7 +4,7 @@
|
||||
class PropertyPlatform : public CppScripts::Script {
|
||||
public:
|
||||
void OnUse(Entity* self, Entity* user) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
private:
|
||||
float_t movementDelay = 10.0f;
|
||||
float_t effectDelay = 5.0f;
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "CDObjectSkillsTable.h"
|
||||
#include "CDSkillBehaviorTable.h"
|
||||
|
||||
void QbEnemyStunner::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void QbEnemyStunner::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto* destroyable = self->GetComponent<DestroyableComponent>();
|
||||
|
||||
if (destroyable != nullptr) {
|
||||
|
@ -4,6 +4,6 @@
|
||||
class QbEnemyStunner : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
};
|
||||
|
@ -3,7 +3,7 @@
|
||||
#include "GameMessages.h"
|
||||
#include "Character.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "eTerminateType.h"
|
||||
#include "ePlayerFlag.h"
|
||||
|
||||
@ -12,13 +12,13 @@ void NsTokenConsoleServer::OnStartup(Entity* self) {
|
||||
}
|
||||
|
||||
void NsTokenConsoleServer::OnUse(Entity* self, Entity* user) {
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent == nullptr) {
|
||||
if (quickBuildComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (rebuildComponent->GetState() != eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "Entity.h"
|
||||
#include "Character.h"
|
||||
|
||||
void NTPipeVisibilityServer::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void NTPipeVisibilityServer::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
const auto flag = self->GetVar<int32_t>(u"flag");
|
||||
if (flag == 0) return;
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
class NTPipeVisibilityServer : public CppScripts::Script {
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
};
|
||||
|
||||
#endif //!__NTPIPEVISIBILITYSERVER__H__
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include "Character.h"
|
||||
#include "ePlayerFlag.h"
|
||||
|
||||
void NTImagimeterVisibility::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void NTImagimeterVisibility::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto* character = target->GetCharacter();
|
||||
if (character) character->SetPlayerFlag(ePlayerFlag::NT_PLINTH_REBUILD, true);
|
||||
|
||||
|
@ -3,5 +3,5 @@
|
||||
|
||||
class NTImagimeterVisibility : public CppScripts::Script {
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
};
|
||||
|
@ -2,7 +2,7 @@
|
||||
#include "GameMessages.h"
|
||||
#include "EntityManager.h"
|
||||
|
||||
void CatapultBouncerServer::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void CatapultBouncerServer::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"Built", 0, 0, LWOOBJID_EMPTY, "", UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
self->SetNetworkVar<bool>(u"Built", true);
|
||||
|
@ -3,5 +3,5 @@
|
||||
|
||||
class CatapultBouncerServer : public CppScripts::Script {
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
};
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "CavePrisonCage.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "Character.h"
|
||||
#include "dZoneManager.h"
|
||||
@ -45,8 +45,8 @@ void CavePrisonCage::Setup(Entity* self, Spawner* spawner) {
|
||||
Game::entityManager->ConstructEntity(entity);
|
||||
}
|
||||
|
||||
void CavePrisonCage::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
if (state != eRebuildState::RESETTING) {
|
||||
void CavePrisonCage::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
|
||||
if (state != eQuickBuildState::RESETTING) {
|
||||
return;
|
||||
}
|
||||
|
||||
@ -68,14 +68,14 @@ void CavePrisonCage::SpawnCounterweight(Entity* self, Spawner* spawner) {
|
||||
|
||||
self->SetVar<LWOOBJID>(u"Counterweight", counterweight->GetObjectID());
|
||||
|
||||
auto* rebuildComponent = counterweight->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = counterweight->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent != nullptr) {
|
||||
rebuildComponent->AddRebuildStateCallback([this, self](eRebuildState state) {
|
||||
OnRebuildNotifyState(self, state);
|
||||
if (quickBuildComponent != nullptr) {
|
||||
quickBuildComponent->AddQuickBuildStateCallback([this, self](eQuickBuildState state) {
|
||||
OnQuickBuildNotifyState(self, state);
|
||||
});
|
||||
|
||||
rebuildComponent->AddRebuildCompleteCallback([this, self](Entity* user) {
|
||||
quickBuildComponent->AddQuickBuildCompleteCallback([this, self](Entity* user) {
|
||||
