Merge pull request #587 Address pets not consuming imagination on summon or while being active

Address pets not consuming imagination on summon or while being active
This commit is contained in:
David Markowitz 2022-06-18 20:26:55 -07:00 committed by GitHub
commit ba5037300f
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 103 additions and 3 deletions

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@ -415,6 +415,12 @@ enum eReplicaComponentType : int32_t {
COMPONENT_TYPE_MODEL = 5398484 //look man idk
};
enum class UseItemResponse : uint32_t {
NoImaginationForPet = 1,
FailedPrecondition,
MountsNotAllowed
};
/**
* Represents the different types of inventories an entity may have
*/

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@ -24,6 +24,7 @@
#include "dZoneManager.h"
#include "PropertyManagementComponent.h"
#include "DestroyableComponent.h"
#include "dConfig.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent)
{
@ -1351,6 +1352,14 @@ void InventoryComponent::SpawnPet(Item* item)
}
}
// First check if we can summon the pet. You need 1 imagination to do so.
auto destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (Game::config->GetValue("pets_take_imagination") == "1" && destroyableComponent && destroyableComponent->GetImagination() <= 0) {
GameMessages::SendUseItemRequirementsResponse(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), UseItemResponse::NoImaginationForPet);
return;
}
EntityInfo info {};
info.lot = item->GetLot();
info.pos = m_Parent->GetPosition();

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@ -16,6 +16,7 @@
#include "../dWorldServer/ObjectIDManager.h"
#include "Game.h"
#include "dConfig.h"
#include "dChatFilter.h"
#include "Database.h"
@ -81,6 +82,20 @@ PetComponent::PetComponent(Entity* parent, uint32_t componentId) : Component(par
if (!checkPreconditions.empty()) {
SetPreconditions(checkPreconditions);
}
// Get the imagination drain rate from the CDClient
auto query = CDClientDatabase::CreatePreppedStmt("SELECT imaginationDrainRate FROM PetComponent WHERE id = ?;");
query.bind(1, static_cast<int>(componentId));
auto result = query.execQuery();
// Should a result not exist for this pet default to 60 seconds.
if (!result.eof() && !result.fieldIsNull(0)) {
imaginationDrainRate = result.getFloatField(0, 60.0f);
} else {
imaginationDrainRate = 60.0f;
}
result.finalize();
}
void PetComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags)
@ -636,7 +651,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position)
inventoryComponent->SetDatabasePet(petSubKey, databasePet);
Activate(item, false);
Activate(item, false, true);
m_Timer = 0;
@ -897,8 +912,10 @@ void PetComponent::Wander()
m_Timer += (m_MovementAI->GetCurrentPosition().x - destination.x) / info.wanderSpeed;
}
void PetComponent::Activate(Item* item, bool registerPet)
void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming)
{
AddDrainImaginationTimer(item, fromTaming);
m_ItemId = item->GetId();
m_DatabaseId = item->GetSubKey();
@ -968,6 +985,44 @@ void PetComponent::Activate(Item* item, bool registerPet)
GameMessages::SendShowPetActionButton(m_Owner, 3, true, owner->GetSystemAddress());
}
void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
if (Game::config->GetValue("pets_take_imagination") != "1") return;
auto playerInventory = item->GetInventory();
if (!playerInventory) return;
auto playerInventoryComponent = playerInventory->GetComponent();
if (!playerInventoryComponent) return;
auto playerEntity = playerInventoryComponent->GetParent();
if (!playerEntity) return;
auto playerDestroyableComponent = playerEntity->GetComponent<DestroyableComponent>();
if (!playerDestroyableComponent) return;
// Drain by 1 when you summon pet or when this method is called, but not when we have just tamed this pet.
if (!fromTaming) playerDestroyableComponent->Imagine(-1);
// Set this to a variable so when this is called back from the player the timer doesn't fire off.
m_Parent->AddCallbackTimer(imaginationDrainRate, [playerDestroyableComponent, this, item](){
if (!playerDestroyableComponent) {
Game::logger->Log("PetComponent", "No petComponent and/or no playerDestroyableComponent\n");
return;
}
// If we are out of imagination despawn the pet.
if (playerDestroyableComponent->GetImagination() == 0) {
this->Deactivate();
auto playerEntity = playerDestroyableComponent->GetParent();
if (!playerEntity) return;
GameMessages::SendUseItemRequirementsResponse(playerEntity->GetObjectID(), playerEntity->GetSystemAddress(), UseItemResponse::NoImaginationForPet);
}
this->AddDrainImaginationTimer(item);
});
}
void PetComponent::Deactivate()
{
GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), -1, u"despawn", "", LWOOBJID_EMPTY, 1, 1, true);

