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Author SHA1 Message Date
David Markowitz
855864c536 fix: enemies not interrupting QB's when they do damage
tested that stromlings in AG now correctly interrupt quickbuilds if the player takes damage
2026-06-15 20:03:20 -07:00
18 changed files with 90 additions and 327 deletions

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@@ -38,11 +38,3 @@ std::vector<CDObjectSkills> CDObjectSkillsTable::Query(std::function<bool(CDObje
return data;
}
std::vector<CDObjectSkills> CDObjectSkillsTable::Get(const LOT lot) const {
std::vector<CDObjectSkills> toReturn;
for (const auto& entry : GetEntries()) {
if (entry.objectTemplate == lot) toReturn.push_back(entry);
}
return toReturn;
}

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@@ -4,13 +4,12 @@
#include "CDTable.h"
#include <cstdint>
#include <vector>
struct CDObjectSkills {
uint32_t objectTemplate; //!< The LOT of the item
uint32_t skillID; //!< The Skill ID of the object
uint32_t castOnType; //!< ???
int32_t AICombatWeight; //!< ???
uint32_t AICombatWeight; //!< ???
};
class CDObjectSkillsTable : public CDTable<CDObjectSkillsTable, std::vector<CDObjectSkills>> {
@@ -18,6 +17,5 @@ public:
void LoadValuesFromDatabase();
// Queries the table with a custom "where" clause
std::vector<CDObjectSkills> Query(std::function<bool(CDObjectSkills)> predicate);
std::vector<CDObjectSkills> Get(const LOT lot) const;
};

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@@ -5,40 +5,20 @@
void NpcCombatSkillBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bit_stream, BehaviorBranchContext branch) {
context->skillTime = this->m_npcSkillTime;
const auto* const targetEntity = Game::entityManager->GetEntity(branch.target);
const auto* const sourceEntity = Game::entityManager->GetEntity(context->caster);
bool cast = true;
// Check that the target is within the cast range
if (targetEntity && sourceEntity && this->m_maxRange != 0.0f) {
const auto targetPos = targetEntity->GetPosition();
const auto sourcePos = sourceEntity->GetPosition();
const auto distance = NiPoint3::DistanceSquared(targetPos, sourcePos);
cast = distance >= this->m_minRange && distance <= this->m_maxRange;
}
if (cast) {
for (auto* behavior : this->m_behaviors) {
behavior->Calculate(context, bit_stream, branch);
}
} else {
// We failed to find a valid target, do not continue the behavior
context->foundTarget = false;
}
}
void NpcCombatSkillBehavior::Load() {
this->m_npcSkillTime = GetFloat("npc skill time");
this->m_minRange = GetFloat("min range") * 0.9f; // Make the min and max 10% smaller to account for server/client position disagreements
this->m_minRange *= this->m_minRange;
this->m_maxRange = GetFloat("max range") * 0.9f; // Make the min and max 10% smaller to account for server/client position disagreements
this->m_maxRange *= this->m_maxRange;
const auto parameters = GetParameterNames();
for (const auto& [parameter, value] : parameters) {
if (parameter.rfind("behavior", 0) == 0) {
auto* action = GetAction(value);
for (const auto& parameter : parameters) {
if (parameter.first.rfind("behavior", 0) == 0) {
auto* action = GetAction(parameter.second);
this->m_behaviors.push_back(action);
}

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@@ -9,7 +9,6 @@ public:
float m_npcSkillTime;
float m_maxRange{};
float m_minRange{};
/*
* Inherited

