mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 21:17:25 +00:00
chore: make scripted activity derived from activity (#1363)
* chore: make scripted activity derived from activity this paves the way for other component being properly derived from the activity component * use a dirty flag instead * address feedback
This commit is contained in:
parent
ef6f2f133e
commit
fddf99946f
@ -605,8 +605,8 @@ void Entity::Initialize() {
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}
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// Scripted activity component
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int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY);
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if ((scriptedActivityID > 0)) {
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int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1);
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if ((scriptedActivityID != -1)) {
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AddComponent<ScriptedActivityComponent>(scriptedActivityID);
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}
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@ -1,4 +1,4 @@
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#include "ScriptedActivityComponent.h"
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#include "ActivityComponent.h"
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#include "GameMessages.h"
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#include "CDClientManager.h"
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#include "MissionComponent.h"
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@ -29,8 +29,9 @@
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#include "CDActivitiesTable.h"
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#include "LeaderboardManager.h"
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ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) {
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m_ActivityID = activityID;
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ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Component(parent) {
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if (activityID > 0) m_ActivityID = activityID;
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else m_ActivityID = parent->GetVar<int32_t>(u"activityID");
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CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
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@ -40,15 +41,10 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
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m_ActivityInfo.minTeamSize = 1;
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m_ActivityInfo.minTeams = 1;
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}
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const auto& transferOverride = parent->GetVar<std::u16string>(u"transferZoneID");
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if (!transferOverride.empty()) {
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m_ActivityInfo.instanceMapID = std::stoi(GeneralUtils::UTF16ToWTF8(transferOverride));
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// TODO: LU devs made me do it (for some reason cannon cove instancer is marked to go to GF survival)
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// NOTE: 1301 is GF survival
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if (m_ActivityInfo.instanceMapID == 1301) {
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m_ActivityInfo.instanceMapID = 1302;
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if (m_ActivityInfo.instanceMapID == -1) {
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const auto& transferOverride = parent->GetVarAsString(u"transferZoneID");
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if (!transferOverride.empty()) {
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GeneralUtils::TryParse(transferOverride, m_ActivityInfo.instanceMapID);
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}
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}
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}
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@ -79,30 +75,28 @@ ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activit
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}
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}
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ScriptedActivityComponent::~ScriptedActivityComponent()
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= default;
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void ScriptedActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(true);
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outBitStream->Write<uint32_t>(m_ActivityPlayers.size());
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if (!m_ActivityPlayers.empty()) {
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for (const auto& activityPlayer : m_ActivityPlayers) {
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outBitStream->Write<LWOOBJID>(activityPlayer->playerID);
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for (const auto& activityValue : activityPlayer->values) {
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outBitStream->Write<float_t>(activityValue);
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void ActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(m_DirtyActivityInfo);
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if (m_DirtyActivityInfo) {
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outBitStream->Write<uint32_t>(m_ActivityPlayers.size());
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if (!m_ActivityPlayers.empty()) {
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for (const auto& activityPlayer : m_ActivityPlayers) {
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outBitStream->Write<LWOOBJID>(activityPlayer->playerID);
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for (const auto& activityValue : activityPlayer->values) {
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outBitStream->Write<float_t>(activityValue);
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}
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}
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}
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if (!bIsInitialUpdate) m_DirtyActivityInfo = false;
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}
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}
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void ScriptedActivityComponent::ReloadConfig() {
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void ActivityComponent::ReloadConfig() {
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CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
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for (auto activity : activities) {
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auto mapID = m_ActivityInfo.instanceMapID;
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if ((mapID == 1203 || mapID == 1261 || mapID == 1303 || mapID == 1403) && Game::config->GetValue("solo_racing") == "1") {
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if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
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m_ActivityInfo.minTeamSize = 1;