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@ -82,7 +82,7 @@ public:
* @param item the item to create the pet from
* @param registerPet notifies the client that the pet was spawned, not necessary if this pet is being tamed
*/
void Activate(Item* item, bool registerPet = true);
void Activate(Item* item, bool registerPet = true, bool fromTaming = false);
/**
* Despawns the pet
@ -203,6 +203,14 @@ public:
*/
static PetComponent* GetActivePet(LWOOBJID owner);
/**
* Adds the timer to the owner of this pet to drain imagination at the rate
* specified by the parameter imaginationDrainRate
*
* @param item The item that represents this pet in the inventory.
*/
void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
private:
/**
@ -346,4 +354,9 @@ private:
* Preconditions that need to be met before an entity can tame this pet
*/
PreconditionExpression* m_Preconditions;
/**
* The rate at which imagination is drained from the user for having the pet out.
*/
float imaginationDrainRate;
};

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@ -1363,6 +1363,18 @@ void GameMessages::SendUseItemResult(Entity* entity, LOT templateID, bool useIte
SEND_PACKET
}
void GameMessages::SendUseItemRequirementsResponse(LWOOBJID objectID, const SystemAddress& sysAddr, UseItemResponse itemResponse) {
CBITSTREAM
CMSGHEADER
bitStream.Write(objectID);
bitStream.Write(GAME_MSG::GAME_MSG_USE_ITEM_REQUIREMENTS_RESPONSE);
bitStream.Write(itemResponse);
SEND_PACKET
}
void GameMessages::SendMoveInventoryBatch(Entity* entity, uint32_t stackCount, int srcInv, int dstInv, const LWOOBJID& iObjID) {
CBITSTREAM
CMSGHEADER

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@ -372,6 +372,7 @@ namespace GameMessages {
void SendActivityPause(LWOOBJID objectId, bool pause = false, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
void SendStartActivityTime(LWOOBJID objectId, float_t startTime, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
void SendRequestActivityEnter(LWOOBJID objectId, const SystemAddress& sysAddr, bool bStart, LWOOBJID userID);
void SendUseItemRequirementsResponse(LWOOBJID objectID, const SystemAddress& sysAddr, UseItemResponse itemResponse);
// SG:

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@ -376,6 +376,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_NOTIFY_PET_TAMING_PUZZLE_SELECTED = 675,
GAME_MSG_SHOW_PET_ACTION_BUTTON = 692,
GAME_MSG_SET_EMOTE_LOCK_STATE = 693,
GAME_MSG_USE_ITEM_REQUIREMENTS_RESPONSE = 703,
GAME_MSG_PLAY_EMBEDDED_EFFECT_ON_ALL_CLIENTS_NEAR_OBJECT = 713,
GAME_MSG_DOWNLOAD_PROPERTY_DATA = 716,
GAME_MSG_QUERY_PROPERTY_DATA = 717,

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@ -57,3 +57,6 @@ check_fdb=0
# 0 or 1, DLU leaderboards will rate Avant Gardens Survival based on score by default.
# This option should be set to 1 if you would like it to reflect the game when it was live (scoring based on time).
classic_survival_scoring=0
# If this value is 1, pets will consume imagination as they did in live. if 0 they will not consume imagination at all.
pets_take_imagination=1