#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 "RacingStatsComponent.h" #include "CollectibleComponent.h" #include "ItemComponent.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(); 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); } } void Entity::Initialize() { RegisterMsg(&Entity::MsgRequestServerObjectInfo); RegisterMsg(&Entity::MsgDropClientLoot); RegisterMsg(&Entity::MsgGetFactionTokenType); RegisterMsg(&Entity::MsgPickupItem); RegisterMsg(&Entity::MsgChildRemoved); RegisterMsg(&Entity::MsgGetFlag); /** * Setup trigger */ const auto triggerInfo = GetVarAsString(u"trigger_id"); if (!triggerInfo.empty()) AddComponent(-1, triggerInfo); /** * 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); } // Get the registry table CDComponentsRegistryTable* const compRegistryTable = CDClientManager::GetTable(); /** * Special case for BBB models. They have components not corresponding to the registry. */ if (m_TemplateID == 14) { const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS); AddComponent(simplePhysicsComponentID); AddComponent(-1)->LoadBehaviors(); AddComponent(-1); auto* destroyableComponent = AddComponent(-1); destroyableComponent->SetHealth(1); destroyableComponent->SetMaxHealth(1.0f); destroyableComponent->SetFaction(-1, true); destroyableComponent->SetIsSmashable(true); // We have all our components. return; } /** * Go through all the components and check if this entity has them. * * Not all components are implemented. Some are represented by a nullptr, as they hold no data. */ if (m_Character && m_Character->GetParentUser()) { AddComponent(-1)->LoadFromXml(m_Character->GetXMLDoc()); } const auto petComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET); if (petComponentID > 0) { AddComponent(petComponentID); } const auto minigameControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL); if (minigameControlID > 0) { AddComponent(minigameControlID); } const auto possessableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE); if (possessableComponentID > 0) { AddComponent(possessableComponentID); } const auto moduleAssemblyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY); if (moduleAssemblyID > 0) { AddComponent(moduleAssemblyID); } const auto racingStatsID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS); if (racingStatsID > 0) { AddComponent(racingStatsID); } const auto lupExhibitID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1); if (lupExhibitID >= 0) { AddComponent(lupExhibitID); } const auto racingControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL); if (racingControlID > 0) { AddComponent(racingControlID); } const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE); if (propertyEntranceComponentID > 0) { AddComponent(propertyEntranceComponentID); } const auto controllablePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS); if (controllablePhysicsComponentID > 0) { auto* controllablePhysics = AddComponent(controllablePhysicsComponentID); if (m_Character) { controllablePhysics->LoadFromXml(m_Character->GetXMLDoc()); const auto mapID = Game::server->GetZoneID(); const auto& targetSceneName = m_Character->GetTargetScene(); //If we came from another zone, put us in the starting loc // Exception for Moon Base as you tend to spawn on the roof. // second exception if we have a specified targetScene since that would only be possible in a test map if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603 || !targetSceneName.empty()) { NiPoint3 pos; NiQuaternion rot = QuatUtils::IDENTITY; auto* targetScene = Game::entityManager->GetSpawnPointEntity(targetSceneName); if (m_Character->HasBeenToWorld(mapID) && targetSceneName.empty()) { pos = m_Character->GetRespawnPoint(mapID); rot = Game::zoneManager->GetZone()->GetSpawnRot(); } else if (targetScene != nullptr) { pos = targetScene->GetPosition(); rot = targetScene->GetRotation(); } else { pos = Game::zoneManager->GetZone()->GetSpawnPos(); rot = Game::zoneManager->GetZone()->GetSpawnRot(); } controllablePhysics->SetPosition(pos); controllablePhysics->SetRotation(rot); } } else { controllablePhysics->SetPosition(m_DefaultPosition); controllablePhysics->SetRotation(m_DefaultRotation); } } // If an entity is marked a phantom, simple physics is made into phantom phyics. const bool markedAsPhantom = GetVar(u"markedAsPhantom"); const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS); if (!markedAsPhantom && simplePhysicsComponentID > 0) { AddComponent(simplePhysicsComponentID); } const auto rigidBodyPhantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS); if (rigidBodyPhantomPhysicsComponentID > 0) { AddComponent(rigidBodyPhantomPhysicsComponentID); } const auto phantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS); if (markedAsPhantom || phantomPhysicsComponentID > 0) { AddComponent(phantomPhysicsComponentID)->SetPhysicsEffectActive(false); } const auto havokVehiclePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS); if (havokVehiclePhysicsComponentID > 0) { auto* havokVehiclePhysicsComponent = AddComponent(havokVehiclePhysicsComponentID); havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition); havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation); } const auto soundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1); const auto racingSoundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1); if (soundTriggerID > -1) { AddComponent(soundTriggerID); } else if (racingSoundTriggerID > -1) { AddComponent(racingSoundTriggerID); } const auto collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE); if (collectibleComponentID > 0) { AddComponent(collectibleComponentID, GetVarAs(u"collectible_id")); } /** * The destroyable component. The client makes one (with a buff component in front of it) for a DESTROYABLE * registry entry, whose id is the DestructibleComponent row. Collectibles and smashable (is_smashable) objects * without that entry get one too, with no row. */ const auto destroyableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DESTROYABLE); if (destroyableComponentID > 0) { AddComponent(destroyableComponentID); } bool isSmashable = GetVarAs(u"is_smashable") != 0; if (destroyableComponentID > 0 || collectibleComponentID > 0 || isSmashable) { const int32_t componentID = destroyableComponentID > 0 ? destroyableComponentID : -1; DestroyableComponent* comp = AddComponent(componentID); auto* const destCompTable = CDClientManager::GetTable(); std::vector destCompData = destCompTable->Query([componentID](const CDDestructibleComponent& entry) { return (entry.id == componentID); }); if (m_Character) { comp->LoadFromXml(m_Character->GetXMLDoc()); } else { // extraInfo overrides. Client ORs the database smashable and the luz smashable. comp->SetIsSmashable(comp->GetIsSmashable() || isSmashable); if (componentID > 0) { if (!destCompData.empty()) { if (HasComponent(eReplicaComponentType::RACING_STATS)) { destCompData[0].imagination = 60; } comp->SetHealth(destCompData[0].life); comp->SetImagination(destCompData[0].imagination); comp->SetArmor(destCompData[0].armor); comp->SetMaxHealth(destCompData[0].life); comp->SetMaxImagination(destCompData[0].imagination); comp->SetMaxArmor(destCompData[0].armor); comp->SetDeathBehavior(destCompData[0].death_behavior); comp->SetIsSmashable(comp->GetIsSmashable() || destCompData[0].isSmashable); comp->SetIsNPC(destCompData[0].isnpc); comp->SetLootMatrixID(destCompData[0].LootMatrixIndex); comp->SetCurrencyIndex(destCompData[0].CurrencyIndex); Loot::CacheMatrix(destCompData[0].LootMatrixIndex); // Now get currency information const uint32_t npcMinLevel = destCompData[0].level; const uint32_t currencyIndex = destCompData[0].CurrencyIndex; CDCurrencyTableTable* const currencyTable = CDClientManager::GetTable(); const std::vector currencyValues = currencyTable->Query([currencyIndex, npcMinLevel](const CDCurrencyTable& entry) { return (entry.currencyIndex == currencyIndex && entry.npcminlevel == npcMinLevel); }); if (!currencyValues.empty()) { // Set the coins comp->SetMinCoins(currencyValues[0].minvalue); comp->SetMaxCoins(currencyValues[0].maxvalue); } } } else if (isSmashable) { // A smashable object without a DestructibleComponent row comp->SetHealth(1); comp->SetArmor(0); comp->SetMaxHealth(1); comp->SetMaxArmor(0); comp->SetIsSmashable(true); comp->AddFaction(-1); comp->AddFaction(6); //Smashables // A race car has 60 imagination, other entities defaults to 0. comp->SetImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0); comp->SetMaxImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0); } } if (!destCompData.empty()) comp->AddTemplateFactions(destCompData[0].factionList); // Level files can replace the factions with set_faction, unless override_faction is 0 const auto levelFactions = DestroyableComponent::GetLevelFactions(*this); if (levelFactions && !levelFactions->empty()) { comp->SetFaction(levelFactions->front(), true); for (const auto faction : *levelFactions | std::views::drop(1)) comp->AddFaction(faction, true); } // Level files can give a smashable its own loot matrix in place of the template's const auto levelLootMatrix = DestroyableComponent::GetLevelLootMatrix(*this); if (!m_Character && levelLootMatrix) { comp->SetLootMatrixID(levelLootMatrix.value()); Loot::CacheMatrix(levelLootMatrix.value()); } } const auto characterID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER); if (characterID > 0 || m_Character) { // Character Component always has a possessor, level, and forced movement components AddComponent(characterID); // load in the xml for the level AddComponent(characterID)->LoadFromXml(m_Character->GetXMLDoc()); AddComponent(characterID); auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS; AddComponent(characterID, m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc()); AddComponent(characterID)->LoadFromXml(m_Character->GetXMLDoc()); } const auto inventoryID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY); if (inventoryID > 0 || m_Character) { AddComponent(inventoryID); } // if this component exists, then we initialize it. it's value is always 0 const auto multiZoneEntranceID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1); if (multiZoneEntranceID > -1) { AddComponent(multiZoneEntranceID); } /** * This is a bit of a mess * yep i aint touching this */ CDScriptComponentTable* const scriptCompTable = CDClientManager::GetTable(); const int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPT, -1); std::string scriptName = ""; bool client = false; if (scriptComponentID > 0 || m_Character) { std::string clientScriptName; if (!m_Character) { CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID); scriptName = scriptCompData.script_name; clientScriptName = scriptCompData.client_script_name; } else { scriptName = ""; } if (scriptName != "" || (scriptName == "" && m_Character)) { } else if (clientScriptName != "") { client = true; } else if (!m_Character) { client = true; } } std::string customScriptServer; bool hasCustomServerScript = false; const auto customScriptServerName = GetVarAsString(u"custom_script_server"); const auto customScriptClientName = GetVarAsString(u"custom_script_client"); if (!customScriptServerName.empty()) { customScriptServer = customScriptServerName; hasCustomServerScript = true; } if (!customScriptClientName.empty()) { client = true; } if (hasCustomServerScript && scriptName.empty()) { scriptName = customScriptServer; } if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) { AddComponent(scriptComponentID, scriptName, true, client && scriptName.empty()); } // ZoneControl script if (m_TemplateID == 2365) { const auto& zoneID = Game::zoneManager->GetZoneID(); const CDZoneTable* const zoneData = CDZoneTableTable::Query(zoneID.GetMapID()); if (zoneData != nullptr) { const int32_t zoneScriptID = zoneData->scriptID; CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID); AddComponent(zoneScriptID, zoneScriptData.script_name, true, false); } } const auto skillID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1); if (skillID > -1 || m_Character) { auto* const skillComponent = AddComponent(skillID); if (m_Character) skillComponent->LoadFromXml(m_Character->GetXMLDoc()); } const auto combatAiID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI); if (combatAiID > 0) { AddComponent(combatAiID); } const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD); if (quickBuildComponentID > 0) { auto* const quickBuildComponent = AddComponent(quickBuildComponentID); CDRebuildComponentTable* const rebCompTable = CDClientManager::GetTable(); const std::vector rebCompData = rebCompTable->Query([quickBuildComponentID](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); }); if (!rebCompData.empty()) { quickBuildComponent->SetResetTime(rebCompData[0].reset_time); quickBuildComponent->SetCompleteTime(rebCompData[0].complete_time); quickBuildComponent->SetTakeImagination(rebCompData[0].take_imagination); quickBuildComponent->SetInterruptible(rebCompData[0].interruptible); quickBuildComponent->SetSelfActivator(rebCompData[0].self_activator); quickBuildComponent->SetActivityId(rebCompData[0].activityID); quickBuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost); quickBuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash); const auto rebuildResetTime = GetVar(u"rebuild_reset_time"); if (rebuildResetTime != 0.0f) { quickBuildComponent->SetResetTime(rebuildResetTime); } const auto objectID = GetObjectID(); // FV tree handler for when built so it sets the state to moving at the correct time if (GetLOT() == 9483) quickBuildComponent->AddQuickBuildCompleteCallback([objectID](Entity* user) { auto* const entity = Game::entityManager->GetEntity(objectID); if (entity) GameMessages::PlatformResync(*entity, false, 0, 1, 1, eMovementPlatformState::Moving, true).Send(UNASSIGNED_SYSTEM_ADDRESS); }); // The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate) // reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's: // the AM Center draw bridge (LOT 12047: level activityID 12047 without actIDovrd, template activity 6, // the quickbuild rewards) dropped no loot in 4 of 4 live completions. const auto activityID = GetVar(u"activityID"); if (activityID > 0) { quickBuildComponent->SetActivityId(activityID); Loot::CacheMatrix(activityID); } const auto timeBeforeSmash = GetVar(u"tmeSmsh"); if (timeBeforeSmash > 0) { quickBuildComponent->SetTimeBeforeSmash(timeBeforeSmash); } const auto compTime = GetVar(u"compTime"); if (compTime > 0) { quickBuildComponent->SetCompleteTime(compTime); } } } const auto switchID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1); if (switchID > -1) { AddComponent(switchID); } const auto vendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR); const auto donationVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1); const auto achievementVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ACHIEVEMENT_VENDOR, -1); if (vendorID > 0) { AddComponent(vendorID); } else if (donationVendorID > -1) { AddComponent(donationVendorID); } else if (achievementVendorID > -1) { AddComponent(achievementVendorID); } const auto propertyVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1); if (propertyVendorID > -1) { AddComponent(propertyVendorID); } const auto propertyManagementID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1); if (propertyManagementID > -1) { AddComponent(propertyManagementID); } const auto bouncerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1); if (bouncerID > -1) { // you have to determine it like this because all bouncers have a componentID of 0 AddComponent(bouncerID); } const auto renderComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER); if ((renderComponentID > 0 && m_TemplateID != 2365) || m_Character) { AddComponent(renderComponentID); } const auto missionOfferComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER, -1); if (missionOfferComponentID > -1 || m_Character) { AddComponent(missionOfferComponentID); } const auto buildBorderID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1); if (buildBorderID > -1) { AddComponent(buildBorderID); } // Scripted activity component const auto scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1); if (scriptedActivityID > -1) { AddComponent(scriptedActivityID); } const auto modelID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1); if (modelID > -1 && !GetComponent()) { AddComponent(modelID)->LoadBehaviors(); if (!HasComponent(eReplicaComponentType::DESTROYABLE)) { auto* const destroyableComponent = AddComponent(-1); destroyableComponent->SetHealth(1); destroyableComponent->SetMaxHealth(1.0f); destroyableComponent->SetFaction(-1, true); destroyableComponent->SetIsSmashable(true); } } PetComponent* petComponent{}; const auto itemID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM); if (itemID > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent) && !HasComponent(eReplicaComponentType::MODEL)) { AddComponent(itemID); } // Shooting gallery component const auto shootingGalleryComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY); if (shootingGalleryComponentID > 0) { AddComponent(shootingGalleryComponentID); } const auto propertyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1); if (propertyID > -1) { AddComponent(propertyID); } const auto rocketID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH); if ((rocketID > 0)) { AddComponent(rocketID); } const auto railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR); if (railComponentID > 0) { AddComponent(railComponentID); } const int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI); if (movementAIID > 0) { CDMovementAIComponentTable* moveAITable = CDClientManager::GetTable(); std::vector moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); }); if (moveAIComp.size() > 0) { MovementAIInfo moveInfo{ .movementType = moveAIComp[0].MovementType, .wanderRadius = moveAIComp[0].WanderRadius, .wanderSpeed = moveAIComp[0].WanderSpeed, .wanderChance = moveAIComp[0].WanderChance, .wanderDelayMin = moveAIComp[0].WanderDelayMin, .wanderDelayMax = moveAIComp[0].WanderDelayMax, }; const bool useWanderDB = GetVar(u"usewanderdb"); if (!useWanderDB) { const auto wanderOverride = GetVarAs(u"wanderRadius"); if (wanderOverride != 0.0f) { moveInfo.wanderRadius = wanderOverride; } } AddComponent(movementAIID, moveInfo); } } else if (petComponentID > 0 || combatAiID > 0 && GetComponent()->GetTetherSpeed() > 0) { MovementAIInfo moveInfo{ .movementType = "", .wanderRadius = 16, .wanderSpeed = 2.5f, .wanderChance = 0, .wanderDelayMin = 2, .wanderDelayMax = 5, }; AddComponent(-1, moveInfo); } const std::string pathName = GetVarAsString(u"attached_path"); const Path* const path = Game::zoneManager->GetZone()->GetPath(pathName); //Check to see if we have an attached path and add the appropiate component to handle it: if (path) { // if we have a moving platform path, then we need a moving platform component if (path->pathType == PathType::MovingPlatform) { AddComponent(-1, pathName); } else if (path->pathType == PathType::Movement) { auto* const movementAIcomponent = GetComponent(); if (movementAIcomponent && combatAiID == 0) { movementAIcomponent->SetPath(pathName); } else { MovementAIInfo moveInfo{ .movementType = "", .wanderRadius = 16, .wanderSpeed = 2.5f, .wanderChance = 0, .wanderDelayMin = 2, .wanderDelayMax = 5, }; AddComponent(-1, moveInfo); } } } else { // else we still need to setup moving platform if it has a moving platform comp but no path const auto movingPlatformComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1); if (movingPlatformComponentID >= 0) { AddComponent(movingPlatformComponentID, pathName); } } const auto proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR); if (proximityMonitorID > 0) { auto* const proxCompTable = CDClientManager::GetTable(); const auto proxCompData = proxCompTable->Query([proximityMonitorID](const CDProximityMonitorComponent& entry) { return (entry.id == proximityMonitorID); }); if (proxCompData.size() > 0) { std::vector proximityStr = GeneralUtils::SplitString(proxCompData[0].Proximities, ','); AddComponent(proximityMonitorID, std::stoi(proximityStr[0]), std::stoi(proximityStr[1])); } } // 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); } } } 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); } } 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, 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, }; }(); // 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; 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); } // BBB Component, unused currently // Need to to write0 so that is serialized correctly // TODO: Implement BBB Component outBitStream.Write0(); } 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->UpdateXml(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); 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->Update(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->OnUse(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::OnUse(Entity* originator) { TriggerEvent(eTriggerEventType::INTERACT, originator); GetScript()->OnUse(this, originator); for (const auto& component : m_Components | std::views::values) { if (!component) continue; component->OnUse(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 { inv->AddItem(info.lot, info.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1); } 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) { Loot::Info info{ .id = dropLootMsg.lootID, .lot = dropLootMsg.item, .count = dropLootMsg.count, }; 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; }