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https://github.com/DarkflameUniverse/DarkflameServer.git
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7 Commits
chore--mou
...
debugger-i
| Author | SHA1 | Date | |
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2235f62680 | ||
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be6b94ae40 | ||
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7338319fac | ||
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5d523a1e7b | ||
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5745742c91 | ||
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62f58f5307 | ||
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83707e2210 |
@@ -4,7 +4,6 @@
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#include "dCommonVars.h"
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#include "Logger.h"
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#include "Game.h"
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#include <type_traits>
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#include <unordered_map>
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#include <vector>
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@@ -368,9 +367,37 @@ public:
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}
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template<typename AmfType = AMFArrayValue>
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AmfType& PushDebug(const std::string_view name) {
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AmfType& PushDebug(const std::string_view name, const std::string& objectType = "", const uint32_t warningLevel = 0) {
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size_t i = 0;
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for (; i < m_Dense.size(); i++) {
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const auto& cast = dynamic_cast<AMFArrayValue*>(m_Dense[i].get());
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if (!cast) continue;
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const auto& nameValue = cast->Get<std::string>("name");
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if (!nameValue || nameValue->GetValue() != name) continue;
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if (!objectType.empty()) {
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cast->Insert<std::string>("type", objectType);
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}
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if (warningLevel != 0) {
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cast->Insert<double>("warningLevel", warningLevel);
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}
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// found a duplicate, return this instead
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auto valueCast = dynamic_cast<AmfType*>(cast->Get("value"));
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if (valueCast) return *valueCast;
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}
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auto* value = PushArray();
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value->Insert("name", name.data());
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value->Insert<std::string>("name", name.data());
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if (!objectType.empty()) {
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value->Insert<std::string>("type", objectType);
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}
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if (warningLevel != 0) {
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value->Insert<double>("warningLevel", warningLevel);
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}
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return value->Insert<AmfType>("value", std::make_unique<AmfType>());
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}
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@@ -1019,6 +1019,7 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacke
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const bool hasParent = m_ParentEntity != nullptr || m_SpawnerID != 0;
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outBitStream.Write(hasParent);
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if (hasParent) {
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// 触るな!
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if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
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else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID);
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else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
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@@ -2235,11 +2236,16 @@ bool Entity::MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfo& r
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const auto& objTableInfo = table->GetByID(GetLOT());
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objectInfo.PushDebug<AMFStringValue>("Name") = objTableInfo.name;
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objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)") = GetLOT();
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objectInfo.PushDebug<AMFStringValue>("Object ID") = std::to_string(GetObjectID());
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objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID") = std::to_string(GetSpawnerID());
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objectInfo.PushDebug<AMFStringValue>("Owner override") = std::to_string(m_OwnerOverride);
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objectInfo.PushDebug<AMFStringValue>("Name", "name") = objTableInfo.name;
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objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)", "LOT") = GetLOT();
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objectInfo.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(GetObjectID());
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objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID", "LWOOBJID") = std::to_string(GetSpawnerID());
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objectInfo.PushDebug<AMFStringValue>("Owner override", "LWOOBJID") = std::to_string(m_OwnerOverride);
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auto& children = objectInfo.PushDebug("Child Objects");
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int i = 1;
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for (const auto* child : m_ChildEntities) {
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if (child) children.PushDebug<AMFStringValue>("Child " + std::to_string(i++), "LWOOBJID") = std::to_string(child->GetObjectID());
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}
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auto& componentDetails = objectInfo.PushDebug("Component Information");
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for (const auto [id, component] : m_Components) {
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@@ -521,6 +521,10 @@ void BaseCombatAIComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsI
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void BaseCombatAIComponent::SetAiState(AiState newState) {
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if (newState == this->m_State) return;
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GameMessages::NotifyCombatAIStateChange stateMsg;
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stateMsg.prevState = this->m_State;
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stateMsg.newState = newState;
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m_Parent->HandleMsg(stateMsg);
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this->m_State = newState;
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m_DirtyStateOrTarget = true;
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Game::entityManager->SerializeEntity(m_Parent);
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@@ -860,7 +864,7 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
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auto& cmptType = reportInfo.info->PushDebug("Base Combat AI");
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cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
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auto& targetInfo = cmptType.PushDebug("Current Target Info");
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targetInfo.PushDebug<AMFStringValue>("Current Target ID") = std::to_string(m_Target);
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targetInfo.PushDebug<AMFStringValue>("Current Target ID", "LWOOBJID") = std::to_string(m_Target);
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// if (m_Target != LWOOBJID_EMPTY) {
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// LWOGameMessages::ObjGetName nameMsg(m_CurrentTarget);
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// SEND_GAMEOBJ_MSG(nameMsg);
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@@ -901,10 +905,7 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
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//}
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//cmptType.PushDebug("Current Combat Role") = curState;
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auto& tetherPoint = cmptType.PushDebug("Tether Point");
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tetherPoint.PushDebug<AMFDoubleValue>("X") = m_StartPosition.x;
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tetherPoint.PushDebug<AMFDoubleValue>("Y") = m_StartPosition.y;
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tetherPoint.PushDebug<AMFDoubleValue>("Z") = m_StartPosition.z;
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cmptType.PushDebug("Tether Point").PushDebug(m_StartPosition);
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cmptType.PushDebug<AMFDoubleValue>("Hard Tether Radius") = m_HardTetherRadius;
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cmptType.PushDebug<AMFDoubleValue>("Soft Tether Radius") = m_SoftTetherRadius;
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cmptType.PushDebug<AMFDoubleValue>("Aggro Radius") = m_AggroRadius;
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@@ -361,17 +361,11 @@ void ControllablePhysicsComponent::SetStunImmunity(
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bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
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PhysicsComponent::OnGetObjectReportInfo(reportInfo);
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auto& info = reportInfo.subCategory->PushDebug("Controllable Info");
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auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
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auto& vel = info.PushDebug("Velocity");
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vel.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
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vel.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
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vel.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
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info.PushDebug("Velocity").PushDebug(m_Velocity);
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auto& angularVelocity = info.PushDebug("Angular Velocity");
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angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
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angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
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angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
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info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
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info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
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info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
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@@ -403,12 +397,13 @@ bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
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info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
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info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
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info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
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info.PushDebug<AMFIntValue>("Immune To Stun Attack Count") = m_ImmuneToStunAttackCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Equip Count") = m_ImmuneToStunEquipCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Interact Count") = m_ImmuneToStunInteractCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Jump Count") = m_ImmuneToStunJumpCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Move Count") = m_ImmuneToStunMoveCount;
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info.PushDebug<AMFIntValue>("Immune To Stun Turn Count") = m_ImmuneToStunTurnCount;
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info.PushDebug<AMFIntValue>("Immune To Stun UseItem Count") = m_ImmuneToStunUseItemCount;
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auto& immunity = info.PushDebug("Immunity Effects");
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
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immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
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return true;
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}
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@@ -328,7 +328,7 @@ private:
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/**
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* The effect that plays while using the jetpack
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*/
