Commit Graph

32 Commits

Author SHA1 Message Date
Aaron Kimbrell
caebff4dca fix: give the destroyable and buff components their real component types
eReplicaComponentType had the destroyable component's registry type (7) named
BUFF, the real buff component (98) as BUFF_REAL, and a made-up DESTROYABLE =
1000 that DestroyableComponent was stored under. Now DESTROYABLE = 7 and
BUFF = 98, as in ComponentsRegistry and the client.

Undone with it:
- Destructible stats came from whichever of the "buff" (7), quick build and
  collectible registry ids was set, so the few objects without a type 7 entry
  read a DestructibleComponent row with an unrelated id (the NJ dragon relics
  16482-16485 via their collectible id, 125 quick build LOTs when placed with
  is_smashable). The type 7 entry is used now; objects without one keep the
  defaults (is_smashable objects: 1 health, smashable, factions -1 and 6;
  collectibles: an empty destroyable). The client does the same
  (LWODestroyableComponent::AllocateComponents / DoObjectComponentLoad).
- DestroyableComponent::Reinitialize, an unused copy of that pick order.
- WriteComponents' destroyableSerialized flags: the components are written from
  a list in the client's order, and where the destroyable goes (its own place
  after the buff, right before a quick build that has no registry entry for it,
  or after the render component) is one function.
- The dashboard's registry 7 -> DESTROYABLE mapping; the destroyable type also
  has a name there now (1000 was outside magic_enum's range).

Component types are not stored or sent as enum numbers anywhere besides the
CDClient's own values, which now match. migrations/cdserver/4 is unrelated (it
restores LOT 12916's registry rows that migration 0 overwrote) and stays.

Verified: dGameTests ReplicaComponentOrderTests serialize players, enemies,
smashables, quick builds and collectibles with and without a registry entry,
NPCs, pets, vehicles, models and an entity with every listed component with
the new code and a frozen copy of the old WriteComponents, and expect the same
bits for construction and serialization (a deliberately wrong destroyable place
fails them). Full ctest passes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:55 -05:00
Aaron Kimbrell
2d76c81bba feat: server side knockback for AI moved objects
The client only simulates knockbacks on the character it controls
(LWOControllablePhysComponent::msgKnockback); enemies and NPCs are drawn
where the server puts them, so a knockback on them did nothing and
scripts stunned them instead.

MovementAIComponent::Knockback now flies the object the way the client
flies its character: a vector longer than 5 lifts it 0.5, throws it with
that velocity under WorldConfig gravity (times its gravity scale) until
it lands on the navmesh, no sooner than 250ms later; a shorter one moves
it by the vector. Walls taller than a step stop sideways motion, the
landing is put back onto the navmesh, and pathing and the combat AI wait
until it lands (destinations set mid air are walked to afterwards).
Position and velocity go out in the normal serialization every tick.

KnockbackBehavior builds the vector like the client's Cast (strength
capped at 300, angle as elevation, relative, caster and ignore_self) and
knocks back server moved targets that aren't immune, both when the
server casts and when a client's skill hits. The blocked bit it writes
now also answers for the target's knockback immunity, so a player whose
client hasn't caught up with a Personal Fortress isn't knocked out of it.

The AM shield generators knock enemies back like live instead of
stunning them.

Fixes #257
Refs #185

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:54 -05:00
Aaron Kimbrell
f7f5d304d0 refactor: death, stun, buff and knockback game messages as structs
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.

The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.

No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.

Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:53 -05:00
David Markowitz
4ef9f43266 feat: make gm registration simpler and safer (#1932)
* gm registration re-work

* fix errors

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* remove duplicate message

* Remove duplicate function

* add null check

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-05-19 13:42:56 -05:00
David Markowitz
991e55f305 feat: dont drop loot for dead players if configured in the zone activity settings (#1935)
* feat: dont drop loot for dead players if configured in the zone activity settings

* fix errors

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update dGame/dComponents/ActivityComponent.h

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update dGame/dUtilities/Loot.cpp

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-11-16 16:17:26 -06:00
David Markowitz
f3a5f60d81 feat: more destroyable debug info (#1912)
* feat: more destroyable info

* Change type and remove duplicate value
2025-10-16 14:15:02 -05:00
David Markowitz
cbdd5d9bc6 fix: dying while dead (#1905) 2025-10-10 01:15:21 -05:00
David Markowitz
e8c0b3e6da feat: Add component ID to root component object (#1893) 2025-10-03 20:57:42 -05:00
David Markowitz
c083f21e44 feat: OnAttack behavior (#1853)
Adds the `OnAttack` property behavior starting node.
Tested that having the node allows the model to be attacked to trigger the start of behaviors
2025-08-01 03:09:16 -05:00
David Markowitz
24f4c9d413 feat: Destroyable component debug info (#1849)
tested that the ui now shows server and client info together if configured to do so
2025-07-23 04:08:39 -05:00
Wincent Holm
fedd039e00 Proposal for observers and deferred implementations (#1599) 2024-11-17 18:46:08 -06:00
David Markowitz
28ce8ac54d remove usage of xmldoc as a ptr (#1538)
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 15:13:49 -05:00
jadebenn
b261e63233 chore: Change entity and component logic to use bitstream references (#1468)
* chore: Change entity and component logic to use bitstream references

* merge
2024-02-27 01:25:44 -06:00
jadebenn
5225c86d65 chore: Misc. component cleanup (#1433)
* Misc component cleanup

* Update InventoryComponent.h

* Update MissionComponent.h

* Update PropertyManagementComponent.h

* Update PropertyVendorComponent.h

* Update SkillComponent.h

maximum pedantry B)

* SoundTriggerComponent.h braces gone

* Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h

I was tired
2024-01-23 23:13:23 -06:00
jadebenn
411dce7457 Adding damage cooldown/"invincibility frames" as in Live (#1276)
* Added cooldown handling

* Made most of the logs hidden outside of debug mode

* removed weird submodule

* kill this phantom submodule

* updated to reflect reviewed feedback

* Added IsCooldownImmune() method to DestroyableComponent

* friggin typo

* Implemented non-pending changes and added cooldown immunity functions to DestroyableComponentTests

* add trailing linebreak

* another typo :(

* flipped cooldown test order (not leaving immune)

* Clean up comment and add DestroyableComponent test
2023-11-12 05:53:03 -06:00
David Markowitz
ae349d6b15 feat: Add isolated and simplified path to add components (#1204)
* Components: Make ComponentType inline

Prevents the next commits ODR violation

* Components: Add new components

* Entity: Add headers

inline script component ComponentType

* Components: Flip constructor argument order

Entity comes first always

* Entity: Add generic AddComponent

Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.

* Entity: Migrate all component constructors

Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions.  Component is assumed to not exist and is checked for with operator[].  This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist.  No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.

* Entity: Add placement new

For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.

* Entity: Add comments on likely new code

* Tests: Fix tests

* Update Entity.cpp

* Update SGCannon.cpp

* Entity: call destructor when re-constructing

* Update Entity.cpp

Update Entity.cpp

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-10-22 20:08:49 -05:00
David Markowitz
ba91058736 Destroyable: Fix animated deaths (#1227)
Fixes #1222

addresses an issue where the death behavior of a destructible component was not being respected and enemies with destroyable components that had special death animations were not able to play the animation on death.  This pr adds in the hardcoded constant the client uses for the same metric of 12 seconds.

