/* * Darkflame Universe * Copyright 2018 */ #include "SkillComponent.h" #include #include #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "Behavior.h" #include "CDClientDatabase.h" #include "dServer.h" #include "EntityManager.h" #include "Game.h" #include "BitStreamUtils.h" #include "BaseCombatAIComponent.h" #include "ScriptComponent.h" #include "BuffComponent.h" #include "EchoStartSkill.h" #include "DoClientProjectileImpact.h" #include "CDClientManager.h" #include "CDSkillBehaviorTable.h" #include "eConnectionType.h" #include "eClientMessageType.h" ProjectileSyncEntry::ProjectileSyncEntry() { } std::unordered_map SkillComponent::m_skillBehaviorCache = {}; bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target, uint32_t skillID) { auto* context = new BehaviorContext(this->m_Parent->GetObjectID()); context->caster = m_Parent->GetObjectID(); context->skillID = skillID; this->m_managedBehaviors.insert_or_assign(skillUid, context); auto* behavior = Behavior::CreateBehavior(behaviorId); const auto branch = BehaviorBranchContext(target, 0); behavior->Handle(context, bitStream, branch); context->ExecuteUpdates(); return !context->failed; } void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream* bitStream) { const auto index = this->m_managedBehaviors.find(skillUid); if (index == this->m_managedBehaviors.end()) { Game::logger->Log("SkillComponent", "Failed to find skill with uid (%i)!", skillUid, syncId); return; } auto* context = index->second; context->SyncBehavior(syncId, bitStream); } void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::BitStream* bitStream, const LWOOBJID target) { auto index = -1; for (auto i = 0u; i < this->m_managedProjectiles.size(); ++i) { const auto& projectile = this->m_managedProjectiles.at(i); if (projectile.id == projectileId) { index = i; break; } } if (index == -1) { Game::logger->Log("SkillComponent", "Failed to find projectile id (%llu)!", projectileId); return; } const auto sync_entry = this->m_managedProjectiles.at(index); auto query = CDClientDatabase::CreatePreppedStmt( "SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);"); query.bind(1, (int)sync_entry.lot); auto result = query.execQuery(); if (result.eof()) { Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!", sync_entry.lot); return; } const auto behavior_id = static_cast(result.getIntField(0)); result.finalize(); auto* behavior = Behavior::CreateBehavior(behavior_id); auto branch = sync_entry.branchContext; branch.isProjectile = true; if (target != LWOOBJID_EMPTY) { branch.target = target; } behavior->Handle(sync_entry.context, bitStream, branch); this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index); } void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot) { ProjectileSyncEntry entry; entry.context = context; entry.branchContext = branch; entry.lot = lot; entry.id = projectileId; this->m_managedProjectiles.push_back(entry); } void SkillComponent::Update(const float deltaTime) { if (!m_Parent->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_Parent->GetLOT() != 1) { CalculateUpdate(deltaTime); } if (m_Parent->IsPlayer()) { for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime); } std::map keep{}; for (const auto& pair : this->m_managedBehaviors) { auto* context = pair.second; if (context == nullptr) { continue; } if (context->clientInitalized) { context->CalculateUpdate(deltaTime); } else { context->Update(deltaTime); } // Cleanup old behaviors if (context->syncEntries.empty() && context->timerEntries.empty()) { auto any = false; for (const auto& projectile : this->m_managedProjectiles) { if (projectile.context == context) { any = true; break; } } if (!any) { context->Reset(); delete context; context = nullptr; continue; } } keep.insert_or_assign(pair.first, context); } this->m_managedBehaviors = keep; } void SkillComponent::Reset() { for (const auto& behavior : this->m_managedBehaviors) { delete behavior.second; } this->m_managedProjectiles.clear(); this->m_managedBehaviors.clear(); } void SkillComponent::Interrupt() { // TODO: need to check immunities on the destroyable component, but they aren't implemented auto* combat = m_Parent->GetComponent(); if (combat != nullptr && combat->GetStunImmune()) return; for (const auto& behavior : this->m_managedBehaviors) { for (const auto& behaviorEndEntry : behavior.second->endEntries) { behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second); } behavior.second->endEntries.clear(); if (m_Parent->IsPlayer()) continue; behavior.second->Interrupt(); } } void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime, const NiPoint3& startPosition, const NiPoint3& velocity, const bool trackTarget, const float trackRadius) { ProjectileSyncEntry entry; entry.context = context; entry.branchContext = branch; entry.lot = lot; entry.calculation = true; entry.time = 0; entry.maxTime = maxTime; entry.id = projectileId; entry.startPosition = startPosition; entry.lastPosition = startPosition; entry.velocity = velocity; entry.trackTarget = trackTarget; entry.trackRadius = trackRadius; this->m_managedProjectiles.push_back(entry); } bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID) { uint32_t behaviorId = -1; // try to find it via the cache const auto& pair = m_skillBehaviorCache.find(skillId); // if it's not in the cache look it up and cache it if (pair == m_skillBehaviorCache.end()) { auto skillTable = CDClientManager::Instance().GetTable(); behaviorId = skillTable->GetSkillByID(skillId).behaviorID; m_skillBehaviorCache.insert_or_assign(skillId, behaviorId); } else { behaviorId = pair->second; } // check to see if we got back a valid behavior if (behaviorId == -1) { Game::logger->LogDebug("SkillComponent", "Tried to cast skill %i but found no behavior", skillId); return