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int32_t m_JetpackEffectID;
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int32_t m_JetpackEffectID{};
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/**
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* The current speed multiplier, allowing an entity to run faster
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@@ -1146,7 +1146,7 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportIn
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destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
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destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
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destroyableInfo.PushDebug<AMFStringValue>("Killer ID") = std::to_string(m_KillerID);
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destroyableInfo.PushDebug<AMFStringValue>("Killer ID", "LWOOBJID") = std::to_string(m_KillerID);
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// "Scripts"; idk what to do about scripts yet
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auto& immuneCounts = destroyableInfo.PushDebug("Immune Counts");
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@@ -108,7 +108,7 @@ bool GhostComponent::OnGetGMInvis(GameMessages::GetGMInvis& gmInvisMsg) {
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bool GhostComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportMsg) {
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auto& cmptType = reportMsg.info->PushDebug("Ghost");
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cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
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cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = false;
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cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = m_IsGMInvisible;
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return true;
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}
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@@ -110,15 +110,9 @@ bool HavokVehiclePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
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auto& info = reportInfo.subCategory->PushDebug("Havok Vehicle Physics Info");
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auto& velocity = info.PushDebug("Velocity");
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velocity.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
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velocity.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
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velocity.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
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auto& velocity = info.PushDebug("Velocity").PushDebug(m_Velocity);
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auto& angularVelocity = info.PushDebug("Angular Velocity");
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angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
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angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
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angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
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auto& angularVelocity = info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
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info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
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info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
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@@ -723,10 +723,6 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
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for (const auto& pair : m_Equipped) {
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const auto item = pair.second;
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if (bIsInitialUpdate) {
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AddItemSkills(item.lot);
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}
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outBitStream.Write(item.id);
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outBitStream.Write(item.lot);
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@@ -984,9 +980,6 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
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}
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void InventoryComponent::HandlePossession(Item* item) {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (!possessorComponent) return;
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@@ -1002,52 +995,31 @@ void InventoryComponent::HandlePossession(Item* item) {
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return;
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}
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GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
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// Set the mount Item ID so that we know what were handling
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// Set the mount item ID so that we know what we're handling
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possessorComponent->SetMountItemID(item->GetId());
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GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS);
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// Create entity to mount
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auto startRotation = m_Parent->GetRotation();
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// Create the mount entity
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EntityInfo info{};
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info.lot = item->GetLot();
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info.pos = m_Parent->GetPosition();
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info.rot = startRotation;
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info.rot = m_Parent->GetRotation();
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info.spawnerID = m_Parent->GetObjectID();
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auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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// Check to see if the mount is a vehicle, if so, flip it
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auto* vehicleComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
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if (vehicleComponent) characterComponent->SetIsRacing(true);
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// Setup the destroyable stats
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsImmune(true);
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}
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// Mount it
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetIsItemSpawned(true);
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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// Possess it
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possessorComponent->SetPossessable(mount->GetObjectID());
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possessorComponent->SetPossessableType(possessableComponent->GetPossessionType());
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}
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GameMessages::SendSetJetPackMode(m_Parent, false);
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) destroyableComponent->SetIsImmune(true);
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// Make it go to the client
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Game::entityManager->ConstructEntity(mount);
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// Update the possessor
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Game::entityManager->SerializeEntity(m_Parent);
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possessorComponent->Mount(mount);
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// have to unlock the input so it vehicle can be driven
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if (vehicleComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
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GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress());
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}
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@@ -1175,14 +1147,12 @@ LOT InventoryComponent::GetConsumable() const {
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void InventoryComponent::AddItemSkills(const LOT lot) {
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const auto info = Inventory::FindItemComponent(lot);
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const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
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const auto slot = FindBehaviorSlot(info.equipLocation);
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if (slot == BehaviorSlot::Invalid) {
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return;
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}
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const auto index = m_Skills.find(slot);
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const auto skill = FindSkill(lot);
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SetSkill(slot, skill);
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@@ -1210,7 +1180,7 @@ void InventoryComponent::FixInvisibleItems() {
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void InventoryComponent::RemoveItemSkills(const LOT lot) {
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const auto info = Inventory::FindItemComponent(lot);
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const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
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const auto slot = FindBehaviorSlot(info.equipLocation);
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if (slot == BehaviorSlot::Invalid) {
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return;
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@@ -1222,15 +1192,31 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
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return;
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}
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const auto old = index->second;
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const auto skillId = FindSkill(lot);
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GameMessages::SendRemoveSkill(m_Parent, old);
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// Only act on this slot if it still holds the skill from this item.
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// Another item may have overwritten the slot since this one was equipped.
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if (index->second != skillId) {
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return;
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}
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m_Skills.erase(slot);
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// Find another slot that still holds this skillID (if any).
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const auto surviving = std::ranges::find_if(m_Skills, [skillId](const auto& pair) {
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return pair.second == skillId;
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});
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||||
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// The client stores one acquiredSkillsInfo entry per skillID, tagged with the slotID
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// it was originally added with. Always send RemoveSkill to clear that entry, then
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// re-add with the surviving slot so the client shows it in the correct place.
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GameMessages::SendRemoveSkill(m_Parent, skillId);
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if (surviving != m_Skills.end()) {
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GameMessages::SendAddSkill(m_Parent, skillId, surviving->first);
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}
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if (slot == BehaviorSlot::Primary) {
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m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
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GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
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}
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||||
}
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@@ -1322,23 +1308,17 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) {
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m_Pets.erase(id);
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}
|
||||
|
||||
BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
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||||
switch (type) {
|
||||
case eItemType::HAT:
|
||||
return BehaviorSlot::Head;
|
||||
case eItemType::NECK:
|
||||
return BehaviorSlot::Neck;
|
||||
case eItemType::LEFT_HAND:
|
||||
return BehaviorSlot::Offhand;
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||||
case eItemType::RIGHT_HAND:
|
||||
return BehaviorSlot::Primary;
|
||||
case eItemType::CONSUMABLE:
|
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return BehaviorSlot::Consumable;
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||||
default:
|
||||
return BehaviorSlot::Invalid;
|
||||
}
|
||||
BehaviorSlot InventoryComponent::FindBehaviorSlot(const std::string& equipLocation) {
|
||||
// Skill slot is determined by equipLocation, not itemType.
|
||||
// Mapping confirmed against live captures and client data (issue #1339).
|
||||
if (equipLocation == "special_r") return BehaviorSlot::Primary;
|
||||
if (equipLocation == "hair") return BehaviorSlot::Head;
|
||||
if (equipLocation == "special_l") return BehaviorSlot::Offhand;
|
||||
if (equipLocation == "clavicle") return BehaviorSlot::Neck;
|
||||
return BehaviorSlot::Invalid;
|
||||
}
|
||||
|
||||
|
||||
bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
|
||||
return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
|
||||
}
|
||||
@@ -1679,10 +1659,28 @@ bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
|
||||
const auto index = m_Skills.find(slot);
|
||||
if (index != m_Skills.end()) {
|
||||
const auto old = index->second;
|
||||
GameMessages::SendRemoveSkill(m_Parent, old);
|
||||
// Only remove the old skill from the client if no other slot still holds it.
|
||||
// The client's acquiredSkillsInfo is keyed by skillID (one entry per skill),
|
||||
// so RemoveSkill clears it globally — sending it while another slot still uses
|
||||
// the same skillID would break that slot on the client.
|
||||
const auto usedElsewhere = std::ranges::any_of(m_Skills, [&](const auto& pair) {
|
||||
return pair.first != slot && pair.second == old;
|
||||
});
|
||||
if (!usedElsewhere) {
|
||||
GameMessages::SendRemoveSkill(m_Parent, old);
|
||||
}
|
||||
}
|
||||
|
||||
// Only send AddSkill if the client doesn't already know about this skillID.
|
||||
// The client early-exits on duplicate AddSkill (same skillID already in
|
||||
// acquiredSkillsInfo) without updating the slot — so only send when it's new.
|
||||
const auto alreadyKnown = std::ranges::any_of(m_Skills, [&](const auto& pair) {
|
||||
return pair.first != slot && pair.second == skillId;
|
||||
});
|
||||
if (!alreadyKnown) {
|
||||
GameMessages::SendAddSkill(m_Parent, skillId, slot);
|
||||
}
|
||||
|
||||
GameMessages::SendAddSkill(m_Parent, skillId, slot);
|
||||
m_Skills.insert_or_assign(slot, skillId);
|
||||
return true;
|
||||
}
|
||||
@@ -1862,9 +1860,9 @@ bool InventoryComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo
|
||||
std::stringstream ss;
|
||||
ss << "%[Objects_" << item->GetLot() << "_name] Slot " << item->GetSlot();
|
||||
auto& slot = curInv.PushDebug(ss.str());
|
||||
slot.PushDebug<AMFStringValue>("Object ID") = std::to_string(item->GetId());
|
||||
slot.PushDebug<AMFIntValue>("LOT") = item->GetLot();
|
||||
if (item->GetSubKey() != LWOOBJID_EMPTY) slot.PushDebug<AMFStringValue>("Subkey") = std::to_string(item->GetSubKey());
|
||||
slot.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(item->GetId());
|
||||
slot.PushDebug<AMFIntValue>("LOT", "LOT") = item->GetLot();
|
||||
if (item->GetSubKey() != LWOOBJID_EMPTY) slot.PushDebug<AMFStringValue>("Subkey", "LWOOBJID") = std::to_string(item->GetSubKey());
|
||||
slot.PushDebug<AMFIntValue>("Count") = item->GetCount();
|
||||
slot.PushDebug<AMFIntValue>("Slot") = item->GetSlot();
|
||||
slot.PushDebug<AMFBoolValue>("Bind on pickup") = item->GetInfo().isBOP;
|
||||
@@ -1883,7 +1881,8 @@ bool InventoryComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo
|
||||
ss << "%[Objects_" << info.lot << "_name]";
|
||||
auto& equipSlot = equipped.PushDebug(ss.str());
|
||||
equipSlot.PushDebug<AMFStringValue>("Location") = location;
|
||||
equipSlot.PushDebug<AMFStringValue>("Object ID") = std::to_string(info.id);
|
||||
equipSlot.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(info.id);
|
||||
equipSlot.PushDebug<AMFIntValue>("LOT", "LOT") = info.lot;
|
||||
equipSlot.PushDebug<AMFIntValue>("Slot") = info.slot;
|
||||
equipSlot.PushDebug<AMFIntValue>("Count") = info.count;
|
||||
auto& extra = equipSlot.PushDebug("Extra Info");
|
||||
|
||||
@@ -367,11 +367,10 @@ public:
|
||||
void RemoveDatabasePet(LWOOBJID id);
|
||||
|
||||
/**
|
||||
* Returns the current behavior slot active for the passed item type
|
||||
* @param type the item type to find the behavior slot for
|
||||
* @return the current behavior slot active for the passed item type
|
||||
* Returns the behavior slot for the given equipLocation string.
|
||||
* This is the authoritative mapping used for skill slot assignment.
|
||||
*/
|
||||
static BehaviorSlot FindBehaviorSlot(eItemType type);
|
||||
static BehaviorSlot FindBehaviorSlot(const std::string& equipLocation);
|
||||
|
||||
/**
|
||||
* Checks if the inventory type is a temp inventory
|
||||
@@ -403,6 +402,8 @@ public:
|
||||
|
||||
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
|
||||
|
||||
void ClearSkills() { m_Skills.clear(); };
|
||||
|
||||
bool SetSkill(int slot, uint32_t skillId);
|
||||
bool SetSkill(BehaviorSlot slot, uint32_t skillId);
|
||||
|
||||
|
||||
@@ -652,7 +652,7 @@ void PushMissions(const std::map<uint32_t, Mission*>& missions, AMFArrayValue& V
|
||||
}
|
||||
|
||||
bool MissionComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
|
||||
auto& missionInfo = reportInfo.info->PushDebug("Mission (Laggy)");
|
||||
auto& missionInfo = reportInfo.info->PushDebug("Mission (Laggy)", "", 1);
|
||||
missionInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
// Sort the missions so they are easier to parse and present to the end user
|
||||
std::map<uint32_t, Mission*> achievements;
|
||||
|
||||
@@ -355,8 +355,8 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
|
||||
|
||||
cmptInfo.PushDebug<AMFStringValue>("Name") = "Objects_" + std::to_string(m_Parent->GetLOT()) + "_name";
|
||||
cmptInfo.PushDebug<AMFBoolValue>("Has Unique Name") = false;
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)", "LWOOBJID") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID", "LWOOBJID") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("Description") = "";
|
||||
cmptInfo.PushDebug<AMFIntValue>("Behavior Count") = m_Behaviors.size();
|
||||
|
||||
|
||||
@@ -535,20 +535,14 @@ bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
|
||||
