feat(property): best friends of the owner can build on the property

property_bff_build (off by default, as live): while the owner is in build
mode, their best friends can join it and place, move and pick up models,
build brick by brick and edit behaviors, each from their own inventory.
Only the owner starts build mode; a best friend still in it when the owner
leaves keeps building until they leave it.

The client lets only the property's owner edit, so each player now gets
their own DownloadPropertyData, with their own id as the owner while they
can build, sent again whenever that changes. SetBuildModeConfirmed and
GetModelsOnProperty go to each player instead of everyone. The first
builder makes the property private and pauses the models; the last one
restores them. Saving no longer needs the owner in the world.

A model taken off the property goes to whoever placed it; if they aren't
here it stays placed. Privacy and the property's name stay owner only
(neither was checked before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 12:08:29 -05:00
parent 6b7d95acbd
commit df922e3cd9
15 changed files with 555 additions and 88 deletions

View File

@@ -35,6 +35,8 @@
#include "BrickByBrick.h"
#include "eLootSourceType.h"
#include "eKillType.h"
#include "PropertyBuilders.h"
#include "BuildingMessages.h"
PropertyManagementComponent* PropertyManagementComponent::instance = nullptr;
@@ -91,6 +93,77 @@ PropertyManagementComponent::PropertyManagementComponent(Entity* parent, const i
Load();
}
// Turning property_bff_build on or off changes who can build right away
static bool configHandlerAdded = false;
if (!configHandlerAdded && Game::config) {
Game::config->AddConfigHandler([]() { if (instance) instance->UpdateBuildRights(); });
configHandlerAdded = true;
}
}
PropertyManagementComponent::~PropertyManagementComponent() {
if (instance == this) instance = nullptr;
}
bool PropertyManagementComponent::IsBestFriend(const LWOOBJID player) const {
if (owner == LWOOBJID_EMPTY || player == owner) return false;
const auto cached = bestFriends.find(player);
if (cached != bestFriends.end()) return cached->second;
const auto status = Database::Get()->GetBestFriendStatus(player, owner);
const bool isBestFriend = status && status->bestFriendStatus == 3;
bestFriends[player] = isBestFriend;
return isBestFriend;
}
bool PropertyManagementComponent::CanBuild(const Entity& player) const {
const bool bestFriendsBuild = PropertyBuilders::BestFriendsBuild();
PropertyBuilders::Player state{ .id = player.GetObjectID(), .isBuilding = builders.contains(player.GetObjectID()) };
// Only a best friend needs the lookup
if (bestFriendsBuild && state.id != owner) state.isBestFriend = IsBestFriend(state.id);
return PropertyBuilders::CanBuild(state, owner, builders.contains(owner), bestFriendsBuild);
}
void PropertyManagementComponent::OnPlayerLoaded(Entity& player) {
IsBestFriend(player.GetObjectID());
}
void PropertyManagementComponent::OnPlayerRemoved(Entity& player) {
const auto id = player.GetObjectID();
const bool wasBuilding = EndBuilding(player);
sentBuildRights.erase(id);
bestFriends.erase(id);
// The owner leaving build mode stops best friends who aren't building from joining
if (wasBuilding) UpdateBuildRights();
}
void PropertyManagementComponent::UpdateBuildRights() {
for (auto* player : PlayerManager::GetAllPlayers()) {
if (!player) continue;
const auto id = player->GetObjectID();
const auto sent = sentBuildRights.find(id);
// Never sent the property's data: the client has no rights to take away
const bool couldBuild = sent != sentBuildRights.end() && sent->second;
const bool canBuild = CanBuild(*player);
if (couldBuild == canBuild) continue;
if (!canBuild && builders.contains(id)) {
// Out of build mode, as when they leave it themselves
GameMessages::SetBuildModeConfirmed confirmed;
confirmed.target = id;
confirmed.start = false;
confirmed.warnVisitors = true;
confirmed.playerId = id;
confirmed.startPos = player->GetPosition();
confirmed.Send(player->GetSystemAddress());
if (player->GetCharacter()) player->GetCharacter()->SetBuildMode(false);
