#include "dCommonVars.h" #include "Entity.h" #include "CDClientManager.h" #include "Game.h" #include "Logger.h" #include #include "CDDestructibleComponentTable.h" #include "CDClientDatabase.h" #include #include "dServer.h" #include "GameMessages.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" // 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" Observable Entity::OnPlayerPositionUpdate; Entity::Entity(const LWOOBJID& objectID, 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_Spawner = info.spawner; m_SpawnerID = info.spawnerID; m_HasSpawnerNodeID = info.hasSpawnerNodeID; m_SpawnerNodeID = info.spawnerNodeID; if (info.lot != 1) m_PlayerIsReadyForUpdates = true; 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; } 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 (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds scriptEntity->GetScript()->OnPlayerExit(scriptEntity, this); } } } if (m_Character) { m_Character->SaveXMLToDatabase(); } CancelAllTimers(); CancelCallbackTimers(); const auto components = m_Components; for (const auto& pair : components) { delete pair.second; m_Components.erase(pair.first); } for (auto child : m_ChildEntities) { if (child) child->RemoveParent(); } if (m_ParentEntity) { m_ParentEntity->RemoveChild(this); } } void Entity::Initialize() { /** * Setup trigger */ const auto triggerInfo = GetVarAsString(u"trigger_id"); if (!triggerInfo.empty()) AddComponent(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* 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()->LoadBehaviors(); AddComponent(); auto* destroyableComponent = AddComponent(); 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()->LoadFromXml(m_Character->GetXMLDoc()); } uint32_t petComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET); if (petComponentId > 0) { AddComponent(petComponentId); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL) > 0) { AddComponent(); } uint32_t possessableComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE); if (possessableComponentId > 0) { AddComponent(possessableComponentId); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY) > 0) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS) > 0) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1) >= 0) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL) > 0) { AddComponent(); } const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE); if (propertyEntranceComponentID > 0) { AddComponent(propertyEntranceComponentID); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS) > 0) { auto* controllablePhysics = AddComponent(); if (m_Character) { controllablePhysics->LoadFromXml(m_Character->GetXMLDoc()); const auto mapID = Game::server->GetZoneID(); //If we came from another zone, put us in the starting loc if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603) { // Exception for Moon Base as you tend to spawn on the roof. NiPoint3 pos; NiQuaternion rot; const auto& targetSceneName = m_Character->GetTargetScene(); 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. bool markedAsPhantom = GetVar(u"markedAsPhantom"); const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS); if (!markedAsPhantom && simplePhysicsComponentID > 0) { AddComponent(simplePhysicsComponentID); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS) > 0) { AddComponent(); } if (markedAsPhantom || compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS) > 0) { AddComponent()->SetPhysicsEffectActive(false); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS) > 0) { auto* havokVehiclePhysicsComponent = AddComponent(); havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition); havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1) != -1) { AddComponent(); } else if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1) != -1) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF) > 0) { AddComponent(); } int collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE); if (collectibleComponentID > 0) { AddComponent(GetVarAs(u"collectible_id")); } /** * Multiple components require the destructible component. */ int buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF); int quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD); int componentID = -1; if (collectibleComponentID > 0) componentID = collectibleComponentID; if (quickBuildComponentID > 0) componentID = quickBuildComponentID; if (buffComponentID > 0) componentID = buffComponentID; CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable(); std::vector destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); }); bool isSmashable = GetVarAs(u"is_smashable") != 0; if (buffComponentID > 0 || collectibleComponentID > 0 || isSmashable) { DestroyableComponent* comp = AddComponent(); if (m_Character) { comp->LoadFromXml(m_Character->GetXMLDoc()); } else { if (componentID > 0) { std::vector destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); }); if (destCompData.size() > 0) { 