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

@@ -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);