Use compile-time flag setting

This commit is contained in:
jadebenn
2024-04-20 14:17:34 -05:00
parent 5ddf4ce28b
commit f41321eb7b
7 changed files with 196 additions and 64 deletions

View File

@@ -45,7 +45,7 @@ std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::activePets{};
* Maps all the pet lots to a flag indicating that the player has caught it. All basic pets have been guessed by ObjID
* while the faction ones could be checked using their respective missions.
*/
std::map<LOT, int32_t> PetComponent::petFlags{
const std::map<LOT, int32_t> PetComponent::petFlags{
{ 3050, 801 }, // Elephant
{ 3054, 803 }, // Cat
{ 3195, 806 }, // Triceratops
@@ -75,10 +75,12 @@ std::map<LOT, int32_t> PetComponent::petFlags{
{ 13067, 838 }, // Skeleton dragon
};
PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId) : Component{ parentEntity } {
PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId)
: Component{ parentEntity }
, m_Flags{ PetFlag::SPAWNING }
{
m_PetInfo = CDClientManager::GetTable<CDPetComponentTable>()->GetByID(componentId); // TODO: Make reference when safe
m_ComponentId = componentId;
m_Flags = PetFlag::SPAWNING; // Tameable
m_StartPosition = m_Parent->GetPosition();
m_MovementAI = nullptr;
@@ -99,7 +101,7 @@ void PetComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpd
constexpr bool isDirty = true;
outBitStream.Write(isDirty); // Always serialize as dirty for now
outBitStream.Write(m_Flags);
outBitStream.Write(m_Flags.Value());
outBitStream.Write(tamed ? m_Interaction.ability : ePetAbilityType::Invalid); // Something with the overhead icon?
const bool interacting = m_Interaction.obj != LWOOBJID_EMPTY;
@@ -205,12 +207,13 @@ void PetComponent::OnUse(Entity* originator) {
buildFile = std::string(result.getStringField("ValidPiecesLXF"));
PuzzleData data;
data.buildFile = buildFile;
data.puzzleModelLot = result.getIntField("PuzzleModelLot");
data.timeLimit = result.getFloatField("Timelimit");
data.numValidPieces = result.getIntField("NumValidPieces");
data.imaginationCost = result.getIntField("imagCostPerBuild");
PuzzleData data{
.puzzleModelLot = result.getIntField("PuzzleModelLot"),
.buildFile = buildFile,
.timeLimit = static_cast<float>(result.getFloatField("Timelimit")),
.imaginationCost = result.getIntField("imagCostPerBuild"),
.numValidPieces = result.getIntField("NumValidPieces")
};
if (data.timeLimit <= 0) data.timeLimit = 60;
imaginationCost = data.imaginationCost;
@@ -306,7 +309,7 @@ void PetComponent::OnUse(Entity* originator) {
GameMessages::SendNotifyPetTamingPuzzleSelected(originator->GetObjectID(), bricks, originator->GetSystemAddress());
m_Tamer = originator->GetObjectID();
m_Flags.Set(PetFlag::IDLE, PetFlag::UNKNOWN4);
m_Flags.Set<PetFlag::IDLE, PetFlag::UNKNOWN4>();
currentActivities.insert_or_assign(m_Tamer, m_Parent->GetObjectID());
@@ -334,7 +337,7 @@ void PetComponent::Update(float deltaTime) {
ClientFailTamingMinigame(); // TODO: This is not despawning the built model correctly
}
if (m_Flags.Has(PetFlag::SPAWNING)) OnSpawn();
if (m_Flags.Has<PetFlag::SPAWNING>()) OnSpawn();
// Handle pet AI states
switch (m_State) {
@@ -501,7 +504,7 @@ void PetComponent::NotifyTamingBuildSuccess(const NiPoint3 position) {
missionComponent->Progress(eMissionTaskType::PET_TAMING, m_Parent->GetLOT());
}
m_Flags.Reset(PetFlag::IDLE);
m_Flags.Reset<PetFlag::IDLE>();
auto* const characterComponent = tamer->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
@@ -612,7 +615,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
currentActivities.erase(m_Tamer);
m_Flags.Reset(PetFlag::TAMEABLE);
m_Flags.Reset<PetFlag::TAMEABLE>();
m_Tamer = LWOOBJID_EMPTY;
m_Timer = 0;
@@ -661,7 +664,7 @@ void PetComponent::ClientFailTamingMinigame() {