// The counterweight is a simple mover, which is not implemented, so we'll just set it's position
|
||||
auto* counterweight = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"Counterweight"));
|
||||
|
||||
|
@ -5,7 +5,7 @@ class CavePrisonCage : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void Setup(Entity* self, Spawner* spawner);
|
||||
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
|
||||
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
|
||||
void SpawnCounterweight(Entity* self, Spawner* spawner);
|
||||
void GetButton(Entity* self);
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
@ -1,15 +1,15 @@
|
||||
#include "ImaginationShrineServer.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
|
||||
void ImaginationShrineServer::OnUse(Entity* self, Entity* user) {
|
||||
// If the rebuild component is complete, use the shrine
|
||||
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent == nullptr) {
|
||||
if (quickBuildComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
// Use the shrine
|
||||
BaseUse(self, user);
|
||||
}
|
||||
|
@ -8,7 +8,7 @@ void RainOfArrows::OnStartup(Entity* self) {
|
||||
|
||||
}
|
||||
|
||||
void RainOfArrows::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void RainOfArrows::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto myPos = self->GetPosition();
|
||||
auto myRot = self->GetRotation();
|
||||
|
||||
|
@ -5,7 +5,7 @@ class RainOfArrows : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
||||
private:
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "NjMonastryBossInstance.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "EntityManager.h"
|
||||
#include "dZoneManager.h"
|
||||
@ -221,26 +221,26 @@ void NjMonastryBossInstance::HandleLedgedFrakjawSpawned(Entity* self, Entity* le
|
||||
}
|
||||
|
||||
void NjMonastryBossInstance::HandleCounterWeightSpawned(Entity* self, Entity* counterWeight) {
|
||||
auto* rebuildComponent = counterWeight->GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr) {
|
||||
rebuildComponent->AddRebuildStateCallback([this, self, counterWeight](eRebuildState state) {
|
||||
auto* quickBuildComponent = counterWeight->GetComponent<QuickBuildComponent>();
|
||||
if (quickBuildComponent != nullptr) {
|
||||
quickBuildComponent->AddQuickBuildStateCallback([this, self, counterWeight](eQuickBuildState state) {
|
||||
|
||||
switch (state) {
|
||||
case eRebuildState::BUILDING:
|
||||
case eQuickBuildState::BUILDING:
|
||||
GameMessages::SendNotifyClientObject(self->GetObjectID(), PlayCinematicNotification,
|
||||
0, 0, counterWeight->GetObjectID(),
|
||||
BaseCounterweightQB + std::to_string(self->GetVar<uint32_t>(WaveNumberVariable)),
|
||||
UNASSIGNED_SYSTEM_ADDRESS);
|
||||
return;
|
||||
case eRebuildState::INCOMPLETE:
|
||||
case eQuickBuildState::INCOMPLETE:
|
||||
GameMessages::SendNotifyClientObject(self->GetObjectID(), EndCinematicNotification,
|
||||
0, 0, LWOOBJID_EMPTY, "",
|
||||
UNASSIGNED_SYSTEM_ADDRESS);
|
||||
return;
|
||||
case eRebuildState::RESETTING:
|
||||
case eQuickBuildState::RESETTING:
|
||||
ActivityTimerStart(self, SpawnCounterWeightTimer, 0.0f, 0.0f);
|
||||
return;
|
||||
case eRebuildState::COMPLETED: {
|
||||
case eQuickBuildState::COMPLETED: {
|
||||
// TODO: Move the platform?
|
||||
|
||||
// The counterweight is actually a moving platform and we should listen to the last waypoint event here
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "SkillComponent.h"
|
||||
#include "TeamManager.h"
|
||||
|
||||
void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AgSurvivalBuffStation::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
// We set the faction to 1 so that the buff station sees players as friendly targets to buff
|
||||
if (destroyableComponent != nullptr) destroyableComponent->SetFaction(1);
|
||||
|
@ -10,7 +10,7 @@ public:
|
||||
* @param self The Entity that called this script.
|
||||
* @param target The target of the self that called this script.
|
||||
*/
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
private:
|
||||
/**
|
||||
|
@ -9,7 +9,7 @@ class Entity;
|
||||
class NiPoint3;
|
||||
enum class eMissionState : int32_t;
|
||||
enum class ePetTamingNotifyType : uint32_t;
|
||||
enum class eRebuildState : uint32_t;
|
||||
enum class eQuickBuildState : uint32_t;
|
||||
|
||||
namespace CppScripts {
|
||||
/**
|
||||
@ -154,23 +154,23 @@ namespace CppScripts {
|
||||
/**
|
||||
* Invoked when a player has started building this quickbuild.