EndBuilding(*player);
Game::zoneManager->GetZoneControlObject()->OnZonePropertyEditEnd();
ChatPackets::SendSystemMessage(player->GetSystemAddress(), u"You can't build on this property any more.");
}
OnQueryPropertyData(player, player->GetSystemAddress());
}
}
LWOOBJID PropertyManagementComponent::GetOwnerId() const {
@@ -102,7 +175,7 @@ Entity* PropertyManagementComponent::GetOwner() const {
}
void PropertyManagementComponent::SetOwner(Entity* value) {
owner = value->GetObjectID();
SetOwnerId(value->GetObjectID());
}
std::vector<NiPoint3> PropertyManagementComponent::GetPaths() const {
@@ -190,7 +263,7 @@ void PropertyManagementComponent::UpdatePropertyDetails(std::string name, std::s
Database::Get()->UpdatePropertyDetails(info);
DashboardNotify::Changed("properties", propertyId);
OnQueryPropertyData(GetOwner(), UNASSIGNED_SYSTEM_ADDRESS);
OnQueryPropertyData(nullptr, UNASSIGNED_SYSTEM_ADDRESS);
}
bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
@@ -251,10 +324,20 @@ bool PropertyManagementComponent::Claim(const LWOOBJID playerId) {
return true;
}
void PropertyManagementComponent::OnStartBuilding() {
auto* ownerEntity = GetOwner();
void PropertyManagementComponent::OnStartBuilding(Entity& builder) {
const bool first = builders.empty();
if (!builders.insert(builder.GetObjectID()).second) return;
if (ownerEntity == nullptr) return;
// The owner starting lets their best friends join
if (builder.GetObjectID() == owner) UpdateBuildRights();
auto inventoryComponent = builder.GetComponent<InventoryComponent>();
// Push equipped items
if (inventoryComponent) inventoryComponent->PushEquippedItems();
// Someone else is already building: the property is already private and paused
if (!first) return;
const auto players = PlayerManager::GetAllPlayers();
@@ -274,16 +357,13 @@ void PropertyManagementComponent::OnStartBuilding() {
}
}
// Everyone who can't build here leaves
for (auto* player : players) {
if (player == ownerEntity) continue;
if (!player || CanBuild(*player)) continue;
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SendToZone(zoneId);
}
auto inventoryComponent = ownerEntity->GetComponent<InventoryComponent>();
// Push equipped items
if (inventoryComponent) inventoryComponent->PushEquippedItems();
for (auto modelID : models | std::views::keys) {
auto* model = Game::entityManager->GetEntity(modelID);
@@ -302,13 +382,22 @@ void PropertyManagementComponent::OnStartBuilding() {
}
}
void PropertyManagementComponent::OnFinishBuilding() {
auto* ownerEntity = GetOwner();
void PropertyManagementComponent::OnFinishBuilding(const Entity& builder) {
// A best friend who left can't come back until the owner builds; the owner leaving stops the others joining
if (EndBuilding(builder)) UpdateBuildRights();
}
if (ownerEntity == nullptr) return;
bool PropertyManagementComponent::EndBuilding(const Entity& builder) {
if (builders.erase(builder.GetObjectID()) == 0) return false;
// Others are still building: keep the property private and paused
if (!builders.empty()) {
Save();
return true;
}
UpdateApprovedStatus(false);
SetPrivacyOption(originalPrivacyOption);
Save();
@@ -328,9 +417,10 @@ void PropertyManagementComponent::OnFinishBuilding() {
for (auto* const entity : Game::entityManager->GetEntitiesInGroup("SpawnedPropertyEnemies")) {
if (entity) entity->Smash();
}
return true;
}
Entity* PropertyManagementComponent::SpawnModel(const LOT lot, const LWOOBJID modelId, const NiPoint3& position, const NiQuaternion& rotation, const LwoNameValue& config) {
Entity* PropertyManagementComponent::SpawnModel(const LOT lot, const LWOOBJID modelId, const NiPoint3& position, const NiQuaternion& rotation, const LwoNameValue& config, const LWOOBJID placer) {
auto* node = new SpawnerNode();
node->position = position;
node->rotation = rotation;
@@ -361,15 +451,17 @@ Entity* PropertyManagementComponent::SpawnModel(const LOT lot, const LWOOBJID mo
auto* model = spawner->Spawn();
if (!model) return nullptr;
// Placed while the owner is editing: stays still until they finish (OnFinishBuilding resumes every model)
