#include "dCommonVars.h" #include "Entity.h" #include "CDClientManager.h" #include "Game.h" #include "dLogger.h" #include "dServer.h" #include "GameMessages.h" #include "EntityManager.h" #include "dZoneManager.h" #include "Zone.h" #include "Spawner.h" #include "Player.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" //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 "RocketLaunchpadControlComponent.h" #include "PropertyComponent.h" #include "CollectibleComponent.h" #include "BaseCombatAIComponent.h" #include "PropertyManagementComponent.h" #include "PropertyVendorComponent.h" #include "ProximityMonitorComponent.h" #include "PropertyEntranceComponent.h" #include "ModelBehaviorComponent.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 "TriggerComponent.h" #include "eGameMasterLevel.h" #include "eReplicaComponentType.h" #include "eReplicaPacketType.h" #include "RacingStatsComponent.h" #include "MinigameControlComponent.h" #include "ItemComponent.h" #include "DonationVendorComponent.h" #include "GateRushControlComponent.h" #include "RacingSoundTriggerComponent.h" #include "AchievementVendorComponent.h" #include "MutableModelBehaviorComponent.h" // Table includes #include "CDComponentsRegistryTable.h" #include "CDObjectSkillsTable.h" #include "CDObjectsTable.h" #include "CDSkillBehaviorTable.h" const std::vector Entity::m_ComponentWhitelists = { { // Unknown use case eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::RENDER }, { // Used for BBB eReplicaComponentType::RENDER, eReplicaComponentType::DESTROYABLE, eReplicaComponentType::ITEM, eReplicaComponentType::BLUEPRINT, eReplicaComponentType::MODEL_BEHAVIOR, eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::SPAWN }, { // Unknown use case eReplicaComponentType::RENDER, eReplicaComponentType::ITEM, eReplicaComponentType::BLUEPRINT, }, { // Used for Pets eReplicaComponentType::PET, eReplicaComponentType::SKILL, eReplicaComponentType::DESTROYABLE, eReplicaComponentType::RENDER, eReplicaComponentType::CONTROLLABLE_PHYSICS }, { // Unknown use case eReplicaComponentType::CONTROLLABLE_PHYSICS, eReplicaComponentType::SIMPLE_PHYSICS, eReplicaComponentType::RENDER, }, }; Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity) { m_ObjectID = objectID; m_TemplateID = info.lot; m_ParentEntity = parentEntity; m_Character = nullptr; m_GMLevel = eGameMasterLevel::CIVILIAN; m_NetworkID = 0; m_Observers = 0; m_OwnerOverride = LWOOBJID_EMPTY; m_Groups.clear(); m_Timers.clear(); m_ChildEntities.clear(); m_TargetsInPhantom.clear(); m_DieCallbacks.clear(); m_PhantomCollisionCallbacks.clear(); m_ScheduleKiller = nullptr; m_IsParentChildDirty = true; m_IsGhostingCandidate = false; m_PlayerIsReadyForUpdates = false; m_ShouldDestroyAfterUpdate = false; 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; } Entity::~Entity() { if (m_Character) m_Character->SaveXMLToDatabase(); CancelAllTimers(); CancelCallbackTimers(); for (auto child : m_ChildEntities) if (child) child->RemoveParent(); if (m_ParentEntity) m_ParentEntity->RemoveChild(this); } void Entity::ApplyComponentWhitelist(TemplateComponents& components) const { const auto whitelistIndex = GetVar(u"componentWhitelist"); if (whitelistIndex < 0 || whitelistIndex >= m_ComponentWhitelists.size()) return; const auto& whitelist = m_ComponentWhitelists.at(whitelistIndex); const auto endRange = std::remove_if(components.begin(), components.end(), [&whitelist](const auto& componentCandidate) { return std::find(whitelist.begin(), whitelist.end(), componentCandidate.first) == whitelist.end(); }); components.erase(endRange, components.end()); } void Entity::ApplyComponentBlacklist(TemplateComponents& components) const { bool hasPetComponent = std::find_if(components.begin(), components.end(), [](const auto& componentCandidate) { return componentCandidate.first == eReplicaComponentType::PET; }) != components.end(); if (hasPetComponent) { auto toRemove = std::remove_if(components.begin(), components.end(), [](const auto& componentCandidate) { return componentCandidate.first == eReplicaComponentType::MODEL_BEHAVIOR || componentCandidate.first == eReplicaComponentType::ITEM; }); components.erase(toRemove, components.end()); } } void Entity::ApplyComponentConfig(TemplateComponents& components) const { if (GetVar(u"markedAsPhantom")) { auto toRemove = std::remove_if(components.begin(), components.end(), [](const auto& componentCandidate) { return componentCandidate.first == eReplicaComponentType::SIMPLE_PHYSICS || componentCandidate.first == eReplicaComponentType::PHANTOM_PHYSICS; // Just make sure we dont have phantom physics already }); components.erase(toRemove, components.end()); components.emplace_back(eReplicaComponentType::PHANTOM_PHYSICS, 