|
||||
*
|
||||
* Equivalent to 'function onRebuildStart(self, msg)'
|
||||
* Equivalent to 'function onQuickBuildStart(self, msg)'
|
||||
*/
|
||||
virtual void OnRebuildStart(Entity* self, Entity* target) {};
|
||||
virtual void OnQuickBuildStart(Entity* self, Entity* target) {};
|
||||
|
||||
/**
|
||||
* Invoked when this quickbuild has changed state.
|
||||
*
|
||||
* Equivalent to 'function onRebuildNotifyState(self, msg)'
|
||||
* Equivalent to 'function onQuickBuildNotifyState(self, msg)'
|
||||
*/
|
||||
virtual void OnRebuildNotifyState(Entity* self, eRebuildState state) {};
|
||||
virtual void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {};
|
||||
|
||||
/**
|
||||
* Invoked when this quickbuild has been completed.
|
||||
*
|
||||
* Equivalent to 'function onRebuildComplete(self, msg)'
|
||||
* Equivalent to 'function OnQuickBuildComplete(self, msg)'
|
||||
*/
|
||||
virtual void OnRebuildComplete(Entity* self, Entity* target) {};
|
||||
virtual void OnQuickBuildComplete(Entity* self, Entity* target) {};
|
||||
|
||||
/**
|
||||
* Invoked when self has received either a hit or heal.
|
||||
|
@ -1,22 +1,22 @@
|
||||
#include "ActMine.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
|
||||
void ActMine::OnStartup(Entity* self) {
|
||||
self->SetVar(u"RebuildComplete", false);
|
||||
self->SetVar(u"QuickBuildComplete", false);
|
||||
self->SetProximityRadius(MINE_RADIUS, "mineRadius");
|
||||
}
|
||||
|
||||
void ActMine::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
if (state == eRebuildState::COMPLETED) {
|
||||
auto* rebuild = self->GetComponent<RebuildComponent>();
|
||||
void ActMine::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
|
||||
if (state == eQuickBuildState::COMPLETED) {
|
||||
auto* rebuild = self->GetComponent<QuickBuildComponent>();
|
||||
if (rebuild) {
|
||||
auto* builder = rebuild->GetBuilder();
|
||||
self->SetVar(u"Builder", builder->GetObjectID());
|
||||
}
|
||||
|
||||
self->SetVar(u"RebuildComplete", true);
|
||||
self->SetVar(u"QuickBuildComplete", true);
|
||||
self->SetVar(u"NumWarnings", 0);
|
||||
self->AddToGroup("reset");
|
||||
}
|
||||
@ -26,7 +26,7 @@ void ActMine::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
void ActMine::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
|
||||
auto* detroyable = self->GetComponent<DestroyableComponent>();
|
||||
if (!detroyable) return;
|
||||
if (status == "ENTER" && self->GetVar<bool>(u"RebuildComplete") == true && detroyable->IsEnemy(entering)) {
|
||||
if (status == "ENTER" && self->GetVar<bool>(u"QuickBuildComplete") == true && detroyable->IsEnemy(entering)) {
|
||||
GameMessages::SendPlayFXEffect(self->GetObjectID(), 242, u"orange", "sirenlight_B");
|
||||
self->AddTimer("Tick", TICK_TIME);
|
||||
}
|
||||
|
@ -4,7 +4,7 @@
|
||||
class ActMine : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
|
||||
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
|
||||
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
private:
|
||||
|
@ -20,7 +20,7 @@ void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
|
||||
self->AddTimer("CineDone", 7.5f + 5.0f); // 7.5f is time the cinematic takes to play
|
||||
}
|
||||
|
||||
void AgJetEffectServer::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AgJetEffectServer::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
if (self->GetLOT() != 6209) return;
|
||||
auto entities = Game::entityManager->GetEntitiesInGroup("Jet_FX");
|
||||
if (entities.empty()) return;
|
||||
|
@ -6,7 +6,7 @@ class AgJetEffectServer final : public CppScripts::Script
|
||||
public:
|
||||
void OnUse(Entity* self, Entity* user) override;
|
||||
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
private:
|
||||
|
@ -7,7 +7,7 @@ void AgQbElevator::OnStartup(Entity* self) {
|
||||
}
|
||||
|
||||
//when the QB is finished being built by a player
|
||||
void AgQbElevator::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void AgQbElevator::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
self->SetProximityRadius(proxRadius, "elevatorProx");