// Placed while someone is building: stays still until the last builder finishes (OnFinishBuilding resumes every
// model)
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
models.insert_or_assign(model->GetObjectID(), spawnerId);
placedBy.insert_or_assign(modelId, placer);
return model;
}
LWOOBJID PropertyManagementComponent::PlaceModelFromItem(Item& item, const NiPoint3& position, const NiQuaternion& rotation) {
LWOOBJID PropertyManagementComponent::PlaceModelFromItem(const Entity& builder, Item& item, const NiPoint3& position, const NiQuaternion& rotation) {
LWOOBJID modelId = LWOOBJID_EMPTY;
Entity* model = nullptr;
@@ -389,35 +481,38 @@ LWOOBJID PropertyManagementComponent::PlaceModelFromItem(Item& item, const NiPoi
modelConfig.Insert<LWOOBJID>(u"blueprintid", blueprintId);
const auto behaviors = config.find(u"userModelBehaviors");
if (behaviors != config.end() && behaviors->second) modelConfig.Insert<std::string>(u"userModelBehaviors", behaviors->second->GetValueAsString());
model = SpawnModel(BrickByBrick::MODEL_OBJECT_LOT, modelId, position, rotation, modelConfig);
model = SpawnModel(BrickByBrick::MODEL_OBJECT_LOT, modelId, position, rotation, modelConfig, builder.GetObjectID());
} else {
// A premade model gets a new UGID each time it is placed (live: the placed model's id, then a new item id
// when it is picked up)
modelId = ObjectIDManager::GetPersistentID();
GeneralUtils::SetBit(modelId, eObjectBits::CLIENT);
model = SpawnModel(item.GetLot(), modelId, position, rotation, {});
model = SpawnModel(item.GetLot(), modelId, position, rotation, {}, builder.GetObjectID());
}
if (!model) return LWOOBJID_EMPTY;
item.SetCount(item.GetCount() - 1, false, false, false, eLootSourceType::PROPERTY);
// Straight to the database: the model must not be lost if the server stops before the owner finishes editing
// Straight to the database: the model must not be lost if the server stops before the builder finishes editing
Save();
return modelId;
}
void PropertyManagementComponent::SendModelsOnProperty() const {
GameMessages::GetModelsOnProperty msg;
msg.target = owner;
msg.models = { models.begin(), models.end() };
msg.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Each player's own character, as PropertyContentsFromClient answers: the owner may not be here to target
for (const auto* player : PlayerManager::GetAllPlayers()) {
if (!player) continue;
msg.target = player->GetObjectID();
msg.Send(player->GetSystemAddress());
}
}
void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const NiPoint3 position, NiQuaternion rotation) {
void PropertyManagementComponent::UpdateModelPosition(Entity& builder, const LWOOBJID id, const NiPoint3 position, NiQuaternion rotation) {
LOG("Placing model <%f, %f, %f>", position.x, position.y, position.z);
auto* entity = GetOwner();
if (entity == nullptr) return;
auto* entity = &builder;
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) return;
@@ -433,7 +528,7 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
rotation = { rotation.w, rotation.z, rotation.y, rotation.x };
}
const auto modelId = PlaceModelFromItem(*item, position, rotation);
const auto modelId = PlaceModelFromItem(builder, *item, position, rotation);
if (modelId == LWOOBJID_EMPTY) return;
// As a live server answered a placed model
@@ -464,15 +559,9 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
if (missionComponent != nullptr) missionComponent->Progress(eMissionTaskType::PLACE_MODEL, 0);
}
void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int deleteReason) {
void PropertyManagementComponent::DeleteModel(Entity& builder, const LWOOBJID id, const int deleteReason) {
LOG("Delete model: (%llu) (%i)", id, deleteReason);
auto* entity = GetOwner();
if (entity == nullptr) return;
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) return;
auto* model = Game::entityManager->GetEntity(id);
if (model == nullptr) {
LOG("Failed to find model entity");
@@ -486,6 +575,32 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
}
const auto modelId = index->second;
// The model goes back to whoever placed it