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(destCompData[0].isSmashable); comp->SetLootMatrixID(destCompData[0].LootMatrixIndex); Loot::CacheMatrix(destCompData[0].LootMatrixIndex); // Now get currency information uint32_t npcMinLevel = destCompData[0].level; uint32_t currencyIndex = destCompData[0].CurrencyIndex; CDCurrencyTableTable* currencyTable = CDClientManager::GetTable(); std::vector currencyValues = currencyTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == currencyIndex && entry.npcminlevel == npcMinLevel); }); if (currencyValues.size() > 0) { // Set the coins comp->SetMinCoins(currencyValues[0].minvalue); comp->SetMaxCoins(currencyValues[0].maxvalue); } // extraInfo overrides. Client ORs the database smashable and the luz smashable. comp->SetIsSmashable(comp->GetIsSmashable() | isSmashable); } } else { 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.size() > 0) { comp->AddFaction(destCompData[0].faction); std::stringstream ss(destCompData[0].factionList); std::string token; while (std::getline(ss, token, ',')) { if (std::stoi(token) == destCompData[0].faction) continue; if (token != "") { comp->AddFaction(std::stoi(token)); } } } // override the factions if needed. auto setFaction = GetVarAsString(u"set_faction"); if (!setFaction.empty()) { // TODO also split on space here however we do not have a general util for splitting on multiple characters yet. std::vector factionsToAdd = GeneralUtils::SplitString(setFaction, ';'); for (const auto faction : factionsToAdd) { const auto factionToAdd = GeneralUtils::TryParse(faction); if (factionToAdd) { comp->AddFaction(factionToAdd.value(), true); } } } } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER) > 0 || m_Character) { // Character Component always has a possessor, level, and forced movement components AddComponent(); // load in the xml for the level AddComponent()->LoadFromXml(m_Character->GetXMLDoc()); AddComponent(); auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS; AddComponent(m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc()); AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY) > 0 || m_Character) { AddComponent(); } // if this component exists, then we initialize it. it's value is always 0 if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1) != -1) { AddComponent(); } /** * This is a bit of a mess */ CDScriptComponentTable* scriptCompTable = CDClientManager::GetTable(); 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(scriptName, true, client && scriptName.empty()); } // ZoneControl script if (m_TemplateID == 2365) { CDZoneTableTable* zoneTable = CDClientManager::GetTable(); const auto zoneID = Game::zoneManager->GetZoneID(); const CDZoneTable* zoneData = zoneTable->Query(zoneID.GetMapID()); if (zoneData != nullptr) { int zoneScriptID = zoneData->scriptID; CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID); AddComponent(zoneScriptData.script_name, true); } } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1) != -1 || m_Character) { AddComponent(); } const auto combatAiId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI); if (combatAiId > 0) { AddComponent(combatAiId); } if (int componentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD) > 0) { auto* quickBuildComponent = AddComponent(); CDRebuildComponentTable* rebCompTable = CDClientManager::GetTable(); std::vector rebCompData = rebCompTable->Query([=](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); }); if (rebCompData.size() > 0) { 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); // Known bug with moving platform in FV that casues it to build at the end instead of the start. // This extends the smash time so players can ride up the lift. if (m_TemplateID == 9483) { quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 25); } } 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); } } } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1) != -1) { AddComponent(); } if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR) > 0)) { AddComponent(); } else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1) != -1)) { AddComponent(); } else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ACHIEVEMENT_VENDOR, -1) != -1)) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1) != -1) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1) != -1) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1) != -1) { // you have to determine it like this because all bouncers have a componentID of 0 AddComponent(); } int32_t renderComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER); if ((renderComponentId > 0 && m_TemplateID != 2365) || m_Character) { AddComponent(renderComponentId); } if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER) > 0) || m_Character) { AddComponent(m_TemplateID); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1) != -1) { AddComponent(); } // Scripted activity component int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1); if ((scriptedActivityID != -1)) { AddComponent(scriptedActivityID); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1) != -1 && !GetComponent()) { AddComponent()->LoadBehaviors(); if (!HasComponent(eReplicaComponentType::DESTROYABLE)) { auto* destroyableComponent = AddComponent(); destroyableComponent->SetHealth(1); destroyableComponent->SetMaxHealth(1.0f); destroyableComponent->SetFaction(-1, true); destroyableComponent->SetIsSmashable(true); } } PetComponent* petComponent; if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM) > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent) && !HasComponent(eReplicaComponentType::MODEL)) { AddComponent(); } // Shooting gallery component if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY) > 0) { AddComponent(); } if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1) != -1) { AddComponent(); } const int rocketId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH); if ((rocketId > 0)) { AddComponent(rocketId); } const int32_t railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR); if (railComponentID > 0) { AddComponent(railComponentID); } 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 = MovementAIInfo(); moveInfo.movementType = moveAIComp[0].MovementType; moveInfo.wanderChance = moveAIComp[0].WanderChance; moveInfo.wanderRadius = moveAIComp[0].WanderRadius; moveInfo.wanderSpeed = moveAIComp[0].WanderSpeed; moveInfo.wanderDelayMax = moveAIComp[0].WanderDelayMax; moveInfo.wanderDelayMin = moveAIComp[0].WanderDelayMin; bool useWanderDB = GetVar(u"usewanderdb"); if (!useWanderDB) { const auto wanderOverride = GetVarAs(u"wanderRadius"); if (wanderOverride != 0.0f) { moveInfo.wanderRadius = wanderOverride; } } AddComponent(moveInfo); } } else if (petComponentId > 0 || combatAiId > 0 && GetComponent()->GetTetherSpeed() > 0) { MovementAIInfo moveInfo = MovementAIInfo(); moveInfo.movementType = ""; moveInfo.wanderChance = 0; moveInfo.wanderRadius = 16; moveInfo.wanderSpeed = 2.5f; moveInfo.wanderDelayMax = 5; moveInfo.wanderDelayMin = 2; AddComponent(moveInfo); } std::string pathName = GetVarAsString(u"attached_path"); const Path* 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(pathName); } else if (path->pathType == PathType::Movement) { auto movementAIcomponent = GetComponent(); if (movementAIcomponent && combatAiId == 0) { movementAIcomponent->SetPath(pathName); } else { MovementAIInfo moveInfo = MovementAIInfo(); moveInfo.movementType = ""; moveInfo.wanderChance = 0; moveInfo.wanderRadius = 16; moveInfo.wanderSpeed = 2.5f; moveInfo.wanderDelayMax = 5; moveInfo.wanderDelayMin = 2; AddComponent(moveInfo); } } } else { // else we still need to setup moving platform if it has a moving platform comp but no path int32_t movingPlatformComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1); if (movingPlatformComponentId >= 0) { AddComponent(pathName); } } int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR); if (proximityMonitorID > 0) { CDProximityMonitorComponentTable* proxCompTable = CDClientManager::GetTable(); std::vector proxCompData = proxCompTable->Query([=](CDProximityMonitorComponent entry) { return (entry.id == proximityMonitorID); }); if (proxCompData.size() > 0) { std::vector proximityStr = GeneralUtils::SplitString(proxCompData[0].Proximities, ','); AddComponent(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 (!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 other.m_ObjectID != m_ObjectID; } Component* Entity::GetComponent(eReplicaComponentType componentID) const { const auto& index = m_Components.find(componentID); if (index == m_Components.end()) { return nullptr; } return index->second; } bool Entity::HasComponent(const eReplicaComponentType componentId) const { return m_Components.find(componentId) != m_Components.end(); } void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) { if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* destroyableComponent = GetComponent(); if (!destroyableComponent) return; destroyableComponent->Subscribe(scriptObjId, scriptToAdd); } } void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) { if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* destroyableComponent = GetComponent(); if (!destroyableComponent) return; destroyableComponent->Unsubscribe(scriptObjId); } } void Entity::SetProximityRadius(float proxRadius, std::string name) { auto* proxMon = GetComponent(); if (!proxMon) proxMon = AddComponent(); proxMon->SetProximityRadius(proxRadius, name); } void Entity::SetProximityRadius(dpEntity* entity, std::string name) { ProximityMonitorComponent* proxMon = AddComponent(); proxMon->SetProximityRadius(entity, name); } void Entity::SetGMLevel(eGameMasterLevel value) { m_GMLevel = value; if (m_Character) m_Character->SetGMLevel(value); auto* characterComponent = GetComponent(); if (!characterComponent) return; characterComponent->SetGMLevel(value); GameMessages::SendGMLevelBroadcast(m_ObjectID, value); // Update the chat server of our GM Level { CBITSTREAM; BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::GMLEVEL_UPDATE); bitStream.Write(m_ObjectID); bitStream.Write(m_GMLevel); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } } void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) { if (packetType == eReplicaPacketType::CONSTRUCTION) { outBitStream.Write(m_ObjectID); outBitStream.Write(m_TemplateID); if (IsPlayer()) { std::string name = m_Character != nullptr ? m_Character->GetName() : "Invalid"; outBitStream.Write(uint8_t(name.size())); for (size_t i = 0; i < name.size(); ++i) { outBitStream.Write(name[i]); } } else { const auto& name = GetVar(u"npcName"); outBitStream.Write(uint8_t(name.size())); for (size_t i = 0; i < name.size(); ++i) { outBitStream.Write(name[i]); } } outBitStream.Write(0); //Time since created on server const auto& syncLDF = GetVar>(u"syncLDF"); // Only sync for models. if (m_Settings.size() > 0 && (GetComponent() && !GetComponent())) { outBitStream.Write1(); //ldf data RakNet::BitStream settingStream; int32_t numberOfValidKeys = m_Settings.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. // TODO should make this more efficient so that we dont waste loops evaluating the same condition twice for (LDFBaseData* data : m_Settings) { if (!data || data->GetValueType() == eLDFType::LDF_TYPE_UNKNOWN) { numberOfValidKeys--; } } settingStream.Write(numberOfValidKeys); for (LDFBaseData* data : m_Settings) { if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) { data->WriteToPacket(settingStream); } } outBitStream.Write(settingStream.GetNumberOfBytesUsed() + 1); outBitStream.Write(0); //no compression used outBitStream.Write(settingStream); } else if (!syncLDF.empty()) { std::vector ldfData; for (const auto& data : syncLDF) { ldfData.push_back(GetVarData(data)); } outBitStream.Write1(); //ldf data RakNet::BitStream settingStream; settingStream.Write(ldfData.size()); for (LDFBaseData* data : ldfData) { if (data) { data->WriteToPacket(settingStream); } } outBitStream.Write(settingStream.GetNumberOfBytesUsed() + 1); outBitStream.Write(0); //no compression used outBitStream.Write(settingStream); } else { outBitStream.Write0(); //No ldf data } TriggerComponent* triggerComponent; if (TryGetComponent(eReplicaComponentType::TRIGGER, triggerComponent)) { // has trigger component, check to see if we have events to handle auto* trigger = triggerComponent->GetTrigger(); outBitStream.Write(trigger && trigger->events.size() > 0); } else { // no trigger componenet, so definitely no triggers outBitStream.Write0(); } if (m_ParentEntity != nullptr || m_SpawnerID != 0) { outBitStream.Write1(); 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))); } else outBitStream.Write0(); outBitStream.Write(m_HasSpawnerNodeID); if (m_HasSpawnerNodeID) outBitStream.Write(m_SpawnerNodeID); //outBitStream.Write0(); //Spawner node id if (m_Scale == 1.0f || m_Scale == 0.0f) outBitStream.Write0(); else { outBitStream.Write1(); outBitStream.Write(m_Scale); } outBitStream.Write0(); //ObjectWorldState if (m_GMLevel != eGameMasterLevel::CIVILIAN) { outBitStream.Write1(); outBitStream.Write(m_GMLevel); } else outBitStream.Write0(); //No GM Level } // Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity. outBitStream.Write(m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION); if (m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION) { m_IsParentChildDirty = false; outBitStream.Write(m_ParentEntity != nullptr); if (m_ParentEntity) { outBitStream.Write(m_ParentEntity->GetObjectID()); outBitStream.Write0(); } outBitStream.Write(m_ChildEntities.size() > 0); if (m_ChildEntities.size() > 0) { outBitStream.Write(m_ChildEntities.size()); for (Entity* child : m_ChildEntities) { outBitStream.Write(child->GetObjectID()); } } } } void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) { /** * This has to be done in a specific order. */ bool destroyableSerialized = false; bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION; PossessableComponent* possessableComponent; if (TryGetComponent(eReplicaComponentType::POSSESSABLE, possessableComponent)) { possessableComponent->Serialize(outBitStream, bIsInitialUpdate); } ModuleAssemblyComponent* moduleAssemblyComponent; if (TryGetComponent(eReplicaComponentType::MODULE_ASSEMBLY, moduleAssemblyComponent)) { moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate); } ControllablePhysicsComponent* controllablePhysicsComponent; if (TryGetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS, controllablePhysicsComponent)) { controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } SimplePhysicsComponent* simplePhysicsComponent; if (TryGetComponent(eReplicaComponentType::SIMPLE_PHYSICS, simplePhysicsComponent)) { simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics; if (TryGetComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, rigidbodyPhantomPhysics)) { rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate); } HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent; if (TryGetComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS, havokVehiclePhysicsComponent)) { havokVehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } PhantomPhysicsComponent* phantomPhysicsComponent; if (TryGetComponent(eReplicaComponentType::PHANTOM_PHYSICS, phantomPhysicsComponent)) { phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate); } SoundTriggerComponent* soundTriggerComponent; if (TryGetComponent(eReplicaComponentType::SOUND_TRIGGER, soundTriggerComponent)) { soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate); } RacingSoundTriggerComponent* racingSoundTriggerComponent; if (TryGetComponent(eReplicaComponentType::RACING_SOUND_TRIGGER, racingSoundTriggerComponent)) { racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate); } BuffComponent* buffComponent; if (TryGetComponent(eReplicaComponentType::BUFF, buffComponent)) { buffComponent->Serialize(outBitStream, bIsInitialUpdate); DestroyableComponent* destroyableComponent; if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; } CollectibleComponent* collectibleComponent; if (TryGetComponent(eReplicaComponentType::COLLECTIBLE, collectibleComponent)) { DestroyableComponent* destroyableComponent; if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; collectibleComponent->Serialize(outBitStream, bIsInitialUpdate); } PetComponent* petComponent; if (TryGetComponent(eReplicaComponentType::PET, petComponent)) { petComponent->Serialize(outBitStream, bIsInitialUpdate); } CharacterComponent* characterComponent; if (TryGetComponent(eReplicaComponentType::CHARACTER, characterComponent)) { PossessorComponent* possessorComponent; if (TryGetComponent(eReplicaComponentType::POSSESSOR, possessorComponent)) { possessorComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } LevelProgressionComponent* levelProgressionComponent; if (TryGetComponent(eReplicaComponentType::LEVEL_PROGRESSION, levelProgressionComponent)) { levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } PlayerForcedMovementComponent* playerForcedMovementComponent; if (TryGetComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) { playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate); } else { // Should never happen, but just to be safe outBitStream.Write0(); } characterComponent->Serialize(outBitStream, bIsInitialUpdate); } ItemComponent* itemComponent; if (TryGetComponent(eReplicaComponentType::ITEM, itemComponent)) { itemComponent->Serialize(outBitStream, bIsInitialUpdate); } InventoryComponent* inventoryComponent; if (TryGetComponent(eReplicaComponentType::INVENTORY, inventoryComponent)) { inventoryComponent->Serialize(outBitStream, bIsInitialUpdate); } ScriptComponent* scriptComponent; if (TryGetComponent(eReplicaComponentType::SCRIPT, scriptComponent)) { scriptComponent->Serialize(outBitStream, bIsInitialUpdate); } SkillComponent* skillComponent; if (TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) { skillComponent->Serialize(outBitStream, bIsInitialUpdate); } BaseCombatAIComponent* baseCombatAiComponent; if (TryGetComponent(eReplicaComponentType::BASE_COMBAT_AI, baseCombatAiComponent)) { baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate); } QuickBuildComponent* quickBuildComponent; if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, quickBuildComponent)) { DestroyableComponent* destroyableComponent; if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); } destroyableSerialized = true; quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate); } MovingPlatformComponent* movingPlatformComponent; if (TryGetComponent(eReplicaComponentType::MOVING_PLATFORM, movingPlatformComponent)) { movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate); } SwitchComponent* switchComponent; if (TryGetComponent(eReplicaComponentType::SWITCH, switchComponent)) { switchComponent->Serialize(outBitStream, bIsInitialUpdate); } VendorComponent* vendorComponent; if (TryGetComponent(eReplicaComponentType::VENDOR, vendorComponent)) { vendorComponent->Serialize(outBitStream, bIsInitialUpdate); } DonationVendorComponent* donationVendorComponent; if (TryGetComponent(eReplicaComponentType::DONATION_VENDOR, donationVendorComponent)) { donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate); } AchievementVendorComponent* achievementVendorComponent; if (TryGetComponent(eReplicaComponentType::ACHIEVEMENT_VENDOR, achievementVendorComponent)) { achievementVendorComponent->Serialize(outBitStream, bIsInitialUpdate); } BouncerComponent* bouncerComponent; if (TryGetComponent(eReplicaComponentType::BOUNCER, bouncerComponent)) { bouncerComponent->Serialize(outBitStream, bIsInitialUpdate); } ScriptedActivityComponent* scriptedActivityComponent; if (TryGetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY, scriptedActivityComponent)) { scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate); } ShootingGalleryComponent* shootingGalleryComponent; if (TryGetComponent(eReplicaComponentType::SHOOTING_GALLERY, shootingGalleryComponent)) { shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate); } RacingControlComponent* racingControlComponent; if (TryGetComponent(eReplicaComponentType::RACING_CONTROL, racingControlComponent)) { racingControlComponent->Serialize(outBitStream, bIsInitialUpdate); } LUPExhibitComponent* lupExhibitComponent; if (TryGetComponent(eReplicaComponentType::LUP_EXHIBIT, lupExhibitComponent)) { lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate); } ModelComponent* modelComponent; if (TryGetComponent(eReplicaComponentType::MODEL, modelComponent)) { modelComponent->Serialize(outBitStream, bIsInitialUpdate); } RenderComponent* renderComponent; if (TryGetComponent(eReplicaComponentType::RENDER, renderComponent)) { renderComponent->Serialize(outBitStream, bIsInitialUpdate); } if (modelComponent || !destroyableSerialized) { DestroyableComponent* destroyableComponent; if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) { destroyableComponent->Serialize(outBitStream, bIsInitialUpdate); destroyableSerialized = true; } } MiniGameControlComponent* miniGameControlComponent; if (TryGetComponent(eReplicaComponentType::MINI_GAME_CONTROL, miniGameControlComponent)) { miniGameControlComponent->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& pair : m_Components) { if (pair.second == nullptr) continue; pair.second->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); 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.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end()); m_PendingTimers.clear(); } if (!m_PendingCallbackTimers.empty()) { m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end()); m_PendingCallbackTimers.clear(); } if (IsSleeping()) { Sleep(); return; } else { Wake(); } GetScript()->OnUpdate(this); for (const auto& pair : m_Components) { if (pair.second == nullptr) continue; pair.second->Update(deltaTime); } if (m_ShouldDestroyAfterUpdate) { Game::entityManager->DestroyEntity(this->GetObjectID()); } } void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) { Entity* other = Game::entityManager->GetEntity(otherEntity); if (!other) return; GetScript()->OnProximityUpdate(this, other, proxName, status); RocketLaunchpadControlComponent* 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* switchComp = GetComponent(); if (switchComp) { switchComp->EntityEnter(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::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity); if (index != m_TargetsInPhantom.end()) return; m_TargetsInPhantom.push_back(otherEntity); } } } void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) { auto* other = Game::entityManager->GetEntity(otherEntity); if (!other) return; GetScript()->OnOffCollisionPhantom(this, other); TriggerEvent(eTriggerEventType::EXIT, other); SwitchComponent* switchComp = GetComponent(); if (switchComp) { switchComp->EntityLeave(other); } const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), 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::SendNotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name), 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& pair : m_Components) { if (pair.second == nullptr) continue; pair.second->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::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) { GetScript()->OnRequestActivityExit(sender, player, canceled); } CppScripts::Script* const Entity::GetScript() { 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(); //OMAI WA MOU, SHINDERIU 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 = GetVar(u"grpNameQBShowBricks"); if (!grpNameQBShowBricks.empty()) { auto spawners = Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks); Spawner* spawner = nullptr; if (!spawners.empty()) { spawner = spawners[0]; } else { spawners = Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks); if (!spawners.empty()) { spawner = spawners[0]; } } if (spawner != nullptr) { spawner->Spawn(); } } // Track a player being smashed auto* characterComponent = GetComponent(); if (characterComponent != nullptr) { characterComponent->UpdatePlayerStatistic(TimesSmashed); } // Track a player smashing something else if (murderer != nullptr) { auto* murdererCharacterComponent = murderer->GetComponent(); if (murdererCharacterComponent != nullptr) { murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed); } } } 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(); if (dest && dest->GetArmor() == 0 && dest->GetHealth() == 0) return true; return false; } void Entity::AddLootItem(const Loot::Info& info) { if (!IsPlayer()) return; auto* characterComponent = GetComponent(); if (!characterComponent) return; auto& droppedLoot = characterComponent->GetDroppedLoot(); droppedLoot.insert(std::make_pair(info.id, info)); } void Entity::PickupItem(const LWOOBJID& objectID) { if (!IsPlayer()) return; InventoryComponent* inv = GetComponent(); auto* characterComponent = GetComponent(); if (!inv || !characterComponent) return; CDObjectsTable* objectsTable = CDClientManager::GetTable(); auto& droppedLoot = characterComponent->GetDroppedLoot(); for (const auto& p : droppedLoot) { if (p.first == objectID) { auto* characterComponent = GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackLOTCollection(p.second.lot); } const CDObjects& object = objectsTable->GetByID(p.second.lot); if (object.id != 0 && object.type == "Powerup") { CDObjectSkillsTable* skillsTable = CDClientManager::GetTable(); std::vector skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == p.second.lot); }); for (CDObjectSkills skill : skills) { auto* skillComponent = GetComponent(); if (skillComponent) skillComponent->CastSkill(skill.skillID, GetObjectID(), GetObjectID(), skill.castOnType, NiQuaternion(0, 0, 0, 0)); auto* missionComponent = GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID); } } } else { inv->AddItem(p.second.lot, p.second.