Add property Teleport behavior (#846)

* Add property Teleport behavior

Untested.  Will mark pr as ready for review when this has been tested

* Fix issues
This commit is contained in:
David Markowitz 2023-01-06 22:16:43 -08:00 committed by GitHub
parent 5374c555f5
commit a28a2e60cf
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 87 additions and 1 deletions

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@ -48,6 +48,7 @@
#include "PlayEffectBehavior.h"
#include "DamageAbsorptionBehavior.h"
#include "VentureVisionBehavior.h"
#include "PropertyTeleportBehavior.h"
#include "BlockBehavior.h"
#include "ClearTargetBehavior.h"
#include "PullToPointBehavior.h"
@ -263,7 +264,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
behavior = new DamageReductionBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
behavior = new PropertyTeleportBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
behavior = new ClearTargetBehavior(behaviorId);
break;

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@ -35,6 +35,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"OverTimeBehavior.cpp"
"PlayEffectBehavior.cpp"
"ProjectileAttackBehavior.cpp"
"PropertyTeleportBehavior.cpp"
"PullToPointBehavior.cpp"
"RemoveBuffBehavior.cpp"
"RepairBehavior.cpp"

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@ -0,0 +1,61 @@
#include "PropertyTeleportBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Character.h"
#include "CharacterComponent.h"
#include "ChatPackets.h"
#include "WorldPackets.h"
#include "EntityManager.h"
#include "Game.h"
#include "ZoneInstanceManager.h"
#include "dZoneManager.h"
void PropertyTeleportBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
auto* caster = EntityManager::Instance()->GetEntity(context->caster);
if (!caster) return;
auto* character = caster->GetCharacter();
if (!character) return;
LWOOBJID objId = caster->GetObjectID();
LWOMAPID targetMapId = m_MapId;
LWOCLONEID targetCloneId = character->GetPropertyCloneID();
if (dZoneManager::Instance()->GetZoneID().GetCloneID() == character->GetPropertyCloneID()) {
targetMapId = character->GetLastNonInstanceZoneID();
targetCloneId = 0;
} else {
character->SetLastNonInstanceZoneID(dZoneManager::Instance()->GetZoneID().GetMapID());
}
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, targetMapId, targetCloneId, false, [objId](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
auto* entity = EntityManager::Instance()->GetEntity(objId);
if (!entity) return;
const auto sysAddr = entity->GetSystemAddress();
if (zoneClone != 0) ChatPackets::SendSystemMessage(sysAddr, u"Transfering to your property!");
else ChatPackets::SendSystemMessage(sysAddr, u"Transfering back to previous world!");
Game::logger->Log("PropertyTeleportBehavior", "Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", sysAddr.ToString(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
if (entity->GetCharacter()) {
entity->GetCharacter()->SetZoneID(zoneID);
entity->GetCharacter()->SetZoneInstance(zoneInstance);
entity->GetCharacter()->SetZoneClone(zoneClone);
entity->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
}
entity->GetCharacter()->SaveXMLToDatabase();
WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
return;
});
}
void PropertyTeleportBehavior::Load() {
this->m_CancelIfInteracting = GetBoolean("cancel_if_interacting"); // TODO unused
this->m_MapId = LWOMAPID(GetInt("mapID"));
}

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@ -0,0 +1,21 @@
#pragma once
#include "Behavior.h"
class PropertyTeleportBehavior final : public Behavior
{
public:
/*
* Inherited
*/
explicit PropertyTeleportBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {
}
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Load() override;
private:
LWOMAPID m_MapId;
bool m_CancelIfInteracting;
};