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@@ -13,8 +13,6 @@
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "CDObjectSkillsTable.h"
#include "CDSkillBehaviorTable.h"
#include "DestroyableComponent.h"
#include <algorithm>
@@ -45,7 +43,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const int32_t compo
//Grab the aggro information from BaseCombatAI:
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius, minRoundLength, maxRoundLength, combatRoundLength FROM BaseCombatAIComponent WHERE id = ?;");
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, static_cast<int>(componentID));
auto componentResult = componentQuery.execQuery();
@@ -65,37 +63,44 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const int32_t compo
if (!componentResult.fieldIsNull("hardTetherRadius"))
m_HardTetherRadius = componentResult.getFloatField("hardTetherRadius");
m_MinRoundLength = componentResult.getFloatField("minRoundLength");
m_MaxRoundLength = componentResult.getFloatField("maxRoundLength");
m_CombatRoundLength = componentResult.getFloatField("combatRoundLength");
}
componentResult.finalize();
// Get aggro and tether radius from settings and use this if it is present. Only overwrite the
// radii if it is greater than the one in the database.
m_AggroRadius = m_Parent->HasVar(u"aggroRadius") ? m_Parent->GetVar<float>(u"aggroRadius") : m_AggroRadius;
m_HardTetherRadius = m_Parent->HasVar(u"tetherRadius") ? m_Parent->GetVar<float>(u"tetherRadius") : m_HardTetherRadius;
if (m_Parent) {
auto aggroRadius = m_Parent->GetVar<float>(u"aggroRadius");
m_AggroRadius = aggroRadius != 0 ? aggroRadius : m_AggroRadius;
auto tetherRadius = m_Parent->GetVar<float>(u"tetherRadius");
m_HardTetherRadius = tetherRadius != 0 ? tetherRadius : m_HardTetherRadius;
}
/*
* Find skills
*/
for (const auto objectSkill : CDClientManager::GetTable<CDObjectSkillsTable>()->Get(parent->GetLOT())) {
const auto skillBehavior = CDClientManager::GetTable<CDSkillBehaviorTable>()->GetSkillByID(objectSkill.skillID);
if (skillBehavior.skillID == objectSkill.skillID) {
const auto skillId = skillBehavior.skillID;
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, static_cast<int>(parent->GetLOT()));
const auto abilityCooldown = skillBehavior.cooldown;
auto result = skillQuery.execQuery();
const auto behaviorId = skillBehavior.behaviorID;
while (!result.eof()) {
const auto skillId = static_cast<uint32_t>(result.getIntField("skillID"));
const auto combatWeight = objectSkill.AICombatWeight;
const auto abilityCooldown = static_cast<float>(result.getFloatField("cooldown"));
const auto behaviorId = static_cast<uint32_t>(result.getIntField("behaviorID"));
auto* behavior = Behavior::CreateBehavior(behaviorId);
AiSkillEntry entry = { .skillId = skillId, .cooldown = 0.0f, .abilityCooldown = abilityCooldown, .behavior = behavior, .combatWeight = combatWeight };
std::stringstream behaviorQuery;
AiSkillEntry entry = { skillId, 0, abilityCooldown, behavior };
m_SkillEntries.push_back(entry);
}
result.nextRow();
}
Stun(1.0f);
@@ -205,10 +210,8 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
}
if (stunnedThisFrame) {
if (!m_MovementAI->IsPaused()) m_MovementAI->Pause();
m_MovementAI->Stop();
