#include "dCommonVars.h" #include "ChatServerLink.h" #include "ChatPackets.h" #include "Entity.h" #include "EconomyLedger.h" #include "CDClientManager.h" #include "Game.h" #include "Logger.h" #include #include "CDDestructibleComponentTable.h" #include "CDClientDatabase.h" #include #include #include "dServer.h" #include "GameMessages.h" #include "EffectsMessages.h" #include "MovementMessages.h" #include "ObjectMessages.h" #include "PlayerMessages.h" #include "EntityManager.h" #include "dZoneManager.h" #include "Zone.h" #include "Spawner.h" #include "UserManager.h" #include "dpWorld.h" #include "LUTriggers.h" #include "User.h" #include "EntityTimer.h" #include "EntityCallbackTimer.h" #include "Loot.h" #include "eMissionTaskType.h" #include "eTriggerEventType.h" #include "eObjectBits.h" #include "PositionUpdate.h" #include "MessageType/Chat.h" #include "PlayerManager.h" //Component includes: #include "Component.h" #include "ControllablePhysicsComponent.h" #include "RenderComponent.h" #include "MultiZoneEntranceComponent.h" #include "CharacterComponent.h" #include "DestroyableComponent.h" #include "BuffComponent.h" #include "BouncerComponent.h" #include "InventoryComponent.h" #include "LevelProgressionComponent.h" #include "PlayerForcedMovementComponent.h" #include "ScriptComponent.h" #include "SkillComponent.h" #include "SimplePhysicsComponent.h" #include "SwitchComponent.h" #include "PhantomPhysicsComponent.h" #include "RigidbodyPhantomPhysicsComponent.h" #include "MovingPlatformComponent.h" #include "MissionComponent.h" #include "MissionOfferComponent.h" #include "QuickBuildComponent.h" #include "BuildBorderComponent.h" #include "MovementAIComponent.h" #include "VendorComponent.h" #include "DonationVendorComponent.h" #include "RocketLaunchpadControlComponent.h" #include "PropertyComponent.h" #include "BaseCombatAIComponent.h" #include "PropertyManagementComponent.h" #include "PropertyVendorComponent.h" #include "ProximityMonitorComponent.h" #include "PropertyEntranceComponent.h" #include "ModelComponent.h" #include "ZCompression.h" #include "PetComponent.h" #include "HavokVehiclePhysicsComponent.h" #include "PossessableComponent.h" #include "PossessorComponent.h" #include "ModuleAssemblyComponent.h" #include "RacingControlComponent.h" #include "SoundTriggerComponent.h" #include "ShootingGalleryComponent.h" #include "RailActivatorComponent.h" #include "LUPExhibitComponent.h" #include "RacingSoundTriggerComponent.h" #include "TriggerComponent.h" #include "eGameMasterLevel.h" #include "eReplicaComponentType.h" #include "eReplicaPacketType.h" #include "MiniGameControlComponent.h" #include "CollectibleComponent.h" #include "ItemComponent.h" #include "MinifigComponent.h" #include "PropertyPlaqueComponent.h" #include "RollerComponent.h" #include "GateRushComponent.h" #include "FactionTriggerComponent.h" #include "RocketLandingComponent.h" #include "MountControlComponent.h" #include "PetCreatorComponent.h" #include "HFLightDirectionGadgetComponent.h" #include "SpawnerComponent.h" #include "BBBComponent.h" #include "ExhibitComponent.h" #include "PathfindingComponent.h" #include "PhysicsSystemComponent.h" #include "VehiclePhysicsComponent.h" #include "ProjectilePhysicsComponent.h" #include "GenericActivatorComponent.h" #include "ShowcaseModelHandlerComponent.h" #include "CustomBuildAssemblyComponent.h" #include "PackageComponent.h" #include "ChoiceBuildComponent.h" #include "ChangelingComponent.h" #include "SpringpadComponent.h" #include "ModelBuilderComponent.h" #include "ArcadeComponent.h" #include "ModuleComponent.h" #include "BlueprintComponent.h" #include "ChestComponent.h" #include "RebuildActivatorComponent.h" #include "BuildControllerComponent.h" #include "ModularBuildComponent.h" #include "PlatformBoundaryComponent.h" #include "CullingPlaneComponent.h" #include "SoundAmbient3DComponent.h" #include "SoundAmbient2DComponent.h" #include "SoundRepeaterComponent.h" #include "GhostComponent.h" #include "AchievementVendorComponent.h" #include "VanityUtilities.h" #include "ObjectIDManager.h" #include "ePlayerFlag.h" // Table includes #include "CDComponentsRegistryTable.h" #include "CDCurrencyTableTable.h" #include "CDMovementAIComponentTable.h" #include "CDProximityMonitorComponentTable.h" #include "CDRebuildComponentTable.h" #include "CDObjectSkillsTable.h" #include "CDObjectsTable.h" #include "CDScriptComponentTable.h" #include "CDSkillBehaviorTable.h" #include "CDZoneTableTable.h" #include "StringifiedEnum.h" #include #include "InventoryMessages.h" #include "ActivityMessages.h" Observable Entity::OnPlayerPositionUpdate; Entity::Entity(const LWOOBJID& objectID, const EntityInfo& info, User* parentUser, Entity* parentEntity) { m_ObjectID = objectID; m_TemplateID = info.lot; m_ParentEntity = parentEntity; m_Character = nullptr; m_GMLevel = eGameMasterLevel::CIVILIAN; m_NetworkID = 0; m_Groups = {}; m_OwnerOverride = LWOOBJID_EMPTY; m_Timers = {}; m_ChildEntities = {}; m_ScheduleKiller = nullptr; m_TargetsInPhantom = {}; m_Components = {}; m_DieCallbacks = {}; m_PhantomCollisionCallbacks = {}; m_IsParentChildDirty = true; m_Settings = info.settings; m_NetworkSettings = info.networkSettings; m_DefaultPosition = info.pos; m_DefaultRotation = info.rot; m_Scale = info.scale; m_Scene = info.scene; m_Spawner = info.spawner; m_SpawnerID = info.spawnerID; m_HasSpawnerNodeID = info.hasSpawnerNodeID; m_SpawnerNodeID = info.spawnerNodeID; m_PlayerIsReadyForUpdates = info.lot != 1; if (parentUser) { m_Character = parentUser->GetLastUsedChar(); parentUser->SetLoggedInChar(objectID); m_GMLevel = m_Character->GetGMLevel(); m_Character->SetEntity(this); PlayerManager::AddPlayer(this); } } Entity::~Entity() { if (IsPlayer()) { LOG("Deleted player"); // Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player. if (!PlayerManager::RemovePlayer(this)) { LOG("Unable to find player to remove from manager."); return; } // Ends their building on the property; the owner leaving can stop their best friends building if (auto* property = PropertyManagementComponent::Instance()) property->OnPlayerRemoved(*this); auto* zoneControl = Game::entityManager->GetZoneControlEntity(); if (zoneControl) { zoneControl->GetScript()->OnPlayerExit(zoneControl, this); } std::vector scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY); for (Entity* scriptEntity : scriptedActs) { if (zoneControl && scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds scriptEntity->GetScript()->OnPlayerExit(scriptEntity, this); } } } if (m_Character) { m_Character->SaveXMLToDatabase(); m_Character->SetEntity(nullptr); } CancelAllTimers(); CancelCallbackTimers(); // The client's Preshutdown, then Shutdown, for every component before any is deleted for (auto* const component : m_Components | std::views::values) if (component) component->Preshutdown(); for (auto* const component : m_Components | std::views::values) if (component) component->Shutdown(); for (auto& component : m_Components | std::views::values) { if (component) { delete component; component = nullptr; } } for (auto* const child : m_ChildEntities) { if (child) child->RemoveParent(); } if (m_ParentEntity) { GameMessages::ChildRemoved removedMsg{}; removedMsg.childID = m_ObjectID; removedMsg.target = m_ParentEntity->GetObjectID(); removedMsg.Send(); m_ParentEntity->RemoveChild(this); } } namespace { // The order the client makes an object's components in (ComponentOrderVector::Initialize 0x0101f8e0, walked by // ObjectLoader2::DoObjectComponentLoad 0x0105ebb0; crafting 107 only for game versions above 999) constexpr auto ClientComponentLoadOrder = [] { constexpr std::array types{ 108, 24, 61, 1, 