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;
|
||||
pullPointInfo.PushDebug<AMFDoubleValue>("Y") = m_PullPoint.y;
|
||||
pullPointInfo.PushDebug<AMFDoubleValue>("Z") = m_PullPoint.z;
|
||||
auto& pullPointInfo = movementInfo.PushDebug("Pull Point").PushDebug(m_PullPoint);
|
||||
|
||||
// movementInfo.PushDebug<AMFDoubleValue>("Delay") = m_Delay;
|
||||
|
||||
auto& waypoints = movementInfo.PushDebug("Interpolated Waypoints");
|
||||
int i = 0;
|
||||
for (const auto& point : m_InterpolatedWaypoints) {
|
||||
auto& waypoint = waypoints.PushDebug("Waypoint " + std::to_string(++i));
|
||||
waypoint.PushDebug<AMFDoubleValue>("X") = point.x;
|
||||
waypoint.PushDebug<AMFDoubleValue>("Y") = point.y;
|
||||
waypoint.PushDebug<AMFDoubleValue>("Z") = point.z;
|
||||
waypoints.PushDebug("Waypoint " + std::to_string(++i)).PushDebug(point);
|
||||
}
|
||||
|
||||
i = 0;
|
||||
@@ -556,10 +550,7 @@ bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
|
||||
auto pathCopy = m_CurrentPath; // Copy to avoid modifying the original stack
|
||||
while (!pathCopy.empty()) {
|
||||
const auto& waypoint = pathCopy.top();
|
||||
auto& pathWaypoint = currentPath.PushDebug("Waypoint " + std::to_string(++i));
|
||||
pathWaypoint.PushDebug<AMFDoubleValue>("X") = waypoint.position.x;
|
||||
pathWaypoint.PushDebug<AMFDoubleValue>("Y") = waypoint.position.y;
|
||||
pathWaypoint.PushDebug<AMFDoubleValue>("Z") = waypoint.position.z;
|
||||
currentPath.PushDebug("Waypoint " + std::to_string(++i)).PushDebug(waypoint.position);
|
||||
|
||||
pathCopy.pop();
|
||||
}
|
||||
|
||||
@@ -238,10 +238,7 @@ bool PhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectRepor
|
||||
info.PushDebug<AMFIntValue>("Effect Type") = static_cast<int>(m_EffectType);
|
||||
info.PushDebug<AMFDoubleValue>("Directional Multiplier") = m_DirectionalMultiplier;
|
||||
info.PushDebug<AMFBoolValue>("Is Directional") = m_IsDirectional;
|
||||
auto& direction = info.PushDebug("Direction");
|
||||
direction.PushDebug<AMFDoubleValue>("x") = m_Direction.x;
|
||||
direction.PushDebug<AMFDoubleValue>("y") = m_Direction.y;
|
||||
direction.PushDebug<AMFDoubleValue>("z") = m_Direction.z;
|
||||
auto& direction = info.PushDebug("Direction").PushDebug(m_Direction);
|
||||
|
||||
if (m_MinMax) {
|
||||
auto& minMaxInfo = info.PushDebug("Min Max Info");
|
||||
@@ -252,15 +249,8 @@ bool PhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectRepor
|
||||
if (m_IsRespawnVolume) {
|
||||
auto& respawnInfo = info.PushDebug("Respawn Info");
|
||||
respawnInfo.PushDebug<AMFBoolValue>("Is Respawn Volume") = m_IsRespawnVolume;
|
||||
auto& respawnPos = respawnInfo.PushDebug("Respawn Position");
|
||||
respawnPos.PushDebug<AMFDoubleValue>("x") = m_RespawnPos.x;
|
||||
respawnPos.PushDebug<AMFDoubleValue>("y") = m_RespawnPos.y;
|
||||
respawnPos.PushDebug<AMFDoubleValue>("z") = m_RespawnPos.z;
|
||||
auto& respawnRot = respawnInfo.PushDebug("Respawn Rotation");
|
||||
respawnRot.PushDebug<AMFDoubleValue>("w") = m_RespawnRot.w;
|
||||
respawnRot.PushDebug<AMFDoubleValue>("x") = m_RespawnRot.x;
|
||||
respawnRot.PushDebug<AMFDoubleValue>("y") = m_RespawnRot.y;
|
||||
respawnRot.PushDebug<AMFDoubleValue>("z") = m_RespawnRot.z;
|
||||
respawnInfo.PushDebug("Respawn Position").PushDebug(m_RespawnPos);
|
||||
respawnInfo.PushDebug("Respawn Rotation").PushDebug(m_RespawnRot);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -249,18 +249,11 @@ bool PhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo&
|
||||
auto& info = reportInfo.info->PushDebug("Physics");
|
||||
reportInfo.subCategory = &info;
|
||||
|
||||
auto& pos = info.PushDebug("Position");
|
||||
pos.PushDebug<AMFDoubleValue>("x") = m_Position.x;
|
||||
pos.PushDebug<AMFDoubleValue>("y") = m_Position.y;
|
||||
pos.PushDebug<AMFDoubleValue>("z") = m_Position.z;
|
||||
auto& pos = info.PushDebug("Position").PushDebug(m_Position);
|
||||
|
||||
auto& rot = info.PushDebug("Rotation");
|
||||
rot.PushDebug<AMFDoubleValue>("w") = m_Rotation.w;
|
||||
rot.PushDebug<AMFDoubleValue>("x") = m_Rotation.x;
|
||||
rot.PushDebug<AMFDoubleValue>("y") = m_Rotation.y;
|
||||
rot.PushDebug<AMFDoubleValue>("z") = m_Rotation.z;
|
||||
auto& rot = info.PushDebug("Rotation").PushDebug(m_Rotation);
|
||||
|
||||
info.PushDebug<AMFIntValue>("CollisionGroup") = m_CollisionGroup;
|
||||
info.PushDebug<AMFIntValue>("Collision Group") = m_CollisionGroup;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ PossessableComponent::PossessableComponent(Entity* parent, const int32_t compone
|
||||
m_AnimationFlag = static_cast<eAnimationFlags>(item.animationFlag);
|
||||
|
||||
// Get the possession Type from the CDClient
|
||||
auto query = CDClientDatabase::CreatePreppedStmt("SELECT possessionType, depossessOnHit FROM PossessableComponent WHERE id = ?;");
|
||||
auto query = CDClientDatabase::CreatePreppedStmt("SELECT possessionType, depossessOnHit, skillSet FROM PossessableComponent WHERE id = ?;");
|
||||
|
||||
query.bind(1, static_cast<int>(componentID));
|
||||
|
||||
@@ -20,6 +20,7 @@ PossessableComponent::PossessableComponent(Entity* parent, const int32_t compone
|
||||
if (!result.eof()) {
|
||||
m_PossessionType = static_cast<ePossessionType>(result.getIntField("possessionType", 1)); // Default to Attached Visible
|
||||
m_DepossessOnHit = static_cast<bool>(result.getIntField("depossessOnHit", 0));
|
||||
m_SkillSet = result.getIntField("skillSet", 0);
|
||||
} else {
|
||||
m_PossessionType = ePossessionType::ATTACHED_VISIBLE;
|
||||
m_DepossessOnHit = false;
|
||||
|
||||
@@ -55,6 +55,12 @@ public:
|
||||
*/
|
||||
bool GetDepossessOnHit() const { return m_DepossessOnHit; };
|
||||
|
||||
/**
|
||||
* Returns the skill set ID for this possessable (0 = no skill set)
|
||||
* @return the skill set ID
|
||||
*/
|
||||
int32_t GetSkillSet() const { return m_SkillSet; };
|
||||
|
||||
/**
|
||||
* Forcibly depossess the Entity
|
||||