// in this case we just become unstunned so check if we paused and resume if we did
if (!m_Stunned && m_MovementAI->IsPaused()) m_MovementAI->Resume();
return;
}
@@ -243,12 +246,10 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
bool hasSkillToCast = false;
int32_t maxSkillWeights = 0;
for (auto& entry : m_SkillEntries) {
if (entry.cooldown > 0.0f) {
entry.cooldown -= deltaTime;
} else {
maxSkillWeights += entry.combatWeight;
hasSkillToCast = true;
}
}
@@ -316,14 +317,12 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
SetAiState(AiState::aggro);
} else {
SetAiState(AiState::idle);
if (m_MovementAI) m_MovementAI->SetMaxSpeed(1.0f);
}
if (!hasSkillToCast) return;
if (m_Target == LWOOBJID_EMPTY) {
SetAiState(AiState::idle);
if (m_MovementAI) m_MovementAI->SetMaxSpeed(1.0f);
return;
}
@@ -334,23 +333,14 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
LookAt(target->GetPosition());
}
// Roll to find which skill we'll try to cast
auto randomizedWeight = GeneralUtils::GenerateRandomNumber<int32_t>(0, maxSkillWeights);
for (auto i = 0; i < m_SkillEntries.size(); ++i) {
auto entry = m_SkillEntries.at(i);
for (auto& entry : m_SkillEntries) {
// Skill isn't cooled off yet
if (entry.cooldown > 0.0f) {
if (entry.cooldown > 0) {
continue;
}
randomizedWeight -= entry.combatWeight;
// if the weight is still greater than 0 continue to the next rolled skill
if (randomizedWeight > 0) {
continue;
}
const auto result = skillComponent->CalculateBehavior(entry.skillId, entry.behavior->m_behaviorId, GetTarget());
const auto result = skillComponent->CalculateBehavior(entry.skillId, entry.behavior->m_behaviorId, LWOOBJID_EMPTY);
if (result.success) {
if (m_MovementAI != nullptr) {
@@ -365,6 +355,8 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
entry.cooldown = entry.abilityCooldown + m_SkillTime;
m_SkillEntries[i] = entry;
break;
}
}
@@ -626,11 +618,6 @@ void BaseCombatAIComponent::Wander() {
return;
}
// If we have a path to follow we should almost certainly do that instead of wandering.
if (m_MovementAI->HasPath()) {
return;
}
m_MovementAI->SetHaltDistance(0);
const auto& info = m_MovementAI->GetInfo();
@@ -759,8 +746,8 @@ void BaseCombatAIComponent::SetTetherSpeed(float value) {
m_TetherSpeed = value;
}
void BaseCombatAIComponent::Stun(const float time, const bool force) {
if (!force && (m_StunImmune || m_StunTime > time)) {
void BaseCombatAIComponent::Stun(const float time) {
if (m_StunImmune || m_StunTime > time) {
return;
}
@@ -918,16 +905,8 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
}
auto& ignoredThreats = cmptType.PushDebug("Temp Ignored Threats");
for (const auto& [id, threat] : m_RemovedThreatList) {
for (const auto& [id, threat] : m_ThreatEntries) {
ignoredThreats.PushDebug<AMFDoubleValue>(std::to_string(id) + " - Time") = threat;
}
auto& skillInfo = cmptType.PushDebug("Skill Info");
for (const auto& skill : m_SkillEntries) {
auto& skillDebug = skillInfo.PushDebug("Skill ID " + std::to_string(skill.skillId));
skillDebug.PushDebug<AMFDoubleValue>("Cooldown") = skill.cooldown;
skillDebug.PushDebug<AMFDoubleValue>("Ability Cooldown") = skill.abilityCooldown;
skillDebug.PushDebug<AMFIntValue>("AI Combat Weight") = skill.combatWeight;
}
return true;
}

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@@ -33,15 +33,13 @@ enum class AiState : uint32_t {
*/
struct AiSkillEntry
{
uint32_t skillId{};
uint32_t skillId;
float cooldown{};
float cooldown;
float abilityCooldown{};
float abilityCooldown;
Behavior* behavior{};
int32_t combatWeight{};
Behavior* behavior;
};
/**
@@ -183,9 +181,8 @@ public:
/**
* Stuns the entity for a certain amount of time, will not work if the entity is stun immune
* @param time the time to stun the entity, if stunnable
* @param force whether or not to force the stun and ignore checks
*/
void Stun(float time, const bool force = false);
void Stun(float time);
/**
* Gets the radius that will cause this entity to get aggro'd, causing a target chase
@@ -239,8 +236,6 @@ public:
bool MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
void SetStartingPosition(const NiPoint3& pos) { m_StartPosition = pos; }
private:
/**
* Returns the current target or the target that currently is the largest threat to this entity
@@ -399,17 +394,9 @@ private:
*/
bool m_DirtyStateOrTarget = false;
// Min amount of time to remain as in combat after casting a skill
float m_MinRoundLength = 0.0f;
// max amount of time to remain as in combat after casting a skill
float m_MaxRoundLength = 0.0f;
// The amount of time the entity will be forced to tether for
float m_ForcedTetherTime = 0.0f;
float m_CombatRoundLength = 0.0f;
// The amount of time a removed threat will be ignored for.
std::map<LWOOBJID, float> m_RemovedThreatList;