|
||||
self->SetI64(u"qbPlayer", target->GetObjectID());
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
class AgQbElevator : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnRebuildComplete(Entity* self, Entity* target) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* target) override;
|
||||
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "AgQbWall.h"
|
||||
|
||||
void AgQbWall::OnRebuildComplete(Entity* self, Entity* player) {
|
||||
void AgQbWall::OnQuickBuildComplete(Entity* self, Entity* player) {
|
||||
self->SetVar(u"player", player->GetObjectID());
|
||||
auto targetWallSpawners = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner"));
|
||||
if (targetWallSpawners != "") {
|
||||
|
@ -3,5 +3,5 @@
|
||||
|
||||
class AgQbWall : public CppScripts::Script {
|
||||
public:
|
||||
void OnRebuildComplete(Entity* self, Entity* player) override;
|
||||
void OnQuickBuildComplete(Entity* self, Entity* player) override;
|
||||
};
|
||||
|
@ -12,6 +12,6 @@ void AgTurret::OnTimerDone(Entity* self, std::string timerName) {
|
||||
}
|
||||
}
|
||||
|
||||
void AgTurret::OnRebuildStart(Entity* self, Entity* user) {
|
||||
void AgTurret::OnQuickBuildStart(Entity* self, Entity* user) {
|
||||
GameMessages::SendLockNodeRotation(self, "base");
|
||||
}
|
||||
|
@ -4,5 +4,5 @@
|
||||
class AgTurret : public CppScripts::Script {
|
||||
void OnStartup(Entity* self);
|
||||
void OnTimerDone(Entity* self, std::string timerName);
|
||||
void OnRebuildStart(Entity* self, Entity* user);
|
||||
void OnQuickBuildStart(Entity* self, Entity* user);
|
||||
};
|
||||
|
@ -1,10 +1,10 @@
|
||||
#include "ActNinjaTurret.h"
|
||||
#include "eRebuildState.h"
|
||||
#include "eQuickBuildState.h"
|
||||
|
||||
void ActNinjaTurret::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
if (state == eRebuildState::COMPLETED) {
|
||||
void ActNinjaTurret::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
|
||||
if (state == eQuickBuildState::COMPLETED) {
|
||||
self->SetVar(u"AmBuilt", true);
|
||||
} else if (state == eRebuildState::RESETTING) {
|
||||
} else if (state == eQuickBuildState::RESETTING) {
|
||||
self->SetVar(u"AmBuilt", false);
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,7 @@
|
||||
class ActNinjaTurret : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnRebuildNotifyState(Entity* self, eRebuildState state) override;
|
||||
void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) override;
|
||||
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
|
||||
int32_t param3) override;
|
||||
};
|
||||
|
@ -1,11 +1,11 @@
|
||||
#include "ActParadoxPipeFix.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RebuildComponent.h"
|
||||
#include "QuickBuildComponent.h"
|
||||
#include "GameMessages.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "eEndBehavior.h"
|
||||
|
||||
void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
void ActParadoxPipeFix::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
const auto myGroup = "AllPipes";
|
||||
|
||||
const auto groupObjs = Game::entityManager->GetEntitiesInGroup(myGroup);
|
||||
@ -19,9 +19,9 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto* rebuildComponent = object->GetComponent<RebuildComponent>();
|
||||
auto* quickBuildComponent = object->GetComponent<QuickBuildComponent>();
|
||||
|
||||
if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
|
||||
if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
|
||||
indexCount++;
|
||||
}
|
||||
}
|
||||
@ -51,8 +51,8 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
|
||||
}
|
||||
}
|
||||
|
||||
void ActParadoxPipeFix::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
||||
if (state == eRebuildState::RESETTING) {
|
||||
void ActParadoxPipeFix::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
|
||||
if (state == eQuickBuildState::RESETTING) {
|
||||
const auto refinery = Game::entityManager->GetEntitiesInGroup("Paradox");
|
||||
|
||||
if (!refinery.empty()) {
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user