const auto placer = GetPlacedBy(modelId);
auto* placerEntity = placer == builder.GetObjectID() ? &builder : PlayerManager::GetPlayer(placer);
const auto placerName = [&]() -> std::string {
if (placerEntity && placerEntity->GetCharacter()) return placerEntity->GetCharacter()->GetName();
const auto info = Database::Get()->GetCharacterInfo(placer);
return info ? info->name : "another player";
};
switch (PropertyBuilders::PlanModelReturn(builder.GetObjectID(), placer, placerEntity != nullptr, deleteReason)) {
case PropertyBuilders::eModelReturn::PLACER_AWAY:
LOG("%llu picked up model %llu placed by %llu, who isn't here; leaving it on the property", builder.GetObjectID(), modelId, placer);
ChatPackets::SendSystemMessage(builder.GetSystemAddress(), "This model is " + placerName() + "'s. It stays on the property until they are here to get it back.");
return;
case PropertyBuilders::eModelReturn::NOT_THEIRS:
ChatPackets::SendSystemMessage(builder.GetSystemAddress(), "This model is " + placerName() + "'s. Only they can take it apart.");
return;
default:
break;
}
auto& receiver = *placerEntity;
const bool toBuilder = &receiver == &builder;
auto* inventoryComponent = receiver.GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) return;
const auto removal = BrickByBrick::PlanModelRemoval(deleteReason);
// Every way off the property puts the model in MODELS; taking it apart then opens it in brick by brick building
@@ -498,14 +613,17 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
subKey = modelId;
}
// Only the player picking it up carries it
const auto received = inventoryComponent->ReceiveItem(LWOOBJID_EMPTY, itemLot, 1, eLootSourceType::PROPERTY, config, subKey, false,
{ .inventory = eInventoryType::MODELS, .showFlyingLoot = false, .equip = removal.equip });
{ .inventory = eInventoryType::MODELS, .showFlyingLoot = false, .equip = toBuilder && removal.equip });
if (received.id == LWOOBJID_EMPTY) {
LOG("Could not give model %llu back to %llu, leaving it on the property", modelId, entity->GetObjectID());
LOG("Could not give model %llu back to %llu, leaving it on the property", modelId, receiver.GetObjectID());
if (!toBuilder) ChatPackets::SendSystemMessage(builder.GetSystemAddress(), "This model is " + placerName() + "'s, and they have no room for it. It stays on the property.");
return;
}
models.erase(index);
placedBy.erase(modelId);
Game::entityManager->DestructEntity(model);
auto* spawner = Game::zoneManager->GetSpawner(modelId);
if (spawner != nullptr) {
@@ -517,36 +635,47 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
// Straight to the database, as for placing
Save();
if (removal.notifyPostDelete) {
if (removal.notifyPostDelete && toBuilder) {
auto* item = inventoryComponent->FindItemById(received.id);
GameMessages::HandleUGCEquipPostDeleteBasedOnEditMode msg;
msg.target = entity->GetObjectID();
msg.target = builder.GetObjectID();
msg.invItem = received.id;
msg.itemsTotal = item ? item->GetCount() : 1;
msg.Send(entity->GetSystemAddress());
msg.Send(builder.GetSystemAddress());
}
if (!toBuilder) {
const auto builderName = builder.GetCharacter() ? builder.GetCharacter()->GetName() : "Another player";
ChatPackets::SendSystemMessage(builder.GetSystemAddress(), "This model is " + placerName() + "'s, so it went back to them.");
ChatPackets::SendSystemMessage(receiver.GetSystemAddress(), builderName + " picked up one of your models. It is back in your models.");
}
SendModelsOnProperty();
{
GameMessages::PlaceModelResponse msg;
msg.target = entity->GetObjectID();
msg.target = builder.GetObjectID();
msg.response = BrickByBrick::PLACE_MODEL_REMOVED;
msg.Send(entity->GetSystemAddress());
msg.Send(builder.GetSystemAddress());
}
switch (static_cast<BrickByBrick::eDeleteReason>(deleteReason)) {
case BrickByBrick::eDeleteReason::PICKING_MODEL_UP:
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPickedUp(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelPickedUp(&builder);
break;
case BrickByBrick::eDeleteReason::RETURNING_MODEL_TO_INVENTORY:
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRemoved(entity);