*/
|
||||
@@ -118,4 +124,9 @@ private:
|
||||
*
|
||||
*/
|
||||
bool m_ItemSpawned = false;
|
||||
|
||||
/**
|
||||
* @brief Skill set ID from PossessableComponent CDClient table (0 = none)
|
||||
*/
|
||||
int32_t m_SkillSet = 0;
|
||||
};
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
#include "PossessorComponent.h"
|
||||
#include "PossessableComponent.h"
|
||||
#include "CharacterComponent.h"
|
||||
#include "HavokVehiclePhysicsComponent.h"
|
||||
#include "EntityManager.h"
|
||||
#include "GameMessages.h"
|
||||
#include "eUnequippableActiveType.h"
|
||||
#include "eControlScheme.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
PossessorComponent::PossessorComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
m_Possessable = LWOOBJID_EMPTY;
|
||||
@@ -42,21 +41,27 @@ void PossessorComponent::Mount(Entity* mount) {
|
||||
// Don't do anything if we are busy dismounting
|
||||
if (GetIsDismounting() || !mount) return;
|
||||
|
||||
GameMessages::SendSetMountInventoryID(m_Parent, mount->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
|
||||
auto* possessableComponent = mount->GetComponent<PossessableComponent>();
|
||||
if (possessableComponent) {
|
||||
possessableComponent->SetPossessor(m_Parent->GetObjectID());
|
||||
SetPossessable(mount->GetObjectID());
|
||||
SetPossessableType(possessableComponent->GetPossessionType());
|
||||
if (possessableComponent->GetSkillSet() != 0) {
|
||||
GameMessages::UseSkillSet useSkillSet;
|
||||
useSkillSet.target = m_Parent->GetObjectID();
|
||||
useSkillSet.possessedId = mount->GetObjectID();
|
||||
useSkillSet.setId = possessableComponent->GetSkillSet();
|
||||
useSkillSet.Send(m_Parent->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) characterComponent->SetIsRacing(true);
|
||||
|
||||
// GM's to send
|
||||
GameMessages::SendSetJetPackMode(m_Parent, false);
|
||||
GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
|
||||
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
|
||||
if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
|
||||
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) characterComponent->SetIsRacing(true);
|
||||
GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
|
||||
}
|
||||
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
Game::entityManager->SerializeEntity(mount);
|
||||
@@ -72,13 +77,21 @@ void PossessorComponent::Dismount(Entity* mount, bool forceDismount) {
|
||||
if (possessableComponent) {
|
||||
possessableComponent->SetPossessor(LWOOBJID_EMPTY);
|
||||
if (forceDismount) possessableComponent->ForceDepossess();
|
||||
if (possessableComponent->GetSkillSet() != 0) {
|
||||
GameMessages::UseSkillSet useSkillSet;
|
||||
useSkillSet.target = m_Parent->GetObjectID();
|
||||
useSkillSet.possessedId = mount->GetObjectID();
|
||||
useSkillSet.setId = possessableComponent->GetSkillSet();
|
||||
useSkillSet.bRemove = true;
|
||||
useSkillSet.Send(m_Parent->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
Game::entityManager->SerializeEntity(mount);
|
||||
|
||||
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) characterComponent->SetIsRacing(false);
|
||||
if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
|
||||
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) characterComponent->SetIsRacing(false);
|
||||
}
|
||||
}
|
||||
// Make sure we don't have wacky controls
|
||||
GameMessages::SendSetPlayerControlScheme(m_Parent, eControlScheme::SCHEME_A);
|
||||
}
|
||||
|
||||
@@ -80,8 +80,9 @@ bool ProximityMonitorComponent::OnGetObjectReportInfo(GameMessages::GetObjectRep
|
||||
proxAmf.PushDebug("Position").PushDebug(entity->GetPosition());
|
||||
proxAmf.PushDebug("Rotation").PushDebug(entity->GetRotation());
|
||||
auto& collidingAmf = proxAmf.PushDebug("Colliding Objects");
|
||||
int i = 1;
|
||||
for (const auto& colliding : entity->GetCurrentlyCollidingObjects()) {
|
||||
collidingAmf.PushDebug(std::to_string(colliding));
|
||||
collidingAmf.PushDebug<AMFStringValue>(std::to_string(i++), "LWOOBJID") = std::to_string(colliding);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -576,25 +576,25 @@ bool QuickBuildComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
|
||||
auto& quickbuild = reportInfo.info->PushDebug("Quick Build");
|
||||
quickbuild.PushDebug<AMFStringValue>("State") = StringifiedEnum::ToString(m_State).data();
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Timer") = m_Timer;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("TimerIncomplete") = m_TimerIncomplete;
|
||||
quickbuild.PushDebug("ActivatorPosition").PushDebug(m_ActivatorPosition);
|
||||
quickbuild.PushDebug<AMFStringValue>("ActivatorId") = std::to_string(m_ActivatorId);
|
||||
quickbuild.PushDebug<AMFBoolValue>("ShowResetEffect") = m_ShowResetEffect;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Timer Incomplete") = m_TimerIncomplete;
|
||||
quickbuild.PushDebug("Activator Position").PushDebug(m_ActivatorPosition);
|
||||
quickbuild.PushDebug<AMFStringValue>("Activator ID", "LWOOBJID") = std::to_string(m_ActivatorId);
|
||||
quickbuild.PushDebug<AMFBoolValue>("Show Reset Effect") = m_ShowResetEffect;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Taken") = m_Taken;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("ResetTime") = m_ResetTime;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("CompleteTime") = m_CompleteTime;
|
||||
quickbuild.PushDebug<AMFIntValue>("TakeImagination") = m_TakeImagination;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Reset Time") = m_ResetTime;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Complete Time") = m_CompleteTime;
|
||||
quickbuild.PushDebug<AMFIntValue>("Take Imagination") = m_TakeImagination;
|
||||
quickbuild.PushDebug<AMFBoolValue>("Interruptible") = m_Interruptible;
|
||||
quickbuild.PushDebug<AMFBoolValue>("SelfActivator") = m_SelfActivator;
|
||||