currentActivities.erase(m_Tamer);
m_Flags.Reset(PetFlag::TAMEABLE);
m_Flags.Reset<PetFlag::TAMEABLE>();
m_Tamer = LWOOBJID_EMPTY;
m_Timer = 0;
@@ -721,15 +724,14 @@ void PetComponent::OnSpawn() {
m_Parent->SetOwnerOverride(m_Owner);
m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
m_MovementAI->SetHaltDistance(m_FollowRadius);
//SetOnlyFlag(IDLE); //SetStatus(PetFlag::NONE);
SetPetAiState(PetAiState::follow);
} else {
m_Flags.Set(PetFlag::TAMEABLE);
m_Flags.Set<PetFlag::TAMEABLE>();
SetPetAiState(PetAiState::idle);
}
m_Flags.Set(PetFlag::IDLE);
m_Flags.Unset(PetFlag::SPAWNING);
m_Flags.Set<PetFlag::IDLE>();
m_Flags.Unset<PetFlag::SPAWNING>();
Game::entityManager->SerializeEntity(m_Parent);
}
@@ -848,7 +850,7 @@ void PetComponent::StopInteract(bool bDontSerialize) {
m_Interaction.type = PetInteractType::none;
m_Interaction.ability = petAbility;
SetPetAiState(PetAiState::follow);
m_Flags.Reset(PetFlag::IDLE);
m_Flags.Reset<PetFlag::IDLE>();
SetIsReadyToInteract(false);
SetIsHandlingInteraction(false); // Needed?
m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
@@ -871,8 +873,8 @@ void PetComponent::SetupInteractBouncer() {
constexpr auto petAbility = ePetAbilityType::JumpOnObject;
m_Interaction.ability = petAbility;
m_Flags.Unset(PetFlag::IDLE);
m_Flags.Set(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); //SetStatus(PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
m_Flags.Unset<PetFlag::IDLE>();
m_Flags.Set<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: Double-check this is the right flag being set
LOG_DEBUG("m_Flags = %d", m_Flags);
Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
@@ -913,8 +915,6 @@ void PetComponent::StartInteractBouncer() {
SetIsHandlingInteraction(true);
SwitchComponent* closestSwitch = SwitchComponent::GetClosestSwitch(m_MovementAI->GetDestination()); // TODO: Find a better way to do this
closestSwitch->EntityEnter(m_Parent);
//m_Timer += 0.5;
}
void PetComponent::HandleInteractBouncer() {
@@ -954,8 +954,8 @@ void PetComponent::SetupInteractTreasureDig() {
constexpr auto petAbility = ePetAbilityType::DigAtPosition;
m_Interaction.ability = petAbility;
m_Flags.Unset(PetFlag::IDLE);
m_Flags.Set(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
m_Flags.Unset<PetFlag::IDLE>();
m_Flags.Set<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: Double-check this is the right flag being set
LOG_DEBUG("m_Flags = %d", m_Flags);
Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
@@ -989,8 +989,8 @@ void PetComponent::StartInteractTreasureDig() {
Game::entityManager->SerializeEntity(user);
SetIsHandlingInteraction(true);
m_Flags.Unset(PetFlag::ON_SWITCH, PetFlag::NOT_WAITING); // TODO: FIND THE CORRECT STATUS TO USE HERE
m_Flags.Set(PetFlag::IDLE);
m_Flags.Unset<PetFlag::ON_SWITCH, PetFlag::NOT_WAITING>(); // TODO: FIND THE CORRECT STATUS TO USE HERE
m_Flags.Set<PetFlag::IDLE>();
LOG_DEBUG("StartInteractTreasureDig() m_Flags = %d", m_Flags);
Game::entityManager->SerializeEntity(m_Parent);
@@ -1039,7 +1039,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) { //
auto* const owner = GetOwner();
if (!owner) return;
m_Flags.Set(PetFlag::SPAWNING);
m_Flags.Set<PetFlag::SPAWNING>();
auto databaseData = inventoryComponent->GetDatabasePet(m_DatabaseId);

View File

@@ -379,7 +379,7 @@ private:
/**
* The time limit to complete the build
*/
int32_t timeLimit;
float timeLimit;
/**
* The imagination cost for the tamer to start the minigame
@@ -432,7 +432,7 @@ private:
/**
* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
*/
static std::map<LOT, int32_t> petFlags;
static const std::map<LOT, int32_t> petFlags;
/**
* The halting radius of the pet while following a player TODO: Move into struct?