#include "QuickBuildComponent.h" #include "Entity.h" #include "DestroyableComponent.h" #include "GameMessages.h" #include "EntityManager.h" #include "Game.h" #include "Logger.h" #include "CharacterComponent.h" #include "MissionComponent.h" #include "eMissionTaskType.h" #include "eTriggerEventType.h" #include "eQuickBuildFailReason.h" #include "eTerminateType.h" #include "eGameActivity.h" #include "dServer.h" #include "Spawner.h" #include "MovingPlatformComponent.h" #include "Preconditions.h" #include "Loot.h" #include "TeamManager.h" #include "RenderComponent.h" #include "CppScripts.h" QuickBuildComponent::QuickBuildComponent(Entity* const entity) : Component{ entity } { std::u16string checkPreconditions = entity->GetVar(u"CheckPrecondition"); if (!checkPreconditions.empty()) { m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions)); } // Should a setting that has the build activator position exist, fetch that setting here and parse it for position. // It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F) auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F); const auto activatorPositionValid = GeneralUtils::TryParse(positionAsVector); if (positionAsVector.size() == 3 && activatorPositionValid) { m_ActivatorPosition = activatorPositionValid.value(); } else { LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT()); m_ActivatorPosition = m_Parent->GetPosition(); } SpawnActivator(); } QuickBuildComponent::~QuickBuildComponent() { delete m_Precondition; Entity* builder = GetBuilder(); if (builder) { CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true); } DespawnActivator(); } void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) { if (bIsInitialUpdate) { outBitStream.Write(false); } outBitStream.Write(false); outBitStream.Write(false); } // If build state is completed and we've already serialized once in the completed state, // don't serializing this component anymore as this will cause the build to jump again. // If state changes, serialization will begin again. if (!m_StateDirty && m_State == eQuickBuildState::COMPLETED) { outBitStream.Write0(); outBitStream.Write0(); return; } // BEGIN Scripted Activity outBitStream.Write1(); Entity* builder = GetBuilder(); if (builder) { outBitStream.Write(1); outBitStream.Write(builder->GetObjectID()); for (int i = 0; i < 10; i++) { outBitStream.Write(0.0f); } } else { outBitStream.Write(0); } // END Scripted Activity outBitStream.Write1(); outBitStream.Write(m_State); outBitStream.Write(m_ShowResetEffect); outBitStream.Write(m_Activator != nullptr); outBitStream.Write(m_Timer); outBitStream.Write(m_TimerIncomplete); if (bIsInitialUpdate) { outBitStream.Write(false); outBitStream.Write(m_ActivatorPosition); outBitStream.Write(m_RepositionPlayer); } m_StateDirty = false; } void QuickBuildComponent::Update(float deltaTime) { m_Activator = GetActivator(); // Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable /*if (m_SoftTimer > 0.0f) { m_SoftTimer -= deltaTime; } else { m_SoftTimer = 5.0f; Game::entityManager->SerializeEntity(m_Parent); }*/ switch (m_State) { case eQuickBuildState::OPEN: { SpawnActivator(); m_TimeBeforeDrain = 0; auto* spawner = m_Parent->GetSpawner(); const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false; if (isSmashGroup) { m_TimerIncomplete += deltaTime; // For reset times < 0 this has to be handled manually if (m_TimeBeforeSmash > 0) { if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) { m_ShowResetEffect = true; Game::entityManager->SerializeEntity(m_Parent); } if (m_TimerIncomplete >= m_TimeBeforeSmash) { m_Builder = LWOOBJID_EMPTY; GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true); ResetQuickBuild(false); } } } break; } case eQuickBuildState::COMPLETED: { m_Timer += deltaTime; // For reset times < 0 this has to be handled manually if (m_ResetTime > 0) { if (m_Timer >= m_ResetTime - 4.0f) { if (!m_ShowResetEffect) { m_ShowResetEffect = true; Game::entityManager->SerializeEntity(m_Parent); } } if (m_Timer >= m_ResetTime) { GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true); ResetQuickBuild(false); } } break; } case eQuickBuildState::BUILDING: { Entity* builder = GetBuilder(); if (!builder) { ResetQuickBuild(false); return; } m_TimeBeforeDrain -= deltaTime; m_Timer += deltaTime; m_TimerIncomplete = 0; m_ShowResetEffect = false; if (m_TimeBeforeDrain <= 0.0f) { m_TimeBeforeDrain = m_CompleteTime / static_cast(m_TakeImagination); DestroyableComponent* destComp = builder->GetComponent(); if (!destComp) break; ++m_DrainedImagination; const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination; const int32_t newImagination = destComp->GetImagination() - 1; destComp->SetImagination(newImagination); Game::entityManager->SerializeEntity(builder); if (newImagination <= 0 && imaginationCostRemaining > 0) { CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true); break; } } if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) { CompleteQuickBuild(builder); } break; } case