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m_ActivityInfo.minTeams = 1;
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} else {
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@ -112,11 +106,7 @@ void ScriptedActivityComponent::ReloadConfig() {
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}
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}
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void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
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if (m_ActivityInfo.ActivityID == 103) {
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return;
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}
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void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
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if (id == "LobbyExit") {
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PlayerLeave(player->GetObjectID());
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} else if (id == "PlayButton") {
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@ -124,11 +114,7 @@ void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const s
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}
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}
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void ScriptedActivityComponent::PlayerJoin(Entity* player) {
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if (m_ActivityInfo.ActivityID == 103 || PlayerIsInQueue(player) || !IsValidActivity(player)) {
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return;
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}
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void ActivityComponent::PlayerJoin(Entity* player) {
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// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
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if (HasLobby()) {
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PlayerJoinLobby(player);
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@ -136,11 +122,9 @@ void ScriptedActivityComponent::PlayerJoin(Entity* player) {
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auto* instance = NewInstance();
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instance->AddParticipant(player);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
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void ActivityComponent::PlayerJoinLobby(Entity* player) {
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if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD))
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GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby
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LobbyPlayer* newLobbyPlayer = new LobbyPlayer();
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@ -189,7 +173,7 @@ void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
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}
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}
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void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
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void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
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// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
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for (Lobby* lobby : m_Queue) {
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@ -214,7 +198,7 @@ void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
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}
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}
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void ScriptedActivityComponent::Update(float deltaTime) {
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void ActivityComponent::Update(float deltaTime) {
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std::vector<Lobby*> lobbiesToRemove{};
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// Ticks all the lobbies, not applicable for non-instance activities
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for (Lobby* lobby : m_Queue) {
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@ -287,7 +271,7 @@ void ScriptedActivityComponent::Update(float deltaTime) {
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}
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}
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void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) {
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void ActivityComponent::RemoveLobby(Lobby* lobby) {
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for (int i = 0; i < m_Queue.size(); ++i) {
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if (m_Queue[i] == lobby) {
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m_Queue.erase(m_Queue.begin() + i);
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@ -296,29 +280,12 @@ void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) {
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}
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}
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bool ScriptedActivityComponent::HasLobby() const {
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bool ActivityComponent::HasLobby() const {
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// If the player is not in the world he has to be, create a lobby for the transfer
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return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
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}
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bool ScriptedActivityComponent::IsValidActivity(Entity* player) {
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// Makes it so that scripted activities with an unimplemented map cannot be joined
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/*if (player->GetGMLevel() < eGameMasterLevel::DEVELOPER && (m_ActivityInfo.instanceMapID == 1302 || m_ActivityInfo.instanceMapID == 1301)) {
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if (m_Parent->GetLOT() == 4860) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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missionComponent->CompleteMission(229);
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}
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ChatPackets::SendSystemMessage(player->GetSystemAddress(), u"Sorry, this activity is not ready.");
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static_cast<Player*>(player)->SendToZone(Game::zoneManager->GetZone()->GetWorldID()); // Gets them out of this stuck state
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return false;
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}*/
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return true;
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}
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bool ScriptedActivityComponent::PlayerIsInQueue(Entity* player) {
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bool ActivityComponent::PlayerIsInQueue(Entity* player) {
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* lobbyPlayer : lobby->players) {
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if (player->GetObjectID() == lobbyPlayer->entityID) return true;
