Implement the Imaginite Backpack and Shard armor scripts (#886)

* Imaginite Pack now works

* Remove unused params

* Address issues

* Add TeslaPack script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
This commit is contained in:
David Markowitz
2022-12-21 14:33:41 -08:00
committed by GitHub
parent 51dd56f0a0
commit bd7f532a28
16 changed files with 249 additions and 1 deletions

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@@ -824,6 +824,22 @@ std::vector<ScriptComponent*> Entity::GetScriptComponents() {
return comps;
}
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
}
}
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Unsubscribe(scriptObjId);
}
}
void Entity::SetProximityRadius(float proxRadius, std::string name) {
ProximityMonitorComponent* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) {

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@@ -26,8 +26,13 @@ class Spawner;
class ScriptComponent;
class dpEntity;
class Component;
class Item;
class Character;
namespace CppScripts {
class Script;
};
/**
* An entity in the world. Has multiple components.
*/
@@ -139,6 +144,9 @@ public:
std::vector<ScriptComponent*> GetScriptComponents();
void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName);
void Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName);
void SetProximityRadius(float proxRadius, std::string name);
void SetProximityRadius(dpEntity* entity, std::string name);

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@@ -631,6 +631,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
auto* attacker = EntityManager::Instance()->GetEntity(source);
m_Parent->OnHit(attacker);
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
NotifySubscribers(attacker, sourceDamage);
for (const auto& cb : m_OnHitCallbacks) {
cb(attacker);
@@ -648,6 +649,29 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
Smash(source, eKillType::VIOLENT, u"", skillID);
}
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
Game::logger->LogDebug("DestroyableComponent", "Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
auto foundScript = m_SubscribedScripts.find(scriptObjId);
if (foundScript != m_SubscribedScripts.end()) {
m_SubscribedScripts.erase(foundScript);
Game::logger->LogDebug("DestroyableComponent", "Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
} else {
Game::logger->LogDebug("DestroyableComponent", "Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
}
Game::logger->LogDebug("DestroyableComponent", "Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
for (auto script : m_SubscribedScripts) {
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
}
}
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
if (m_iHealth > 0) {
SetArmor(0);

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@@ -7,6 +7,10 @@
#include "Entity.h"
#include "Component.h"
namespace CppScripts {
class Script;
}; //! namespace CppScripts
/**
* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
* indicate which enemies this entity has.
@@ -422,6 +426,17 @@ public:
*/
void AddFactionNoLookup(int32_t faction) { m_FactionIDs.push_back(faction); };
/**
* Notify subscribed scripts of Damage actions.
*
* @param attacker The attacking Entity
* @param damage The amount of damage that was done
*/
void NotifySubscribers(Entity* attacker, uint32_t damage);
void Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd);
void Unsubscribe(LWOOBJID scriptObjId);
private:
/**
* Whether or not the health should be serialized
@@ -557,6 +572,11 @@ private:
* The list of callbacks that will be called when this entity gets hit
*/
std::vector<std::function<void(Entity*)>> m_OnHitCallbacks;
/**
* The list of scripts subscribed to this components actions
*/
std::map<LWOOBJID, CppScripts::Script*> m_SubscribedScripts;
};
#endif // DESTROYABLECOMPONENT_H

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@@ -27,8 +27,9 @@
#include "dConfig.h"
#include "eItemType.h"
#include "eUnequippableActiveType.h"
#include "CppScripts.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) {
this->m_Dirty = true;
this->m_Equipped = {};
this->m_Pushed = {};
@@ -867,6 +868,8 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
AddItemSkills(item->GetLot());
EquipScripts(item);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
@@ -895,6 +898,8 @@ void InventoryComponent::UnEquipItem(Item* item) {
PurgeProxies(item);
UnequipScripts(item);
EntityManager::Instance()->SerializeEntity(m_Parent);
// Trigger property event
@@ -904,6 +909,37 @@ void InventoryComponent::UnEquipItem(Item* item) {
}
}
void InventoryComponent::EquipScripts(Item* equippedItem) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
if (!compRegistryTable) return;
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(equippedItem->GetLot(), COMPONENT_TYPE_SCRIPT, -1);
if (scriptComponentID > -1) {
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
}
itemScript->OnFactionTriggerItemEquipped(m_Parent, equippedItem->GetId());
}
}
void InventoryComponent::UnequipScripts(Item* unequippedItem) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
if (!compRegistryTable) return;
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(unequippedItem->GetLot(), COMPONENT_TYPE_SCRIPT, -1);
if (scriptComponentID > -1) {
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance()->GetTable<CDScriptComponentTable>("ScriptComponent");
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name);
if (!itemScript) {
Game::logger->Log("InventoryComponent", "null script?");
}
itemScript->OnFactionTriggerItemUnequipped(m_Parent, unequippedItem->GetId());
}
}
void InventoryComponent::HandlePossession(Item* item) {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;

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@@ -352,6 +352,20 @@ public:
*/
static uint32_t FindSkill(LOT lot);
/**
* Call this when you equip an item. This calls OnFactionTriggerItemEquipped for any scripts found on the items.
*
* @param equippedItem The item script to lookup and call equip on
*/
void EquipScripts(Item* equippedItem);
/**
* Call this when you unequip an item. This calls OnFactionTriggerItemUnequipped for any scripts found on the items.
*
* @param unequippedItem The item script to lookup and call unequip on
*/
void UnequipScripts(Item* unequippedItem);
~InventoryComponent() override;
private: