#include "TriggerComponent.h" #include "dZoneManager.h" #include "TeamManager.h" #include "eTriggerCommandType.h" #include "eMissionTaskType.h" #include "ePhysicsEffectType.h" #include "CharacterComponent.h" #include "ControllablePhysicsComponent.h" #include "MissionComponent.h" #include "PhantomPhysicsComponent.h" #include "QuickBuildComponent.h" #include "SkillComponent.h" #include "eEndBehavior.h" #include "PlayerManager.h" TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) { m_Parent = parent; m_Trigger = nullptr; std::vector tokens = GeneralUtils::SplitString(triggerInfo, ':'); uint32_t sceneID; GeneralUtils::TryParse(tokens.at(0), sceneID); uint32_t triggerID; GeneralUtils::TryParse(tokens.at(1), triggerID); m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID); if (!m_Trigger) m_Trigger = new LUTriggers::Trigger(); } void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) { if (m_Trigger && m_Trigger->enabled) { for (LUTriggers::Event* triggerEvent : m_Trigger->events) { if (triggerEvent->id == event) { for (LUTriggers::Command* command : triggerEvent->commands) { HandleTriggerCommand(command, optionalTarget); } } } } } void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) { auto argArray = GeneralUtils::SplitString(command->args, ','); // determine targets std::vector targetEntities = GatherTargets(command, optionalTarget); // if we have no targets, then we are done if (targetEntities.empty()) return; for (Entity* targetEntity : targetEntities) { if (!targetEntity) continue; switch (command->id) { case eTriggerCommandType::ZONE_PLAYER: break; case eTriggerCommandType::FIRE_EVENT: HandleFireEvent(targetEntity, command->args); break; case eTriggerCommandType::DESTROY_OBJ: HandleDestroyObject(targetEntity, command->args); break; case eTriggerCommandType::TOGGLE_TRIGGER: HandleToggleTrigger(targetEntity, command->args); break; case eTriggerCommandType::RESET_REBUILD: HandleResetRebuild(targetEntity, command->args); break; case eTriggerCommandType::SET_PATH: break; case eTriggerCommandType::SET_PICK_TYPE: break; case eTriggerCommandType::MOVE_OBJECT: HandleMoveObject(targetEntity, argArray); break; case eTriggerCommandType::ROTATE_OBJECT: HandleRotateObject(targetEntity, argArray); break; case eTriggerCommandType::PUSH_OBJECT: HandlePushObject(targetEntity, argArray); break; case eTriggerCommandType::REPEL_OBJECT: HandleRepelObject(targetEntity, command->args); break; case eTriggerCommandType::SET_TIMER: HandleSetTimer(targetEntity, argArray); break; case eTriggerCommandType::CANCEL_TIMER: HandleCancelTimer(targetEntity, command->args); break; case eTriggerCommandType::PLAY_CINEMATIC: HandlePlayCinematic(targetEntity, argArray); break; case eTriggerCommandType::TOGGLE_BBB: HandleToggleBBB(targetEntity, command->args); break; case eTriggerCommandType::UPDATE_MISSION: HandleUpdateMission(targetEntity, argArray); break; case eTriggerCommandType::SET_BOUNCER_STATE: break; case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break; case eTriggerCommandType::TURN_AROUND_ON_PATH: break; case eTriggerCommandType::GO_FORWARD_ON_PATH: break; case eTriggerCommandType::GO_BACKWARD_ON_PATH: break; case eTriggerCommandType::STOP_PATHING: break; case eTriggerCommandType::START_PATHING: break; case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break; case eTriggerCommandType::PLAY_EFFECT: HandlePlayEffect(targetEntity, argArray); break; case eTriggerCommandType::STOP_EFFECT: GameMessages::SendStopFXEffect(targetEntity, true, command->args); break; case eTriggerCommandType::CAST_SKILL: HandleCastSkill(targetEntity, command->args); break; case eTriggerCommandType::DISPLAY_ZONE_SUMMARY: GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID()); break; case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT: HandleSetPhysicsVolumeEffect(targetEntity, argArray); break; case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS: HandleSetPhysicsVolumeStatus(targetEntity, command->args); break; case eTriggerCommandType::SET_MODEL_TO_BUILD: break; case eTriggerCommandType::SPAWN_MODEL_BRICKS: break; case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK: HandleActivateSpawnerNetwork(command->args); break; case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK: HandleDeactivateSpawnerNetwork(command->args); break; case eTriggerCommandType::RESET_SPAWNER_NETWORK: HandleResetSpawnerNetwork(command->args); break; case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS: HandleDestroySpawnerNetworkObjects(command->args); break; case eTriggerCommandType::GO_TO_WAYPOINT: break; case eTriggerCommandType::ACTIVATE_PHYSICS: HandleActivatePhysics(targetEntity, command->args); break; // DEPRECATED BLOCK START case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break; case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break; case eTriggerCommandType::FLASH_MUSIC_CUE: break; case eTriggerCommandType::SET_MUSIC_PARAMETER: break; case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break; case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break; case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break; case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break; case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break; case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break; // DEPRECATED BLOCK END default: LOG_DEBUG("Event %i was not handled!", command->id); break; } } } std::vector TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) { std::vector entities = {}; if (command->target == "self") entities.push_back(m_Parent); else if (command->target == "zone") { /*TODO*/ } else if (command->target == "target" && optionalTarget) entities.push_back(optionalTarget); else if (command->target == "targetTeam" && optionalTarget) { auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID()); for (const auto memberId : team->members) { auto* member = Game::entityManager->GetEntity(memberId); if (member) entities.push_back(member); } } else if (command->target == "objGroup") entities = Game::entityManager->GetEntitiesInGroup(command->targetName); else if (command->target == "allPlayers") { for (auto* player : PlayerManager::GetAllPlayers()) { entities.push_back(player); } } else if (command->target == "allNPCs") { /*UNUSED*/ } return entities; } void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) { for (CppScripts::Script* script : CppScripts::GetEntityScripts(targetEntity)) { script->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0); } } void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){ uint32_t killType; GeneralUtils::TryParse(args, killType); targetEntity->Smash(m_Parent->GetObjectID(), static_cast(killType)); } void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){ auto* triggerComponent = targetEntity->GetComponent(); if (!triggerComponent) { LOG_DEBUG("Trigger component not found!"); return; } triggerComponent->SetTriggerEnabled(args == "1"); } void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){ auto* quickBuildComponent = targetEntity->GetComponent(); if (!quickBuildComponent) { LOG_DEBUG("Rebuild component not found!"); return; } quickBuildComponent->ResetQuickBuild(args == "1"); } void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector argArray){ if (argArray.size() <= 2) return; auto position = targetEntity->GetPosition(); NiPoint3 offset = NiPoint3Constant::ZERO; GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset); position += offset; targetEntity->SetPosition(position); } void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector argArray){ if (argArray.size() <= 2) return; NiPoint3 vector = NiPoint3Constant::ZERO; GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector); NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector); targetEntity->SetRotation(rotation); } void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector argArray){ if (argArray.size() < 3) return; auto* phantomPhysicsComponent = m_Parent->GetComponent(); if (!phantomPhysicsComponent) { LOG_DEBUG("Phantom Physics component not found!"); return; } phantomPhysicsComponent->SetPhysicsEffectActive(true); phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH); phantomPhysicsComponent->SetDirectionalMultiplier(1); NiPoint3 direction = NiPoint3Constant::ZERO; GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction); phantomPhysicsComponent->SetDirection(direction); Game::entityManager->SerializeEntity(m_Parent); } void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){ auto* phantomPhysicsComponent = m_Parent->GetComponent(); if (!phantomPhysicsComponent) { LOG_DEBUG("Phantom Physics component not found!"); return; } float forceMultiplier; GeneralUtils::TryParse(args, forceMultiplier); phantomPhysicsComponent->SetPhysicsEffectActive(true); phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE); phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier); auto triggerPos = m_Parent->GetPosition(); auto targetPos = targetEntity->GetPosition(); // normalize the vectors to get the direction auto delta = targetPos - triggerPos; auto length = delta.Length(); NiPoint3 direction = delta / length; phantomPhysicsComponent->SetDirection(direction); Game::entityManager->SerializeEntity(m_Parent); } void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector argArray){ if (argArray.size() != 