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@ -328,7 +295,7 @@ bool ScriptedActivityComponent::PlayerIsInQueue(Entity* player) {
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return false;
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}
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bool ScriptedActivityComponent::IsPlayedBy(Entity* player) const {
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bool ActivityComponent::IsPlayedBy(Entity* player) const {
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for (const auto* instance : this->m_Instances) {
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for (const auto* instancePlayer : instance->GetParticipants()) {
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if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID())
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@ -339,7 +306,7 @@ bool ScriptedActivityComponent::IsPlayedBy(Entity* player) const {
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return false;
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}
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bool ScriptedActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
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bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
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for (const auto* instance : this->m_Instances) {
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for (const auto* instancePlayer : instance->GetParticipants()) {
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if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID)
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@ -350,7 +317,7 @@ bool ScriptedActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
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return false;
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}
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bool ScriptedActivityComponent::TakeCost(Entity* player) const {
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bool ActivityComponent::TakeCost(Entity* player) const {
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if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0)
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return true;
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@ -366,7 +333,7 @@ bool ScriptedActivityComponent::TakeCost(Entity* player) const {
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return true;
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}
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void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) {
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void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* lobbyPlayer : lobby->players) {
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if (lobbyPlayer->entityID == player->GetObjectID()) {
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@ -389,13 +356,13 @@ void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) {
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}
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}
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ActivityInstance* ScriptedActivityComponent::NewInstance() {
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ActivityInstance* ActivityComponent::NewInstance() {
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auto* instance = new ActivityInstance(m_Parent, m_ActivityInfo);
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m_Instances.push_back(instance);
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return instance;
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}
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void ScriptedActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const {
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void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const {
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for (LobbyPlayer* player : lobby) {
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auto* entity = player->GetEntity();
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if (entity == nullptr || !TakeCost(entity)) {
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@ -406,11 +373,11 @@ void ScriptedActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instan
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}
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}
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const std::vector<ActivityInstance*>& ScriptedActivityComponent::GetInstances() const {
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const std::vector<ActivityInstance*>& ActivityComponent::GetInstances() const {
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return m_Instances;
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}
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ActivityInstance* ScriptedActivityComponent::GetInstance(const LWOOBJID playerID) {
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ActivityInstance* ActivityComponent::GetInstance(const LWOOBJID playerID) {
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for (const auto* instance : GetInstances()) {
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for (const auto* participant : instance->GetParticipants()) {
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if (participant->GetObjectID() == playerID)
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@ -421,14 +388,14 @@ ActivityInstance* ScriptedActivityComponent::GetInstance(const LWOOBJID playerID
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return nullptr;
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}
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void ScriptedActivityComponent::ClearInstances() {
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void ActivityComponent::ClearInstances() {
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for (ActivityInstance* instance : m_Instances) {
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delete instance;
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}
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m_Instances.clear();
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}
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ActivityPlayer* ScriptedActivityComponent::GetActivityPlayerData(LWOOBJID playerID) {
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ActivityPlayer* ActivityComponent::GetActivityPlayerData(LWOOBJID playerID) {
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for (auto* activityData : m_ActivityPlayers) {
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if (activityData->playerID == playerID) {
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return activityData;
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@ -438,13 +405,14 @@ ActivityPlayer* ScriptedActivityComponent::GetActivityPlayerData(LWOOBJID player
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return nullptr;
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}
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void ScriptedActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
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void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
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for (size_t i = 0; i < m_ActivityPlayers.size(); i++) {
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if (m_ActivityPlayers[i]->playerID == playerID) {
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delete m_ActivityPlayers[i];
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m_ActivityPlayers[i] = nullptr;
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m_ActivityPlayers.erase(m_ActivityPlayers.begin() + i);
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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@ -452,18 +420,19 @@ void ScriptedActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
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}
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}
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ActivityPlayer* ScriptedActivityComponent::AddActivityPlayerData(LWOOBJID playerID) {
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ActivityPlayer* ActivityComponent::AddActivityPlayerData(LWOOBJID playerID) {
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auto* data = GetActivityPlayerData(playerID);
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if (data != nullptr)
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return data;
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m_ActivityPlayers.push_back(new ActivityPlayer{ playerID, {} });
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return GetActivityPlayerData(playerID);
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}
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float_t ScriptedActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) {
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float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) {
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auto value = -1.0f;
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auto* data = GetActivityPlayerData(playerID);
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@ -474,16 +443,16 @@ float_t ScriptedActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t
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return value;
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}
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void ScriptedActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
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void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
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auto* data = AddActivityPlayerData(playerID);
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if (data != nullptr) {
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data->values[std::min(index, static_cast<uint32_t>(9))] = value;
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}
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ScriptedActivityComponent::PlayerRemove(LWOOBJID playerID) {
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void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
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for (auto* instance : GetInstances()) {
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auto participants = instance->GetParticipants();
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for (const auto* participant : participants) {
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371
dGame/dComponents/ActivityComponent.h
Normal file
371
dGame/dComponents/ActivityComponent.h
Normal file
@ -0,0 +1,371 @@
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#ifndef ACTIVITYCOMPONENT_H
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#define ACTIVITYCOMPONENT_H
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#include "CDClientManager.h"
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "CDActivitiesTable.h"
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/**
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* Represents an instance of an activity, having participants and score
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*/
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class ActivityInstance {
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public:
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ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
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//~ActivityInstance();
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/**
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* Adds an entity to this activity
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* @param participant the entity to add
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*/
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void AddParticipant(Entity* participant);
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/**
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* Removes all the participants from this activity
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*/
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void ClearParticipants() { m_Participants.clear(); };
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/**
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* Starts the instance world for this activity and sends all participants there
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*/
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void StartZone();
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/**
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* Gives the rewards for completing this activity to some participant
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* @param participant the participant to give rewards to
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*/
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void RewardParticipant(Entity* participant);
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/**
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* Removes a participant from this activity
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* @param participant the participant to remove
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*/
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void RemoveParticipant(const Entity* participant);
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/**
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* Returns all the participants of this activity
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* @return all the participants of this activity
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*/
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std::vector<Entity*> GetParticipants() const;
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/**
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* Currently unused
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*/
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uint32_t GetScore() const;
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/**
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* Currently unused
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*/
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void SetScore(uint32_t score);
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private:
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/**
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* Currently unused
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*/
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uint32_t score = 0;
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/**
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* The instance ID of this activity
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*/
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uint32_t m_NextZoneCloneID = 0;
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/**
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* The database information for this activity
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*/
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CDActivities m_ActivityInfo;
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/**
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* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
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*/
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Entity* m_Parent;
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/**
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* All the participants of this activity
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*/
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std::vector<LWOOBJID> m_Participants;
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};
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/**
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* Represents an entity in a lobby
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*/
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struct LobbyPlayer {
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/**
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* The ID of the entity that is in the lobby
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*/
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LWOOBJID entityID;
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/**
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* Whether or not the entity is ready
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*/
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bool ready = false;
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/**
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* Returns the entity that is in the lobby
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* @return the entity that is in the lobby
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*/
|
||||
Entity* GetEntity() const;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents a lobby of players with a timer until it should start the activity
|
||||
*/
|
||||
struct Lobby {
|
||||
|
||||
/**
|
||||
* The lobby of players
|
||||
*/
|
||||
std::vector<LobbyPlayer*> players;
|
||||
|
||||
/**
|
||||
* The timer that determines when the activity should start
|
||||
*/
|
||||
float timer;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
|
||||
*/
|
||||
struct ActivityPlayer {
|
||||
|
||||
/**
|
||||
* The entity that the score is tracked for
|
||||
*/
|
||||
LWOOBJID playerID;
|
||||
|
||||
/**
|
||||
* The list of score for this entity
|
||||
*/
|
||||
float values[10];
|
||||
};
|
||||
|
||||
/**
|
||||
* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
|
||||
* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
|
||||
* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
|
||||
* and lobbying.
|
||||
*/
|
||||
class ActivityComponent : public Component {
|
||||
public:
|
||||
ActivityComponent(Entity* parent, int32_t activityID);
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
/**
|
||||
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
|
||||
* @param player the entity to join the game
|
||||
*/
|
||||
void PlayerJoin(Entity* player);
|
||||
|
||||
/**
|
||||
* Makes an entity join the lobby for this minigame, if it exists
|
||||
* @param player the entity to join
|
||||
*/
|
||||
void PlayerJoinLobby(Entity* player);
|
||||
|
||||
/**
|
||||
* Makes the player leave the lobby
|
||||
* @param playerID the entity to leave the lobby
|
||||
*/
|
||||
void PlayerLeave(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Removes the entity from the minigame (and its score)
|
||||
* @param playerID the entity to remove from the minigame
|
||||
*/
|
||||
void PlayerRemove(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Adds all the players to an instance of some activity
|
||||
* @param instance the instance to load the players into
|
||||
* @param lobby the players to load into the instance
|
||||
*/
|
||||
void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
|
||||
|
||||
/**
|
||||
* Removes a lobby from the activity manager
|
||||
* @param lobby the lobby to remove
|
||||
*/
|
||||
void RemoveLobby(Lobby* lobby);
|
||||
|
||||
/**
|
||||
* Marks a player as (un)ready in a lobby
|
||||
* @param player the entity to mark
|
||||
* @param bReady true if the entity is ready, false otherwise
|
||||
*/
|
||||
void PlayerReady(Entity* player, bool bReady);
|
||||
|
||||
/**
|
||||
* Returns the ID of this activity
|
||||
* @return the ID of this activity
|
||||
*/
|
||||
int GetActivityID() { return m_ActivityInfo.ActivityID; }
|
||||
|
||||
/**
|
||||
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
|
||||
* @return true if this activity has a lobby, false otherwise
|
||||
*/
|
||||
bool HasLobby() const;
|
||||
|
||||
/**
|
||||
* Checks if a player is currently waiting in a lobby
|
||||
* @param player the entity to check for
|
||||
* @return true if the entity is waiting in a lobby, false otherwise
|
||||
*/
|
||||
bool PlayerIsInQueue(Entity* player);
|
||||
|
||||
/**
|
||||
* Checks if an entity is currently playing this activity
|
||||
* @param player the entity to check
|
||||
* @return true if the entity is playing this lobby, false otherwise
|
||||
*/
|
||||
bool IsPlayedBy(Entity* player) const;
|
||||
|
||||
/**
|
||||
* Checks if an entity is currently playing this activity
|
||||
* @param playerID the entity to check
|
||||
* @return true if the entity is playing this lobby, false otherwise
|
||||
*/
|
||||
bool IsPlayedBy(LWOOBJID playerID) const;
|
||||
|
||||
/**
|
||||
* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
|
||||
* @param player the entity to take cost for
|
||||
* @return true if the cost was successfully deducted, false otherwise
|
||||
*/
|
||||
bool TakeCost(Entity* player) const;
|
||||
|
||||
/**
|
||||
* Handles any response from a player clicking on a lobby / instance menu
|
||||
* @param player the entity that clicked
|
||||
* @param id the message that was passed
|
||||
*/
|
||||
void HandleMessageBoxResponse(Entity* player, const std::string& id);
|
||||
|
||||
/**
|
||||
* Creates a new instance for this activity
|
||||
* @return a new instance for this activity
|
||||
*/
|
||||
ActivityInstance* NewInstance();
|
||||
|
||||
/**
|
||||
* Returns all the currently active instances of this activity
|
||||
* @return all the currently active instances of this activity
|
||||
*/
|
||||
const std::vector<ActivityInstance*>& GetInstances() const;
|
||||
|
||||
/**
|
||||
* Returns the instance that some entity is currently playing in
|
||||
* @param playerID the entity to check for
|
||||
* @return if any, the instance that the entity is currently in
|
||||
*/
|
||||
ActivityInstance* GetInstance(const LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* @brief Reloads the config settings for this component
|
||||
*
|
||||
*/
|
||||
void ReloadConfig();
|
||||
|
||||
/**
|
||||
* Removes all the instances
|
||||
*/
|
||||
void ClearInstances();
|
||||
|
||||
/**
|
||||
* Returns all the score for the players that are currently playing this activity
|
||||
* @return
|
||||
*/
|
||||
std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
|
||||
|
||||
/**
|
||||
* Returns activity data for a specific entity (e.g. score and such).
|
||||
* @param playerID the entity to get data for
|
||||
* @return the activity data (score) for the passed player in this activity, if it exists
|
||||
*/
|
||||
ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Sets some score value for an entity
|
||||
* @param playerID the entity to set score for
|
||||
* @param index the score index to set
|
||||
* @param value the value to set in for that index
|
||||
*/
|
||||
void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
|
||||
|
||||
/**
|
||||
* Returns activity score for the passed parameters
|
||||
* @param playerID the entity to get score for
|
||||
* @param index the index to get score for
|
||||
* @return activity score for the passed parameters
|
||||
*/
|
||||
float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
|
||||
|
||||
/**
|
||||
* Removes activity score tracking for some entity
|
||||
* @param playerID the entity to remove score for
|
||||
*/
|
||||
void RemoveActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Adds activity score tracking for some entity
|
||||
* @param playerID the entity to add the activity score for
|
||||
* @return the created entry
|
||||
*/
|
||||
ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Sets the mapID that this activity points to
|
||||
* @param mapID the map ID to set
|
||||
*/
|
||||
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
|
||||
|
||||
/**
|
||||
* Returns the LMI that this activity points to for a team size
|
||||
* @param teamSize the team size to get the LMI for
|
||||
* @return the LMI that this activity points to for a team size
|
||||
*/
|
||||
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
|
||||
private:
|
||||
|
||||
/**
|
||||
* The database information for this activity
|
||||
*/
|
||||
CDActivities m_ActivityInfo;
|
||||
|
||||
/**
|
||||
* All the active instances of this activity
|
||||
*/
|
||||
std::vector<ActivityInstance*> m_Instances;
|
||||
|
||||
/**
|
||||
* The current lobbies for this activity
|
||||
*/
|
||||
std::vector<Lobby*> m_Queue;
|
||||
|
||||
/**
|
||||
* All the activity score for the players in this activity
|
||||
*/
|
||||
std::vector<ActivityPlayer*> m_ActivityPlayers;
|
||||
|
||||
/**
|
||||
* LMIs for team sizes
|
||||
*/
|
||||
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
|
||||
|
||||
/**
|
||||
* The activity id
|
||||
*/
|
||||
int32_t m_ActivityID;
|
||||
|
||||
/**
|
||||
* If the Activity info is dirty
|
||||
*/
|
||||
bool m_DirtyActivityInfo = true;
|
||||
};
|
||||
|
||||
#endif // ACTIVITYCOMPONENT_H
|
@ -1,4 +1,5 @@
|
||||
set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
|
||||
set(DGAME_DCOMPONENTS_SOURCES "ActivityComponent.cpp"
|
||||
"BaseCombatAIComponent.cpp"
|
||||
"BouncerComponent.cpp"
|
||||
"BuffComponent.cpp"
|
||||
"BuildBorderComponent.cpp"
|
||||
@ -36,7 +37,6 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
|
||||
"RigidbodyPhantomPhysicsComponent.cpp"
|
||||
"MultiZoneEntranceComponent.cpp"
|
||||
"RocketLaunchpadControlComponent.cpp"
|
||||
"ScriptedActivityComponent.cpp"
|
||||
"ShootingGalleryComponent.cpp"
|
||||
"SimplePhysicsComponent.cpp"
|
||||
"SkillComponent.cpp"
|
||||
|
@ -1,381 +1,15 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2018
|
||||
*/
|
||||
#ifndef __SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
#define __SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
|
||||
#include "CDClientManager.h"
|
||||
|
||||
#ifndef SCRIPTEDACTIVITYCOMPONENT_H
|
||||
#define SCRIPTEDACTIVITYCOMPONENT_H
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "ActivityComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
#include "CDActivitiesTable.h"
|
||||
class Entity;
|
||||
|
||||
/**
|
||||
* Represents an instance of an activity, having participants and score
|
||||
*/
|
||||
class ActivityInstance {
|
||||
public:
|
||||
ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
|
||||
//~ActivityInstance();
|
||||
|
||||
/**
|
||||
* Adds an entity to this activity
|
||||
* @param participant the entity to add
|
||||
*/
|
||||
void AddParticipant(Entity* participant);
|
||||
|
||||
/**
|
||||
* Removes all the participants from this activity
|
||||
*/
|
||||
void ClearParticipants() { m_Participants.clear(); };
|
||||
|
||||
/**
|
||||
* Starts the instance world for this activity and sends all participants there
|
||||
*/
|
||||
void StartZone();
|
||||
|
||||
/**
|
||||
* Gives the rewards for completing this activity to some participant
|
||||
* @param participant the participant to give rewards to
|
||||
*/
|
||||
void RewardParticipant(Entity* participant);
|
||||
|
||||
/**
|
||||
* Removes a participant from this activity
|
||||
* @param participant the participant to remove
|
||||
*/
|
||||
void RemoveParticipant(const Entity* participant);
|
||||
|
||||
/**
|
||||
* Returns all the participants of this activity
|
||||
* @return all the participants of this activity
|
||||
*/
|
||||
std::vector<Entity*> GetParticipants() const;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
uint32_t GetScore() const;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
void SetScore(uint32_t score);
|
||||
private:
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
uint32_t score = 0;
|
||||
|
||||
/**
|
||||
* The instance ID of this activity
|
||||
*/
|
||||
uint32_t m_NextZoneCloneID = 0;
|
||||
|
||||
/**
|
||||
* The database information for this activity
|
||||
*/
|
||||
CDActivities m_ActivityInfo;
|
||||
|
||||
/**
|
||||
* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
|
||||
*/
|
||||
Entity* m_Parent;
|
||||
|
||||
/**
|
||||
* All the participants of this activity
|
||||
*/
|
||||
std::vector<LWOOBJID> m_Participants;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents an entity in a lobby
|
||||
*/
|
||||
struct LobbyPlayer {
|
||||
|
||||
/**
|
||||
* The ID of the entity that is in the lobby
|
||||
*/
|
||||
LWOOBJID entityID;
|
||||
|
||||
/**
|
||||
* Whether or not the entity is ready
|
||||
*/
|
||||
bool ready = false;
|
||||
|
||||
/**
|
||||
* Returns the entity that is in the lobby
|
||||
* @return the entity that is in the lobby
|
||||
*/
|
||||
Entity* GetEntity() const;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents a lobby of players with a timer until it should start the activity
|
||||
*/
|
||||
struct Lobby {
|
||||
|
||||
/**
|
||||
* The lobby of players
|
||||
*/
|
||||
std::vector<LobbyPlayer*> players;
|
||||
|
||||
/**
|
||||
* The timer that determines when the activity should start
|
||||
*/
|
||||
float timer;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
|
||||
*/
|
||||
struct ActivityPlayer {
|
||||
|
||||
/**
|
||||
* The entity that the score is tracked for
|
||||
*/
|
||||
LWOOBJID playerID;
|
||||
|
||||
/**
|
||||
* The list of score for this entity
|
||||
*/
|
||||
float values[10];
|
||||
};
|
||||
|
||||
/**
|
||||
* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
|
||||
* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
|
||||
* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
|
||||
* and lobbying.
|
||||
*/
|
||||
class ScriptedActivityComponent : public Component {
|
||||
class ScriptedActivityComponent : public ActivityComponent {
|
||||
public:
|
||||
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
|
||||
|
||||
ScriptedActivityComponent(Entity* parent, int activityID);
|
||||
~ScriptedActivityComponent() override;
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
/**
|
||||
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
|
||||
* @param player the entity to join the game
|
||||
*/
|
||||
void PlayerJoin(Entity* player);
|
||||
|
||||
/**
|
||||
* Makes an entity join the lobby for this minigame, if it exists
|
||||
* @param player the entity to join
|
||||
*/
|
||||
void PlayerJoinLobby(Entity* player);
|
||||
|
||||
/**
|
||||
* Makes the player leave the lobby
|
||||
* @param playerID the entity to leave the lobby
|
||||
*/
|
||||
void PlayerLeave(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Removes the entity from the minigame (and its score)
|
||||
* @param playerID the entity to remove from the minigame
|
||||
*/
|
||||
void PlayerRemove(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Adds all the players to an instance of some activity
|
||||
* @param instance the instance to load the players into
|
||||
* @param lobby the players to load into the instance
|
||||
*/
|
||||
void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
|
||||
|
||||
/**
|
||||
* Removes a lobby from the activity manager
|
||||
* @param lobby the lobby to remove
|
||||
*/
|
||||
void RemoveLobby(Lobby* lobby);
|
||||
|
||||
/**
|
||||
* Marks a player as (un)ready in a lobby
|
||||
* @param player the entity to mark
|
||||
* @param bReady true if the entity is ready, false otherwise
|
||||
*/
|
||||
void PlayerReady(Entity* player, bool bReady);
|
||||
|
||||
/**
|
||||
* Returns the ID of this activity
|
||||
* @return the ID of this activity
|
||||
*/
|
||||
int GetActivityID() { return m_ActivityInfo.ActivityID; }
|
||||
|
||||
/**
|
||||
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
|
||||
* @return true if this activity has a lobby, false otherwise
|
||||
*/
|
||||
bool HasLobby() const;
|
||||
|
||||
/**
|
||||
* Checks if a player is currently waiting in a lobby
|
||||
* @param player the entity to check for
|
||||
* @return true if the entity is waiting in a lobby, false otherwise
|
||||
*/
|
||||
bool PlayerIsInQueue(Entity* player);
|
||||
|
||||
/**
|
||||
* Checks if an entity is currently playing this activity
|
||||
* @param player the entity to check
|
||||
* @return true if the entity is playing this lobby, false otherwise
|
||||
*/
|
||||
bool IsPlayedBy(Entity* player) const;
|
||||
|
||||
/**
|
||||
* Checks if an entity is currently playing this activity
|
||||
* @param playerID the entity to check
|
||||
* @return true if the entity is playing this lobby, false otherwise
|
||||
*/
|
||||
bool IsPlayedBy(LWOOBJID playerID) const;
|
||||
|
||||
/**
|
||||
* Legacy: used to check for unimplemented maps, gladly, this now just returns true :)
|
||||
*/
|
||||
bool IsValidActivity(Entity* player);
|
||||
|
||||
/**
|
||||
* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
|
||||
* @param player the entity to take cost for
|
||||
* @return true if the cost was successfully deducted, false otherwise
|
||||
*/
|
||||
bool TakeCost(Entity* player) const;
|
||||
|
||||
/**
|
||||
* Handles any response from a player clicking on a lobby / instance menu
|
||||
* @param player the entity that clicked
|
||||
* @param id the message that was passed
|
||||
*/
|
||||
void HandleMessageBoxResponse(Entity* player, const std::string& id);
|
||||
|
||||
/**
|
||||
* Creates a new instance for this activity
|
||||
* @return a new instance for this activity
|
||||
*/
|
