#include "ScriptedActivityComponent.h" #include "GameMessages.h" #include "CDClientManager.h" #include "MissionComponent.h" #include "Character.h" #include "dZoneManager.h" #include "ZoneInstanceManager.h" #include "Game.h" #include "dLogger.h" #include #include "EntityManager.h" #include "ChatPackets.h" #include "Player.h" #include "PacketUtils.h" #include "dServer.h" #include "GeneralUtils.h" #include "dZoneManager.h" #include "dConfig.h" #include "InventoryComponent.h" #include "DestroyableComponent.h" ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) { CDActivitiesTable* activitiesTable = CDClientManager::Instance()->GetTable("Activities"); std::vector activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == activityID); }); for (CDActivities activity : activities) { m_ActivityInfo = activity; const auto mapID = m_ActivityInfo.instanceMapID; if ((mapID == 1203 || mapID == 1261 || mapID == 1303 || mapID == 1403) && Game::config->GetValue("solo_racing") == "1") { m_ActivityInfo.minTeamSize = 1; m_ActivityInfo.minTeams = 1; } const auto& transferOverride = parent->GetVar(u"transferZoneID"); if (!transferOverride.empty()) { m_ActivityInfo.instanceMapID = std::stoi(GeneralUtils::UTF16ToWTF8(transferOverride)); // TODO: LU devs made me do it (for some reason cannon cove instancer is marked to go to GF survival) // NOTE: 1301 is GF survival if (m_ActivityInfo.instanceMapID == 1301) { m_ActivityInfo.instanceMapID = 1302; } } } auto* destroyableComponent = m_Parent->GetComponent(); if (destroyableComponent) { // check for LMIs and set the loot LMIs CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance()->GetTable("ActivityRewards"); std::vector activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); }); uint32_t startingLMI = 0; if (activityRewards.size() > 0) { startingLMI = activityRewards[0].LootMatrixIndex; } if (startingLMI > 0) { // now time for bodge :) std::vector objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); }); for (const auto& item : objectTemplateActivities) { if (item.activityRating > 0 && item.activityRating < 5) { m_ActivityLootMatrices.insert({ item.activityRating, item.LootMatrixIndex }); } } } } } ScriptedActivityComponent::~ScriptedActivityComponent() = default; void ScriptedActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) const { outBitStream->Write(true); outBitStream->Write(m_ActivityPlayers.size()); if (!m_ActivityPlayers.empty()) { for (const auto& activityPlayer : m_ActivityPlayers) { outBitStream->Write(activityPlayer->playerID); for (const auto& activityValue : activityPlayer->values) { outBitStream->Write(activityValue); } } } } void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) { if (m_ActivityInfo.ActivityID == 103) { return; } if (id == "LobbyExit") { PlayerLeave(player->GetObjectID()); } else if (id == "PlayButton") { PlayerJoin(player); } } void ScriptedActivityComponent::PlayerJoin(Entity* player) { if (m_ActivityInfo.ActivityID == 103 || PlayerIsInQueue(player) || !IsValidActivity(player)) { return; } // If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot if (HasLobby()) { PlayerJoinLobby(player); } else if (!IsPlayedBy(player)) { auto* instance = NewInstance(); instance->AddParticipant(player); } EntityManager::Instance()->SerializeEntity(m_Parent); } void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) { if (!m_Parent->HasComponent(COMPONENT_TYPE_REBUILD)) GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby LobbyPlayer* newLobbyPlayer = new LobbyPlayer(); newLobbyPlayer->entityID = player->GetObjectID(); Lobby* playerLobby = nullptr; auto* character = player->GetCharacter(); if (character != nullptr) character->SetLastNonInstanceZoneID(dZoneManager::Instance()->GetZone()->GetWorldID()); for (Lobby* lobby : m_Queue) { if (lobby->players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() < m_ActivityInfo.maxTeams) { // If an empty slot in an existing lobby is found lobby->players.push_back(newLobbyPlayer); playerLobby = lobby; // Update the joining player on players already in the lobby, and update players already in the lobby on the joining player std::string matchUpdateJoined = "player=9:" + std::to_string(player->GetObjectID()) + "\nplayerName=0:" + player->GetCharacter()->GetName(); for (LobbyPlayer* joinedPlayer : lobby->players) { auto* entity = joinedPlayer->GetEntity(); if (entity == nullptr) { continue; } std::string matchUpdate = "player=9:" + std::to_string(entity->GetObjectID()) + "\nplayerName=0:" + entity->GetCharacter()->GetName(); GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::MATCH_UPDATE_PLAYER_JOINED); PlayerReady(entity, joinedPlayer->ready); GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::MATCH_UPDATE_PLAYER_JOINED); } } } if (!playerLobby) { // If all lobbies are full playerLobby = new Lobby(); playerLobby->players.push_back(newLobbyPlayer); playerLobby->timer = m_ActivityInfo.waitTime / 1000; m_Queue.push_back(playerLobby); } if (m_ActivityInfo.maxTeamSize != 1 && playerLobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && playerLobby->players.size() >= m_ActivityInfo.minTeams) { // Update the joining player on the match timer std::string matchTimerUpdate = "time=3:" + std::to_string(playerLobby->timer); GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME); } } void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) { // Removes the player from a lobby and notifies the others, not applicable for non-lobby instances for (Lobby* lobby : m_Queue) { for (int i = 0; i < lobby->players.size(); ++i) { if (lobby->players[i]->entityID == playerID) { std::string matchUpdateLeft = "player=9:" + std::to_string(playerID); for (LobbyPlayer* lobbyPlayer : lobby->players) { auto* entity = lobbyPlayer->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft, eMatchUpdate::MATCH_UPDATE_PLAYER_LEFT); } delete lobby->players[i]; lobby->players[i] = nullptr; lobby->players.erase(lobby->players.begin() + i); return; } } } } void ScriptedActivityComponent::Update(float deltaTime) { // Ticks all the lobbies, not applicable for non-instance activities for (Lobby* lobby : m_Queue) { for (LobbyPlayer* player : lobby->players) { auto* entity = player->GetEntity(); if (entity == nullptr) { PlayerLeave(player->entityID); return; } } // Update the match time for all players if (m_ActivityInfo.maxTeamSize != 1 && lobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() >= m_ActivityInfo.minTeams) { if (lobby->timer == m_ActivityInfo.waitTime / 1000) { for (LobbyPlayer* joinedPlayer : lobby->players) { auto* entity = joinedPlayer->GetEntity(); if (entity == nullptr) continue; std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer); GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME); } } lobby->timer -= deltaTime; } bool lobbyReady = true; for (LobbyPlayer* player : lobby->players) { if (player->ready) continue; lobbyReady = false; } // If everyone's ready, jump the timer if (lobbyReady && lobby->timer > m_ActivityInfo.startDelay / 1000) { lobby->timer = m_ActivityInfo.startDelay / 1000; // Update players in lobby on switch to start delay std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer); for (LobbyPlayer* player : lobby->players) { auto* entity = player->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME_START_DELAY); } } // The timer has elapsed, start the instance if (lobby->timer <= 0.0f) { Game::logger->Log("ScriptedActivityComponent", "Setting up instance."); ActivityInstance* instance = NewInstance(); LoadPlayersIntoInstance(instance, lobby->players); RemoveLobby(lobby); instance->StartZone(); } } } void ScriptedActivityComponent::RemoveLobby(Lobby* lobby) { for (int i = 0; i < m_Queue.size(); ++i) { if (m_Queue[i] == lobby) { m_Queue.erase(m_Queue.begin() + i); return; } } } bool ScriptedActivityComponent::HasLobby() const { // If the player is not in the world he has to be, create a lobby for the transfer return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID(); } bool ScriptedActivityComponent::IsValidActivity(Entity* player) { // Makes it so that scripted activities with an unimplemented map cannot be joined /*if (player->GetGMLevel() < GAME_MASTER_LEVEL_DEVELOPER && (m_ActivityInfo.instanceMapID == 1302 || m_ActivityInfo.instanceMapID == 1301)) { if (m_Parent->GetLOT() == 4860) { auto* missionComponent = player->GetComponent(); missionComponent->CompleteMission(229); } ChatPackets::SendSystemMessage(player->GetSystemAddress(), u"Sorry, this activity is not ready."); static_cast(player)->SendToZone(dZoneManager::Instance()->GetZone()->GetWorldID()); // Gets them out of this stuck state return false; }*/ return true; } bool ScriptedActivityComponent::PlayerIsInQueue(Entity* player) { for (Lobby* lobby : m_Queue) { for (LobbyPlayer* lobbyPlayer : lobby->players) { if (player->GetObjectID() == lobbyPlayer->entityID) return true; } } return false; } bool ScriptedActivityComponent::IsPlayedBy(Entity* player) const { for (const auto* instance : this->m_Instances) { for (const auto* instancePlayer : instance->GetParticipants()) { if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID()) return true; } } return false; } bool ScriptedActivityComponent::IsPlayedBy(LWOOBJID playerID) const { for (const auto* instance : this->m_Instances) { for (const auto* instancePlayer : instance->GetParticipants()) { if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID) return true; } } return false; } bool ScriptedActivityComponent::TakeCost(Entity* player) const { if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0) return true; auto* inventoryComponent = player->GetComponent(); if (inventoryComponent == nullptr) return false; if (inventoryComponent->GetLotCount(m_ActivityInfo.optionalCostLOT) < m_ActivityInfo.optionalCostCount) return false; inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount); return true; } void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) { for (Lobby* lobby : m_Queue) { for (LobbyPlayer* lobbyPlayer : lobby->players) { if (lobbyPlayer->entityID == player->GetObjectID()) { lobbyPlayer->ready = bReady; // Update players in lobby on player being ready std::string matchReadyUpdate = "player=9:" + std::to_string(player->GetObjectID()); eMatchUpdate readyStatus = eMatchUpdate::MATCH_UPDATE_PLAYER_READY; if (!bReady) readyStatus = eMatchUpdate::MATCH_UPDATE_PLAYER_UNREADY; for (LobbyPlayer* otherPlayer : lobby->players) { auto* entity = otherPlayer->GetEntity(); if (entity == nullptr) continue; GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchReadyUpdate, readyStatus); } } } } } ActivityInstance* ScriptedActivityComponent::NewInstance() { auto* instance = new ActivityInstance(m_Parent, m_ActivityInfo); m_Instances.push_back(instance); return instance; } void ScriptedActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector& lobby) const { for (LobbyPlayer* player : lobby) { auto* entity = player->GetEntity(); if (entity == nullptr || !TakeCost(entity)) { continue; } instance->AddParticipant(entity); } } const std::vector& ScriptedActivityComponent::GetInstances() const { return m_Instances; } ActivityInstance* ScriptedActivityComponent::GetInstance(const LWOOBJID playerID) { for (const auto* instance : GetInstances()) { for (const auto* participant : instance->GetParticipants()) { if (participant->GetObjectID() == playerID) return const_cast(instance); } } return nullptr; } void ScriptedActivityComponent::ClearInstances() { for (ActivityInstance* instance : m_Instances) { delete instance; } m_Instances.clear(); } ActivityPlayer* ScriptedActivityComponent::GetActivityPlayerData(LWOOBJID playerID) { for (auto* activityData : m_ActivityPlayers) { if (activityData->playerID == playerID) { return activityData; } } return nullptr; } void ScriptedActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) { for (size_t i = 0; i < m_ActivityPlayers.size(); i++) { if (m_ActivityPlayers[i]->playerID == playerID) { delete m_ActivityPlayers[i]; m_ActivityPlayers[i] = nullptr; m_ActivityPlayers.erase(m_ActivityPlayers.begin() + i); EntityManager::Instance()->SerializeEntity(m_Parent); return; } } } ActivityPlayer* ScriptedActivityComponent::AddActivityPlayerData(LWOOBJID playerID) { auto* data = GetActivityPlayerData(playerID); if (data != nullptr) return data; m_ActivityPlayers.push_back(new ActivityPlayer{ playerID, {} }); EntityManager::Instance()->SerializeEntity(m_Parent); return GetActivityPlayerData(playerID); } float_t ScriptedActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) { auto value = -1.0f; auto* data = GetActivityPlayerData(playerID); if (data != nullptr) { value = data->values[std::min(index, (uint32_t)9)]; } return value; } void ScriptedActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) { auto* data = AddActivityPlayerData(playerID); if (data != nullptr) { data->values[std::min(index, (uint32_t)9)] = value; } EntityManager::Instance()->SerializeEntity(m_Parent); } void ScriptedActivityComponent::PlayerRemove(LWOOBJID playerID) { for (auto* instance : GetInstances()) { auto participants = instance->GetParticipants(); for (const auto* participant : participants) { if (participant != nullptr && participant->GetObjectID() == playerID) { instance->RemoveParticipant(participant); RemoveActivityPlayerData(playerID); // If the instance is empty after the delete of the participant, delete the instance too if (instance->GetParticipants().empty()) { m_Instances.erase(std::find(m_Instances.begin(), m_Instances.end(), instance)); delete instance; } return; } } } } void ActivityInstance::StartZone() { if (m_Participants.empty()) return; const auto& participants = GetParticipants(); if (participants.empty()) return; auto* leader = participants[0]; LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID()); // only make a team if we have more than one participant if (participants.size() > 1) { CBITSTREAM; PacketUtils::WriteHeader(bitStream, CHAT_INTERNAL, MSG_CHAT_INTERNAL_CREATE_TEAM); bitStream.Write(leader->GetObjectID()); bitStream.Write(m_Participants.size()); for (const auto& participant : m_Participants) { bitStream.Write(participant); } bitStream.Write(zoneId); Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false); } const auto cloneId = GeneralUtils::GenerateRandomNumber(1, UINT32_MAX); for (Entity* player : participants) { const auto objid = player->GetObjectID(); ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) { auto* player = EntityManager::Instance()->GetEntity(objid); if (player == nullptr) return; Game::logger->Log("UserManager", "Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort); if (player->GetCharacter()) { player->GetCharacter()->SetZoneID(zoneID); player->GetCharacter()->SetZoneInstance(zoneInstance); player->GetCharacter()->SetZoneClone(zoneClone); } WorldPackets::SendTransferToWorld(player->GetSystemAddress(), serverIP, serverPort, mythranShift); return; }); } m_NextZoneCloneID++; } void ActivityInstance::RewardParticipant(Entity* participant) { auto* missionComponent = participant->GetComponent(); if (missionComponent) { missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityInfo.ActivityID); } // First, get the activity data auto* activityRewardsTable = CDClientManager::Instance()->GetTable("ActivityRewards"); std::vector activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); }); if (!activityRewards.empty()) { uint32_t minCoins = 0; uint32_t maxCoins = 0; auto* currencyTableTable = CDClientManager::Instance()->GetTable("CurrencyTable"); std::vector currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); }); if (!currencyTable.empty()) { minCoins = currencyTable[0].minvalue; maxCoins = currencyTable[0].maxvalue; } LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins); } } std::vector ActivityInstance::GetParticipants() const { std::vector entities; entities.reserve(m_Participants.size()); for (const auto& id : m_Participants) { auto* entity = EntityManager::Instance()->GetEntity(id); if (entity != nullptr) entities.push_back(entity); } return entities; } void ActivityInstance::AddParticipant(Entity* participant) { const auto id = participant->GetObjectID(); if (std::count(m_Participants.begin(), m_Participants.end(), id)) return; m_Participants.push_back(id); } void ActivityInstance::RemoveParticipant(const Entity* participant) { const auto loadedParticipant = std::find(m_Participants.begin(), m_Participants.end(), participant->GetObjectID()); if (loadedParticipant != m_Participants.end()) { m_Participants.erase(loadedParticipant); } } uint32_t ActivityInstance::GetScore() const { return score; } void ActivityInstance::SetScore(uint32_t score) { this->score = score; } Entity* LobbyPlayer::GetEntity() const { return EntityManager::Instance()->GetEntity(entityID); }