18, 47, 46, 30, 20, 3, 40, 7, 35, 4, 106, 110, 111, 26, 17, 78, 31, 5, 9, 60, 10, 11, 12, 114, 28, 13, 14, 48, 73, 16, 100, 102, 19, 105, 39, 23, 25, 51, 52, 53, 27, 66, 116, 32, 75, 36, 113, 42, 43, 97, 45, 104, 6, 41, 49, 50, 38, 54, 22, 62, 29, 2, 55, 56, 77, 79, 59, 64, 65, 67, 68, 72, 71, 103, 76 }; std::array order{}; for (size_t i = 0; i < types.size(); i++) order[i] = static_cast(types[i]); return order; }(); // A component the client makes from its registry entry alone (most LWOxComponent::Allocator functions): ids from // MinID up make one template void RegistryAllocator(Entity& entity, ObjectLoadState& state) { const auto id = state.GetComponentID(Type, -1); if (id >= MinID) entity.AddComponent(id); } // The allocator for each type DoObjectComponentLoad walks (the client's allocator table); a type with none makes // nothing const std::unordered_map ComponentAllocators{ { eReplicaComponentType::POSSESSABLE, &RegistryAllocator }, { eReplicaComponentType::MODULE_ASSEMBLY, &RegistryAllocator }, { eReplicaComponentType::CONTROLLABLE_PHYSICS, &ControllablePhysicsComponent::Allocator }, { eReplicaComponentType::HAVOK_VEHICLE_PHYSICS, &HavokVehiclePhysicsComponent::Allocator }, { eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, &RegistryAllocator }, { eReplicaComponentType::SIMPLE_PHYSICS, &SimplePhysicsComponent::Allocator }, { eReplicaComponentType::PHANTOM_PHYSICS, &PhantomPhysicsComponent::Allocator }, { eReplicaComponentType::DESTROYABLE, &DestroyableComponent::Allocator }, { eReplicaComponentType::MINIFIG, &RegistryAllocator }, { eReplicaComponentType::CHARACTER, &CharacterComponent::Allocator }, { eReplicaComponentType::PET, &PetComponent::Allocator }, { eReplicaComponentType::INVENTORY, &InventoryComponent::Allocator }, { eReplicaComponentType::PROXIMITY_MONITOR, &RegistryAllocator }, { eReplicaComponentType::MOVEMENT_AI, &MovementAIComponent::Allocator }, { eReplicaComponentType::SCRIPT, &ScriptComponent::Allocator }, { eReplicaComponentType::SKILL, &SkillComponent::Allocator }, { eReplicaComponentType::BASE_COMBAT_AI, &BaseCombatAIComponent::Allocator }, { eReplicaComponentType::ITEM, &ItemComponent::Allocator }, { eReplicaComponentType::BUILD_BORDER, &RegistryAllocator }, { eReplicaComponentType::QUICK_BUILD, &QuickBuildComponent::Allocator }, { eReplicaComponentType::MISSION_OFFER, &RegistryAllocator }, { eReplicaComponentType::VENDOR, &VendorComponent::Allocator }, { eReplicaComponentType::DONATION_VENDOR, &DonationVendorComponent::Allocator }, { eReplicaComponentType::ACHIEVEMENT_VENDOR, &AchievementVendorComponent::Allocator }, { eReplicaComponentType::SHOOTING_GALLERY, &RegistryAllocator }, { eReplicaComponentType::SCRIPTED_ACTIVITY, &RegistryAllocator }, { eReplicaComponentType::COLLECTIBLE, &CollectibleComponent::Allocator }, { eReplicaComponentType::MOVING_PLATFORM, &MovingPlatformComponent::Allocator }, { eReplicaComponentType::LUP_EXHIBIT, &RegistryAllocator }, { eReplicaComponentType::PROPERTY, &RegistryAllocator }, { eReplicaComponentType::MODEL, &ModelComponent::Allocator }, { eReplicaComponentType::PROPERTY_ENTRANCE, &RegistryAllocator }, { eReplicaComponentType::MULTI_ZONE_ENTRANCE, &RegistryAllocator }, // always id 0 { eReplicaComponentType::PROPERTY_MANAGEMENT, &RegistryAllocator }, { eReplicaComponentType::RAIL_ACTIVATOR, &RegistryAllocator }, { eReplicaComponentType::BOUNCER, &RegistryAllocator }, // every bouncer's id is 0 { eReplicaComponentType::SWITCH, &RegistryAllocator }, { eReplicaComponentType::MINI_GAME_CONTROL, &RegistryAllocator }, // the zone control object's id is 0 { eReplicaComponentType::RENDER, &RenderComponent::Allocator }, { eReplicaComponentType::SOUND_TRIGGER, &SoundTriggerComponent::Allocator }, { eReplicaComponentType::PROPERTY_VENDOR, &RegistryAllocator }, { eReplicaComponentType::ROCKET_LAUNCH, &RegistryAllocator }, { eReplicaComponentType::RACING_CONTROL, &RegistryAllocator }, { eReplicaComponentType::SOUND_REPEATER, &RegistryAllocator }, { eReplicaComponentType::SOUND_AMBIENT_2D, &RegistryAllocator }, { eReplicaComponentType::SOUND_AMBIENT_3D, &RegistryAllocator }, { eReplicaComponentType::CULLING_PLANE, &RegistryAllocator }, { eReplicaComponentType::PLATFORM_BOUNDARY, &RegistryAllocator }, { eReplicaComponentType::REBUILD, &RegistryAllocator }, { eReplicaComponentType::REBUILD_START, &RegistryAllocator }, { eReplicaComponentType::REBUILD_ACTIVATOR, &RegistryAllocator }, { eReplicaComponentType::CHEST, &RegistryAllocator }, { eReplicaComponentType::BLUEPRINT, &RegistryAllocator }, { eReplicaComponentType::MODULE, &RegistryAllocator }, { eReplicaComponentType::ARCADE, &RegistryAllocator }, { eReplicaComponentType::MODEL_BUILDER, &RegistryAllocator }, { eReplicaComponentType::SPRINGPAD, &RegistryAllocator }, { eReplicaComponentType::CHANGLING, &RegistryAllocator }, { eReplicaComponentType::CHOICE_BUILD, &RegistryAllocator }, { eReplicaComponentType::PACKAGE, &RegistryAllocator }, { eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY, &RegistryAllocator }, { eReplicaComponentType::SHOWCASE_MODEL_HANDLER, &RegistryAllocator }, { eReplicaComponentType::GENERIC_ACTIVATOR, &RegistryAllocator }, { eReplicaComponentType::PROJECTILE_PHYSICS, &RegistryAllocator }, { eReplicaComponentType::VEHICLE_PHYSICS, &RegistryAllocator }, { eReplicaComponentType::PHYSICS_SYSTEM, &RegistryAllocator }, { eReplicaComponentType::SPAWNER, &RegistryAllocator }, { eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET, &RegistryAllocator }, { eReplicaComponentType::PLAYER_FORCED_MOVEMENT, &PlayerForcedMovementComponent::Allocator }, { eReplicaComponentType::EXHIBIT, &RegistryAllocator }, // 1.10.64 makes nothing here (showcases were cut); it sends nothing, so unchanged clients are unaffected { eReplicaComponentType::BBB, &BBBComponent::Allocator }, { eReplicaComponentType::ROCKET_LANDING, &RegistryAllocator }, { eReplicaComponentType::FACTION_TRIGGER, &RegistryAllocator }, { eReplicaComponentType::GATE_RUSH_CONTROL, &RegistryAllocator }, { eReplicaComponentType::ROLLER, &RegistryAllocator }, { eReplicaComponentType::PROPERTY_PLAQUE, &RegistryAllocator }, }; } int32_t ObjectLoadState::GetComponentID(const eReplicaComponentType type, const int32_t defaultValue) const { if (whitelist && std::ranges::find(*whitelist, type) == whitelist->end()) return defaultValue; return CDClientManager::GetTable()->GetByIDAndType(lot, type, defaultValue); } // ObjectLoader2::DoObjectPreLoad (0x01054d30): what the object's components will be before any is made ObjectLoadState Entity::DoObjectPreLoad() { ObjectLoadState state; state.lot = m_TemplateID; // The player's own components (HandleLocalPlayer makes them for the local player, not from the registry) if (m_Character && m_Character->GetParentUser()) { AddComponent(-1); } // markedAsPhantom doesn't count when the registry has phantom physics state.markedAsPhantom = HasVar(u"markedAsPhantom") && state.GetComponentID(eReplicaComponentType::PHANTOM_PHYSICS, -1) == -1; // A model with behaviors (0x01055667: not inInventory, and modelType and modelBehaviors in its config) gets its // physics from the model case, which takes the registry's simple physics id state.hasModelBehaviors = !GetVar(u"inInventory") && HasVar(u"modelType") && HasVar(u"modelBehaviors"); // ApplyMovementAiIfNeeded (0x01031350): an object with a script (its registry's, or a custom script in the config, // ApplyScriptComponentIfHasScript) or an attached path gets movement AI. Not a spawner object: the client never // loads one, the server keeps thousands const bool hasScript = state.GetComponentID(eReplicaComponentType::SCRIPT, -1) > -1 || HasVar(u"custom_script_server") || HasVar(u"custom_script_client"); state.addsMovementAI = m_TemplateID != 176 && (hasScript || HasVar(u"attached_path")); // ObjectLoader2::ApplyComponentWhitelist (0x0103e300): the config's componentWhitelist keeps only these registry // components (the lists ObjectLoader2's constructor builds; property models use 1) static constexpr std::array, 5> COMPONENT_WHITELISTS{ { { eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::RENDER }, { eReplicaComponentType::RENDER, eReplicaComponentType::DESTROYABLE, eReplicaComponentType::ITEM, eReplicaComponentType::BLUEPRINT, eReplicaComponentType::MODEL, eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::SPAWNER }, { eReplicaComponentType::RENDER, eReplicaComponentType::ITEM, eReplicaComponentType::BLUEPRINT }, { eReplicaComponentType::PET, eReplicaComponentType::SKILL, eReplicaComponentType::DESTROYABLE, eReplicaComponentType::RENDER, eReplicaComponentType::CONTROLLABLE_PHYSICS }, { eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::RENDER }, } }; const auto whitelistIndex = HasVar(u"componentWhitelist") ? GetVarAs(u"componentWhitelist") : -1; state.whitelist = whitelistIndex >= 0 && whitelistIndex < static_cast(COMPONENT_WHITELISTS.size()) ? &COMPONENT_WHITELISTS[whitelistIndex] : nullptr; return state; } // ObjectLoader2::DoObjectComponentLoad (0x0105ebb0): the components in the client's order, then the ones it adds after void ObjectLoadState::AddProximityAndPathfinding(Entity& entity) { if (!entity.HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) entity.AddComponent(-1); const bool hasMovementPhysics = entity.HasComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS) || entity.HasComponent(eReplicaComponentType::PROJECTILE_PHYSICS) || entity.HasComponent(eReplicaComponentType::VEHICLE_PHYSICS) || entity.HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS); if (hasMovementPhysics && !entity.HasComponent(eReplicaComponentType::PATHFINDING)) entity.AddComponent(-1); } void Entity::DoObjectComponentLoad(ObjectLoadState& state) { /** * The components in the client's load order (ObjectLoader2::DoObjectComponentLoad 0x0105ebb0 walks * ComponentOrderVector::Initialize 0x0101f8e0's list), each by its type's allocator: a component that looks at * another one finds it made when the client's does. Ids a component needs from a later one come from the registry. */ for (const auto type : ClientComponentLoadOrder) { if (state.whitelist && std::ranges::find(*state.whitelist, type) == state.whitelist->end()) continue; const auto allocator = ComponentAllocators.find(type); if (allocator != ComponentAllocators.end()) allocator->second(*this, state); } /** * Added after the walk, as the client does (DoObjectComponentLoad): the ghost of a character (LWOGhostComponent's * allocator 0x0101c010 makes one for characters with physics; level and plain spawned objects get none), then the * trigger from the level config */ // LWODestroyableComponent::Allocator (0x0104d070): a smashable object (is_smashable) without one gets a destroyable if (!HasComponent(eReplicaComponentType::DESTROYABLE) && m_TemplateID != 176 && GetVarAs(u"is_smashable") != 0) { AddComponent(-1); } if (m_Character && HasComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS)) { AddComponent(-1); } // A mission offer's object gets a proximity monitor after the walk when it has none (the registry's mission offer; // a character's is DLU's own) if (!m_Character && HasComponent(eReplicaComponentType::MISSION_OFFER) && !HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) { AddComponent(-1); } const auto triggerInfo = GetVarAsString(u"trigger_id"); if (!triggerInfo.empty()) AddComponent(-1, triggerInfo); } void Entity::Initialize() { RegisterMsg(&Entity::MsgRequestServerObjectInfo); RegisterMsg(&Entity::MsgDropClientLoot); RegisterMsg(&Entity::MsgGetFactionTokenType); RegisterMsg(&Entity::MsgPickupItem); RegisterMsg(&Entity::MsgChildRemoved); RegisterMsg(&Entity::MsgGetFlag); /** * Setup groups */ const auto groupIDs = GetVarAsString(u"groupID"); if (!groupIDs.empty()) { m_Groups = GeneralUtils::SplitString(groupIDs, ';'); if (!m_Groups.empty()) { if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1); } } /** * Set ourselves as a child of our parent */ if (m_ParentEntity != nullptr) { m_ParentEntity->AddChild(this); } m_LoadingComponents = true; auto loadState = DoObjectPreLoad(); DoObjectComponentLoad(loadState); m_LoadingComponents = false; // LWOGameObject::MakeReadyForSerialization (0x0101c230): every component exists; each loads the object's config, // then a character's save, in the order they were made for (auto* const component : m_ComponentList) { component->LoadConfigData(); if (m_Character) component->LoadFromSaveData(m_Character->GetXMLDoc()); } // Every component exists: the client's Startup step for (auto* const component : m_ComponentList) component->Startup(); m_ComponentsStarted = true; // Hacky way to trigger these when the object has had a chance to get constructed AddCallbackTimer(0, [this]() { this->GetScript()->OnStartup(this); if (this->m_ParentEntity) { GameMessages::ChildLoaded childLoaded; childLoaded.childID = this->m_ObjectID; childLoaded.templateID = this->GetLOT(); this->m_ParentEntity->OnChildLoaded(childLoaded); } }); if (!m_Character && Game::entityManager->GetGhostingEnabled()) { // Don't ghost what is likely large scene elements if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) { goto no_ghosting; } /* Filter for ghosting candidates. * * Don't ghost moving platforms, until we've got proper syncing for those. * Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions. * Don't ghost property related objects, as the client expects those to always be loaded. */ if ( !EntityManager::IsExcludedFromGhosting(GetLOT()) && !HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) && !HasComponent(eReplicaComponentType::MOVING_PLATFORM) && !HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) && !HasComponent(eReplicaComponentType::PROPERTY) && !HasComponent(eReplicaComponentType::RACING_CONTROL) && !HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS) ) //if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI)) { m_IsGhostingCandidate = true; } if (GetLOT() == 6368) { m_IsGhostingCandidate = true; } // Special case for collectibles in Ninjago if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) { m_IsGhostingCandidate = true; } } no_ghosting: TriggerEvent(eTriggerEventType::CREATE, this); if (m_Character) { auto* controllablePhysicsComponent = GetComponent(); auto* levelComponent = GetComponent(); if (controllablePhysicsComponent && levelComponent) { controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f); } } } void Entity::OnEnterScope(Entity& player) { for (auto* const component : m_Components | std::views::values) if (component) component->OnEnterScope(player); } void Entity::OnLeaveScope(Entity& player) { for (auto* const component : m_Components | std::views::values) if (component) component->OnLeaveScope(player); } bool Entity::operator==(const Entity& other) const { return other.m_ObjectID == m_ObjectID; } bool Entity::operator!