#include "ActivityComponent.h" #include "GameMessages.h" #include "CDClientManager.h" #include "MissionComponent.h" #include "Character.h" #include "dZoneManager.h" #include "ZoneInstanceManager.h" #include "Game.h" #include "Logger.h" #include "WorldPackets.h" #include "EntityManager.h" #include "ChatPackets.h" #include "BitStreamUtils.h" #include "dServer.h" #include "GeneralUtils.h" #include "dZoneManager.h" #include "dConfig.h" #include "InventoryComponent.h" #include "DestroyableComponent.h" #include "Loot.h" #include "eMissionTaskType.h" #include "eMatchUpdate.h" #include "eConnectionType.h" #include "eChatInternalMessageType.h" #include "CDCurrencyTableTable.h" #include "CDActivityRewardsTable.h" #include "CDActivitiesTable.h" #include "LeaderboardManager.h" ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Component(parent) { /* * This is precisely what the client does functionally * Use the component id as the default activity id and load its data from the database * if activityID is specified and if that column exists in the activities table, update the activity info with that data. */ m_ActivityID = activityID; LoadActivityData(activityID); if (m_Parent->HasVar(u"activityID")) { m_ActivityID = parent->GetVar(u"activityID"); LoadActivityData(m_ActivityID); } auto* destroyableComponent = m_Parent->GetComponent(); if (destroyableComponent) { // First lookup the loot matrix id for this component id. CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable(); std::vector activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); }); uint32_t startingLMI = 0; // If we have one, set the starting loot matrix id to that. if (activityRewards.size() > 0) { startingLMI = activityRewards[0].LootMatrixIndex; } if (startingLMI > 0) { // We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity. // So this logic will get the rest of the loot matrix indices for this activity. std::vector objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); }); for (const auto& item : objectTemplateActivities) { if (item.activityRating > 0 && item.activityRating < 5) { m_ActivityLootMatrices.insert({ item.activityRating, item.LootMatrixIndex }); } } } } } void ActivityComponent::LoadActivityData(const int32_t activityId) { CDActivitiesTable* activitiesTable = CDClientManager::GetTable(); std::vector activities = activitiesTable->Query([activityId](CDActivities entry) {return (entry.ActivityID == activityId); }); bool soloRacing = Game::config->GetValue("solo_racing") == "1"; for (CDActivities activity : activities) { m_ActivityInfo = activity; if (static_cast(activity.leaderboardType) == Leaderboard::Type::Racing && soloRacing) { m_ActivityInfo.minTeamSize = 1; m_ActivityInfo.minTeams = 1; } if (m_ActivityInfo.instanceMapID == -1) { const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID"); if (!transferOverride.empty()) { m_ActivityInfo.instanceMapID = GeneralUtils::TryParse(transferOverride).value_or(m_ActivityInfo.instanceMapID); } } } } void ActivityComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { outBitStream.Write(m_DirtyActivityInfo); if (m_DirtyActivityInfo) { outBitStream.Write(m_ActivityPlayers.size()); if (!m_ActivityPlayers.empty()) { for (const auto& activityPlayer : m_ActivityPlayers) { outBitStream.Write(activityPlayer->playerID); for (const auto& activityValue : activityPlayer->values) { outBitStream.Write(activityValue); } } } if (!bIsInitialUpdate) m_DirtyActivityInfo = false; } } void ActivityComponent::ReloadConfig() { CDActivitiesTable* activitiesTable = CDClientManager::GetTable(); std::vector activities = activitiesTable->Query([this](CDActivities entry) {return (entry.ActivityID == m_ActivityID); }); for (auto activity : activities) { auto mapID = m_ActivityInfo.instanceMapID; if (static_cast(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") { m_ActivityInfo.minTeamSize = 1; m_ActivityInfo.minTeams = 1; } else { m_ActivityInfo.minTeamSize = activity.minTeamSize; m_ActivityInfo.minTeams = activity.minTeams; } } } void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) { if (id == "LobbyExit") { PlayerLeave(player->GetObjectID()); } else if (id == "PlayButton") { PlayerJoin(player); } } void ActivityComponent::PlayerJoin(Entity* player) { if (PlayerIsInQueue(player)) return; // If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot if (HasLobby()) { PlayerJoinLobby(player); } else if (!IsPlayedBy(player)) { auto* instance = NewInstance(); instance->AddParticipant(player); } } void ActivityComponent::PlayerJoinLobby(Entity* player) { if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD)) GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby LobbyPlayer* newLobbyPlayer = new LobbyPlayer(); newLobbyPlayer->entityID = player->GetObjectID(); Lobby* playerLobby = nullptr; auto* character = player->GetCharacter(); if (character != nullptr) character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID()); for (Lobby* lobby : m_Queue) { if (lobby->players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() < m_ActivityInfo.maxTeams) { // If an empty slot in an existing lobby is found lobby->players.push_back(newLobbyPlayer); playerLobby = lobby; // Update the joining player on players already in the lobby, and update players already in the lobby on the joining player std::string matchUpdateJoined = "player=9:" + std::to_string(player->GetObjectID()) + "\nplayerName=0:" + player->GetCharacter()->GetName(); for (LobbyPlayer* joinedPlayer : lobby->players) { auto* entity = joinedPlayer->GetEntity(); if (entity == nullptr) { continue; } std::string matchUpdate = "player=9:" + std::to_string(entity->GetObjectID()) + "\nplayerName=0:" + entity->GetCharacter()->GetName(); GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::PLAYER_ADDED); PlayerReady(entity, joinedPlayer->ready); GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::PLAYER_ADDED); } } } if (!playerLobby) { // If all lobbies are full playerLobby = new Lobby(); playerLobby->players.push_back(newLobbyPlayer); playerLobby->timer = m_ActivityInfo.waitTime / 1000; m_Queue.push_back(playerLobby); } if (m_ActivityInfo.maxTeamSize != 1 && playerLobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && playerLobby->players.size() >= m_ActivityInfo.minTeams) { // Update the joining player on the match timer std::string matchTimerUpdate = "time=3:" + std::to_string(playerLobby->timer); GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY); } } void ActivityComponent::PlayerLeave(LWOOBJID playerID) { // Removes the player from a lobby and notifies the others, not applicable for non-lobby instances for (Lobby* lobby : m_Queue) { for (int i = 0; i < lobby->players.size(); ++i) { if (lobby->players[i]->entityID == playerID) { std::string matchUpdateLeft = "player=9:" + std::to_string(playerID); for (LobbyPlayer* lobbyPlayer : lobby->players) { auto* entity = lobbyPlayer->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft, eMatchUpdate::PLAYER_REMOVED); } delete lobby->players[i]; lobby->players[i] = nullptr; lobby->players.erase(lobby->players.begin() + i); return; } } } } void ActivityComponent::Update(float deltaTime) { std::vector lobbiesToRemove{}; // Ticks all the lobbies, not applicable for non-instance activities for (Lobby* lobby : m_Queue) { for (LobbyPlayer* player : lobby->players) { auto* entity = player->GetEntity(); if (entity == nullptr) { PlayerLeave(player->entityID); return; } } if (lobby->players.empty()) { lobbiesToRemove.push_back(lobby); continue; } // Update the match time for all players if (m_ActivityInfo.maxTeamSize != 1 && lobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() >= m_ActivityInfo.minTeams) { if (lobby->timer == m_ActivityInfo.waitTime / 1000) { for (LobbyPlayer* joinedPlayer : lobby->players) { auto* entity = joinedPlayer->GetEntity(); if (entity == nullptr) continue; std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer); GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY); } } lobby->timer -= deltaTime; } bool lobbyReady = true; for (LobbyPlayer* player : lobby->players) { if (player->ready) continue; lobbyReady = false; } // If everyone's ready, jump the timer if (lobbyReady && lobby->timer > m_ActivityInfo.startDelay / 1000) { lobby->timer = m_ActivityInfo.startDelay / 1000; // Update players in lobby on switch to start delay std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer); for (LobbyPlayer* player : lobby->players) { auto* entity = player->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_START); } } // The timer has elapsed, start the instance if (lobby->timer <= 0.0f) { Log::Info("Setting up instance."); ActivityInstance* instance = NewInstance(); LoadPlayersIntoInstance(instance, lobby->players); instance->StartZone(); lobbiesToRemove.push_back(lobby); } } while (!lobbiesToRemove.empty()) { RemoveLobby(lobbiesToRemove.front()); lobbiesToRemove.erase(lobbiesToRemove.begin()); } } void ActivityComponent::RemoveLobby(Lobby* lobby) { for (int i = 0; i < m_Queue.size(); ++i) { if (m_Queue[i] == lobby) { m_Queue.erase(m_Queue.begin() + i); return; } } } bool ActivityComponent::HasLobby() const { // If the player is not in the world he has to be, create a lobby for the transfer return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID(); } bool ActivityComponent::PlayerIsInQueue(Entity* player) { for (Lobby* lobby : m_Queue) { for (LobbyPlayer* lobbyPlayer : lobby->players) { if (player->GetObjectID() == lobbyPlayer->entityID) return true; } } return false; } bool ActivityComponent::IsPlayedBy(Entity* player) const { for (const auto* instance : this->m_Instances) { for (const auto* instancePlayer : instance->GetParticipants()) { if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID()) return true; } } return false; } bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const { for (const auto* instance : this->m_Instances) { for (const auto* instancePlayer : instance->GetParticipants()) { if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID) return true; } } return false; } bool ActivityComponent::TakeCost(Entity* player) const { if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0) return true; auto* inventoryComponent = player->GetComponent(); if (inventoryComponent == nullptr) return false; if (inventoryComponent->GetLotCount(m_ActivityInfo.optionalCostLOT) < m_ActivityInfo.optionalCostCount) return false; inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount); return true; } void ActivityComponent::PlayerReady(Entity* player, bool bReady) { for (Lobby* lobby : m_Queue) { for (LobbyPlayer* lobbyPlayer : lobby->players) { if (lobbyPlayer->entityID == player->GetObjectID()) { lobbyPlayer->ready = bReady; // Update players in lobby on player being ready std::string matchReadyUpdate = "player=9:" + std::to_string(player->GetObjectID()); eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY; if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY; for (LobbyPlayer* otherPlayer : lobby->players) { auto* entity = otherPlayer->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchReadyUpdate, readyStatus); } } } } } ActivityInstance* ActivityComponent::NewInstance() { auto* instance = new ActivityInstance(m_Parent, m_ActivityInfo); m_Instances.push_back(instance); return instance; } void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector& lobby) const { for (LobbyPlayer* player : lobby) { auto* entity = player->GetEntity(); if (entity == nullptr || !TakeCost(entity)) { continue; } instance->AddParticipant(entity); } } const std::vector& ActivityComponent::GetInstances() const { return m_Instances; } ActivityInstance* ActivityComponent::GetInstance(const LWOOBJID playerID) { for (const auto* instance : GetInstances()) { for (const auto* participant : instance->GetParticipants()) { if (participant->GetObjectID() == playerID) return const_cast(instance); } } return nullptr; } void ActivityComponent::ClearInstances() { for (ActivityInstance* instance : m_Instances) { delete instance; } m_Instances.clear(); } ActivityPlayer* ActivityComponent::GetActivityPlayerData(LWOOBJID playerID) { for (auto* activityData : m_ActivityPlayers) { if (activityData->playerID == playerID) { return activityData; } } return nullptr; } void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) { for (size_t i = 0; i < m_ActivityPlayers.size(); i++) { if (m_ActivityPlayers[i]->playerID == playerID) { delete m_ActivityPlayers[i]; m_ActivityPlayers[i] = nullptr; m_ActivityPlayers.erase(m_ActivityPlayers.begin() + i); m_DirtyActivityInfo = true; Game::entityManager->SerializeEntity(m_Parent); return; } } } ActivityPlayer* ActivityComponent::AddActivityPlayerData(LWOOBJID playerID) { auto* data = GetActivityPlayerData(playerID); if (data != nullptr) return data; m_ActivityPlayers.push_back(new ActivityPlayer{ playerID, {} }); m_DirtyActivityInfo = true; Game::entityManager->SerializeEntity(m_Parent); return GetActivityPlayerData(playerID); } float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) { auto