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@@ -19,12 +19,6 @@
#include "Amf3.h"
#include "dNavMesh.h"
#include "eWaypointCommandType.h"
#include "StringifiedEnum.h"
#include "SkillComponent.h"
#include "GeneralUtils.h"
#include "RenderComponent.h"
#include "InventoryComponent.h"
namespace {
/**
@@ -37,6 +31,8 @@ MovementAIComponent::MovementAIComponent(Entity* parent, const int32_t component
m_Info = info;
m_AtFinalWaypoint = true;
m_BaseCombatAI = nullptr;
m_BaseCombatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
//Try and fix the insane values:
@@ -64,7 +60,7 @@ MovementAIComponent::MovementAIComponent(Entity* parent, const int32_t component
RegisterMsg(&MovementAIComponent::OnGetObjectReportInfo);
SetPath(m_Parent->GetVarAsString(u"attached_path"));
if (!m_Parent->GetComponent<BaseCombatAIComponent>()) SetPath(m_Parent->GetVarAsString(u"attached_path"));
}
void MovementAIComponent::SetPath(const std::string pathName) {
@@ -129,11 +125,7 @@ void MovementAIComponent::Update(const float deltaTime) {
m_TimeTravelled += deltaTime;
const auto approxPos = ApproximateLocation();
SetPosition(approxPos);
// Set the AIs new home based on where our current waypoint is IF we're idle, that way we can return to this
// when resuming the pathing after losing aggro while moving the aggro hitbox with us
if (m_BaseCombatAI && m_BaseCombatAI->GetState() == AiState::idle) m_BaseCombatAI->SetStartingPosition(approxPos);
SetPosition(ApproximateLocation());
if (m_TimeTravelled < m_TimeToTravel) return;
m_TimeTravelled = 0.0f;
@@ -168,11 +160,8 @@ void MovementAIComponent::Update(const float deltaTime) {
SetRotation(QuatUtils::LookAt(source, m_NextWaypoint));
}
} else {
// Only try to renew or continue the path if we're in the idle or spawn state and we actually have a combatAI component
if (!m_BaseCombatAI || (m_BaseCombatAI && m_BaseCombatAI->GetState() == AiState::idle)) {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
const auto waypointNum = m_IsBounced ? m_CurrentPath.size() : m_CurrentPathWaypointCount - m_CurrentPath.size() - 1;
RunWaypointCommands(waypointNum);
if (m_CurrentPath.empty()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Loop) {
@@ -183,21 +172,22 @@ void MovementAIComponent::Update(const float deltaTime) {
if (m_IsBounced) std::ranges::reverse(waypoints);
SetPath(waypoints);
} else if (m_Path->pathBehavior == PathBehavior::Once) {
// In this case we intended to follow a path and once we've followed it we camp there, otherwise we'd just wander home again.
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
Stop();
return;
}
} else {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
Stop();
return;
}
} else {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
SetDestination(m_CurrentPath.top().position);
m_CurrentPath.pop();
}
}
}
Game::entityManager->SerializeEntity(m_Parent);
}
@@ -222,7 +212,8 @@ NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
NiPoint3 MovementAIComponent::ApproximateLocation() const {
auto source = m_SourcePosition;
if (AtFinalWaypoint()) return m_Parent->GetPosition();
if (AtFinalWaypoint()) return source;
auto destination = m_NextWaypoint;
@@ -432,69 +423,7 @@ NiPoint3 MovementAIComponent::GetDestination() const {
void MovementAIComponent::SetMaxSpeed(const float value) {
if (value == m_MaxSpeed) return;
m_MaxSpeed = value;
m_Acceleration = value / 5.0f;
}
void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
if (!m_Path || waypointNum >= m_Path->pathWaypoints.size()) return;
const auto& commands = m_Path->pathWaypoints[waypointNum].commands;
for (const auto& [command, data] : commands) {
LOG_DEBUG("%s %s %s", StringifiedEnum::ToString(command).data(), m_Path->pathName.c_str(), data.c_str());
const auto dataSplit = GeneralUtils::SplitString(data, ',');
switch (command) {
case eWaypointCommandType::INVALID: break;
case eWaypointCommandType::BOUNCE: break;
case eWaypointCommandType::STOP: Pause(); break;
case eWaypointCommandType::GROUP_EMOTE: break;
case eWaypointCommandType::SET_VARIABLE: break; // Empty in the client
case eWaypointCommandType::CAST_SKILL: {
const auto skill = GeneralUtils::TryParse<uint32_t>(data);
if (skill) {
auto* const skillComponent = m_Parent->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->CastSkill(skill.value());
}
break;
}
case eWaypointCommandType::EQUIP_INVENTORY: {
auto* const inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
if (item) inventoryComponent->EquipItem(item);
}
break;
}
case eWaypointCommandType::UNEQUIP_INVENTORY: {
auto* const inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
if (item) inventoryComponent->UnEquipItem(item);
}
break;
}
case eWaypointCommandType::DELAY: {
// Pause(GeneralUtils::TryParse<float>(data).value_or(0.0f));
break;
}
case eWaypointCommandType::EMOTE: {
// m_Delay = RenderComponent::GetAnimationTime(m_Parent, data);
// const auto emoteID = GeneralUtils::TryParse<uint32_t>(data);
// if (emoteID) GameMessages::SendPlayEmote(m_Parent->GetObjectID(), emoteID.value(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
break;
}
case eWaypointCommandType::TELEPORT: break;
case eWaypointCommandType::PATH_SPEED: m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT()) * GeneralUtils::TryParse<float>(data).value_or(1.0f); break;
case eWaypointCommandType::REMOVE_NPC: break;
case eWaypointCommandType::CHANGE_WAYPOINT: SetPath(dataSplit[0]); break;
case eWaypointCommandType::DELETE_SELF: break;
case eWaypointCommandType::KILL_SELF: m_Parent->Smash(); break;
case eWaypointCommandType::SPAWN_OBJECT: break;
case eWaypointCommandType::PLAY_SOUND: break;
}
}
m_Acceleration = value / 5;
}
bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
@@ -524,7 +453,6 @@ bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
movementInfo.PushDebug<AMFBoolValue>("Lock Rotation") = m_LockRotation;
movementInfo.PushDebug<AMFBoolValue>("Paused") = m_Paused;
movementInfo.PushDebug<AMFDoubleValue>("Pulling To Point") = m_PullingToPoint;
movementInfo.PushDebug<AMFBoolValue>("At Final Waypoint") = m_AtFinalWaypoint;
auto& pullPointInfo = movementInfo.PushDebug("Pull Point");
pullPointInfo.PushDebug<AMFDoubleValue>("X") = m_PullPoint.x;