false; } return CalculateBehavior(skillId, behaviorId, target, false, false, optionalOriginatorID).success; } SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, const uint32_t behaviorId, const LWOOBJID target, const bool ignoreTarget, const bool clientInitalized, const LWOOBJID originatorOverride) { auto* bitStream = new RakNet::BitStream(); auto* behavior = Behavior::CreateBehavior(behaviorId); auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true); context->caster = m_Parent->GetObjectID(); context->skillID = skillId; context->clientInitalized = clientInitalized; context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized; behavior->Calculate(context, bitStream, { target, 0 }); for (auto* script : CppScripts::GetEntityScripts(m_Parent)) { script->OnSkillCast(m_Parent, skillId); } if (!context->foundTarget) { delete bitStream; delete context; // Invalid attack return { false, 0 }; } this->m_managedBehaviors.insert_or_assign(context->skillUId, context); if (!clientInitalized) { // Echo start skill EchoStartSkill start; start.iCastType = 0; start.skillID = skillId; start.uiSkillHandle = context->skillUId; start.optionalOriginatorID = context->originator; start.optionalTargetID = target; auto* originator = Game::entityManager->GetEntity(context->originator); if (originator != nullptr) { start.originatorRot = originator->GetRotation(); } //start.optionalTargetID = target; start.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed()); // Write message RakNet::BitStream message; BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG); message.Write(this->m_Parent->GetObjectID()); start.Serialize(&message); Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true); } context->ExecuteUpdates(); delete bitStream; // Valid attack return { true, context->skillTime }; } void SkillComponent::CalculateUpdate(const float deltaTime) { if (this->m_managedBehaviors.empty()) return; for (const auto& managedBehavior : this->m_managedBehaviors) { if (managedBehavior.second == nullptr) { continue; } managedBehavior.second->CalculateUpdate(deltaTime); } for (auto& managedProjectile : this->m_managedProjectiles) { auto entry = managedProjectile; if (!entry.calculation) continue; entry.time += deltaTime; auto* origin = Game::entityManager->GetEntity(entry.context->originator); if (origin == nullptr) { continue; } const auto targets = origin->GetTargetsInPhantom(); const auto position = entry.startPosition + (entry.velocity * entry.time); for (const auto& targetId : targets) { auto* target = Game::entityManager->GetEntity(targetId); const auto targetPosition = target->GetPosition(); const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition); const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint); if (distance > 3 * 3) { // TODO There is supposed to be an implementation for homing projectiles here continue; } entry.branchContext.target = targetId; SyncProjectileCalculation(entry); entry.time = entry.maxTime; break; } entry.lastPosition = position; managedProjectile = entry; } std::vector valid; for (auto& entry : this->m_managedProjectiles) { if (entry.calculation) { if (entry.time >= entry.maxTime) { entry.branchContext.target = LWOOBJID_EMPTY; SyncProjectileCalculation(entry); continue; } } valid.push_back(entry); } this->m_managedProjectiles = valid; } void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry) const { auto* other = Game::entityManager->GetEntity(entry.branchContext.target); if (other == nullptr) { if (entry.branchContext.target != LWOOBJID_EMPTY) { Game::logger->Log("SkillComponent", "Invalid projectile target (%llu)!", entry.branchContext.target); } return; } auto query = CDClientDatabase::CreatePreppedStmt( "SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);"); query.bind(1, (int)entry.lot); auto result = query.execQuery(); if (result.eof()) { Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!", entry.lot); return; } const auto behaviorId = static_cast(result.getIntField(0)); result.finalize(); auto* behavior = Behavior::CreateBehavior(behaviorId); auto* bitStream = new RakNet::BitStream(); behavior->Calculate(entry.context, bitStream, entry.branchContext); DoClientProjectileImpact projectileImpact; projectileImpact.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed()); projectileImpact.i64OwnerID = this->m_Parent->GetObjectID(); projectileImpact.i64OrgID = entry.id; projectileImpact.i64TargetID = entry.branchContext.target; RakNet::BitStream message; BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG); message.Write(this->m_Parent->GetObjectID()); projectileImpact.Serialize(&message); Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true); entry.context->ExecuteUpdates(); delete bitStream; } void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID target, LWOOBJID source) { auto* context = new BehaviorContext(source); context->unmanaged = true; context->caster = target; auto* behavior = Behavior::CreateBehavior(behaviorId); auto* bitStream = new RakNet::BitStream(); behavior->Handle(context, bitStream, { target }); delete bitStream; delete context; } void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) { auto* context = new BehaviorContext(target); context->caster = target; auto* behavior = Behavior::CreateBehavior(behaviorId); behavior->UnCast(context, { target }); delete context; } SkillComponent::SkillComponent(Entity* parent): Component(parent) { this->m_skillUid = 0; } SkillComponent::~SkillComponent() { Reset(); } void SkillComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) { if (bIsInitialUpdate) outBitStream->Write0(); } /// /// Get a unique skill ID for syncing behaviors to the client /// /// Unique skill ID uint32_t SkillComponent::GetUniqueSkillId() { return ++this->m_skillUid; }