feat: web dashboard and playground work

The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 17:52:10 -05:00
parent 854d02f509
commit e213a7aeff
681 changed files with 88310 additions and 1321 deletions

View File

@@ -1,4 +1,6 @@
#include "Loot.h"
#include "EconomyLedger.h"
#include "LiveEvents.h"
#include <algorithm>
#include <unordered_set>
@@ -34,7 +36,8 @@ struct LootDropInfo {
uint32_t count{ 0 };
};
std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
// chanceMultiplier: a live event's loot bonus (1: none)
std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex, float chanceMultiplier = 1.0f) {
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
@@ -45,7 +48,7 @@ std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
for (const auto& entry : matrix) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) {
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < LiveOpsRules::ScaleChance(entry.percent, chanceMultiplier)) {
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
@@ -187,6 +190,7 @@ void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
GameMessages::DeliverLocally(lootMsg);
// Visually drop it for the player
lootMsg.Send(player.GetSystemAddress());
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_DROPS, lootMsg.item, lootMsg.spawnPos, 1, &player);
}
// Drop the power up with no owner
@@ -197,6 +201,9 @@ void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, co
lootMsg.ownerID = LWOOBJID_EMPTY; // By setting ownerID to empty, any client that gets this DropClientLoot message can pick up the item.
CalcFinalDropPos(lootMsg);
// One drop, however many teammates see it
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_DROPS, lootMsg.item, lootMsg.spawnPos, 1);
// We want to drop the powerups as the same ID and the same position to all members of the team
for (const auto member : team.members) {
GameMessages::GetPosition memberPosMsg{};
@@ -347,6 +354,10 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
const auto spawnPosition = posMsg.pos;
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
for (const auto& [lootLot, info] : rolledItems) {
if (info.count > 0) EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::ITEM_DROPS, lootLot, spawnPosition, info.count, player);
}
constexpr LOT TOKEN_PROXY = 13763;
// Go through the drops 1 at a time to drop them
for (auto it = rolledItems.begin(); it != rolledItems.end(); it++) {
@@ -391,10 +402,14 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
}
// Coin roll is divided up between the members, rounded up, then dropped for each player
const uint32_t coinRoll = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
const uint32_t coinRoll = LiveEvents::ScaleCoins(static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins)));
// Just in case its empty don't allow divide by 0
const auto droppedCoins = lootEarners.empty() ? coinRoll : static_cast<uint32_t>(std::ceil(static_cast<float>(coinRoll) / lootEarners.size()));
if (droppedCoins > 0 && !lootEarners.empty()) {
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::COIN_DROPS, 0, spawnPosition, static_cast<int64_t>(droppedCoins) * lootEarners.size(), player);
}
// Drops coins for each alive member of a team (or just a player)
for (auto member : lootEarners) {
GameMessages::DropClientLoot lootMsg{};
@@ -568,7 +583,7 @@ void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex,
if (!inventoryComponent)
return;
const auto result = ::RollLootMatrix(matrixIndex);
const auto result = ::RollLootMatrix(matrixIndex, LiveEvents::LootChanceMultiplier());
::DropLoot(player, source, result, minCoins, maxCoins, noTeamLootOnDeath);
}