eQuickBuildState::INCOMPLETE: { m_TimerIncomplete += deltaTime; // For reset times < 0 this has to be handled manually if (m_TimeBeforeSmash > 0) { if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) { m_ShowResetEffect = true; Game::entityManager->SerializeEntity(m_Parent); } if (m_TimerIncomplete >= m_TimeBeforeSmash) { m_Builder = LWOOBJID_EMPTY; GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true); ResetQuickBuild(false); } } break; } case eQuickBuildState::RESETTING: break; } } void QuickBuildComponent::OnUse(Entity* originator) { if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) { return; } if (m_Precondition != nullptr && !m_Precondition->Check(originator)) { return; } StartQuickBuild(originator); } void QuickBuildComponent::SpawnActivator() { if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) { if (!m_Activator) { EntityInfo info; info.lot = 6604; info.spawnerID = m_Parent->GetObjectID(); info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition; m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent); if (m_Activator) { m_ActivatorId = m_Activator->GetObjectID(); Game::entityManager->ConstructEntity(m_Activator); } Game::entityManager->SerializeEntity(m_Parent); } } } void QuickBuildComponent::DespawnActivator() { if (m_Activator) { Game::entityManager->DestructEntity(m_Activator); m_Activator->ScheduleKillAfterUpdate(); m_Activator = nullptr; m_ActivatorId = LWOOBJID_EMPTY; } } Entity* QuickBuildComponent::GetActivator() const { return Game::entityManager->GetEntity(m_ActivatorId); } NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept { return m_ActivatorPosition; } float QuickBuildComponent::GetResetTime() const noexcept { return m_ResetTime; } float QuickBuildComponent::GetCompleteTime() const noexcept { return m_CompleteTime; } int32_t QuickBuildComponent::GetTakeImagination() const noexcept { return m_TakeImagination; } bool QuickBuildComponent::GetInterruptible() const noexcept { return m_Interruptible; } bool QuickBuildComponent::GetSelfActivator() const noexcept { return m_SelfActivator; } std::vector QuickBuildComponent::GetCustomModules() const noexcept { return m_CustomModules; } int32_t QuickBuildComponent::GetActivityId() const noexcept { return m_ActivityId; } int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept { return m_PostImaginationCost; } float QuickBuildComponent::GetTimeBeforeSmash() const noexcept { return m_TimeBeforeSmash; } eQuickBuildState QuickBuildComponent::GetState() const noexcept { return m_State; } Entity* QuickBuildComponent::GetBuilder() const { auto* const builder = Game::entityManager->GetEntity(m_Builder); return builder; } bool QuickBuildComponent::GetRepositionPlayer() const noexcept { return m_RepositionPlayer; } void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept { m_ActivatorPosition = value; } void QuickBuildComponent::SetResetTime(const float value) noexcept { m_ResetTime = value; } void QuickBuildComponent::SetCompleteTime(const float value) noexcept { if (value < 0) { m_CompleteTime = 4.5f; } else { m_CompleteTime = value; } } void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept { m_TakeImagination = value; } void QuickBuildComponent::SetInterruptible(const bool value) noexcept { m_Interruptible = value; } void QuickBuildComponent::SetSelfActivator(const bool value) noexcept { m_SelfActivator = value; } void QuickBuildComponent::SetCustomModules(const std::vector& value) noexcept { m_CustomModules = value; } void QuickBuildComponent::SetActivityId(const int32_t value) noexcept { m_ActivityId = value; } void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept { m_PostImaginationCost = value; } void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept { if (value < 0) { m_TimeBeforeSmash = 10.0f; } else { m_TimeBeforeSmash = value; } } void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept { m_RepositionPlayer = value; } void QuickBuildComponent::StartQuickBuild(Entity* const user) { if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) { m_Builder = user->GetObjectID(); auto* character = user->GetComponent(); character->SetCurrentActivity(eGameActivity::QUICKBUILDING); Game::entityManager->SerializeEntity(user); GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID()); GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID()); m_State = eQuickBuildState::BUILDING; m_StateDirty = true; Game::entityManager->SerializeEntity(m_Parent); auto* movingPlatform = m_Parent->GetComponent(); if (movingPlatform != nullptr) { movingPlatform->OnQuickBuildInitilized(); } for (auto* script : CppScripts::GetEntityScripts(m_Parent)) { script->OnQuickBuildStart(m_Parent, user); } // Notify scripts and possible subscribers for (auto* script : CppScripts::GetEntityScripts(m_Parent)) script->OnQuickBuildNotifyState(m_Parent, m_State); for (const auto& cb : m_QuickBuildStateCallbacks) cb(m_State); } } void