=(const Entity& other) const { return !operator==(other); } Component* Entity::GetComponent(eReplicaComponentType componentID) const { const auto& index = m_Components.find(componentID); return index != m_Components.end() ? index->second : nullptr; } bool Entity::HasComponent(const eReplicaComponentType componentId) const { return m_Components.contains(componentId); } void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) { if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* const destroyableComponent = GetComponent(); if (!destroyableComponent) return; destroyableComponent->Subscribe(scriptObjId, scriptToAdd); } else if (notificationName == "PlayerResurrectionFinished") { LOG("Subscribing to PlayerResurrectionFinished"); m_Subscriptions[scriptObjId][notificationName] = scriptToAdd; } } void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) { if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* const destroyableComponent = GetComponent(); if (!destroyableComponent) return; destroyableComponent->Unsubscribe(scriptObjId); } else if (notificationName == "PlayerResurrectionFinished") { LOG("Unsubscribing from PlayerResurrectionFinished"); m_Subscriptions[scriptObjId].erase(notificationName); } } void Entity::SetProximityRadius(float proxRadius, std::string name, uint32_t collisionGroup) { auto* proxMon = GetComponent(); if (!proxMon) proxMon = AddComponent(-1); proxMon->SetProximityRadius(proxRadius, name, collisionGroup); } void Entity::SetProximityRadius(dpEntity* entity, std::string name) { auto* proxMon = GetComponent(); if (!proxMon) proxMon = AddComponent(-1); proxMon->SetProximityRadius(entity, name); } void Entity::SetGMLevel(eGameMasterLevel value) { m_GMLevel = value; if (m_Character) m_Character->SetGMLevel(value); auto* const characterComponent = GetComponent(); if (!characterComponent) return; characterComponent->SetGMLevel(value); GameMessages::SetGMLevel setGMLevel; setGMLevel.target = m_ObjectID; setGMLevel.level = value; setGMLevel.Send(UNASSIGNED_SYSTEM_ADDRESS); // Update the chat server of our GM Level { ChatPackets::GMLevelUpdate update; update.playerID = m_ObjectID; update.gmLevel = m_GMLevel; ChatServerLink::Send(update); } } bool Entity::IsVarSentToClient(const std::u16string& name) const { if (GetComponent() && !GetComponent()) return m_Settings.values.contains(name); const auto& syncLDF = GetVar>(u"syncLDF"); return std::ranges::find(syncLDF, name) != syncLDF.end(); } void Entity::WriteLDFData(const LwoNameValue& ldf, RakNet::BitStream& outBitStream) const { RakNet::BitStream settingStream; int32_t numberOfValidKeys = ldf.values.size(); // Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior, // so we need to filter out any keys that are not valid and fix the number of valid keys to be correct. for (const auto& data : ldf.values | std::views::values) { if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) { data->WriteToPacket(settingStream); } else { numberOfValidKeys--; } } // Now write it to the main bitstream outBitStream.Write(settingStream.GetNumberOfBytesUsed() + 1 + sizeof(uint32_t)); outBitStream.Write(0); //no compression used outBitStream.Write(numberOfValidKeys); outBitStream.Write(settingStream); } void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) { if (packetType == eReplicaPacketType::CONSTRUCTION) { outBitStream.Write(m_ObjectID); outBitStream.Write(m_TemplateID); const auto& name = GeneralUtils::ASCIIToUTF16(IsPlayer() ? m_Character ? m_Character->GetName() : "Invalid" : GetVar(u"npcName")); outBitStream.Write(name.size()); outBitStream.Write(name); // Live sent the object's age on this server in milliseconds: 0 for an object constructed as it is created // (a player's own construction on load), the time since load for zone objects. outBitStream.Write(GetTimeSinceCreatedMs()); const auto& syncLDF = GetVar>(u"syncLDF"); // Only sync for models. if (!m_Settings.values.empty() && (GetComponent() && !GetComponent())) { outBitStream.Write1(); // Has ldf data WriteLDFData(m_Settings, outBitStream); } else if (!syncLDF.empty()) { // Find all the ldf data we need to write LwoNameValue ldfData; for (const auto& data : syncLDF) { const auto* toInsert = GetVarData(data); if (toInsert) ldfData.values.insert_or_assign(data, toInsert->Copy()); } outBitStream.Write1(); // Has ldf data WriteLDFData(ldfData, outBitStream); } else { outBitStream.Write0(); // No ldf data } const auto* const triggerComponent = GetComponent(); if (triggerComponent) { // Has trigger component, check to see if we have events to handle auto* trigger = triggerComponent->GetTrigger(); outBitStream.Write(trigger && !trigger->events.empty()); } else { // No trigger componenet, so definitely no triggers outBitStream.Write0(); } const bool hasParent = m_ParentEntity != nullptr || m_SpawnerID != 0; outBitStream.Write(hasParent); if (hasParent) { // 触るな! if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast(eObjectBits::CLIENT))); else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID); else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast(eObjectBits::CLIENT))); } outBitStream.Write(m_HasSpawnerNodeID); if (m_HasSpawnerNodeID) outBitStream.Write(m_SpawnerNodeID); // This zero check should not be here? const bool hasDefaultScale = m_Scale != 1.0f && m_Scale != 0.0f; outBitStream.Write(hasDefaultScale); if (hasDefaultScale) outBitStream.Write(m_Scale); outBitStream.Write0(); //ObjectWorldState const bool hasGMLevel = m_GMLevel != eGameMasterLevel::CIVILIAN; outBitStream.Write(hasGMLevel); if (hasGMLevel) outBitStream.Write(m_GMLevel); } // Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity. const bool writeParentChild = m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION; outBitStream.Write(writeParentChild); if (writeParentChild) { m_IsParentChildDirty = false; outBitStream.Write(m_ParentEntity != nullptr); if (m_ParentEntity) { outBitStream.Write(m_ParentEntity->GetObjectID()); outBitStream.Write0(); // Updates position with parent, usually false in live. Haven't seen a case where its supposed to be true } outBitStream.Write(!m_ChildEntities.empty()); if (!m_ChildEntities.empty()) { outBitStream.Write(m_ChildEntities.size()); for (const auto* const child : m_ChildEntities) { if (child) outBitStream.Write(child->GetObjectID()); } } } } namespace { /** * The order the client reads components in (it builds an object's component list in this order in * ObjectLoader2::DoObjectComponentLoad). CHARACTER is preceded by POSSESSOR, LEVEL_PROGRESSION and * PLAYER_FORCED_MOVEMENT, which WriteComponents writes with it. */ constexpr auto SERIALIZATION_ORDER = [] { using enum eReplicaComponentType; return std::array{ POSSESSABLE, MODULE_ASSEMBLY, CONTROLLABLE_PHYSICS, SIMPLE_PHYSICS, RIGID_BODY_PHANTOM_PHYSICS, HAVOK_VEHICLE_PHYSICS, PHANTOM_PHYSICS, SOUND_TRIGGER, RACING_SOUND_TRIGGER, BUFF, DESTROYABLE, COLLECTIBLE, PET, PLAYER_FORCED_MOVEMENT, CHARACTER, INVENTORY, SCRIPT, SKILL, BASE_COMBAT_AI, ITEM, QUICK_BUILD, MOVING_PLATFORM, SWITCH, VENDOR, DONATION_VENDOR, ACHIEVEMENT_VENDOR, BOUNCER, SCRIPTED_ACTIVITY, SHOOTING_GALLERY, RACING_CONTROL, LUP_EXHIBIT, MODEL, RENDER, MINI_GAME_CONTROL, BBB, }; }(); // The component in SERIALIZATION_ORDER the destroyable is written in front of (DESTROYABLE: at its own place) eReplicaComponentType DestroyableSerializationSlot(const Entity& entity) { using enum eReplicaComponentType; // A DESTROYABLE registry entry puts the destroyable (with the buff in front of it) at its own place. Collectibles // and quick builds without one get theirs right before themselves, which for a collectible is the same place. if (entity.HasComponent(BUFF) || entity.HasComponent(COLLECTIBLE)) return DESTROYABLE; if (entity.HasComponent(QUICK_BUILD)) return QUICK_BUILD; // Anything else that has one (is_smashable objects, models) writes it after the others return MINI_GAME_CONTROL; } } void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) const { const bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION; auto* const destroyableComponent = GetComponent(); const auto destroyableSlot = DestroyableSerializationSlot(*this); using