Split out Level progression component (#671)

* Split out Level progression component
from Character Component
This is to get to the Player forced movement Comp in a sane way

* move XML to component insted of abusing charComp

* use overrides
should probably make everything that calls that call it correctly

* fix linking issue
This commit is contained in:
Aaron Kimbrell
2022-07-24 13:04:02 -05:00
committed by GitHub
parent ef0a3c6d0b
commit f2d1c5d26d
11 changed files with 185 additions and 117 deletions

View File

@@ -7,6 +7,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
"ControllablePhysicsComponent.cpp"
"DestroyableComponent.cpp"
"InventoryComponent.cpp"
"LevelProgressionComponent.cpp"
"LUPExhibitComponent.cpp"
"MissionComponent.cpp"
"MissionOfferComponent.cpp"

View File

@@ -21,7 +21,6 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
m_IsGM = false;
m_IsLanding = false;
m_IsLEGOClubMember = true;
m_Level = 1;
m_DirtyCurrentActivity = false;
m_DirtyGMInfo = false;
@@ -80,8 +79,6 @@ CharacterComponent::~CharacterComponent() {
}
void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write1();
outBitStream->Write(m_Level);
outBitStream->Write0();
if (bIsInitialUpdate) {
@@ -181,57 +178,6 @@ void CharacterComponent::SetPvpEnabled(const bool value)
m_PvpEnabled = value;
}
void CharacterComponent::HandleLevelUp()
{
auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* parent = m_Character->GetEntity();
if (parent == nullptr)
{
return;
}
auto* inventoryComponent = parent->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = parent->GetComponent<ControllablePhysicsComponent>();
if (inventoryComponent == nullptr || controllablePhysicsComponent == nullptr)
{
return;
}
// Tell the client we beginning to send level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, rewardingItem);
for (auto* reward : rewards)
{
switch (reward->rewardType)
{
case 0:
inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
break;
case 4:
{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward->value);
}
break;
case 9:
controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, !rewardingItem);
}
void CharacterComponent::SetGMLevel(int gmlevel) {
m_DirtyGMInfo = true;
if (gmlevel > 0) m_IsGM = true;
@@ -332,14 +278,6 @@ void CharacterComponent::LoadFromXML() {
}
}
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("CharacterComponent", "Failed to find lvl tag while loading XML!\n");
return;
}
level->QueryAttribute("l", &m_Level);
if (character->FindAttribute("time")) {
character->QueryUnsigned64Attribute("time", &m_TotalTimePlayed);
} else {
@@ -419,14 +357,6 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
// End custom attributes
//
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("CharacterComponent", "Failed to find lvl tag while updating XML!\n");
return;
}
level->SetAttribute("l", m_Level);
auto newUpdateTimestamp = std::time(nullptr);
Game::logger->Log("TotalTimePlayed", "Time since last save: %d\n", newUpdateTimestamp - m_LastUpdateTimestamp);

View File

@@ -95,18 +95,6 @@ public:
*/
void RocketUnEquip(Entity* player);
/**
* Gets the current level of the entity
* @return the current level of the entity
*/
const uint32_t GetLevel() const { return m_Level; }
/**
* Sets the level of the entity
* @param level the level to set
*/
void SetLevel(uint32_t level) { m_Level = level; }
/**
* Gets the universe score of the entity
* @return the universe score of the entity
@@ -191,11 +179,6 @@ public:
*/
void SetMountItemID(LWOOBJID mountItemID) { m_MountItemID = mountItemID; }
/**
* Gives the player rewards for the last level that they leveled up from
*/
void HandleLevelUp();
/**
* Gets the name of this character
* @return the name of this character
@@ -323,11 +306,6 @@ private:
*/
uint8_t m_PossessableType = 1;
/**
* Level of the entity
*/
uint32_t m_Level;
/**
* Universe score of the entity
*/

View File

@@ -0,0 +1,74 @@
#include "LevelProgressionComponent.h"
#include "ControllablePhysicsComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
#include "tinyxml2.h"
LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
m_Level = 1;
}
void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!\n");
return;
}
level->SetAttribute("l", m_Level);
}
void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc){
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!\n");
return;
}
level->QueryAttribute("l", &m_Level);
}
void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags){
outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
m_DirtyLevelInfo = false;
}
void LevelProgressionComponent::HandleLevelUp() {
auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (!inventoryComponent || !controllablePhysicsComponent) return;
// Tell the client we beginning to send level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
for (auto* reward : rewards) {
switch (reward->rewardType) {
case 0:
inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
break;
case 4:
{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward->value);
}
break;
case 9:
controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
}

View File

@@ -0,0 +1,63 @@
#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
/**
* Component that handles level progression and serilization.
*
*/
class LevelProgressionComponent : public Component {
public:
static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_LEVEL_PROGRESSION;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
LevelProgressionComponent(Entity* parent);
~LevelProgressionComponent() override {};
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Save data from this componennt to character XML
* @param doc the document to write data to
*/
void UpdateXml(tinyxml2::XMLDocument* doc) override;
/**
* Load base data for this component from character XML
* @param doc the document to read data from
*/
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
/**
* Gets the current level of the entity
* @return the current level of the entity
*/
const uint32_t GetLevel() const { return m_Level; }
/**
* Sets the level of the entity
* @param level the level to set
*/
void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
/**
* Gives the player rewards for the last level that they leveled up from
*/
void HandleLevelUp();
private:
/**
* whether the level is dirty
*/
bool m_DirtyLevelInfo = false;
/**
* Level of the entity
*/
uint32_t m_Level;
};