Game::entityManager->GetZoneControlEntity()->OnZonePropertyModelRemoved(&builder);
break;
default:
break;
}
}
LWOOBJID PropertyManagementComponent::GetPlacedBy(const LWOOBJID modelId) const {
const auto placer = placedBy.find(modelId);
return PropertyBuilders::Placer(placer != placedBy.end() ? placer->second : LWOOBJID_EMPTY, owner);
}
void PropertyManagementComponent::UpdateApprovedStatus(const bool value, const std::string& rejectionReason) {
if (owner == LWOOBJID_EMPTY) return;
@@ -627,20 +756,16 @@ void PropertyManagementComponent::Load() {
auto* model = spawner->Spawn();
models.insert_or_assign(model->GetObjectID(), spawnerId);
if (databaseModel.placedBy != LWOOBJID_EMPTY) placedBy.insert_or_assign(databaseModel.id, databaseModel.placedBy);
}
}
void PropertyManagementComponent::Save() {
if (propertyId == LWOOBJID_EMPTY) {
// From the property's own ids: it saves whoever is here (the owner may not be)
if (propertyId == LWOOBJID_EMPTY || owner == LWOOBJID_EMPTY) {
return;
}
const auto* const owner = GetOwner();
if (!owner) return;
const auto* const character = owner->GetCharacter();
if (!character) return;
auto present = Database::Get()->GetPropertyModels(propertyId);
std::vector<LWOOBJID> modelIds;
@@ -659,12 +784,13 @@ void PropertyManagementComponent::Save() {
if (!modelComponent) continue;
const auto modelBehaviors = modelComponent->GetBehaviorsForSave();
// save the behaviors of the model
// save the behaviors of the model, as the model's placer's
const auto placer = GetPlacedBy(id);
for (const auto& [behaviorId, behaviorStr] : modelBehaviors) {
if (behaviorStr.empty() || behaviorId == -1 || behaviorId == 0) continue;
IBehaviors::Info info{
.behaviorId = behaviorId,
.characterId = character->GetID(),
.characterId = placer,
.behaviorInfo = behaviorStr
};
Database::Get()->AddBehavior(info);
@@ -685,6 +811,7 @@ void PropertyManagementComponent::Save() {
for (auto i = 0; i < model.behaviors.size(); i++) {
model.behaviors[i] = modelBehaviors[i].first;
}
model.placedBy = placer;
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_" + std::to_string(model.lot) + "_name");
} else {
@@ -795,10 +922,29 @@ void PropertyManagementComponent::OnQueryPropertyData(Entity* originator, const
message.pathPositions = GetPaths();
LOG("(%llu) sending property data (%d)", author, true);
message.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Each player gets their own: it tells builders they own the property
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
for (auto* player : PlayerManager::GetAllPlayers()) {
if (player) SendPropertyData(*player, message);
}
} else {
auto* player = PlayerManager::GetPlayer(sysAddr);
if (player) SendPropertyData(*player, message);
}
// send rejection here?
}
void PropertyManagementComponent::SendPropertyData(const Entity& player, const GameMessages::DownloadPropertyData& message) {
const bool canBuild = CanBuild(player);
sentBuildRights[player.GetObjectID()] = canBuild;
// The client lets only the property's owner build (ownerId == its character); a best friend who can build is told
// they own it, while ownerName stays the owner's
auto forPlayer = message;
if (canBuild) forPlayer.ownerId = player.GetObjectID();
forPlayer.Send(player.GetSystemAddress());
}
void PropertyManagementComponent::OnUse(Entity* originator) {
OnQueryPropertyData(originator, UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::OpenPropertyManagement msg;
@@ -807,6 +953,7 @@ void PropertyManagementComponent::OnUse(Entity* originator) {
}
void PropertyManagementComponent::SetOwnerId(const LWOOBJID value) {
if (owner != value) bestFriends.clear();
owner = value;
}
@@ -829,5 +976,5 @@ void PropertyManagementComponent::ApplyModeration(const bool approved, const std
rejectionReason = approved ? "" : reason;
// The dashboard makes rejected properties private; don't let a later save here publish it again
if (!approved) privacyOption = PropertyPrivacyOption::Private;
OnQueryPropertyData(GetOwner(), UNASSIGNED_SYSTEM_ADDRESS);
OnQueryPropertyData(nullptr, UNASSIGNED_SYSTEM_ADDRESS);
}