auto& modules = quickbuild.PushDebug("CustomModules");
|
||||
quickbuild.PushDebug<AMFBoolValue>("Self Activator") = m_SelfActivator;
|
||||
auto& modules = quickbuild.PushDebug("Custom Modules");
|
||||
for (const auto cmodule : m_CustomModules) modules.PushDebug<AMFIntValue>("Module") = cmodule;
|
||||
quickbuild.PushDebug<AMFIntValue>("ActivityId") = m_ActivityId;
|
||||
quickbuild.PushDebug<AMFIntValue>("PostImaginationCost") = m_PostImaginationCost;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("TimeBeforeSmash") = m_TimeBeforeSmash;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("TimeBeforeDrain") = m_TimeBeforeDrain;
|
||||
quickbuild.PushDebug<AMFIntValue>("DrainedImagination") = m_DrainedImagination;
|
||||
quickbuild.PushDebug<AMFBoolValue>("RepositionPlayer") = m_RepositionPlayer;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("SoftTimer") = m_SoftTimer;
|
||||
quickbuild.PushDebug<AMFStringValue>("Builder") = std::to_string(m_Builder);
|
||||
quickbuild.PushDebug<AMFIntValue>("Activity Id") = m_ActivityId;
|
||||
quickbuild.PushDebug<AMFIntValue>("Post Imagination Cost") = m_PostImaginationCost;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Time Before Smash") = m_TimeBeforeSmash;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Time Before Drain") = m_TimeBeforeDrain;
|
||||
quickbuild.PushDebug<AMFIntValue>("Drained Imagination") = m_DrainedImagination;
|
||||
quickbuild.PushDebug<AMFBoolValue>("Reposition Player") = m_RepositionPlayer;
|
||||
quickbuild.PushDebug<AMFDoubleValue>("Soft Timer") = m_SoftTimer;
|
||||
quickbuild.PushDebug<AMFStringValue>("Builder", "LWOOBJID") = std::to_string(m_Builder);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, cons
|
||||
m_ScriptName = scriptName;
|
||||
|
||||
SetScript(scriptName);
|
||||
RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
|
||||
Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
|
||||
}
|
||||
|
||||
void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
|
||||
@@ -8,6 +8,9 @@
|
||||
|
||||
#include "CppScripts.h"
|
||||
#include "Component.h"
|
||||
#include "GameMessages.h"
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
@@ -42,9 +45,22 @@ public:
|
||||
* @param scriptName the name of the script to find
|
||||
*/
|
||||
void SetScript(const std::string& scriptName);
|
||||
|
||||
|
||||
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
|
||||
|
||||
// Registers a message from a script to be listened for on the parent object
|
||||
template<typename ScriptClass, typename DerivedMsgType>
|
||||
void RegisterMsg(ScriptClass* scriptThis, bool (ScriptClass::*scriptHandler)(Entity&, DerivedMsgType&)) {
|
||||
static_assert(std::is_base_of_v<GameMessages::GameMsg, DerivedMsgType>, "DerivedMsgType must derive from GameMessages::GameMsg base class.");
|
||||
const auto boundMsg = std::bind(scriptHandler, scriptThis, std::placeholders::_1, std::placeholders::_2);
|
||||
auto* const parent = m_Parent;
|
||||
const auto castWrapper = [parent, boundMsg](GameMessages::GameMsg& msg) {
|
||||
return boundMsg(*parent, static_cast<DerivedMsgType&>(msg));
|
||||
};
|
||||
DerivedMsgType msg;
|
||||
m_Parent->RegisterMsg(msg.msgId, castWrapper);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
|
||||
@@ -79,14 +79,8 @@ void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
|
||||
bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
|
||||
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
|
||||
auto& info = reportInfo.subCategory->PushDebug("Simple Physics Info");
|
||||
auto& velocity = info.PushDebug("Velocity");
|
||||
velocity.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
|
||||
velocity.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
|
||||
velocity.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
|
||||
auto& angularVelocity = info.PushDebug("Angular Velocity");
|
||||
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
|
||||
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
|
||||
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
|
||||
info.PushDebug("Velocity").PushDebug(m_Velocity);
|
||||
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
|
||||
info.PushDebug<AMFIntValue>("Physics Motion State") = m_PhysicsMotionState;
|
||||
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
|
||||
return true;
|
||||
|
||||
@@ -159,6 +159,10 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
|
||||
|
||||
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
|
||||
if (inv) {
|
||||
// Clear server-side skill state so AddItemSkills sends fresh AddSkill
|
||||
// packets to the now-ready client. Skills sent during entity construction
|
||||
// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
|
||||
inv->ClearSkills();
|
||||
auto items = inv->GetEquippedItems();
|
||||
for (auto pair : items) {
|
||||
const auto item = pair.second;
|
||||
|
||||
@@ -3944,11 +3944,19 @@ void GameMessages::SendSetMountInventoryID(Entity* entity, const LWOOBJID& objec
|
||||
CMSGHEADER;
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::SET_MOUNT_INVENTORY_ID);
|
||||
bitStream.Write(objectID);
|
||||
bitStream.Write(objectID != LWOOBJID_EMPTY);
|
||||
if (objectID != LWOOBJID_EMPTY) bitStream.Write(objectID);
|
||||
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
|
||||
void GameMessages::UseSkillSet::Serialize(RakNet::BitStream& bitStream) const {
|
||||
bitStream.Write(bRemove);
|
||||
bitStream.Write(possessedId != LWOOBJID_EMPTY);
|
||||
if (possessedId != LWOOBJID_EMPTY) bitStream.Write(possessedId);
|
||||
bitStream.Write(setId != -1);
|
||||
if (setId != -1) bitStream.Write(setId);
|
||||
}
|
||||
|
||||
void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
|
||||
// Get the objectID from the bitstream
|
||||
@@ -3984,9 +3992,6 @@ void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* e
|
||||
|
||||
// Update the entity that was possessing
