mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Proper Rocket Holding
Sanity checks on Prop and LUP launchpads to not open if no valid rocket Add serialization for sending item configs so that rockets show for other players
This commit is contained in:
@@ -13,6 +13,7 @@
|
||||
#include "ChatPackets.h"
|
||||
#include "MissionComponent.h"
|
||||
#include "PropertyEntranceComponent.h"
|
||||
#include "RocketLaunchLupComponent.h"
|
||||
#include "dServer.h"
|
||||
#include "dMessageIdentifiers.h"
|
||||
#include "PacketUtils.h"
|
||||
@@ -40,19 +41,7 @@ RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() {
|
||||
delete m_AltPrecondition;
|
||||
}
|
||||
|
||||
void RocketLaunchpadControlComponent::RocketEquip(Entity* entity, LWOOBJID rocketID) {
|
||||
if (m_PlayersInRadius.find(entity->GetObjectID()) != m_PlayersInRadius.end()) {
|
||||
Launch(entity, rocketID);
|
||||
|
||||
//Go ahead and save the player
|
||||
//This causes a double-save, but it should prevent players from not being saved
|
||||
//before the next world server starts loading their data.
|
||||
if (entity->GetCharacter())
|
||||
entity->GetCharacter()->SaveXMLToDatabase();
|
||||
}
|
||||
}
|
||||
|
||||
void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID optionalRocketID, LWOMAPID mapId, LWOCLONEID cloneId) {
|
||||
void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) {
|
||||
auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId;
|
||||
|
||||
if (zone == 0)
|
||||
@@ -60,53 +49,22 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
|
||||
return;
|
||||
}
|
||||
|
||||
TellMasterToPrepZone(zone);
|
||||
|
||||
// This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready
|
||||
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
|
||||
auto* characterComponent = originator->GetComponent<CharacterComponent>();
|
||||
|
||||
auto* character = originator->GetCharacter();
|
||||
|
||||
if (inventoryComponent == nullptr || characterComponent == nullptr || character == nullptr) {
|
||||
if (!characterComponent || !character) return;
|
||||
|
||||
auto* rocket = characterComponent->GetRocket(originator);
|
||||
if (!rocket) {
|
||||
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// Select the rocket
|
||||
|
||||
Item* rocket = nullptr;
|
||||
|
||||
if (optionalRocketID != LWOOBJID_EMPTY)
|
||||
{
|
||||
rocket = inventoryComponent->FindItemById(optionalRocketID);
|
||||
}
|
||||
|
||||
if (rocket == nullptr)
|
||||
{
|
||||
rocket = inventoryComponent->FindItemById(characterComponent->GetLastRocketItemID());
|
||||
}
|
||||
|
||||
if (rocket == nullptr)
|
||||
{
|
||||
rocket = inventoryComponent->FindItemByLot(6416);
|
||||
}
|
||||
|
||||
if (rocket == nullptr)
|
||||
{
|
||||
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket (%llu)!\n", optionalRocketID);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (rocket->GetConfig().empty()) // Sanity check
|
||||
{
|
||||
rocket->SetCount(0, false, false);
|
||||
|
||||
return;
|
||||
}
|
||||
// we have the ability to launch, so now we prep the zone
|
||||
TellMasterToPrepZone(zone);
|
||||
|
||||
// Achievement unlocked: "All zones unlocked"
|
||||
|
||||
if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) {
|
||||
character->SetTargetScene(m_AltLandingScene);
|
||||
}
|
||||
@@ -114,27 +72,6 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
|
||||
character->SetTargetScene(m_TargetScene);
|
||||
}
|
||||
|
||||
if (characterComponent) {
|
||||
for (LDFBaseData* data : rocket->GetConfig()) {
|
||||
if (data->GetKey() == u"assemblyPartLOTs") {
|
||||
std::string newRocketStr;
|
||||
for (char character : data->GetValueAsString()) {
|
||||
if (character == '+') {
|
||||
newRocketStr.push_back(';');
|
||||
}
|
||||
else {
|
||||
newRocketStr.push_back(character);
|
||||
}
|
||||
}
|
||||
newRocketStr.push_back(';');
|
||||
characterComponent->SetLastRocketConfig(GeneralUtils::ASCIIToUTF16(newRocketStr));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Store the last used rocket item's ID
|
||||
characterComponent->SetLastRocketItemID(rocket->GetId());
|
||||
|
||||
characterComponent->UpdatePlayerStatistic(RocketsUsed);
|
||||
|
||||
character->SaveXMLToDatabase();
|
||||
@@ -143,23 +80,31 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
|
||||
|
||||
GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID());
|
||||
|
||||
rocket->Equip(true);
|
||||
|
||||
GameMessages::SendChangeObjectWorldState(rocket->GetId(), WORLDSTATE_ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(originator);
|
||||
}
|
||||
|
||||
void RocketLaunchpadControlComponent::OnUse(Entity* originator) {
|
||||
// If we are have the property or the LUP component, we don't want to immediately launch
|
||||
// instead we let their OnUse handlers do their things
|
||||
// which components of an Object have their OnUse called when using them
|
||||
// so we don't need to call it here
|
||||
auto* propertyEntrance = m_Parent->GetComponent<PropertyEntranceComponent>();
|
||||
|
||||
if (propertyEntrance != nullptr)
|
||||
{
|
||||
propertyEntrance->OnUse(originator);
|
||||
|
||||
if (propertyEntrance) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto* rocketLaunchLUP = m_Parent->GetComponent<RocketLaunchLupComponent>();
|
||||
if (rocketLaunchLUP) {
|
||||
return;
|
||||
}
|
||||
|
||||
// No rocket no launch
|
||||
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
|
||||
if (!rocket) {
|
||||
return;
|
||||
}
|
||||
Launch(originator);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user