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@@ -212,16 +212,8 @@ public:
bool IsPaused() const { return m_Paused; }
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
bool HasPath() const { return m_Path != nullptr; }
private:
/**
* @brief
* Runs the commands on a waypoint if a path exists
*/
void RunWaypointCommands(uint32_t waypointNum);
/**
* Sets the current position of the entity
* @param value the position to set

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@@ -962,12 +962,5 @@ namespace GameMessages {
LWOOBJID childID{};
};
struct ObjectLoaded : public GameMsg {
ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}
LWOOBJID objectID{};
LOT lot{};
};
};
#endif // GAMEMESSAGES_H

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@@ -1,4 +1,3 @@
set(DSCRIPTS_SOURCES_02_SERVER_DLU
"DLUVanityTeleportingObject.cpp"
"RegisterWithZoneControl.cpp"
PARENT_SCOPE)

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@@ -1,12 +0,0 @@
#include "RegisterWithZoneControl.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
void RegisterWithZoneControl::OnStartup(Entity* self) {
GameMessages::ObjectLoaded objLoaded;
objLoaded.objectID = self->GetObjectID();
objLoaded.lot = self->GetLOT();
objLoaded.Send(Game::entityManager->GetZoneControlEntity()->GetObjectID());
}

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@@ -1,14 +0,0 @@
// Darkflame Universe
// Copyright 2026
#ifndef REGISTERWITHZONECONTROL_H
#define REGISTERWITHZONECONTROL_H
#include "CppScripts.h"
class RegisterWithZoneControl : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
};
#endif //!REGISTERWITHZONECONTROL_H

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@@ -16,7 +16,6 @@
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "PlayerManager.h"
#include "eStateChangeType.h"
#include <vector>
@@ -49,30 +48,10 @@ void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
combat->SetStunImmune(true);
m_CurrentBossStage = 1;
ToggleAttacking(*self, false);
self->SetProximityRadius(65.0f, "AggroRadius");
// Obtain faction and collision group to save for subsequent resets
}
void BossSpiderQueenEnemyServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (name != "AggroRadius" || !entering || !entering->IsPlayer()) return;
auto playerCount = self->GetVar<int32_t>(u"player_count");
if (status == "ENTER") {
if (playerCount == 0) {
ToggleAttacking(*self, true);
}
playerCount++;
} else if (status == "LEAVE") {
playerCount--;
if (playerCount == 0) {
ToggleAttacking(*self, false);
}
}
self->SetVar<int32_t>(u"player_count", playerCount);
}
void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
if (Game::zoneManager->GetZoneID().GetMapID() == instanceZoneID && killer) {
for (const auto& player : PlayerManager::GetAllPlayers()) {
@@ -92,7 +71,6 @@ void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
self->SetPosition({ 10000, 0, 10000 });
Game::entityManager->SerializeEntity(self);
ToggleAttacking(*self, false);
controller->OnFireEventServerSide(self, "ClearProperty");
}
@@ -656,19 +634,3 @@ float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std:
return animTimer;
}
void BossSpiderQueenEnemyServer::ToggleAttacking(Entity& self, bool on) {
const auto stoppedFlag = self.GetVarAs<bool>(u"stoppedFlag");
if (!on) {
if (stoppedFlag) return;
self.SetVar(u"stoppedFlag", true);
combat->Stun(100000.0f, true); // forcibly stun so we stop attacking people trying to put on armor
} else {
if (!stoppedFlag) return;
self.SetVar(u"stoppedFlag", false);
combat->Stun(0.0f, true); // forcibly turn off the stun we put on above
}
}

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@@ -46,10 +46,7 @@ public:
void OnTimerDone(Entity* self, std::string timerName) override;
void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status);
private:
void ToggleAttacking(Entity& self, bool on);
//Regular variables:
DestroyableComponent* destroyable = nullptr;
ControllablePhysicsComponent* controllable = nullptr;

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@@ -13,6 +13,7 @@ void ResetMissions(Entity& user) {
}
void OldManNPC::OnUse(Entity* self, Entity* user) {
LOG("");
const auto* const missionComponent = user->GetComponent<MissionComponent>();
if (!missionComponent) return;
@@ -23,6 +24,7 @@ void OldManNPC::OnUse(Entity* self, Entity* user) {
}
const auto missionState = mission->GetMissionState();
LOG("mission state %i", missionState);
if (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) {
ResetMissions(*user);
}