||||
ActivityInstance* NewInstance();
|
||||
|
||||
/**
|
||||
* Returns all the currently active instances of this activity
|
||||
* @return all the currently active instances of this activity
|
||||
*/
|
||||
const std::vector<ActivityInstance*>& GetInstances() const;
|
||||
|
||||
/**
|
||||
* Returns the instance that some entity is currently playing in
|
||||
* @param playerID the entity to check for
|
||||
* @return if any, the instance that the entity is currently in
|
||||
*/
|
||||
ActivityInstance* GetInstance(const LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* @brief Reloads the config settings for this component
|
||||
*
|
||||
*/
|
||||
void ReloadConfig();
|
||||
|
||||
/**
|
||||
* Removes all the instances
|
||||
*/
|
||||
void ClearInstances();
|
||||
|
||||
/**
|
||||
* Returns all the score for the players that are currently playing this activity
|
||||
* @return
|
||||
*/
|
||||
std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
|
||||
|
||||
/**
|
||||
* Returns activity data for a specific entity (e.g. score and such).
|
||||
* @param playerID the entity to get data for
|
||||
* @return the activity data (score) for the passed player in this activity, if it exists
|
||||
*/
|
||||
ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Sets some score value for an entity
|
||||
* @param playerID the entity to set score for
|
||||
* @param index the score index to set
|
||||
* @param value the value to set in for that index
|
||||
*/
|
||||
void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
|
||||
|
||||
/**
|
||||
* Returns activity score for the passed parameters
|
||||
* @param playerID the entity to get score for
|
||||
* @param index the index to get score for
|
||||
* @return activity score for the passed parameters
|
||||
*/
|
||||
float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
|
||||
|
||||
/**
|
||||
* Removes activity score tracking for some entity
|
||||
* @param playerID the entity to remove score for
|
||||
*/
|
||||
void RemoveActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Adds activity score tracking for some entity
|
||||
* @param playerID the entity to add the activity score for
|
||||
* @return the created entry
|
||||
*/
|
||||
ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
|
||||
|
||||
/**
|
||||
* Sets the mapID that this activity points to
|
||||
* @param mapID the map ID to set
|
||||
*/
|
||||
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
|
||||
|
||||
/**
|
||||
* Returns the LMI that this activity points to for a team size
|
||||
* @param teamSize the team size to get the LMI for
|
||||
* @return the LMI that this activity points to for a team size
|
||||
*/
|
||||
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
|
||||
private:
|
||||
|
||||
/**
|
||||
* The database information for this activity
|
||||
*/
|
||||
CDActivities m_ActivityInfo;
|
||||
|
||||
/**
|
||||
* All the active instances of this activity
|
||||
*/
|
||||
std::vector<ActivityInstance*> m_Instances;
|
||||
|
||||
/**
|
||||
* The current lobbies for this activity
|
||||
*/
|
||||
std::vector<Lobby*> m_Queue;
|
||||
|
||||
/**
|
||||
* All the activity score for the players in this activity
|
||||
*/
|
||||
std::vector<ActivityPlayer*> m_ActivityPlayers;
|
||||
|
||||
/**
|
||||
* LMIs for team sizes
|
||||
*/
|
||||
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
|
||||
|
||||
/**
|
||||
* The activity id
|
||||
*
|
||||
*/
|
||||
int32_t m_ActivityID;
|
||||
ScriptedActivityComponent(Entity* parent, int activityID) : ActivityComponent(parent, activityID){};
|
||||
};
|
||||
|
||||
#endif // SCRIPTEDACTIVITYCOMPONENT_H
|
||||
#endif //!__SCRIPTEDACTIVITYCOMPONENT__H__
|
||||
|
Loading…
Reference in New Issue
Block a user