Merge branch 'main' into object-debugger-stuff

This commit is contained in:
David Markowitz
2025-10-02 01:33:43 -07:00
5 changed files with 75 additions and 46 deletions

View File

@@ -5,16 +5,17 @@
#include "Entity.h"
#include "ScriptComponent.h"
#include "GameMessages.h"
#include "Amf3.h"
ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, std::string scriptName, bool serialized, bool client) : Component(parent, componentID) {
ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client) : Component(parent, componentID) {
using namespace GameMessages;
m_Serialized = serialized;
m_Client = client;
m_ScriptName = scriptName;
SetScript(scriptName);
}
ScriptComponent::~ScriptComponent() {
RegisterMsg<GetObjectReportInfo>(this, &ScriptComponent::OnGetObjectReportInfo);
}
void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
@@ -50,3 +51,16 @@ void ScriptComponent::SetScript(const std::string& scriptName) {
// and they may also be used by other script components so DON'T delete them.
m_Script = CppScripts::GetScript(m_Parent, scriptName);
}
bool ScriptComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
auto& infoMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& scriptInfo = infoMsg.info->PushDebug("Script");
scriptInfo.PushDebug<AMFStringValue>("Script Name") = m_ScriptName.empty() ? "None" : m_ScriptName;
auto& networkSettings = scriptInfo.PushDebug("Network Settings");
for (const auto* const setting : m_Parent->GetNetworkSettings()) {
networkSettings.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(setting->GetKey())) = setting->GetValueAsString();
}
return true;
}

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@@ -21,8 +21,7 @@ class ScriptComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPT;
ScriptComponent(Entity* parent, const int32_t componentID, std::string scriptName, bool serialized, bool client);
~ScriptComponent() override;
ScriptComponent(Entity* parent, const int32_t componentID, const std::string& scriptName, bool serialized, bool client = false);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
@@ -43,6 +42,8 @@ public:
* @param scriptName the name of the script to find
*/
void SetScript(const std::string& scriptName);
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
private:
@@ -60,6 +61,8 @@ private:
* Whether or not this script is a client script
*/
bool m_Client;
std::string m_ScriptName;
};
#endif // SCRIPTCOMPONENT_H

View File

@@ -7,6 +7,8 @@
#include "CDClientManager.h"
#include "CDObjectSkillsTable.h"
#include "RenderComponent.h"
#include "TeamManager.h"
#include "ProximityMonitorComponent.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
@@ -17,22 +19,40 @@ void ExplodingAsset::OnStartup(Entity* self) {
self->SetProximityRadius(10.0f, "crateHitters");
}
void ExplodingAsset::ProgressPlayerMissions(Entity& self, Entity& player) {
const auto missionID = self.GetVar<int32_t>(u"missionID");
auto achievementIDs = self.GetVarAsString(u"achieveID");
auto* const missionComponent = player.GetComponent<MissionComponent>();
if (missionComponent) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self.GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
const auto achievementIDInt = GeneralUtils::TryParse<int32_t>(achievementID);
if (!achievementIDInt) continue;
missionComponent->ForceProgressValue(achievementIDInt.value(),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self.GetLOT());
}
}
}
}
void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
std::vector<Entity*> entities;
entities.push_back(attacker);
const auto* const proximityComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityComponent) return;
if (!self->GetBoolean(u"bIsHit")) {
for (Entity* en : entities) {
if (en->GetObjectID() == attacker->GetObjectID()) {
if (Vector3::DistanceSquared(en->GetPosition(), self->GetPosition()) > 10 * 10) continue;
for (const auto objID : proximityComponent->GetProximityObjects("crateHitters")) {
auto* const entity = Game::entityManager->GetEntity(objID);
if (!entity) continue;
auto* destroyable = en->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
continue;
}
destroyable->Smash(attacker->GetObjectID());
}
auto* const destroyable = entity->GetComponent<DestroyableComponent>();
if (destroyable) destroyable->Smash(attacker->GetObjectID());
}
}
@@ -48,26 +68,17 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
// Technically supposed to get first skill in the skill component but only 1 object in the live game used this.
skillComponent->CalculateBehavior(147, 4721, LWOOBJID_EMPTY, true);
}
const auto missionID = self->GetVar<int32_t>(u"missionID");
auto achievementIDs = self->GetVar<std::u16string>(u"achieveID");
const auto* const team = TeamManager::Instance()->GetTeam(attacker->GetObjectID());
// Progress all scripted missions related to this asset
auto* missionComponent = attacker->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
missionComponent->ForceProgressValue(std::stoi(GeneralUtils::UTF16ToWTF8(achievementID)),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT());
if (team) {
for (const auto& member : team->members) {
auto* const memberEntity = Game::entityManager->GetEntity(member);
if (memberEntity) {
ProgressPlayerMissions(*self, *memberEntity);
}
}
} else {
ProgressPlayerMissions(*self, *attacker);
}
}

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@@ -4,7 +4,8 @@
class ExplodingAsset : public CppScripts::Script
{
public:
void OnStartup(Entity* self);
void OnHit(Entity* self, Entity* attacker);
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status);
void OnStartup(Entity* self) override;
void OnHit(Entity* self, Entity* attacker) override;
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) override;
void ProgressPlayerMissions(Entity& self, Entity& player);
};

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@@ -1126,6 +1126,13 @@ void HandlePacket(Packet* packet) {
// Update the characters xml to ensure the update above is not only saved, but so the client picks up on the changes.
c->SaveXMLToDatabase();
// Fix the destroyable component
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->FixStats();
}
WorldPackets::SendCreateCharacter(packet->systemAddress, characterComponent->GetReputation(), player->GetObjectID(), c->GetXMLData(), username, c->GetGMLevel(), c->GetPropertyCloneID());
WorldPackets::SendServerState(packet->systemAddress);
@@ -1143,13 +1150,6 @@ void HandlePacket(Packet* packet) {
player->GetCharacter()->SetTargetScene("");
// Fix the destroyable component
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->FixStats();
}
//Tell the player to generate BBB models, if any:
if (g_CloneID != 0) {
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();