QuickBuildComponent::CompleteQuickBuild(Entity* const user) { if (!user) return; auto* characterComponent = user->GetComponent(); if (characterComponent != nullptr) { characterComponent->SetCurrentActivity(eGameActivity::NONE); characterComponent->TrackQuickBuildComplete(); } else { LOG("Some user tried to finish the rebuild but they didn't have a character somehow."); return; } Game::entityManager->SerializeEntity(user); GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::COMPLETED, user->GetObjectID()); GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true); GameMessages::SendEnableQuickBuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID()); GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); m_State = eQuickBuildState::COMPLETED; m_StateDirty = true; m_Timer = 0.0f; m_DrainedImagination = 0; Game::entityManager->SerializeEntity(m_Parent); // Removes extra item requirements, isn't live accurate. // In live, all items were removed at the start of the quickbuild, then returned if it was cancelled. // TODO: fix? if (m_Precondition != nullptr) { m_Precondition->Check(user, true); } DespawnActivator(); // Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards. m_Parent->SetOwnerOverride(user->GetObjectID()); auto* builder = GetBuilder(); if (builder) { auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID()); if (team) { for (const auto memberId : team->members) { // progress missions for all team members auto* member = Game::entityManager->GetEntity(memberId); if (member) { auto* missionComponent = member->GetComponent(); if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId); } } } else { auto* missionComponent = builder->GetComponent(); if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId); } Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1); } // Notify scripts for (auto* script : CppScripts::GetEntityScripts(m_Parent)) { script->OnQuickBuildComplete(m_Parent, user); script->OnQuickBuildNotifyState(m_Parent, m_State); } // Notify subscribers for (const auto& callback : m_QuickBuildStateCallbacks) callback(m_State); for (const auto& callback : m_QuickBuildCompleteCallbacks) callback(user); m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user); auto* movingPlatform = m_Parent->GetComponent(); if (movingPlatform != nullptr) { movingPlatform->OnCompleteQuickBuild(); } // Set flag auto* character = user->GetCharacter(); if (character != nullptr) { const auto flagNumber = m_Parent->GetVar(u"quickbuild_single_build_player_flag"); if (flagNumber != 0) { character->SetPlayerFlag(flagNumber, true); } } RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f); } void QuickBuildComponent::ResetQuickBuild(const bool failed) { Entity* builder = GetBuilder(); if (m_State == eQuickBuildState::BUILDING && builder) { GameMessages::SendEnableQuickBuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID()); if (failed) { RenderComponent::PlayAnimation(builder, u"rebuild-fail"); } } GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY); m_State = eQuickBuildState::RESETTING; m_StateDirty = true; m_Timer = 0.0f; m_TimerIncomplete = 0.0f; m_ShowResetEffect = false; m_DrainedImagination = 0; Game::entityManager->SerializeEntity(m_Parent); // Notify scripts and possible subscribers for (auto* script : CppScripts::GetEntityScripts(m_Parent)) script->OnQuickBuildNotifyState(m_Parent, m_State); for (const auto& cb : m_QuickBuildStateCallbacks) cb(m_State); m_Parent->ScheduleKillAfterUpdate(); if (m_Activator) { m_Activator->ScheduleKillAfterUpdate(); } } void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) { if (m_State != eQuickBuildState::COMPLETED || skipChecks) { m_Builder = LWOOBJID_EMPTY; const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY; // Notify the client that a state has changed GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::INCOMPLETE, entityID); GameMessages::SendEnableQuickBuild(m_Parent, false, true, false, failReason, m_Timer, entityID); // Now terminate any interaction with the rebuild GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); // Now update the component itself m_State = eQuickBuildState::INCOMPLETE; m_StateDirty = true; // Notify scripts and possible subscribers for (auto* script : CppScripts::GetEntityScripts(m_Parent)) script->OnQuickBuildNotifyState(m_Parent, m_State); for (const auto& cb : m_QuickBuildStateCallbacks) cb(m_State); Game::entityManager->SerializeEntity(m_Parent); } if (!entity) return; CharacterComponent* characterComponent = entity->GetComponent(); if (characterComponent) { characterComponent->SetCurrentActivity(eGameActivity::NONE); Game::entityManager->SerializeEntity(entity); } } void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function& callback) { m_QuickBuildCompleteCallbacks.push_back(callback); } void QuickBuildComponent::AddQuickBuildStateCallback(const std::function& callback) { m_QuickBuildStateCallbacks.push_back(callback); }