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@@ -339,8 +339,6 @@
#include "ImaginationBackPack.h"
#include "NsWinterRaceServer.h"
#include "RegisterWithZoneControl.h"
#include <map>
#include <string>
#include <functional>
@@ -665,7 +663,6 @@ namespace {
//WBL
{"scripts\\zone\\LUPs\\WBL_generic_zone.lua", []() {return new WblGenericZone();}},
{"scripts\\zone\\LUPs\\Moonbase Intro\\MOONBASE-INTRO_INTRO_CINEMATIC.lua", []() {return new WblGenericZone();}},
//Alpha
{"scripts\\ai\\FV\\L_TRIGGER_GAS.lua", []() {return new TriggerGas();}},
@@ -711,8 +708,7 @@ namespace {
{"scripts\\ai\\RACING\\OBJECTS\\VEHICLE_DEATH_TRIGGER_WATER_SERVER.lua", []() {return new VehicleDeathTriggerWaterServer();}},
{"scripts\\equipmenttriggers\\L_TRIAL_FACTION_ARMOR_SERVER.lua", []() {return new TrialFactionArmorServer();}},
{"scripts\\equipmenttriggers\\ImaginationBackPack.lua", []() {return new ImaginationBackPack();}},
{"scripts\\ai\\MINIGAME\\SG_GF\\SERVER\\SG_CANNON_INSTANCE_ACTOR.lua", [](){return new RegisterWithZoneControl();}},
{"scripts\\ai\\MINIGAME\\SG_GF\\SERVER\\SG_CANNON_INSTANCE_EFFECT.lua", [](){return new RegisterWithZoneControl();}},
};
std::set<std::string> g_ExcludedScripts = {
@@ -736,11 +732,6 @@ namespace {
"scripts\\zone\\LUPs\\RobotCity Intro\\WBL_RCIntro_InfectedCitizen.lua",
"scripts\\ai\\MINIGAME\\SIEGE\\OBJECTS\\ATTACKER_BOUNCER_SERVER.lua",
"scripts\\ai\\AG\\L_AG_ZONE_PLAYER.lua",
"scripts\\ai\\GENERAL\\L_NPC_GENERIC_MOVEMENT.lua", // Really old alpha script
"scripts\\zone\\LUPs\\DeepFreeze Intro\\WBL_Enemy_Beaver.lua", // Really old alpha script
"scripts\\ai\\GENERAL\\L_NPC_GENERIC_WANDER_SMALL.lua", // Really old alpha script
"scripts\\ai\\NP\\L_NPC_NP_OLD_MAN_SHERLAND.lua", // This NPC doesn't even exist in modern crux, the only place this is used...
"scripts\\02_server\\Map\\General\\L_SIMPLE_MOVER_SWITCH.lua", // This platform does not exist even when moved manually on a client
};
};
@@ -754,8 +745,7 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
Script* script = itrTernary != scriptLoader.cend() ? itrTernary->second() : &InvalidToReturn;
if (script == &InvalidToReturn && !scriptName.empty() && !g_ExcludedScripts.contains(scriptName)) {
const auto [x, y, z] = parent->GetPosition();
LOG_DEBUG("LOT %i at %f %f %f attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), x, y, z, scriptName.c_str());
LOG_DEBUG("LOT %i attempted to load CppScript for '%s', but returned InvalidScript.", parent->GetLOT(), scriptName.c_str());
}
g_Scripts[scriptName] = script;

View File

@@ -1019,7 +1019,6 @@ void HandlePacket(Packet* packet) {
if (user) {
Character* c = user->GetLastUsedChar();
if (c != nullptr) {
if (Game::entityManager->GetEntity(c->GetObjectID())) return;
std::u16string username = GeneralUtils::ASCIIToUTF16(c->GetName());
Game::server->GetReplicaManager()->AddParticipant(packet->systemAddress);

View File

@@ -101,23 +101,15 @@ void Zone::LoadZoneIntoMemory() {
m_Paths.reserve(pathCount);
for (uint32_t i = 0; i < pathCount; ++i) LoadPath(file);
for (const Path& path : m_Paths) {
for (Path path : m_Paths) {
if (path.pathType != PathType::Spawner) continue;
SpawnerInfo info{};
for (size_t i = 0; i < path.pathWaypoints.size(); i++) {
const auto& waypoint = path.pathWaypoints[i];
SpawnerInfo info = SpawnerInfo();
for (PathWaypoint waypoint : path.pathWaypoints) {
SpawnerNode* node = new SpawnerNode();
node->position = waypoint.position;
node->rotation = waypoint.rotation;
node->nodeID = 0;
node->config = path.pathWaypoints[0].config;
// All spawner waypoints get the config data of the first waypoint, but then we
// overwrite settings on this waypoint if we have another one defined of the same name
if (i != 0) {
for (const auto& [key, value] : waypoint.config) {
node->config.ParseInsert(value->GetString());
}
}
node->config = waypoint.config;
for (const auto& data : waypoint.config | std::views::values) {
if (!data) continue;