0U); } } void Entity::AddPathComponent(TemplateComponents& components) const { const Path* path = dZoneManager::Instance()->GetZone()->GetPath(GetVarAsString(u"attached_path")); //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) { bool hasMovingPlatform = std::count_if(components.begin(), components.end(), [](const auto& componentCandidate) { return componentCandidate.first == eReplicaComponentType::MOVING_PLATFORM; }) > 0; if (!hasMovingPlatform) components.emplace_back(eReplicaComponentType::MOVING_PLATFORM, 0U); } else if (path->pathType == PathType::Movement) { bool hasMovementAi = std::count_if(components.begin(), components.end(), [](const auto& componentCandidate) { return componentCandidate.first == eReplicaComponentType::MOVEMENT_AI; }) > 0; if (!hasMovementAi) { components.emplace_back(eReplicaComponentType::MOVEMENT_AI, 0U); } } else { Game::logger->Log("Entity", "Unsupported path type %i provided for lot %i.", path->pathType, GetLOT()); } } } void Entity::Initialize() { // TODO DoPreLoadObject // TODO set m_HasModelBehaviors accordingly and used appropiately: see Ghidra; // A few edge cases to tackle first const auto triggerInfo = GetVarAsString(u"trigger_id"); if (!triggerInfo.empty()) AddComponent(triggerInfo); const auto groupIDs = GetVarAsString(u"groupID"); if (!groupIDs.empty()) { m_Groups = GeneralUtils::SplitString(groupIDs, ';'); if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1); } if (m_ParentEntity) m_ParentEntity->AddChild(this); auto* componentsRegistry = CDClientManager::Instance().GetTable(); TemplateComponents components = componentsRegistry->GetTemplateComponents(m_TemplateID); ApplyComponentWhitelist(components); ApplyComponentBlacklist(components); AddPathComponent(components); for (const auto& [componentTemplate, componentId] : components) { switch (componentTemplate) { case eReplicaComponentType::CONTROLLABLE_PHYSICS: AddComponent(); m_HasPhysicsComponent = true; break; case eReplicaComponentType::RENDER: AddComponent(); break; case eReplicaComponentType::SIMPLE_PHYSICS: AddComponent(componentId); m_HasPhysicsComponent = true; break; case eReplicaComponentType::CHARACTER: AddComponent(m_Character); AddComponent(); AddComponent(); AddComponent(); AddComponent(); break; case eReplicaComponentType::SCRIPT: { std::string script; if (m_TemplateID == LOT_ZONE_CONTROL) { script = ScriptComponent::GetZoneScriptName(componentId); } else { script = ScriptComponent::GetScriptName(this, componentId); } AddComponent(script); // Technically this should check for if the script name is empty and not create a component if it is. break; } case eReplicaComponentType::BOUNCER: AddComponent(); break; case eReplicaComponentType::DESTROYABLE: if (!HasComponent(eReplicaComponentType::DESTROYABLE)) AddComponent(componentId); break; case eReplicaComponentType::SKILL: AddComponent(); break; case eReplicaComponentType::ITEM: AddComponent(); break; case eReplicaComponentType::VENDOR: AddComponent(); if (!HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) { AddComponent(); } break; case eReplicaComponentType::INVENTORY: AddComponent(); break; case eReplicaComponentType::SHOOTING_GALLERY: AddComponent(); break; case eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS: AddComponent(); m_HasPhysicsComponent = true; break; case eReplicaComponentType::COLLECTIBLE: AddComponent(); if (!HasComponent(eReplicaComponentType::DESTROYABLE)) AddComponent(componentId); break; case eReplicaComponentType::MOVING_PLATFORM: AddComponent(GetVarAsString(u"attached_path")); break; case eReplicaComponentType::PET: AddComponent(componentId); AddComponent(); break; case eReplicaComponentType::HAVOK_VEHICLE_PHYSICS: { // if ldf of use_simple_physics == true // AddComponent(componentId); // else auto* havokVehiclePhysicsComponent = AddComponent(); if (havokVehiclePhysicsComponent) { havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition); havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation); } m_HasPhysicsComponent = true; break; } case eReplicaComponentType::MOVEMENT_AI: AddComponent(); break; case eReplicaComponentType::PROPERTY: AddComponent(); break; case eReplicaComponentType::SCRIPTED_ACTIVITY: AddComponent(componentId); break; case eReplicaComponentType::PHANTOM_PHYSICS: { auto* phantomPhysicsComponent = AddComponent(); if (phantomPhysicsComponent) phantomPhysicsComponent->SetPhysicsEffectActive(false); m_HasPhysicsComponent = true; break; } case eReplicaComponentType::MODEL_BEHAVIOR: { uint32_t modelType = -1; // Get Model Type form ldf/DB if (!m_HasModelBehaviors && !m_HasPhysicsComponent){ AddComponent(m_PhysicsComponentID); m_HasPhysicsComponent = true; } else if (!m_HasPhysicsComponent) { if (modelType == 0){ if(m_PhysicsComponentID == -1) m_PhysicsComponentID = 4246U; AddComponent(m_PhysicsComponentID); m_HasPhysicsComponent = true; } else { if(m_PhysicsComponentID == -1) m_PhysicsComponentID = 4247U; AddComponent(m_PhysicsComponentID); m_HasPhysicsComponent = true; } } // if has LDF of propertyObjectID || inInventory is true // AddComponent(); // else AddComponent(); if (!HasComponent(eReplicaComponentType::DESTROYABLE)) { auto* destroyableComponent = AddComponent(componentId); if (destroyableComponent) { destroyableComponent->SetHealth(1); destroyableComponent->SetMaxHealth(1.0f); destroyableComponent->SetFaction(-1, true); destroyableComponent->SetIsSmashable(true); } } break; } case eReplicaComponentType::PROPERTY_ENTRANCE: AddComponent(componentId); break; case eReplicaComponentType::PROPERTY_MANAGEMENT: AddComponent(); break; case eReplicaComponentType::QUICK_BUILD: AddComponent(componentId); if (!HasComponent(eReplicaComponentType::DESTROYABLE)) AddComponent(componentId); break; case eReplicaComponentType::SWITCH: AddComponent(); break; case eReplicaComponentType::MINIGAME_CONTROL: AddComponent(); break; case eReplicaComponentType::BASE_COMBAT_AI: { auto* baseCombatAiComponent = AddComponent(componentId); if (baseCombatAiComponent && baseCombatAiComponent->GetTetherSpeed() > 0.0f) { auto* movementAiComponent = AddComponent(); if (!movementAiComponent) break; MovementAIInfo movementAiInfo{}; movementAiInfo.movementType = ""; movementAiInfo.wanderChance = 0; movementAiInfo.wanderRadius = 16; movementAiInfo.wanderSpeed = 2.5f; movementAiInfo.wanderDelayMax = 5; movementAiInfo.wanderDelayMin = 2; movementAiComponent->SetMoveInfo(movementAiInfo); } break; } case eReplicaComponentType::MODULE_ASSEMBLY: AddComponent(); break; case eReplicaComponentType::PROPERTY_VENDOR: AddComponent(); break; case eReplicaComponentType::ROCKET_LAUNCHPAD_CONTROL: AddComponent(componentId); break; case eReplicaComponentType::RACING_CONTROL: AddComponent(); break; case eReplicaComponentType::MISSION_OFFER: AddComponent(GetLOT()); break; case eReplicaComponentType::RACING_STATS: AddComponent(); break; case eReplicaComponentType::LUP_EXHIBIT: AddComponent(); break; case eReplicaComponentType::SOUND_TRIGGER: AddComponent(); break; case eReplicaComponentType::PROXIMITY_MONITOR: AddComponent(); break; case eReplicaComponentType::MULTI_ZONE_ENTRANCE: AddComponent(); break; case eReplicaComponentType::BUFF: AddComponent(); break; case eReplicaComponentType::RAIL_ACTIVATOR: AddComponent(componentId); break; case eReplicaComponentType::POSSESSABLE: AddComponent(componentId); break; case eReplicaComponentType::BUILD_BORDER: AddComponent(); break; case eReplicaComponentType::DONATION_VENDOR: AddComponent(); if (!HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) { AddComponent(); } break; case eReplicaComponentType::GATE_RUSH_CONTROL: AddComponent(); break; case eReplicaComponentType::RACING_SOUND_TRIGGER: AddComponent(); break; case eReplicaComponentType::ACHIEVEMENT_VENDOR: AddComponent(); break; case eReplicaComponentType::PROJECTILE_PHYSICS: // AddComponent(); m_HasPhysicsComponent = true; break; case eReplicaComponentType::VEHICLE_PHYSICS: // AddComponent(); m_HasPhysicsComponent = true; break; case eReplicaComponentType::PHYSICS_SYSTEM: // AddComponent(); m_HasPhysicsComponent = true; break; case eReplicaComponentType::GHOST: case eReplicaComponentType::SPAWN: case eReplicaComponentType::MODULAR_BUILD: case eReplicaComponentType::BUILD_CONTROLLER: case eReplicaComponentType::BUILD_ACTIVATOR: case eReplicaComponentType::ICON_ONLY: case eReplicaComponentType::DROP_EFFECT: case eReplicaComponentType::CHEST: case eReplicaComponentType::BLUEPRINT: case eReplicaComponentType::PLATFORM_BOUNDARY: case eReplicaComponentType::MODULE: case eReplicaComponentType::JETPACKPAD: case eReplicaComponentType::EXHIBIT: case eReplicaComponentType::OVERHEAD_ICON: case eReplicaComponentType::PET_CONTROL: case eReplicaComponentType::MINIFIG: case eReplicaComponentType::PET_CREATOR: case eReplicaComponentType::MODEL_BUILDER: case eReplicaComponentType::SPRINGPAD: case eReplicaComponentType::FX: case eReplicaComponentType::CHANGLING_BUILD: case eReplicaComponentType::CHOICE_BUILD: case eReplicaComponentType::PACKAGE: case eReplicaComponentType::SOUND_REPEATER: case eReplicaComponentType::SOUND_AMBIENT_2D: case eReplicaComponentType::SOUND_AMBIENT_3D: case eReplicaComponentType::PRECONDITION: case eReplicaComponentType::FLAG: case eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY: case eReplicaComponentType::SHOWCASE_MODEL_HANDLER: case eReplicaComponentType::RACING_MODULE: case eReplicaComponentType::GENERIC_ACTIVATOR: case eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET: case eReplicaComponentType::ROCKET_ANIMATION_CONTROL: case eReplicaComponentType::TRIGGER: case eReplicaComponentType::DROPPED_LOOT: case eReplicaComponentType::FACTION_TRIGGER: case eReplicaComponentType::BBB: case eReplicaComponentType::CHAT_BUBBLE: case eReplicaComponentType::FRIENDS_LIST: case eReplicaComponentType::GUILD: case eReplicaComponentType::LOCAL_SYSTEM: case eReplicaComponentType::MISSION: case eReplicaComponentType::MUTABLE_MODEL_BEHAVIORS: case eReplicaComponentType::PATHFINDING: case eReplicaComponentType::PET_TAMING_CONTROL: case eReplicaComponentType::PROPERTY_EDITOR: case eReplicaComponentType::SKINNED_RENDER: case eReplicaComponentType::SLASH_COMMAND: case eReplicaComponentType::STATUS_EFFECT: case eReplicaComponentType::TEAMS: case eReplicaComponentType::TEXT_EFFECT: case eReplicaComponentType::TRADE: case eReplicaComponentType::USER_CONTROL: case eReplicaComponentType::IGNORE_LIST: case eReplicaComponentType::INTERACTION_MANAGER: case eReplicaComponentType::COMBAT_MEDIATOR: case eReplicaComponentType::ROLLER: case eReplicaComponentType::PLAYER_FORCED_MOVEMENT: case eReplicaComponentType::CRAFTING: case eReplicaComponentType::LEVEL_PROGRESSION: case eReplicaComponentType::POSSESSOR: case eReplicaComponentType::MOUNT_CONTROL: case eReplicaComponentType::UNKNOWN_112: case eReplicaComponentType::PROPERTY_PLAQUE: case eReplicaComponentType::UNKNOWN_115: case eReplicaComponentType::CULLING_PLANE: case eReplicaComponentType::NUMBER_OF_COMPONENTS: case eReplicaComponentType::INVALID: default: Game::logger->Log("Entity", "Attempted to create component %i for lot %i but no creator exists. Component will not be created.", componentId, m_TemplateID); } } AddCallbackTimer(0.0f, [this]() { GetScript()->OnStartup(this); }); // Load data specific to this LOT first. These act as defaults for the components. std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) { component.second->LoadTemplateData(); }); // Then load data specific to this Entity. This will vary on an Entity to Entity basis. // If there is data you want to override the LOT default value, generally you would attach it via LDF // and it would get loaded and overridden here. std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) { component.second->LoadConfigData(); }); /** * Startup all the components. Some components need or want data from other components so * we want to ensure that * A) Most if not all components are newed and ready to be accessed. * B) All components have their personal data loaded and ready to be used. */ std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) { component.second->Startup(); }); /** * Load the player save data from XML. Ideally we do this after all initialization so the player * save data overrides any defaults that may be applied. */ if (!IsPlayer()) std::for_each(m_Components.begin(), m_Components.end(), [this](auto& component) { component.second->LoadFromXml(m_Character->GetXMLDoc()); }); TriggerEvent(eTriggerEventType::CREATE, this); if (!m_Character && EntityManager::Instance()->GetGhostingEnabled()) IsGhosted(); } // Invert this check and build it into the component initialization. The ghosting property is an intrinsic property of which components the Entity has. // Keep the first check since that is a special case for large scene elements like Brig Rock as a whole. void Entity::IsGhosted() { // 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))) { return; } /* 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::VEHICLE_PHYSICS)) { m_IsGhostingCandidate = true; } if (GetLOT() == LOT_3D_AMBIENT_SOUND) m_IsGhostingCandidate = true; // Special case for collectibles in Ninjago if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) { m_IsGhostingCandidate = true; } } 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); } bool Entity::HasComponent(const eReplicaComponentType componentId) const { return m_Components.find(componentId) != m_Components.end(); } // Fine void Entity::Subscribe(CppScripts::Script* scriptToAdd, const std::string& notificationName) { Game::logger->Log("Entity", "Subscribing a script with notification %s", notificationName.c_str()); if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* destroyableComponent = GetComponent(); if (destroyableComponent) destroyableComponent->Subscribe(scriptToAdd); } } // Fine void Entity::Unsubscribe(CppScripts::Script* scriptToRemove, const std::string& notificationName) { Game::logger->Log("Entity", "Unsubscribing a script with notification %s", notificationName.c_str()); if (notificationName == "HitOrHealResult" || notificationName == "Hit") { auto* destroyableComponent = GetComponent(); if (destroyableComponent) destroyableComponent->Unsubscribe(scriptToRemove); } } // Fine void Entity::AddProximityRadius(const float proxRadius, const std::string& name) { auto* proximityMonitorComponent = AddComponent(); if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(proxRadius, name); } // Remove in favor of a square constructor void Entity::AddProximityRadius(const BoxDimensions& dimensions, const std::string& name) { auto* proximityMonitorComponent = AddComponent(); if (proximityMonitorComponent) proximityMonitorComponent->AddProximityRadius(dimensions, name); } void Entity::SetGMLevel(eGameMasterLevel value) { m_GMLevel = value; // User m_Character? if (GetParentUser()) { Character* character = GetParentUser()->GetLastUsedChar(); if (character) { character->SetGMLevel(value); } } auto* character = GetComponent(); if (character) character->SetGMLevel(value); GameMessages::SendGMLevelBroadcast(m_ObjectID, value); } void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, const 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. // PetComponent check un-needed since we should be removing the component during construction. if (m_Settings.size() > 0 && (GetComponent() && !GetComponent())) { outBitStream->Write1(); //ldf data RakNet::BitStream settingStream; settingStream.Write(m_Settings.size()); for (LDFBaseData* data : m_Settings) { if (data) { 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 } auto* triggerComponent = GetComponent(); if (triggerComponent) { // has trigger component, check to see if we have events to handle auto* trigger = triggerComponent->GetTrigger(); outBitStream->Write(trigger && trigger->events.size() > 0); } else { // no trigger componenet, so definitely no triggers outBitStream->Write0(); } outBitStream->Write(m_ParentEntity != nullptr || m_SpawnerID != 0); if (m_ParentEntity != nullptr || m_SpawnerID != 0) { if (m_ParentEntity != nullptr) outBitStream->Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast(eObjectBits::CLIENT))); else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream->Write(m_SpawnerID); else outBitStream->Write(GeneralUtils::SetBit(m_SpawnerID, static_cast(eObjectBits::CLIENT))); } outBitStream->Write(m_HasSpawnerNodeID); if (m_HasSpawnerNodeID) outBitStream->Write(m_SpawnerNodeID); //outBitStream->Write0(); //Spawner node id outBitStream->Write(m_Scale != 1.0f || m_Scale != 0.0f); if (m_Scale != 1.0f || m_Scale != 0.0f) outBitStream->Write(m_Scale); outBitStream->Write0(); //ObjectWorldState outBitStream->Write(m_GMLevel != eGameMasterLevel::CIVILIAN); if (m_GMLevel != eGameMasterLevel::CIVILIAN) { outBitStream->Write(m_GMLevel); } } // 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()); } } } } // uh void Entity::WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType) { } // We should be able to use this at some point void Entity::ResetFlags() { // Unused } void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) { DluAssert(doc != nullptr); for (const auto&[componentId, component] : m_Components) { if (component) component->UpdateXml(doc); } } CppScripts::Script* Entity::GetScript() const { auto* scriptComponent = GetComponent(); if (!scriptComponent) return CppScripts::invalidScript.get(); auto* script = scriptComponent->GetScript(); DluAssert(script != nullptr); return script; } void Entity::Update(const float deltaTime) { auto namedTimerItr = std::remove_if(m_Timers.begin(), m_Timers.end(), [this, &deltaTime](const std::unique_ptr& timer) { timer->Update(deltaTime); if (timer->GetTime() <= 0) { GetScript()->OnTimerDone(this, timer->GetName()); TriggerEvent(eTriggerEventType::TIMER_DONE, this); return true; } return false; }); m_Timers.erase(namedTimerItr, m_Timers.end()); auto callbackTimerItr = std::remove_if(m_CallbackTimers.begin(), m_CallbackTimers.end(), [this, &deltaTime](const std::unique_ptr& timer) { timer->Update(deltaTime); if (timer->GetTime() <= 0) { timer->ExecuteCallback(); return true; } return false; }); m_CallbackTimers.erase(callbackTimerItr, m_CallbackTimers.end()); // Add pending timers to the list of timers so they start next tick. if (!m_PendingTimers.empty()) { this->m_Timers.reserve(m_Timers.size() + m_PendingTimers.size()); for (auto& timer : m_PendingTimers) { this->m_Timers.push_back(std::move(timer)); } m_PendingTimers.clear(); } if (IsSleeping()) { Sleep(); return; } Wake(); GetScript()->OnUpdate(this); for (const auto& [componentId, component] : m_Components) { if (component) component->Update(deltaTime); } if (m_ShouldDestroyAfterUpdate) EntityManager::Instance()->DestroyEntity(this); } void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) { auto* other = EntityManager::Instance()->GetEntity(otherEntity); if (!other) return; GetScript()->OnProximityUpdate(this, other, proxName, status); auto* rocketLaunchpadControlComponent = GetComponent(); if (!rocketLaunchpadControlComponent) return; rocketLaunchpadControlComponent->OnProximityUpdate(other, proxName, status); } void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) { auto* other = EntityManager::Instance()->GetEntity(otherEntity); if (!other) return; GetScript()->OnCollisionPhantom(this, other); std::for_each(m_PhantomCollisionCallbacks.begin(), m_PhantomCollisionCallbacks.end(), [other](const auto& callback) { callback(other); }); auto* switchComponent = GetComponent(); if (switchComponent) switchComponent->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->IsDead()) { auto* combat = GetComponent(); if (combat != nullptr) { const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity); if (index != m_TargetsInPhantom.end()) return; const auto valid = combat->IsEnemy(otherEntity); if (!valid) return; m_TargetsInPhantom.push_back(otherEntity); } } } void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) { auto* other = EntityManager::Instance()->GetEntity(otherEntity); if (!other) return; GetScript()->OnOffCollisionPhantom(this, other); TriggerEvent(eTriggerEventType::EXIT, other); auto* switchComponent = GetComponent(); if (switchComponent) switchComponent->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::CancelCallbackTimers() { m_CallbackTimers.clear(); } void Entity::NotifyObject(Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) { GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), name, UNASSIGNED_SYSTEM_ADDRESS, param1, param2); 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& [componentId, component] : m_Components) { if (component) component->OnUse(originator); } } void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) { GetScript()->OnHitOrHealResult(this, attacker, damage); } void Entity::OnHit(Entity* attacker) { TriggerEvent(eTriggerEventType::HIT, attacker); GetScript()->OnHit(this, attacker); } void Entity::OnZonePropertyEditBegin() { GetScript()->OnZonePropertyEditBegin(this); } void Entity::OnZonePropertyEditEnd() { GetScript()->OnZonePropertyEditEnd(this); } void Entity::OnZonePropertyModelEquipped() { GetScript()->OnZonePropertyModelEquipped(this); } void Entity::OnZonePropertyModelPlaced(Entity* player) { GetScript()->OnZonePropertyModelPlaced(this, player); } void Entity::OnZonePropertyModelPickedUp(Entity* player) { GetScript()->OnZonePropertyModelPickedUp(this, player); } void Entity::OnZonePropertyModelRemoved(Entity* player) { GetScript()->OnZonePropertyModelRemoved(this, player); } void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) { GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player); } void Entity::OnZonePropertyModelRotated(Entity* player) { GetScript()->OnZonePropertyModelRotated(this, player); } void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) { GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData); } void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) { GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier); } void Entity::RequestActivityExit(Entity* sender, const LWOOBJID& player, const bool canceled) { GetScript()->OnRequestActivityExit(sender, player, canceled); } void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) { if (!m_PlayerIsReadyForUpdates) return; auto* destroyableComponent = GetComponent(); if (!destroyableComponent) { Kill(EntityManager::Instance()->GetEntity(source)); return; } auto* possessorComponent = GetComponent(); if (possessorComponent) { if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) { auto* mount = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable()); if (mount) possessorComponent->Dismount(mount, true); } } destroyableComponent->Smash(source, killType, deathType); } void Entity::Kill(Entity* murderer) { 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) m_Spawner->NotifyOfEntityDeath(m_ObjectID); if (!IsPlayer()) EntityManager::Instance()->DestroyEntity(this); const auto& grpNameQBShowBricks = GetVar(u"grpNameQBShowBricks"); if (!grpNameQBShowBricks.empty()) { auto spawners = dZoneManager::Instance()->GetSpawnersByName(grpNameQBShowBricks); Spawner* spawner = nullptr; if (!spawners.empty()) { spawner = spawners.front(); } else { spawners = dZoneManager::Instance()->GetSpawnersInGroup(grpNameQBShowBricks); if (!spawners.empty()) spawner = spawners.front(); } if (spawner) spawner->Spawn(); } // Track a player being smashed auto* characterComponent = GetComponent(); if (characterComponent) { characterComponent->UpdatePlayerStatistic(TimesSmashed); } // Track a player smashing something else if (!murderer) return; auto* murdererCharacterComponent = murderer->GetComponent(); if (murdererCharacterComponent) { murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed); } } void Entity::AddRebuildCompleteCallback(const std::function& callback) const { auto* quickBuildComponent = GetComponent(); if (quickBuildComponent) quickBuildComponent->AddRebuildCompleteCallback(callback); } bool Entity::IsDead() const { auto* dest = GetComponent(); return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0; } void Entity::AddLootItem(const Loot::Info& info) { if (!IsPlayer()) return; auto* player = dynamic_cast(this); if (player) player->GetDroppedLoot().insert(std::make_pair(info.id, info)); // Move this to Player } // Replace static_cast with dynamic_cast void Entity::PickupItem(const LWOOBJID& objectID) { if (!IsPlayer()) return; auto* inventoryComponent = GetComponent(); if (!inventoryComponent) return; auto* objectsTable = CDClientManager::Instance().GetTable(); auto* skillsTable = CDClientManager::Instance().GetTable(); auto* player = dynamic_cast(this); if (!player) return; auto& droppedLoot = player->GetDroppedLoot(); auto lootIterator = droppedLoot.find(objectID); if (lootIterator == droppedLoot.end()) return; const auto& [objId, loot] = *lootIterator; auto* characterComponent = GetComponent(); if (characterComponent) characterComponent->TrackLOTCollection(loot.lot); const CDObjects& object = objectsTable->GetByID(loot.lot); if (object.id != 0 && object.type == "Powerup") { const auto lootLot = loot.lot; auto skills = skillsTable->Query([lootLot](CDObjectSkills entry) { return (entry.objectTemplate == lootLot); }); auto* skillBehaviorTable = CDClientManager::Instance().GetTable(); for (const auto& skill : skills) { auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID); // This should take a skillID, not a behaviorID. SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID()); auto* missionComponent = GetComponent(); if (missionComponent) missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID); } } else { inventoryComponent->AddItem(loot.lot, loot.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1); } droppedLoot.erase(lootIterator); } // This functions name is misleading and should not modify the number of dropped coins. // A separate function, PickupCoins should modify that. // Replace static_cast with dynamic_cast bool Entity::CanPickupCoins(const uint64_t& count) const { if (!IsPlayer()) return false; const auto* player = dynamic_cast(this); return count <= player->GetDroppedCoins(); } void Entity::PickupCoins(const uint64_t& count) { if (!IsPlayer()) return; auto* player = dynamic_cast(this); if (!player) return; const auto droppedCoins = player->GetDroppedCoins(); if (count <= droppedCoins) player->SetDroppedCoins(droppedCoins - count); } void Entity::RegisterCoinDrop(const uint64_t& coinsDropped) { if (!IsPlayer()) return; auto* player = dynamic_cast(this); if (!player) return; player->SetDroppedCoins(player->GetDroppedCoins() + coinsDropped); } void Entity::AddChild(Entity* child) { if (!child) return; m_IsParentChildDirty = true; if (std::find(m_ChildEntities.begin(), m_ChildEntities.end(), child) == m_ChildEntities.end()) m_ChildEntities.push_back(child); else Game::logger->Log("Entity", "WARNING: Entity (objid:lot) %llu:%i already has (%llu:%i) as a child", GetObjectID(), GetLOT(), child->GetObjectID(), child->GetLOT()); } void Entity::RemoveChild(Entity* child) { if (!child) return; uint32_t entityPosition = 0; auto toRemove = std::remove(m_ChildEntities.begin(), m_ChildEntities.end(), child); if (toRemove != m_ChildEntities.end()) { m_ChildEntities.erase(toRemove, m_ChildEntities.end()); m_IsParentChildDirty = true; } } void Entity::RemoveParent() { if (m_ParentEntity) m_IsParentChildDirty = true; else Game::logger->Log("Entity", "WARNING: Attempted to remove parent from (objid:lot) (%llu:%i) when no parent existed", GetObjectID(), GetLOT()); this->m_ParentEntity = nullptr; } void Entity::AddTimer(const std::string& name, float time) { m_PendingTimers.emplace_back(std::make_unique(name, time)); } void Entity::AddCallbackTimer(const float time, const std::function& callback) { m_CallbackTimers.emplace_back(std::make_unique(time, callback)); } bool Entity::HasTimer(const std::string& name) { auto possibleTimer = std::find_if(m_Timers.begin(), m_Timers.end(), [name](const std::unique_ptr& timer) { return timer->GetName() == name; }); return possibleTimer != m_Timers.end(); } void Entity::ScheduleKillAfterUpdate(Entity* murderer) { EntityManager::Instance()->ScheduleForKill(this); if (murderer) m_ScheduleKiller = murderer; } void Entity::CancelTimer(const std::string& name) { auto toErase = std::remove_if(m_Timers.begin(), m_Timers.end(), [&name](const std::unique_ptr& timer) { return timer->GetName() == name; }); m_Timers.erase(m_Timers.begin(), toErase); } void Entity::CancelAllTimers() { m_Timers.clear(); CancelCallbackTimers(); } 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 = EntityManager::Instance()->GetEntity(m_OwnerOverride); if (other != nullptr) { return other->GetOwner(); } } return const_cast(this); } void Entity::SetObservers(int8_t value) { if (value < 0) value = 0; m_Observers = value; } void Entity::Sleep() { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent) baseCombatAIComponent->Sleep(); } void Entity::Wake() { auto* baseCombatAIComponent = GetComponent(); if (baseCombatAIComponent) baseCombatAIComponent->Wake(); } bool Entity::IsSleeping() const { return m_IsGhostingCandidate && m_Observers == 0; } // The following 3 should share a base component class so we can else if it. const NiPoint3& Entity::GetPosition() const { auto* controllablePhysicsComponent = GetComponent(); if (controllablePhysicsComponent != nullptr) { return controllablePhysicsComponent->GetPosition(); } auto* phantomPhysicsComponent = GetComponent(); if (phantomPhysicsComponent != nullptr) { return phantomPhysicsComponent->GetPosition(); } auto* simplePhysicsComponent = GetComponent(); if (simplePhysicsComponent != nullptr) { return simplePhysicsComponent->GetPosition(); } auto* vehiclePhysicsComponent = GetComponent(); if (vehiclePhysicsComponent != nullptr) { return vehiclePhysicsComponent->GetPosition(); } return NiPoint3::ZERO; } const NiQuaternion& Entity::GetRotation() const { auto* controllablePhysicsComponent = GetComponent(); if (controllablePhysicsComponent != nullptr) { return controllablePhysicsComponent->GetRotation(); } auto* phantomPhysicsComponent = GetComponent(); if (phantomPhysicsComponent != nullptr) { return phantomPhysicsComponent->GetRotation(); } auto* simplePhysicsComponent = GetComponent(); if (simplePhysicsComponent != nullptr) { return simplePhysicsComponent->GetRotation(); } auto* vehiclePhysicsComponent = GetComponent(); if (vehiclePhysicsComponent != nullptr) { return vehiclePhysicsComponent->GetRotation(); } return NiQuaternion::IDENTITY; } void Entity::SetPosition(const NiPoint3& position) { auto* controllablePhysicsComponent = GetComponent(); if (controllablePhysicsComponent != nullptr) { controllablePhysicsComponent->SetPosition(position); } auto* phantomPhysicsComponent = GetComponent(); if (phantomPhysicsComponent != nullptr) { phantomPhysicsComponent->SetPosition(position); } auto* simplePhysicsComponent = GetComponent(); if (simplePhysicsComponent != nullptr) { simplePhysicsComponent->SetPosition(position); } auto* vehiclePhysicsComponent = GetComponent(); if (vehiclePhysicsComponent != nullptr) { vehiclePhysicsComponent->SetPosition(position); } EntityManager::Instance()->SerializeEntity(this); } void Entity::SetRotation(const NiQuaternion& rotation) { auto* controllablePhysicsComponent = GetComponent(); if (controllablePhysicsComponent != nullptr) { controllablePhysicsComponent->SetRotation(rotation); } auto* phantomPhysicsComponent = GetComponent(); if (phantomPhysicsComponent != nullptr) { phantomPhysicsComponent->SetRotation(rotation); } auto* simplePhysicsComponent = GetComponent(); if (simplePhysicsComponent != nullptr) { simplePhysicsComponent->SetRotation(rotation); } auto* vehiclePhysicsComponent = GetComponent(); if (vehiclePhysicsComponent != nullptr) { vehiclePhysicsComponent->SetRotation(rotation); } EntityManager::Instance()->SerializeEntity(this); } bool Entity::HasVar(const std::u16string& name) const { auto hasVar = std::find_if(m_Settings.begin(), m_Settings.end(), [&name](const LDFBaseData* data) { return data->GetKey() == name; }); return hasVar != m_Settings.end(); } std::vector& Entity::GetTargetsInPhantom() { auto toRemove = std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [this](const LWOOBJID& id) { return EntityManager::Instance()->GetEntity(id) == nullptr; }); m_TargetsInPhantom.erase(toRemove, m_TargetsInPhantom.end()); return m_TargetsInPhantom; } 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 && data->GetKey() == name) return data; } return nullptr; } std::string Entity::GetVarAsString(const std::u16string& name) const { auto* data = GetVarData(name); return data ? data->GetValueAsString() : ""; } void Entity::Resurrect() { if (IsPlayer()) GameMessages::SendResurrect(this); } void Entity::AddGroup(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()); }