enum eReplicaComponentType; for (const auto type : SERIALIZATION_ORDER) { if (type == destroyableSlot && destroyableComponent) destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); if (type == DESTROYABLE) continue; auto* const component = GetComponent(type); if (!component) continue; // A character writes its forced movement with its other parts (below); an object without one (the registry // gives it, LOT 16684) writes it on its own, where the client reads it if (type == PLAYER_FORCED_MOVEMENT && HasComponent(CHARACTER)) continue; if (type == CHARACTER) { // Written with the character component; every character has them, a 0 bit stands in should one be missing for (const auto characterPart : { POSSESSOR, LEVEL_PROGRESSION, PLAYER_FORCED_MOVEMENT }) { auto* const part = GetComponent(characterPart); if (part) part->Serialize(outBitStream, bIsInitialUpdate); else outBitStream.Write0(); } } component->Serialize(outBitStream, bIsInitialUpdate); } } void Entity::UpdateXMLDoc(tinyxml2::XMLDocument& doc) { //This function should only ever be called from within Character, meaning doc should always exist when this is called. //Naturally, we don't include any non-player components in this update function. for (const auto& component : m_Components | std::views::values) { if (!component) continue; component->WriteSaveData(doc); } } void Entity::Update(const float deltaTime) { uint32_t timerPosition; for (timerPosition = 0; timerPosition < m_Timers.size();) { auto& timer = m_Timers[timerPosition]; timer.Update(deltaTime); // If the timer is expired, erase it and dont increment the position because the next timer will be at the same position. // Before: [0, 1, 2, 3, ..., n] // timerPosition ^ // After: [0, 1, 3, ..., n] // timerPosition ^ if (timer.GetTime() <= 0) { // Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation auto timerName = timer.GetName(); m_Timers.erase(m_Timers.begin() + timerPosition); Profiler::Scope profile("Script timer", Profiler::Phase::SCRIPTS); GetScript()->OnTimerDone(this, timerName); VanityUtilities::OnTimerDone(this, timerName); TriggerEvent(eTriggerEventType::TIMER_DONE, this); } else { // If the timer isnt expired, go to the next timer. timerPosition++; } } for (timerPosition = 0; timerPosition < m_CallbackTimers.size(); ) { // If the timer is expired, erase it and dont increment the position because the next timer will be at the same position. // Before: [0, 1, 2, 3, ..., n] // timerPosition ^ // After: [0, 1, 3, ..., n] // timerPosition ^ auto& callbackTimer = m_CallbackTimers[timerPosition]; callbackTimer.Update(deltaTime); if (callbackTimer.GetTime() <= 0) { // Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation auto callback = callbackTimer.GetCallback(); m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition); callback(); } else { timerPosition++; } } // Add pending timers to the list of timers so they start next tick. if (!m_PendingTimers.empty()) { m_Timers.reserve(m_Timers.size() + m_PendingTimers.size()); m_Timers.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end()); m_PendingTimers.clear(); } if (!m_PendingCallbackTimers.empty()) { m_CallbackTimers.reserve(m_CallbackTimers.size() + m_PendingCallbackTimers.size()); m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end()); m_PendingCallbackTimers.clear(); } if (IsSleeping()) { if (!m_IsSleeping) { Sleep(); m_IsSleeping = true; } return; } else { if (m_IsSleeping) { m_IsSleeping = false; Wake(); } } GetScript()->OnUpdate(this); for (const auto& component : m_Components | std::views::values) { if (!component) continue; component->Run(deltaTime); } if (m_ShouldDestroyAfterUpdate) { Game::entityManager->DestroyEntity(this->GetObjectID()); } } void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) { Entity* const other = Game::entityManager->GetEntity(otherEntity); if (!other) return; GetScript()->OnProximityUpdate(this, other, proxName, status); VanityUtilities::OnProximityUpdate(this, other, proxName, status); auto* const rocketComp = GetComponent(); if (!rocketComp) return; rocketComp->OnProximityUpdate(other, proxName, status); } void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) { auto* other = Game::entityManager->GetEntity(otherEntity); if (!other) return; GetScript()->OnCollisionPhantom(this, other); for (const auto& callback : m_PhantomCollisionCallbacks) { callback(other); } SwitchComponent* const switchComp = GetComponent(); if (switchComp) { switchComp->EnterIfResponding(other); } TriggerEvent(eTriggerEventType::ENTER, other); // POI system const auto& poi = GetVar(u"POI"); if (!poi.empty()) { auto* missionComponent = other->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi)); } } if (!other->GetIsDead()) { if (GetComponent() != nullptr) { const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity); if (index != m_TargetsInPhantom.end()) return; m_TargetsInPhantom.push_back(otherEntity); } } } void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) { auto* const other = Game::entityManager->GetEntity(otherEntity); if (!other) return; GetScript()->OnOffCollisionPhantom(this, other); TriggerEvent(eTriggerEventType::EXIT, other); SwitchComponent* const switchComp = GetComponent(); if (switchComp) { switchComp->EntityLeave(other); } const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity); if (index == m_TargetsInPhantom.end()) return; m_TargetsInPhantom.erase(index); } void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { GetScript()->OnFireEventServerSide(this, sender, args, param1, param2, param3); } void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) { GetScript()->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue); } void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName, float_t pathTime, float_t totalTime, int32_t waypoint) { GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint); } void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) { GameMessages::NotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name)).Send(UNASSIGNED_SYSTEM_ADDRESS); GetScript()->OnNotifyObject(this, sender, name, param1, param2); } void Entity::OnEmoteReceived(const int32_t emote, Entity* target) { GetScript()->OnEmoteReceived(this, emote, target); } void Entity::RequestUse(const GameMessages::RequestUse& msg, Entity& user) { if (!msg.IsMissionChoice()) { TriggerEvent(eTriggerEventType::INTERACT, &user); GetScript()->OnUse(this, &user); } GameMessages::RequestUseEvent event(msg, user); HandleMsg(event); } void Entity::OnUse(Entity* originator) { GameMessages::RequestUse msg; msg.target = originator->GetObjectID(); msg.object = m_ObjectID; RequestUse(msg, *originator); } void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) { GetScript()->OnHitOrHealResult(this, attacker, damage); } void Entity::OnHit(Entity* attacker) { TriggerEvent(eTriggerEventType::HIT, attacker); GetScript()->OnHit(this, attacker); } void Entity::OnZonePropertyEditBegin() { GetScript()->OnZonePropertyEditBegin(this); } void Entity::OnZonePropertyEditEnd() { GetScript()->OnZonePropertyEditEnd(this); } void Entity::OnZonePropertyModelEquipped() { GetScript()->OnZonePropertyModelEquipped(this); } void Entity::OnZonePropertyModelPlaced(Entity* player) { GetScript()->OnZonePropertyModelPlaced(this, player); } void Entity::OnZonePropertyModelPickedUp(Entity* player) { GetScript()->OnZonePropertyModelPickedUp(this, player); } void Entity::OnZonePropertyModelRemoved(Entity* player) { GetScript()->OnZonePropertyModelRemoved(this, player); } void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) { GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player); } void