#include "NsConcertInstrument.h" #include "GameMessages.h" #include "Item.h" #include "DestroyableComponent.h" #include "EntityManager.h" #include "RebuildComponent.h" #include "SoundTriggerComponent.h" // Constants are at the bottom void NsConcertInstrument::OnStartup(Entity *self) { self->SetVar(u"beingPlayed", false); self->SetVar(u"activePlayer", LWOOBJID_EMPTY); self->SetVar(u"oldItemLeft", LWOOBJID_EMPTY); self->SetVar(u"oldItemRight", LWOOBJID_EMPTY); } void NsConcertInstrument::OnRebuildNotifyState(Entity *self, eRebuildState state) { if (state == REBUILD_RESETTING || state == REBUILD_OPEN) { self->SetVar(u"activePlayer", LWOOBJID_EMPTY); } } void NsConcertInstrument::OnRebuildComplete(Entity *self, Entity *target) { if (!target->GetIsDead()) { self->SetVar(u"activePlayer", target->GetObjectID()); self->AddCallbackTimer(0.2f, [self, target]() { RepositionPlayer(self, target); if (hideInstrumentOnPlay.at(GetInstrumentLot(self))) self->SetNetworkVar(u"Hide", true); }); self->AddCallbackTimer(0.1f, [self, target]() { StartPlayingInstrument(self, target); }); } } void NsConcertInstrument::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2, int32_t param3) { if (args == "stopPlaying") { const auto activePlayerID = self->GetVar(u"activePlayer"); if (activePlayerID == LWOOBJID_EMPTY) return; const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID); if (activePlayer == nullptr) return; StopPlayingInstrument(self, activePlayer); } } void NsConcertInstrument::OnTimerDone(Entity *self, std::string name) { const auto activePlayerID = self->GetVar(u"activePlayer"); if (activePlayerID == LWOOBJID_EMPTY) return; // If for some reason the player becomes null (for example an unexpected leave), we need to clean up const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID); if (activePlayer == nullptr && name != "cleanupAfterStop") { StopPlayingInstrument(self, nullptr); return; } if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar(u"beingPlayed")) { GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0, activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS); auto* stats = activePlayer->GetComponent(); if (stats) { if (stats->GetImagination() > 0) { self->AddTimer("checkPlayer", updateFrequency); } else { StopPlayingInstrument(self, activePlayer); } } } else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar(u"beingPlayed")) { auto* stats = activePlayer->GetComponent(); if (stats) stats->SetImagination(stats->GetImagination() - instrumentImaginationCost); self->AddTimer("deductImagination", instrumentCostFrequency); } else if (name == "cleanupAfterStop") { if (activePlayer != nullptr) { UnEquipInstruments(self, activePlayer); GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopPlaying", 0, 0, activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS); } auto* rebuildComponent = self->GetComponent(); if (rebuildComponent != nullptr) rebuildComponent->ResetRebuild(false); self->Smash(self->GetObjectID(), VIOLENT); self->SetVar(u"activePlayer", LWOOBJID_EMPTY); } else if (activePlayer != nullptr && name == "achievement") { auto* missionComponent = activePlayer->GetComponent(); if (missionComponent != nullptr) { missionComponent->ForceProgress(302, 462, self->GetLOT()); } self->AddTimer("achievement2", 10.0f); } else if (activePlayer != nullptr && name == "achievement2") { auto* missionComponent = activePlayer->GetComponent(); if (missionComponent != nullptr) { missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT()); } } } void NsConcertInstrument::StartPlayingInstrument(Entity *self, Entity* player) { const auto instrumentLot = GetInstrumentLot(self); self->SetVar(u"beingPlayed", true); // Stuff to notify the player EquipInstruments(self, player); GameMessages::SendNotifyClientObject(self->GetObjectID(), u"startPlaying", 0, 0, player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendPlayCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS); self->AddCallbackTimer(1.0f, [player, instrumentLot]() { GameMessages::SendPlayAnimation(player, animations.at(instrumentLot), 2.0f); }); for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) { auto* soundTrigger = soundBox->GetComponent(); if (soundTrigger != nullptr) { soundTrigger->ActivateMusicCue(music.at(instrumentLot)); } } // Add timers for deducting imagination and checking if the instruments can still be played self->AddTimer("checkPlayer", updateFrequency); self->AddTimer("deductImagination", instrumentCostFrequency); self->AddTimer("achievement", 20.0f); } void NsConcertInstrument::StopPlayingInstrument(Entity *self, Entity* player) { // No use in stopping twice if (!self->GetVar(u"beingPlayed")) return; const auto instrumentLot = GetInstrumentLot(self); // Player might be null if they left if (player != nullptr) { auto* missions = player->GetComponent(); if (missions != nullptr && missions->GetMissionState(176) == MissionState::MISSION_STATE_ACTIVE) { missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT()); } GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f); GameMessages::SendPlayAnimation(player, smashAnimations.at(instrumentLot), 2.0f); GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopCheckingMovement", 0, 0, player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS); } self->SetVar(u"beingPlayed", false); for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) { auto* soundTrigger = soundBox->GetComponent(); if (soundTrigger != nullptr) { soundTrigger->DeactivateMusicCue(music.at(instrumentLot)); } } self->CancelAllTimers(); self->AddTimer("cleanupAfterStop", instrumentSmashAnimationTime.at(instrumentLot)); } void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) { auto* inventory = player->GetComponent(); if (inventory != nullptr) { auto equippedItems = inventory->GetEquippedItems(); // Un equip the current left item const auto equippedLeftItem = equippedItems.find("special_l"); if (equippedLeftItem != equippedItems.end()) { auto* leftItem = inventory->FindItemById(equippedLeftItem->second.id); if (leftItem != nullptr) { leftItem->UnEquip(); self->SetVar(u"oldItemLeft", leftItem->GetId()); } } // Un equip the current right item const auto equippedRightItem = equippedItems.find("special_r"); if (equippedRightItem != equippedItems.end()) { auto* rightItem = inventory->FindItemById(equippedRightItem->second.id); if (rightItem != nullptr) { rightItem->UnEquip(); self->SetVar(u"oldItemRight", rightItem->GetId()); } } // Equip the left hand instrument const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second; if (leftInstrumentLot != LOT_NULL) { inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false); auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS); leftInstrument->Equip(); } // Equip the right hand instrument const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second; if (rightInstrumentLot != LOT_NULL) { inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false); auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS); rightInstrument->Equip(); } } } void NsConcertInstrument::UnEquipInstruments(Entity *self, Entity *player) { auto* inventory = player->GetComponent(); if (inventory != nullptr) { auto equippedItems = inventory->GetEquippedItems(); // Un equip the current left instrument const auto equippedInstrumentLeft = equippedItems.find("special_l"); if (equippedInstrumentLeft != equippedItems.end()) { auto* leftItem = inventory->FindItemById(equippedInstrumentLeft->second.id); if (leftItem != nullptr) { leftItem->UnEquip(); inventory->RemoveItem(leftItem->GetLot(), 1, TEMP_ITEMS); } } // Un equip the current right instrument const auto equippedInstrumentRight = equippedItems.find("special_r"); if (equippedInstrumentRight != equippedItems.end()) { auto* rightItem = inventory->FindItemById(equippedInstrumentRight->second.id); if (rightItem != nullptr) { rightItem->UnEquip(); inventory->RemoveItem(rightItem->GetLot(), 1, TEMP_ITEMS); } } // Equip the old left hand item const auto leftItemID = self->GetVar(u"oldItemLeft"); if (leftItemID != LWOOBJID_EMPTY) { auto* item = inventory->FindItemById(leftItemID); if (item != nullptr) item->Equip(); self->SetVar(u"oldItemLeft", LWOOBJID_EMPTY); } // Equip the old right hand item const auto rightItemID = self->GetVar(u"oldItemRight"); if (rightItemID != LWOOBJID_EMPTY) { auto* item = inventory->FindItemById(rightItemID); if (item != nullptr) item->Equip(); self->SetVar(u"oldItemRight", LWOOBJID_EMPTY); } } } void NsConcertInstrument::RepositionPlayer(Entity *self, Entity *player) { auto position = self->GetPosition(); auto rotation = self->GetRotation(); position.SetY(0.0f); switch (GetInstrumentLot(self)) { case Bass: case Guitar: position.SetX(position.GetX() + 5.0f); break; case Keyboard: position.SetX(position.GetX() - 0.45f); position.SetZ(position.GetZ() + 0.75f); rotation = NiQuaternion::CreateFromAxisAngle(position, -0.8f); // Slight rotation to make the animation sensible break; case Drum: position.SetZ(position.GetZ() - 0.5f); break; } GameMessages::SendTeleport(player->GetObjectID(), position, rotation, player->GetSystemAddress()); } InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity *self) { return static_cast(self->GetLOT()); } // Static stuff needed for script execution const std::map NsConcertInstrument::animations { { Guitar, u"guitar"}, { Bass, u"bass"}, { Keyboard, u"keyboard"}, { Drum, u"drums"} }; const std::map NsConcertInstrument::smashAnimations { {Guitar, u"guitar-smash"}, {Bass, u"bass-smash"}, {Keyboard, u"keyboard-smash"}, {Drum, u"keyboard-smash"} }; const std::map NsConcertInstrument::instrumentSmashAnimationTime { {Guitar, 2.167f}, {Bass, 1.167f}, {Keyboard, 1.0f}, {Drum, 1.0f} }; const std::map NsConcertInstrument::music { {Guitar, "Concert_Guitar"}, {Bass, "Concert_Bass"}, {Keyboard, "Concert_Keys"}, {Drum, "Concert_Drums"}, }; const std::map NsConcertInstrument::cinematics { {Guitar, u"Concert_Cam_G"}, {Bass, u"Concert_Cam_B"}, {Keyboard, u"Concert_Cam_K"}, {Drum, u"Concert_Cam_D"}, }; const std::map NsConcertInstrument::instrumentLotLeft { {Guitar, 4991}, {Bass, 4992}, {Keyboard, LOT_NULL}, {Drum, 4995}, }; const std::map NsConcertInstrument::instrumentLotRight { {Guitar, LOT_NULL}, {Bass, LOT_NULL}, {Keyboard, LOT_NULL}, {Drum, 4996}, }; const std::map NsConcertInstrument::hideInstrumentOnPlay { {Guitar, true}, {Bass, true}, {Keyboard, false}, {Drum, false}, }; const std::map NsConcertInstrument::instrumentEquipTime { {Guitar, 1.033}, {Bass, 0.75}, {Keyboard, -1}, {Drum, 0}, }; const std::map NsConcertInstrument::achievementTaskID { {Guitar, 911}, {Bass, 912}, {Keyboard, 913}, {Drum, 914}, }; const uint32_t NsConcertInstrument::instrumentImaginationCost = 2; const float NsConcertInstrument::instrumentCostFrequency = 4.0f; const float NsConcertInstrument::updateFrequency = 1.0f;