Tested that claiming Nimbus Rock and completing the property guards mission allows him to vacuum away and then network the destruction packet 12 seconds later.
2023-10-18 09:17:57 -05:00
Aaron Kimbrell
d8ac148cee refactor: re-write AOE, add FilterTargets, Update TacArc Reading (#1035)
* Re-write AOE behavior for new filter targets
Update Tacarc to use new filter targets
Added dev commands for skill and attack debugging

* Get all entities by detroyable
rather than controllable physics
Since destroyables are what can be hit

* Re-work filter targets to be 100% live accurate
reduce memory usage by only using one vector and removing invalid entries
get entities in the proximity rather than all entities with des comps in the instance, as was done in live

* remove debuging longs and remove oopsie

* address feedback

* make log more useful

* make filter more flat

* Add some more checks to filter targets
add pvp checks to isenemy

* fix typing

* Add filter target to TacArc and update filter target

* fix double declaration

* Some debugging logs

* Update TacArc reading

* make log clearer

* logs

* Update TacArcBehavior.cpp

* banana

* fix max targets

* remove extreanous parenthesesuuesdsds

* make behavior slot use a real type

---------

Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
2023-10-09 15:18:51 -05:00
David Markowitz
2cc13c6499 chore: Make serialize actually virtual (#1156)
* Make serialize actually virtual

* fix serialize and make update virutal

* Update VendorComponent.h

* Remove flag var

* Update SoundTriggerComponent.h

---------

Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
2023-08-10 14:33:15 -07:00
David Markowitz
2a0f63c0a1 Fix all smashables not playing animations (#1112)
Fixes an issue where most smashables did not explode into bricks upon death.  This included anything that was spawned or didnt have the flag is_smashable set.
Tested that in races, all objects smash into bricks
Tested that the player properly explodes in their car if they crash
Tested that Shooting Gallery plays the special smash animation when a ship is smashed
Tested that all spawned objects play smash animations

* Fix warning, Fix modular assembly not smashing

* Rename variable to correct name
2023-06-14 15:44:22 -07:00
Aaron Kimbrell
6aa90ad5b2 Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity

* address feedback

* make player flag types consistent

* fix typo
2023-05-02 17:39:21 -05:00
Aaron Kimbrell
e524b86e12 breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum

tested that things are the same as they were before

* fix missed rename

* fix brick-by-brick name to be crafting
because that's what it is
2023-03-04 01:16:37 -06:00
Aaron Kimbrell
872270704c Hardmode cleanups (#954)
* load values once
so that it doesn't check every time
don't return, just skip
don't realod char

* address feedback

* don't drop the only item you can't get again

* address most feedback

* move settings for HC mode

* fix comment

* claenup whitespace
2023-01-12 13:16:24 -06:00
Aaron Kimbrell
80f8dd8003 Imminuty updates (#925)
* WIP Immunities

* Immunity getters

* remove redundent variable
replace it use with it's equivalent

* remove unused lookups, fix typos

* fix tests

* added imunity test

* address feedback

* more immunity tests

* explicit this
2023-01-06 23:59:19 -06:00
David Markowitz
bd7f532a28 Implement the Imaginite Backpack and Shard armor scripts (#886)
* Imaginite Pack now works

* Remove unused params

* Address issues

* Add TeslaPack script

Co-authored-by: aronwk-aaron <aronwk.aaron@gmail.com>
2022-12-21 14:33:41 -08:00
David Markowitz
1464762bcd Implement GTest and change windows output path
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent
2022-11-07 00:12:35 -08:00
aronwk-aaron
19e77a38d8 format codebase 2022-07-28 08:39:57 -05:00
Aaron Kimbrell
a7fb6eb3f3 make LoadFromXml usage consistent across comps (#673) 2022-07-24 21:03:22 -05:00
David Markowitz
ed5ced0bed Fix Model Component Serialization (#655)
* Fix model component serialization

* Update ModelComponent.h
2022-07-19 16:51:35 -05:00
EmosewaMC
4117ceb6c1 Skill Tasks changes
Addressed an issue where the Spinjitzu Initiate achievement would not progress.  This also allows mission tasks that specify that the player must get a kill on an enemy with a skill to progress.  Tested mission 1935 and 1139 and both missions progressed and completed as intended.
2022-04-25 03:25:07 -07:00
Jacob Hofer
1ddf7d1f94 Fix for Area of Affect Behaviors targeting incorrect entities 2022-01-02 20:37:03 +00:00
Unknown
0545adfac3 Public release of the DLU server code!
Have fun!
2021-12-05 18:54:36 +01:00