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1); } } } droppedLoot.erase(objectID); } bool Entity::CanPickupCoins(uint64_t count) { if (!IsPlayer()) return false; auto* characterComponent = GetComponent(); if (!characterComponent) return false; auto droppedCoins = characterComponent->GetDroppedCoins(); if (count > droppedCoins) { return false; } else { characterComponent->SetDroppedCoins(droppedCoins - count); return true; } } void Entity::RegisterCoinDrop(uint64_t count) { if (!IsPlayer()) return; auto* characterComponent = GetComponent(); if (!characterComponent) return; auto droppedCoins = characterComponent->GetDroppedCoins(); droppedCoins += count; characterComponent->SetDroppedCoins(droppedCoins); } 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()) { if (!m_ChildEntities[entityPosition] || (m_ChildEntities[entityPosition])->GetObjectID() == child->GetObjectID()) { m_IsParentChildDirty = true; m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition); } else { entityPosition++; } } } void Entity::RemoveParent() { this->m_ParentEntity = nullptr; } void Entity::AddTimer(std::string name, float time) { m_PendingTimers.emplace_back(name, time); } void Entity::AddCallbackTimer(float time, 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) { //if (m_Info.spawner) m_Info.spawner->ScheduleKill(this); 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++) { auto& timer = m_Timers[i]; if (timer == 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) { auto* 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() { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent != nullptr) { baseCombatAIComponent->Sleep(); } } void Entity::Wake() { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent != nullptr) { baseCombatAIComponent->Wake(); } } bool Entity::IsSleeping() const { return m_IsGhostingCandidate && m_Observers == 0; } const NiPoint3& Entity::GetPosition() const { auto* controllable = GetComponent(); if (controllable != nullptr) { return controllable->GetPosition(); } auto* phantom = GetComponent(); if (phantom != nullptr) { return phantom->GetPosition(); } auto* simple = GetComponent(); if (simple != nullptr) { return simple->GetPosition(); } auto* vehicel = GetComponent(); if (vehicel != nullptr) { return vehicel->GetPosition(); } auto* rigidBodyPhantomPhysicsComponent = GetComponent(); if (rigidBodyPhantomPhysicsComponent != nullptr) { return rigidBodyPhantomPhysicsComponent->GetPosition(); } return NiPoint3Constant::ZERO; } 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 NiQuaternionConstant::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); } 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 { for (auto* data : m_Settings) { if (data->GetKey() == name) { return true; } } return false; } 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::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [](const LWOOBJID id) { return !Game::entityManager->GetEntity(id); }), m_TargetsInPhantom.end()); std::vector enemies; for (const auto id : m_TargetsInPhantom) { auto* 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::SendSetNetworkScriptVar(this, sysAddr, data); } LDFBaseData* Entity::GetVarData(const std::u16string& name) const { for (auto* data : m_Settings) { if (data == nullptr) { continue; } if (data->GetKey() != name) { continue; } return data; } return nullptr; } std::string Entity::GetVarAsString(const std::u16string& name) const { auto* data = GetVarData(name); if (data == nullptr) { return ""; } return data->GetValueAsString(); } void Entity::Resurrect() { if (IsPlayer()) { GameMessages::SendResurrect(this); } } void Entity::AddToGroup(const std::string& group) { if (std::find(m_Groups.begin(), m_Groups.end(), group) == m_Groups.end()) { m_Groups.push_back(group); } } void Entity::RetroactiveVaultSize() { auto 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() : NiQuaternionConstant::IDENTITY; } void Entity::SetRespawnPos(const NiPoint3& position) { auto* characterComponent = GetComponent(); if (characterComponent) characterComponent->SetRespawnPos(position); } void Entity::SetRespawnRot(const NiQuaternion& rotation) { auto* characterComponent = GetComponent(); if (characterComponent) characterComponent->SetRespawnRot(rotation); }