mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
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
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@@ -21,7 +21,6 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
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m_IsGM = false;
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m_IsLanding = false;
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m_IsLEGOClubMember = true;
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m_Level = 1;
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m_DirtyCurrentActivity = false;
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m_DirtyGMInfo = false;
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@@ -80,8 +79,6 @@ CharacterComponent::~CharacterComponent() {
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}
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void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write1();
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outBitStream->Write(m_Level);
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outBitStream->Write0();
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if (bIsInitialUpdate) {
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@@ -181,57 +178,6 @@ void CharacterComponent::SetPvpEnabled(const bool value)
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m_PvpEnabled = value;
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}
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void CharacterComponent::HandleLevelUp()
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{
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auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
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const auto& rewards = rewardsTable->GetByLevelID(m_Level);
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bool rewardingItem = rewards.size() > 0;
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auto* parent = m_Character->GetEntity();
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if (parent == nullptr)
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{
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return;
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}
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auto* inventoryComponent = parent->GetComponent<InventoryComponent>();
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auto* controllablePhysicsComponent = parent->GetComponent<ControllablePhysicsComponent>();
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if (inventoryComponent == nullptr || controllablePhysicsComponent == nullptr)
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{
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return;
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}
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// Tell the client we beginning to send level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, rewardingItem);
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for (auto* reward : rewards)
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{
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switch (reward->rewardType)
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{
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case 0:
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
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break;
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case 4:
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{
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auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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items->SetSize(items->GetSize() + reward->value);
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}
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break;
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case 9:
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controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
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break;
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case 11:
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case 12:
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break;
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default:
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break;
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}
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}
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// Tell the client we have finished sending level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, !rewardingItem);
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}
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void CharacterComponent::SetGMLevel(int gmlevel) {
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m_DirtyGMInfo = true;
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if (gmlevel > 0) m_IsGM = true;
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@@ -332,14 +278,6 @@ void CharacterComponent::LoadFromXML() {
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}
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}
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("CharacterComponent", "Failed to find lvl tag while loading XML!\n");
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return;
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}
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level->QueryAttribute("l", &m_Level);
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if (character->FindAttribute("time")) {
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character->QueryUnsigned64Attribute("time", &m_TotalTimePlayed);
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} else {
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@@ -419,14 +357,6 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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// End custom attributes
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//
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("CharacterComponent", "Failed to find lvl tag while updating XML!\n");
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return;
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}
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level->SetAttribute("l", m_Level);
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auto newUpdateTimestamp = std::time(nullptr);
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Game::logger->Log("TotalTimePlayed", "Time since last save: %d\n", newUpdateTimestamp - m_LastUpdateTimestamp);
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