Entity::OnZonePropertyModelRotated(Entity* player) { GetScript()->OnZonePropertyModelRotated(this, player); } void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) { GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData); } void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) { GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier); } void Entity::OnActivityNotify(GameMessages::ActivityNotify& notify) { GetScript()->OnActivityNotify(this, notify); } void Entity::OnShootingGalleryFire(GameMessages::ShootingGalleryFire& fire) { GetScript()->OnShootingGalleryFire(*this, fire); } void Entity::OnChildLoaded(GameMessages::ChildLoaded& childLoaded) { GetScript()->OnChildLoaded(*this, childLoaded); } void Entity::NotifyPlayerResurrectionFinished(GameMessages::PlayerResurrectionFinished& msg) { for (const auto& scriptList : m_Subscriptions | std::views::values) { auto it = scriptList.find("PlayerResurrectionFinished"); if (it == scriptList.end()) continue; it->second->NotifyPlayerResurrectionFinished(*this, msg); } } void Entity::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) { GetScript()->OnRequestActivityExit(sender, player, canceled); } CppScripts::Script* const Entity::GetScript() const { auto* scriptComponent = GetComponent(); auto* script = scriptComponent ? scriptComponent->GetScript() : CppScripts::GetInvalidScript(); DluAssert(script != nullptr); return script; } void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) { if (!m_PlayerIsReadyForUpdates) return; auto* destroyableComponent = GetComponent(); if (destroyableComponent == nullptr) { Kill(Game::entityManager->GetEntity(source)); return; } auto* possessorComponent = GetComponent(); if (possessorComponent) { if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) { auto* mount = Game::entityManager->GetEntity(possessorComponent->GetPossessable()); if (mount) possessorComponent->Dismount(mount, true); } } destroyableComponent->Smash(source, killType, deathType); } void Entity::Kill(Entity* murderer, const eKillType killType) { if (!m_PlayerIsReadyForUpdates) return; for (const auto& cb : m_DieCallbacks) { cb(); } m_DieCallbacks.clear(); //お前はもう死んでいる GetScript()->OnDie(this, murderer); if (m_Spawner != nullptr) { m_Spawner->NotifyOfEntityDeath(m_ObjectID); } if (!IsPlayer()) { auto* destroyableComponent = GetComponent(); bool waitForDeathAnimation = false; if (destroyableComponent) { waitForDeathAnimation = !destroyableComponent->GetIsSmashable() && destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT; } // Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction! constexpr float DelayDeathTime = 12.0f; if (waitForDeathAnimation) AddCallbackTimer(DelayDeathTime, [this]() { Game::entityManager->DestroyEntity(this); }); else Game::entityManager->DestroyEntity(this); } const auto& grpNameQBShowBricks = GetVarAsString(u"grpNameQBShowBricks"); if (!grpNameQBShowBricks.empty()) { for (auto* const spawner : Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks)) if (spawner) spawner->Spawn(); for (auto* const spawner : Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks)) if (spawner) spawner->Spawn(); } // Track a player being smashed auto* characterComponent = GetComponent(); if (characterComponent != nullptr) { characterComponent->UpdatePlayerStatistic(TimesSmashed); } } void Entity::AddDieCallback(const std::function& callback) { m_DieCallbacks.push_back(callback); } void Entity::AddCollisionPhantomCallback(const std::function& callback) { m_PhantomCollisionCallbacks.push_back(callback); } void Entity::AddQuickBuildCompleteCallback(const std::function& callback) const { auto* quickBuildComponent = GetComponent(); if (quickBuildComponent != nullptr) { quickBuildComponent->AddQuickBuildCompleteCallback(callback); } } bool Entity::GetIsDead() const { DestroyableComponent* dest = GetComponent(); return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0; } void Entity::AddLootItem(const Loot::Info& info) const { if (!IsPlayer()) return; auto* const characterComponent = GetComponent(); if (!characterComponent) return; LOG("Player %llu has been allowed to pickup %i with id %llu", m_ObjectID, info.lot, info.id); auto& droppedLoot = characterComponent->GetDroppedLoot(); droppedLoot[info.id] = info; } void Entity::PickupItem(const LWOOBJID& objectID) const { if (!IsPlayer()) return; auto* const inv = GetComponent(); auto* const characterComponent = GetComponent(); if (!inv || !characterComponent) return; CDObjectsTable* objectsTable = CDClientManager::GetTable(); auto& droppedLoot = characterComponent->GetDroppedLoot(); const auto itr = droppedLoot.find(objectID); if (itr != droppedLoot.end()) { const auto& info = itr->second; auto* const characterComponent = GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackLOTCollection(info.lot); } const CDObjects& object = objectsTable->GetByID(info.lot); if (object.id != 0 && object.type == "Powerup") { auto* const skillsTable = CDClientManager::GetTable(); const auto skills = skillsTable->Query([&info](CDObjectSkills entry) {return (entry.objectTemplate == info.lot); }); for (const auto& skill : skills) { const auto [skillComponent, missionComponent] = GetComponentsMut(); if (skillComponent) skillComponent->CastSkill(skill.skillID, GetObjectID(), GetObjectID(), skill.castOnType); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID); } } EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_PICKUPS, info.lot, GetPosition(), 1, this); } else { // Live told the client which object the item dropped from (all 2,344 live pickups of a dropped item) LootMetrics metrics{}; if (info.sourceLot != 0) metrics.sourceLot = info.sourceLot; inv->AddItem(info.lot, info.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1, false, -1, metrics); } droppedLoot.erase(objectID); } } bool Entity::PickupCoins(uint64_t count) const { if (!IsPlayer()) return false; auto* const characterComponent = GetComponent(); if (!characterComponent) return false; const auto droppedCoins = characterComponent->GetDroppedCoins(); if (count > droppedCoins) { return false; } else { characterComponent->SetDroppedCoins(droppedCoins - count); return true; } } void Entity::RegisterCoinDrop(uint64_t count) const { if (!IsPlayer()) return; auto* const characterComponent = GetComponent(); if (!characterComponent) return; characterComponent->SetDroppedCoins(characterComponent->GetDroppedCoins() + count); } void Entity::AddChild(Entity* child) { m_IsParentChildDirty = true; m_ChildEntities.push_back(child); } void Entity::RemoveChild(Entity* child) { if (!child) return; uint32_t entityPosition = 0; while (entityPosition < m_ChildEntities.size()) { auto* const childEntity = m_ChildEntities[entityPosition]; if (!childEntity || childEntity->GetObjectID() == child->GetObjectID()) { m_IsParentChildDirty = true; m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition); } else { entityPosition++; } } } void Entity::RemoveParent() { this->m_ParentEntity = nullptr; m_IsParentChildDirty = true; } void Entity::AddTimer(const std::string& name, float time) { m_PendingTimers.emplace_back(name, time); } void Entity::AddCallbackTimer(float time, const std::function callback) { m_PendingCallbackTimers.emplace_back(time, callback); } bool Entity::HasTimer(const std::string& name) { return std::find(m_Timers.begin(), m_Timers.end(), name) != m_Timers.end(); } void Entity::CancelCallbackTimers() { m_CallbackTimers.clear(); m_PendingCallbackTimers.clear(); } void Entity::ScheduleKillAfterUpdate(Entity* murderer) { Game::entityManager->ScheduleForKill(this); if (murderer) m_ScheduleKiller = murderer; } void