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Add property Teleport behavior (#846)
* Add property Teleport behavior Untested. Will mark pr as ready for review when this has been tested * Fix issues
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@ -48,6 +48,7 @@
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#include "PlayEffectBehavior.h"
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#include "DamageAbsorptionBehavior.h"
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#include "VentureVisionBehavior.h"
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#include "PropertyTeleportBehavior.h"
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#include "BlockBehavior.h"
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#include "ClearTargetBehavior.h"
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#include "PullToPointBehavior.h"
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@ -263,7 +264,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
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behavior = new DamageReductionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
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behavior = new PropertyTeleportBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
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behavior = new ClearTargetBehavior(behaviorId);
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break;
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@ -35,6 +35,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"OverTimeBehavior.cpp"
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"PlayEffectBehavior.cpp"
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"ProjectileAttackBehavior.cpp"
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"PropertyTeleportBehavior.cpp"
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"PullToPointBehavior.cpp"
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"RemoveBuffBehavior.cpp"
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"RepairBehavior.cpp"
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61
dGame/dBehaviors/PropertyTeleportBehavior.cpp
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61
dGame/dBehaviors/PropertyTeleportBehavior.cpp
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@ -0,0 +1,61 @@
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#include "PropertyTeleportBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "ChatPackets.h"
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#include "WorldPackets.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "ZoneInstanceManager.h"
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#include "dZoneManager.h"
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void PropertyTeleportBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* caster = EntityManager::Instance()->GetEntity(context->caster);
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if (!caster) return;
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auto* character = caster->GetCharacter();
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if (!character) return;
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LWOOBJID objId = caster->GetObjectID();
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LWOMAPID targetMapId = m_MapId;
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LWOCLONEID targetCloneId = character->GetPropertyCloneID();
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if (dZoneManager::Instance()->GetZoneID().GetCloneID() == character->GetPropertyCloneID()) {
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targetMapId = character->GetLastNonInstanceZoneID();
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targetCloneId = 0;
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} else {
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character->SetLastNonInstanceZoneID(dZoneManager::Instance()->GetZoneID().GetMapID());
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}
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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) {
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auto* entity = EntityManager::Instance()->GetEntity(objId);
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if (!entity) return;
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const auto sysAddr = entity->GetSystemAddress();
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if (zoneClone != 0) ChatPackets::SendSystemMessage(sysAddr, u"Transfering to your property!");
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else ChatPackets::SendSystemMessage(sysAddr, u"Transfering back to previous world!");
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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);
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if (entity->GetCharacter()) {
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entity->GetCharacter()->SetZoneID(zoneID);
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entity->GetCharacter()->SetZoneInstance(zoneInstance);
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entity->GetCharacter()->SetZoneClone(zoneClone);
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entity->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
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}
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entity->GetCharacter()->SaveXMLToDatabase();
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WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
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return;
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});
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}
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void PropertyTeleportBehavior::Load() {
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this->m_CancelIfInteracting = GetBoolean("cancel_if_interacting"); // TODO unused
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this->m_MapId = LWOMAPID(GetInt("mapID"));
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}
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21
dGame/dBehaviors/PropertyTeleportBehavior.h
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21
dGame/dBehaviors/PropertyTeleportBehavior.h
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@ -0,0 +1,21 @@
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#pragma once
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#include "Behavior.h"
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class PropertyTeleportBehavior final : public Behavior
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{
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public:
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/*
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* Inherited
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*/
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explicit PropertyTeleportBehavior(const uint32_t behavior_id) : Behavior(behavior_id) {
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}
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void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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LWOMAPID m_MapId;
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bool m_CancelIfInteracting;
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};
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