value = -1.0f; auto* data = GetActivityPlayerData(playerID); if (data != nullptr) { value = data->values[std::min(index, static_cast(9))]; } return value; } void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) { auto* data = AddActivityPlayerData(playerID); if (data != nullptr) { data->values[std::min(index, static_cast(9))] = value; } m_DirtyActivityInfo = true; Game::entityManager->SerializeEntity(m_Parent); } void ActivityComponent::PlayerRemove(LWOOBJID playerID) { for (auto* instance : GetInstances()) { auto participants = instance->GetParticipants(); for (const auto* participant : participants) { if (participant != nullptr && participant->GetObjectID() == playerID) { instance->RemoveParticipant(participant); RemoveActivityPlayerData(playerID); // If the instance is empty after the delete of the participant, delete the instance too if (instance->GetParticipants().empty()) { m_Instances.erase(std::find(m_Instances.begin(), m_Instances.end(), instance)); delete instance; } return; } } } } void ActivityInstance::StartZone() { if (m_Participants.empty()) return; const auto& participants = GetParticipants(); if (participants.empty()) return; auto* leader = participants[0]; LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID()); // only make a team if we have more than one participant if (participants.size() > 1) { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::CREATE_TEAM); bitStream.Write(leader->GetObjectID()); bitStream.Write(m_Participants.size()); for (const auto& participant : m_Participants) { bitStream.Write(participant); } bitStream.Write(zoneId); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } const auto cloneId = GeneralUtils::GenerateRandomNumber(1, UINT32_MAX); for (Entity* player : participants) { const auto objid = player->GetObjectID(); ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) { auto* player = Game::entityManager->GetEntity(objid); if (player == nullptr) return; Log::Info("Transferring {:s} to Zone {:d} (Instance {:d} | Clone {:d} | Mythran Shift: {:s}) with IP {:s} and Port {:d}", player->GetCharacter()->GetName(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP, serverPort); if (player->GetCharacter()) { player->GetCharacter()->SetZoneID(zoneID); player->GetCharacter()->SetZoneInstance(zoneInstance); player->GetCharacter()->SetZoneClone(zoneClone); } WorldPackets::SendTransferToWorld(player->GetSystemAddress(), serverIP, serverPort, mythranShift); return; }); } m_NextZoneCloneID++; } void ActivityInstance::RewardParticipant(Entity* participant) { auto* missionComponent = participant->GetComponent(); if (missionComponent) { missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityInfo.ActivityID); } // First, get the activity data auto* activityRewardsTable = CDClientManager::GetTable(); std::vector activityRewards = activityRewardsTable->Query([this](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); }); if (!activityRewards.empty()) { uint32_t minCoins = 0; uint32_t maxCoins = 0; auto* currencyTableTable = CDClientManager::GetTable(); std::vector currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); }); if (!currencyTable.empty()) { minCoins = currencyTable[0].minvalue; maxCoins = currencyTable[0].maxvalue; } Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins); } } std::vector ActivityInstance::GetParticipants() const { std::vector entities; entities.reserve(m_Participants.size()); for (const auto& id : m_Participants) { auto* entity = Game::entityManager->GetEntity(id); if (entity != nullptr) entities.push_back(entity); } return entities; } void ActivityInstance::AddParticipant(Entity* participant) { const auto id = participant->GetObjectID(); if (std::count(m_Participants.begin(), m_Participants.end(), id)) return; m_Participants.push_back(id); } void ActivityInstance::RemoveParticipant(const Entity* participant) { const auto loadedParticipant = std::find(m_Participants.begin(), m_Participants.end(), participant->GetObjectID()); if (loadedParticipant != m_Participants.end()) { m_Participants.erase(loadedParticipant); } } uint32_t ActivityInstance::GetScore() const { return score; } void ActivityInstance::SetScore(uint32_t score) { this->score = score; } Entity* LobbyPlayer::GetEntity() const { return Game::entityManager->GetEntity(entityID); }