Entity::CancelTimer(const std::string& name) { for (int i = 0; i < m_Timers.size(); i++) { if (m_Timers[i] == name) { m_Timers.erase(m_Timers.begin() + i); return; } } } void Entity::CancelAllTimers() { m_Timers.clear(); m_PendingTimers.clear(); m_CallbackTimers.clear(); m_PendingCallbackTimers.clear(); } bool Entity::IsPlayer() const { return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS; } void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) const { auto* const triggerComponent = GetComponent(); if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget); } Entity* Entity::GetOwner() const { if (m_OwnerOverride != LWOOBJID_EMPTY) { auto* other = Game::entityManager->GetEntity(m_OwnerOverride); if (other != nullptr) { return other->GetOwner(); } } return const_cast(this); } const NiPoint3& Entity::GetDefaultPosition() const { return m_DefaultPosition; } const NiQuaternion& Entity::GetDefaultRotation() const { return m_DefaultRotation; } float Entity::GetDefaultScale() const { return m_Scale; } void Entity::SetOwnerOverride(const LWOOBJID value) { m_OwnerOverride = value; } bool Entity::GetIsGhostingCandidate() const { return m_IsGhostingCandidate; } int8_t Entity::GetObservers() const { return m_Observers; } void Entity::SetObservers(int8_t value) { if (value < 0) { value = 0; } m_Observers = value; } void Entity::Sleep() const { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent != nullptr) { baseCombatAIComponent->Sleep(); } } void Entity::Wake() const { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent != nullptr) { baseCombatAIComponent->Wake(); } } bool Entity::IsSleeping() const { return m_IsGhostingCandidate && m_Observers == 0; } NiPoint3 Entity::GetPosition() const { GameMessages::GetPosition posMsg{}; posMsg.pos = NiPoint3Constant::ZERO; HandleMsg(posMsg); return posMsg.pos; } const NiQuaternion& Entity::GetRotation() const { auto* controllable = GetComponent(); if (controllable != nullptr) { return controllable->GetRotation(); } auto* phantom = GetComponent(); if (phantom != nullptr) { return phantom->GetRotation(); } auto* simple = GetComponent(); if (simple != nullptr) { return simple->GetRotation(); } auto* vehicel = GetComponent(); if (vehicel != nullptr) { return vehicel->GetRotation(); } auto* rigidBodyPhantomPhysicsComponent = GetComponent(); if (rigidBodyPhantomPhysicsComponent != nullptr) { return rigidBodyPhantomPhysicsComponent->GetRotation(); } return QuatUtils::IDENTITY; } void Entity::SetPosition(const NiPoint3& position) { auto* controllable = GetComponent(); if (controllable != nullptr) { controllable->SetPosition(position); } auto* phantom = GetComponent(); if (phantom != nullptr) { phantom->SetPosition(position); } auto* simple = GetComponent(); if (simple != nullptr) { simple->SetPosition(position); } auto* vehicel = GetComponent(); if (vehicel != nullptr) { vehicel->SetPosition(position); } auto* rigidBodyPhantomPhysicsComponent = GetComponent(); if (rigidBodyPhantomPhysicsComponent != nullptr) { rigidBodyPhantomPhysicsComponent->SetPosition(position); } Game::entityManager->SerializeEntity(this); } void Entity::SetRotation(const NiQuaternion& rotation) { auto* controllable = GetComponent(); if (controllable != nullptr) { controllable->SetRotation(rotation); } auto* phantom = GetComponent(); if (phantom != nullptr) { phantom->SetRotation(rotation); } auto* simple = GetComponent(); if (simple != nullptr) { simple->SetRotation(rotation); } auto* vehicel = GetComponent(); if (vehicel != nullptr) { vehicel->SetRotation(rotation); } auto* rigidBodyPhantomPhysicsComponent = GetComponent(); if (rigidBodyPhantomPhysicsComponent != nullptr) { rigidBodyPhantomPhysicsComponent->SetRotation(rotation); } Game::entityManager->SerializeEntity(this); } void Entity::SetVelocity(const NiPoint3& velocity) { auto* controllable = GetComponent(); if (controllable != nullptr) { controllable->SetVelocity(velocity); } auto* simple = GetComponent(); if (simple != nullptr) { simple->SetVelocity(velocity); } Game::entityManager->SerializeEntity(this); } const NiPoint3& Entity::GetVelocity() const { auto* controllable = GetComponent(); if (controllable != nullptr) { return controllable->GetVelocity(); } auto* simple = GetComponent(); if (simple != nullptr) { return simple->GetVelocity(); } return NiPoint3Constant::ZERO; } bool Entity::GetBoolean(const std::u16string& name) const { return GetVar(name); } int32_t Entity::GetI32(const std::u16string& name) const { return GetVar(name); } int64_t Entity::GetI64(const std::u16string& name) const { return GetVar(name); } void Entity::SetBoolean(const std::u16string& name, const bool value) { SetVar(name, value); } void Entity::SetI32(const std::u16string& name, const int32_t value) { SetVar(name, value); } void Entity::SetI64(const std::u16string& name, const int64_t value) { SetVar(name, value); } bool Entity::HasVar(const std::u16string& name) const { return m_Settings.values.contains(name); } uint16_t Entity::GetNetworkId() const { return m_NetworkID; } void Entity::SetNetworkId(const uint16_t id) { m_NetworkID = id; } std::vector Entity::GetTargetsInPhantom() { // Clean up invalid targets, like disconnected players m_TargetsInPhantom.erase(std::ranges::remove_if(m_TargetsInPhantom, [](const LWOOBJID id) { return !Game::entityManager->GetEntity(id); }).begin(), m_TargetsInPhantom.end()); std::vector enemies; for (const auto id : m_TargetsInPhantom) { const auto* const combat = GetComponent(); if (!combat || !combat->IsEnemy(id)) continue; enemies.push_back(id); } return enemies; } void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) { GameMessages::ScriptNetworkVarUpdate scriptVar; scriptVar.target = this->GetObjectID(); scriptVar.tableOfVars = GeneralUtils::ASCIIToUTF16(data); scriptVar.Send(sysAddr); } const LDFBaseData* const Entity::GetVarData(const std::u16string& name) const { const auto itr = m_Settings.values.find(name); return itr != m_Settings.values.cend() ? itr->second.get() : nullptr; } std::string Entity::GetVarAsString(const std::u16string& name) const { const auto* const data = GetVarData(name); return data ? data->GetValueAsString() : ""; } void Entity::Resurrect() { if (IsPlayer()) { DestroyableComponent::Resurrect(*this); } } void Entity::AddToGroup(const std::string& group) { if (std::ranges::find(m_Groups, group) == m_Groups.end()) { m_Groups.push_back(group); } } void Entity::RemoveFromGroup(const std::string& group) { std::erase(m_Groups, group); } void Entity::RetroactiveVaultSize() const { auto* const inventoryComponent = GetComponent(); if (!inventoryComponent) return; auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS); auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS); if (itemsVault->GetSize() == modelVault->GetSize()) return; modelVault->SetSize(itemsVault->GetSize()); } uint8_t Entity::GetCollectibleID() const { auto* collectible = GetComponent(); return collectible ? collectible->GetCollectibleId() : 0; } void Entity::ProcessPositionUpdate(PositionUpdate& update) { if (!IsPlayer()) return; auto* controllablePhysicsComponent = GetComponent(); if (!controllablePhysicsComponent) return; auto* possessorComponent = GetComponent(); bool updateChar = true; if (possessorComponent) { auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable()); if (possassableEntity) { auto* possessableComponent = possassableEntity->GetComponent(); // While possessing something, only update char if we are attached to the thing we are possessing updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE; auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent(); if (havokVehiclePhysicsComponent) { havokVehiclePhysicsComponent->SetPosition(update.position); havokVehiclePhysicsComponent->SetRotation(update.rotation); havokVehiclePhysicsComponent->SetIsOnGround(update.onGround); havokVehiclePhysicsComponent->SetIsOnRail(update.onRail); havokVehiclePhysicsComponent->SetVelocity(update.velocity); havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity); havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo); } else { // Need to get the mount's controllable physics auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent(); if (!possessedControllablePhysicsComponent) return; possessedControllablePhysicsComponent->SetPosition(update.position); possessedControllablePhysicsComponent->SetRotation(update.rotation); possessedControllablePhysicsComponent->SetIsOnGround(update.onGround); possessedControllablePhysicsComponent->SetIsOnRail(update.onRail); possessedControllablePhysicsComponent->SetVelocity(update.velocity); possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity); } Game::entityManager->SerializeEntity(possassableEntity); } } if (!updateChar) { update.velocity = NiPoint3Constant::ZERO; update.angularVelocity = NiPoint3Constant::ZERO; } // Handle statistics auto* characterComponent = GetComponent(); if (characterComponent) { characterComponent->TrackPositionUpdate(update.position); } controllablePhysicsComponent->SetPosition(update.position); controllablePhysicsComponent->SetRotation(update.rotation); controllablePhysicsComponent->SetIsOnGround(update.onGround); controllablePhysicsComponent->SetIsOnRail(update.onRail); controllablePhysicsComponent->SetVelocity(update.velocity); controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity); auto* ghostComponent = GetComponent(); if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position); Game::entityManager->QueueGhostUpdate(GetObjectID()); if (updateChar) Game::entityManager->SerializeEntity(this); OnPlayerPositionUpdate.Notify(this, update); } const SystemAddress& Entity::GetSystemAddress() const { auto* characterComponent = GetComponent(); return characterComponent ? characterComponent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS; } const NiPoint3& Entity::GetRespawnPosition() const { auto* characterComponent = GetComponent(); return characterComponent ? characterComponent->GetRespawnPosition() : NiPoint3Constant::ZERO; } const NiQuaternion& Entity::GetRespawnRotation() const { auto* characterComponent = GetComponent(); return characterComponent ? characterComponent->GetRespawnRotation() : QuatUtils::IDENTITY; } void Entity::SetRespawnPos(const NiPoint3& position) const { auto* characterComponent = GetComponent(); if (characterComponent) characterComponent->SetRespawnPos(position); } void Entity::SetRespawnRot(const NiQuaternion& rotation) const { auto* characterComponent = GetComponent(); if (characterComponent) characterComponent->SetRespawnRot(rotation); } int32_t Entity::GetCollisionGroup() const { for (const auto* component : m_Components | std::views::values) { auto* compToCheck = dynamic_cast(component); if (compToCheck) { return compToCheck->GetCollisionGroup(); } } return 0; } bool Entity::HandleMsg(GameMessages::GameMsg& msg) const { bool handled = false; auto [beg, end] = m_MsgHandlers.equal_range(msg.msgId); for (auto& it = beg; it != end; ++it) { if (it->second) handled |= it->second(msg); } return handled; } void Entity::RegisterMsg(const MessageType::Game msgId, std::function handler) { m_MsgHandlers.emplace(msgId, handler); } bool Entity::MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfoEvent& event) { const auto& requestInfo = event.msg; AMFArrayValue response; response.Insert("visible", true); response.Insert("objectID", std::to_string(m_ObjectID)); response.Insert("serverInfo", true); GameMessages::GetObjectReportInfo info{}; info.clientID = requestInfo.clientId; info.bVerbose = requestInfo.bVerbose; info.info = response.InsertArray("data"); auto& objectInfo = info.info->PushDebug("Object Details"); auto* table = CDClientManager::GetTable(); const auto& objTableInfo = table->GetByID(GetLOT()); objectInfo.PushDebug("Name", "name") = objTableInfo.name; objectInfo.PushDebug("Template ID(LOT)", "LOT") = GetLOT(); objectInfo.PushDebug("Object ID", "LWOOBJID") = std::to_string(GetObjectID()); objectInfo.PushDebug("Spawner's Object ID", "LWOOBJID") = std::to_string(GetSpawnerID()); objectInfo.PushDebug("Owner override", "LWOOBJID") = std::to_string(m_OwnerOverride); auto& children = objectInfo.PushDebug("Child Objects"); int i = 1; for (const auto* child : m_ChildEntities) { if (child) children.PushDebug("Child " + std::to_string(i++), "LWOOBJID") = std::to_string(child->GetObjectID()); } auto& componentDetails = objectInfo.PushDebug("Component Information"); for (const auto [id, component] : m_Components) { componentDetails.PushDebug(StringifiedEnum::ToString(id)); } auto& configData = objectInfo.PushDebug("Config Data"); for (const auto& config : m_Settings.values | std::views::values) { configData.PushDebug(GeneralUtils::UTF16ToWTF8(config->GetKey())) = config->GetValueAsString(); } HandleMsg(info); auto* client = Game::entityManager->GetEntity(requestInfo.clientId); if (client) { GameMessages::UIMessageServerToAllClients uiMessage; uiMessage.strMessageName = "ToggleObjectDebugger"; uiMessage.args = std::move(response); uiMessage.SendToClient(client->GetSystemAddress()); } return true; } bool Entity::MsgDropClientLoot(GameMessages::DropClientLootEvent& event) { const auto& dropLootMsg = event.msg; if (dropLootMsg.item != LOT_NULL && dropLootMsg.item != 0) { const auto* const source = Game::entityManager->GetEntity(dropLootMsg.sourceID); Loot::Info info{ .id = dropLootMsg.lootID, .lot = dropLootMsg.item, .count = dropLootMsg.count, .sourceLot = source ? source->GetLOT() : 0, }; AddLootItem(info); } if (dropLootMsg.item == LOT_NULL && dropLootMsg.currency != 0) { RegisterCoinDrop(dropLootMsg.currency); } return true; } bool Entity::MsgGetFlag(GameMessages::GetFlag& flagMsg) { if (m_Character) flagMsg.flag = m_Character->GetPlayerFlag(flagMsg.flagID); return true; } bool Entity::MsgGetFactionTokenType(GameMessages::GetFactionTokenType& tokenMsg) { GameMessages::GetFlag getFlagMsg{}; getFlagMsg.flagID = ePlayerFlag::ASSEMBLY_FACTION; MsgGetFlag(getFlagMsg); if (getFlagMsg.flag) tokenMsg.tokenType = 8318; getFlagMsg.flagID = ePlayerFlag::SENTINEL_FACTION; MsgGetFlag(getFlagMsg); if (getFlagMsg.flag) tokenMsg.tokenType = 8319; getFlagMsg.flagID = ePlayerFlag::PARADOX_FACTION; MsgGetFlag(getFlagMsg); if (getFlagMsg.flag) tokenMsg.tokenType = 8320; getFlagMsg.flagID = ePlayerFlag::VENTURE_FACTION; MsgGetFlag(getFlagMsg); if (getFlagMsg.flag) tokenMsg.tokenType = 8321; LOG("Returning token type %i", tokenMsg.tokenType); return tokenMsg.tokenType != LOT_NULL; } bool Entity::MsgPickupItem(GameMessages::PickupItemEvent& event) { const auto& pickupItemMsg = event.msg; if (GetObjectID() == pickupItemMsg.lootOwnerID) { PickupItem(pickupItemMsg.lootID); } else { auto* const characterComponent = GetComponent(); if (!characterComponent) return false; auto& droppedLoot = characterComponent->GetDroppedLoot(); const auto it = droppedLoot.find(pickupItemMsg.lootID); if (it != droppedLoot.end()) { CDObjectsTable* objectsTable = CDClientManager::GetTable(); const CDObjects& object = objectsTable->GetByID(it->second.lot); if (object.id != 0 && object.type == "Powerup") { return false; // Let powerups be duplicated } } droppedLoot.erase(pickupItemMsg.lootID); } return true; } bool Entity::MsgChildRemoved(GameMessages::ChildRemoved& msg) { GetScript()->OnChildRemoved(*this, msg); return true; }