|
||||
Game::entityManager->SerializeEntity(entity);
|
||||
|
||||
// We aren't mounted so remove the stun
|
||||
GameMessages::SendSetStunned(entity->GetObjectID(), eStateChangeType::POP, UNASSIGNED_SYSTEM_ADDRESS, LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3994,10 +3999,14 @@ void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* e
|
||||
|
||||
void GameMessages::HandleAcknowledgePossession(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
|
||||
Game::entityManager->SerializeEntity(entity);
|
||||
LWOOBJID objectId{};
|
||||
inStream.Read(objectId);
|
||||
auto* mount = Game::entityManager->GetEntity(objectId);
|
||||
if (mount) Game::entityManager->SerializeEntity(mount);
|
||||
bool hasObjectId{};
|
||||
inStream.Read(hasObjectId);
|
||||
if (hasObjectId) {
|
||||
LWOOBJID objectId{};
|
||||
inStream.Read(objectId);
|
||||
auto* mount = Game::entityManager->GetEntity(objectId);
|
||||
if (mount) Game::entityManager->SerializeEntity(mount);
|
||||
}
|
||||
}
|
||||
|
||||
//Racing
|
||||
|
||||
@@ -45,6 +45,7 @@ enum class BehaviorSlot : int32_t;
|
||||
enum class eVendorTransactionResult : uint32_t;
|
||||
enum class eReponseMoveItemBetweenInventoryTypeCode : int32_t;
|
||||
enum class eMissionState : int;
|
||||
enum class AiState : uint32_t;
|
||||
|
||||
enum class eCameraTargetCyclingMode : int32_t {
|
||||
ALLOW_CYCLE_TEAMMATES,
|
||||
@@ -965,11 +966,27 @@ namespace GameMessages {
|
||||
LWOOBJID childID{};
|
||||
};
|
||||
|
||||
struct UseSkillSet : public GameMsg {
|
||||
UseSkillSet() : GameMsg(MessageType::Game::USE_SKILL_SET) {}
|
||||
void Serialize(RakNet::BitStream& bitStream) const override;
|
||||
|
||||
bool bRemove{};
|
||||
LWOOBJID possessedId{ LWOOBJID_EMPTY };
|
||||
int32_t setId{ -1 };
|
||||
};
|
||||
|
||||
struct ObjectLoaded : public GameMsg {
|
||||
ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}
|
||||
|
||||
LWOOBJID objectID{};
|
||||
LOT lot{};
|
||||
};
|
||||
|
||||
struct NotifyCombatAIStateChange : public GameMsg {
|
||||
NotifyCombatAIStateChange() : GameMsg(MessageType::Game::NOTIFY_COMBAT_AI_STATE_CHANGE) {}
|
||||
|
||||
AiState newState{};
|
||||
AiState prevState{};
|
||||
};
|
||||
};
|
||||
#endif // GAMEMESSAGES_H
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_FV
|
||||
"DragonRonin.cpp"
|
||||
"FvMaelstromCavalry.cpp"
|
||||
"FvMaelstromDragon.cpp"
|
||||
PARENT_SCOPE)
|
||||
|
||||
6
dScripts/02_server/Enemy/FV/DragonRonin.cpp
Normal file
6
dScripts/02_server/Enemy/FV/DragonRonin.cpp
Normal file
@@ -0,0 +1,6 @@
|
||||
#include "DragonRonin.h"
|
||||
|
||||
void DragonRonin::OnStartup(Entity* self) {
|
||||
self->SetVar<float>(u"suicideTimer", 40.0f);
|
||||
CountdownDestroyAI::OnStartup(self);
|
||||
}
|
||||
7
dScripts/02_server/Enemy/FV/DragonRonin.h
Normal file
7
dScripts/02_server/Enemy/FV/DragonRonin.h
Normal file
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
#include "CountdownDestroyAI.h"
|
||||
|
||||
class DragonRonin : public CountdownDestroyAI {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
};
|
||||
@@ -1,6 +1,7 @@
|
||||
set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_GENERAL
|
||||
"BaseEnemyMech.cpp"
|
||||
"BaseEnemyApe.cpp"
|
||||
"CountdownDestroyAI.cpp"
|
||||
"GfApeSmashingQB.cpp"
|
||||
"TreasureChestDragonServer.cpp"
|
||||
"EnemyNjBuff.cpp"
|
||||
|
||||
50
dScripts/02_server/Enemy/General/CountdownDestroyAI.cpp
Normal file
50
dScripts/02_server/Enemy/General/CountdownDestroyAI.cpp
Normal file
@@ -0,0 +1,50 @@
|
||||
#include "CountdownDestroyAI.h"
|
||||
|
||||
#include "BaseCombatAIComponent.h"
|
||||
#include "ScriptComponent.h"
|
||||
|
||||
void CountdownDestroyAI::OnStartup(Entity* self) {
|
||||
CountdownStartup(*self);
|
||||
auto* scriptComp = self->GetComponent<ScriptComponent>();
|
||||
if (scriptComp) scriptComp->RegisterMsg(this, &CountdownDestroyAI::OnNotifyCombatAIStateChange);
|
||||
}
|
||||
|
||||
void CountdownDestroyAI::CountdownStartup(Entity& self) {
|
||||
auto suicideTimer = self.GetVar<float>(u"suicideTimer");
|
||||
if (suicideTimer == 0.0f) suicideTimer = 60;
|
||||
self.AddTimer("Dead", suicideTimer);
|
||||
}
|
||||
|
||||
void CountdownDestroyAI::OnHit(Entity* self, Entity* attacker) {
|
||||
if (!self->GetVar<bool>(u"ShouldBeDead")) return;
|
||||
self->CancelTimer("IsBeingAttacked");
|
||||
self->AddTimer("Dead", 5.0f);
|
||||
}
|
||||
|
||||
void CountdownDestroyAI::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName == "Dead") {
|
||||
self->SetVar<bool>(u"ShouldBeDead", true);
|
||||
if (self->GetVar<bool>(u"Busy")) {
|
||||
self->AddTimer("IsBeingAttacked", 5.0f);
|
||||
} else {
|
||||
self->Smash();
|
||||
}
|
||||
} else if (timerName == "IsBeingAttacked") {
|
||||
self->Smash();
|
||||
}
|
||||
}
|
||||
|
||||
bool CountdownDestroyAI::OnNotifyCombatAIStateChange(Entity& self, GameMessages::NotifyCombatAIStateChange& notifyMsg) {
|
||||
const auto curState = notifyMsg.newState;
|
||||
if (curState == AiState::dead) return true;
|
||||
|
||||
if (curState == AiState::aggro || curState == AiState::tether) {
|
||||
self.SetVar(u"Busy", true);
|
||||
} else {
|
||||
self.SetVar(u"Busy", false);
|
||||
if (self.GetVar<bool>(u"ShouldBeDead")) {
|
||||
self.Smash();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
13
dScripts/02_server/Enemy/General/CountdownDestroyAI.h
Normal file
13
dScripts/02_server/Enemy/General/CountdownDestroyAI.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
#include "GameMessages.h"
|
||||
|
||||
class CountdownDestroyAI : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void CountdownStartup(Entity& self);
|
||||
void OnHit(Entity* self, Entity* attacker) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
bool OnNotifyCombatAIStateChange(Entity& self, GameMessages::NotifyCombatAIStateChange& msg);
|
||||
};
|
||||
@@ -6,6 +6,7 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_NJHUB
|
||||
"EnemySkeletonSpawner.cpp"
|
||||
"FallingTile.cpp"
|
||||
"FlameJetServer.cpp"
|
||||
"LightningOrbServer.cpp"
|
||||
"ImaginationShrineServer.cpp"
|
||||
"Lieutenant.cpp"
|
||||
"MonCoreNookDoors.cpp"
|
||||
|
||||
12
dScripts/02_server/Map/njhub/LightningOrbServer.cpp
Normal file
12
dScripts/02_server/Map/njhub/LightningOrbServer.cpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#include "LightningOrbServer.h"
|
||||
|
||||
void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
GameMessages::GetPosition playerPos;
|
||||
playerPos.Send(target->GetObjectID());
|
||||
GameMessages::GetPosition selfPos;
|
||||
selfPos.Send(self->GetObjectID());
|
||||
const NiPoint3 newVec((playerPos.pos.x - selfPos.pos.x) * 2.5, 15, (playerPos.pos.z - selfPos.pos.z) * 2.5);
|
||||
// ahhhh aron said to put a TODO here moving platforms don't work lol. disable this so people can actually do the puzzle
|
||||
// GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
|
||||
// GameMessages::SendPlayFXEffect(target->GetObjectID(), -1, u"knockback", "knockback");
|
||||
}
|
||||
8
dScripts/02_server/Map/njhub/LightningOrbServer.h
Normal file
8
dScripts/02_server/Map/njhub/LightningOrbServer.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class LightningOrbServer : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
};
|
||||
@@ -135,8 +135,11 @@
|
||||
#include "FvMaelstromCavalry.h"
|
||||
#include "FvHorsemenTrigger.h"
|
||||
#include "FvFlyingCreviceDragon.h"
|
||||
#include "FvDragonInstanceServer.h"
|
||||
#include "FvMaelstromDragon.h"
|
||||
#include "DragonRonin.h"
|
||||
#include "FvDragonSmashingGolemQb.h"
|
||||
#include "CountdownDestroyAI.h"
|
||||
#include "TreasureChestDragonServer.h"
|
||||
#include "InstanceExitTransferPlayerToLastNonInstance.h"
|
||||
#include "FvFreeGfNinjas.h"
|
||||
@@ -274,6 +277,7 @@
|
||||
#include "MonCoreNookDoors.h"
|
||||
#include "MonCoreSmashableDoors.h"
|
||||
#include "FlameJetServer.h"
|
||||
#include "LightningOrbServer.h"
|
||||
#include "BurningTile.h"
|
||||
#include "NjEarthDragonPetServer.h"
|
||||
#include "NjEarthPetServer.h"
|
||||
@@ -490,7 +494,10 @@ namespace {
|
||||
{"scripts\\ai\\FV\\L_ACT_NINJA_TURRET_1.lua", []() {return new ActNinjaTurret();}},
|
||||
{"scripts\\02_server\\Map\\FV\\L_FV_HORSEMEN_TRIGGER.lua", []() {return new FvHorsemenTrigger();}},
|
||||
{"scripts\\ai\\FV\\L_FV_FLYING_CREVICE_DRAGON.lua", []() {return new FvFlyingCreviceDragon();}},
|
||||
{"scripts\\ai\\FV\\Dragon_Instance\\L_FV_DRAGON_INSTANCE_SERVER.lua", []() {return new FvDragonInstanceServer();}},
|
||||
{"scripts\\02_server\\Enemy\\FV\\L_FV_DRAGON_RONIN.lua", []() {return new DragonRonin();}},
|
||||
{"scripts\\02_server\\Enemy\\FV\\L_FV_MAELSTROM_DRAGON.lua", []() {return new FvMaelstromDragon();}},
|
||||
{"scripts\\02_server\\Enemy\\General\\L_COUNTDOWN_DESTROY_AI.lua", []() {return new CountdownDestroyAI();}},
|
||||
{"scripts\\ai\\FV\\L_FV_DRAGON_SMASHING_GOLEM_QB.lua", []() {return new FvDragonSmashingGolemQb();}},
|
||||
{"scripts\\02_server\\Enemy\\General\\L_TREASURE_CHEST_DRAGON_SERVER.lua", []() {return new TreasureChestDragonServer();}},
|
||||
{"scripts\\ai\\GENERAL\\L_INSTANCE_EXIT_TRANSFER_PLAYER_TO_LAST_NON_INSTANCE.lua", []() {return new InstanceExitTransferPlayerToLastNonInstance();}},
|
||||
@@ -628,6 +635,7 @@ namespace {
|
||||
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_FLAME_JET_SERVER.lua", []() {return new FlameJetServer();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_LIGHTNING_ORB_SERVER.lua", []() {return new LightningOrbServer();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_BURNING_TILE.lua", []() {return new BurningTile();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_SPAWN_EARTH_PET_SERVER.lua", []() {return new NjEarthDragonPetServer();}},
|
||||
{"scripts\\02_server\\Map\\njhub\\L_EARTH_PET_SERVER.lua", []() {return new NjEarthPetServer();}},
|
||||
|
||||
@@ -18,7 +18,13 @@ set(DSCRIPTS_SOURCES_AI_FV
|
||||
"FvMaelstromGeyser.cpp"
|
||||
"TriggerGas.cpp")
|
||||
|
||||
add_subdirectory(Dragon_Instance)
|
||||
|
||||
foreach(file ${DSCRIPTS_SOURCES_AI_FV_DRAGON_INSTANCE})
|
||||
set(DSCRIPTS_SOURCES_AI_FV ${DSCRIPTS_SOURCES_AI_FV} "Dragon_Instance/${file}")
|
||||
endforeach()
|
||||
|
||||
add_library(dScriptsAiFV OBJECT ${DSCRIPTS_SOURCES_AI_FV})
|
||||
target_include_directories(dScriptsAiFV PUBLIC ".")
|
||||
target_include_directories(dScriptsAiFV PUBLIC "." "Dragon_Instance")
|
||||
target_precompile_headers(dScriptsAiFV REUSE_FROM dScriptsBase)
|
||||
|
||||
|
||||
3
dScripts/ai/FV/Dragon_Instance/CMakeLists.txt
Normal file
3
dScripts/ai/FV/Dragon_Instance/CMakeLists.txt
Normal file
@@ -0,0 +1,3 @@
|
||||
set(DSCRIPTS_SOURCES_AI_FV_DRAGON_INSTANCE
|
||||
"FvDragonInstanceServer.cpp"
|
||||
PARENT_SCOPE)
|
||||
14
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.cpp
Normal file
14
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.cpp
Normal file
@@ -0,0 +1,14 @@
|
||||
#include "FvDragonInstanceServer.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
void FvDragonInstanceServer::OnPlayerLoaded(Entity* self, Entity* player) {
|
||||
auto* const destComp = player->GetComponent<DestroyableComponent>();
|
||||
if (destComp) {
|
||||
destComp->SetHealth(destComp->GetMaxHealth());
|
||||
destComp->SetArmor(destComp->GetMaxArmor());
|
||||
destComp->SetImagination(destComp->GetMaxImagination());
|
||||
Game::entityManager->SerializeEntity(player);
|
||||
}
|
||||
}
|
||||
7
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.h
Normal file
7
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.h
Normal file
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class FvDragonInstanceServer : public CppScripts::Script {
|
||||
public:
|
||||
void OnPlayerLoaded(Entity* self, Entity* player) override;
|
||||
};
|
||||
Reference in New Issue
Block a user