2) { LOG_DEBUG("Not ehought variables!"); return; } float time = 0.0; GeneralUtils::TryParse(argArray.at(1), time); m_Parent->AddTimer(argArray.at(0), time); } void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args){ m_Parent->CancelTimer(args); } void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector argArray) { float leadIn = -1.0; auto wait = eEndBehavior::RETURN; bool unlock = true; bool leaveLocked = false; bool hidePlayer = false; if (argArray.size() >= 2) { GeneralUtils::TryParse(argArray.at(1), leadIn); if (argArray.size() >= 3 && argArray.at(2) == "wait") { wait = eEndBehavior::WAIT; if (argArray.size() >= 4 && argArray.at(3) == "unlock") { unlock = false; if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") { leaveLocked = true; if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") { hidePlayer = true; } } } } } GameMessages::SendPlayCinematic(targetEntity->GetObjectID(), GeneralUtils::UTF8ToUTF16(argArray.at(0)), targetEntity->GetSystemAddress(), true, true, false, false, wait, hidePlayer, leadIn, leaveLocked, unlock); } void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) { auto* character = targetEntity->GetCharacter(); if (!character) { LOG_DEBUG("Character was not found!"); return; } bool buildMode = !(character->GetBuildMode()); if (args == "enter") buildMode = true; else if (args == "exit") buildMode = false; character->SetBuildMode(buildMode); } void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector argArray) { // there are only explore tasks used // If others need to be implemented for modding // then we need a good way to convert this from a string to that enum if (argArray.at(0) != "exploretask") return; MissionComponent* missionComponent = targetEntity->GetComponent(); if (!missionComponent){ LOG_DEBUG("Mission component not found!"); return; } missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4)); } void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector argArray) { if (argArray.size() < 3) return; int32_t effectID = 0; if (!GeneralUtils::TryParse(argArray.at(1), effectID)) return; std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2)); float priority = 1; if (argArray.size() == 4) GeneralUtils::TryParse(argArray.at(3), priority); GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority); } void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){ auto* skillComponent = targetEntity->GetComponent(); if (!skillComponent) { LOG_DEBUG("Skill component not found!"); return; } uint32_t skillId; GeneralUtils::TryParse(args, skillId); skillComponent->CastSkill(skillId, targetEntity->GetObjectID()); } void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector argArray) { auto* phantomPhysicsComponent = targetEntity->GetComponent(); if (!phantomPhysicsComponent) { LOG_DEBUG("Phantom Physics component not found!"); return; } phantomPhysicsComponent->SetPhysicsEffectActive(true); ePhysicsEffectType effectType = ePhysicsEffectType::PUSH; std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH; else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT; else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE; else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE; else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION; phantomPhysicsComponent->SetEffectType(effectType); phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1))); if (argArray.size() > 4) { NiPoint3 direction = NiPoint3Constant::ZERO; GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction); phantomPhysicsComponent->SetDirection(direction); } if (argArray.size() > 5) { uint32_t min; GeneralUtils::TryParse(argArray.at(6), min); phantomPhysicsComponent->SetMin(min); uint32_t max; GeneralUtils::TryParse(argArray.at(7), max); phantomPhysicsComponent->SetMax(max); } Game::entityManager->SerializeEntity(targetEntity); } void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) { auto* phantomPhysicsComponent = targetEntity->GetComponent(); if (!phantomPhysicsComponent) { LOG_DEBUG("Phantom Physics component not found!"); return; } phantomPhysicsComponent->SetPhysicsEffectActive(args == "On"); Game::entityManager->SerializeEntity(targetEntity); } void TriggerComponent::HandleActivateSpawnerNetwork(std::string args){ for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) { if (spawner) spawner->Activate(); } } void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args){ for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) { if (spawner) spawner->Deactivate(); } } void TriggerComponent::HandleResetSpawnerNetwork(std::string args){ for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) { if (spawner) spawner->Reset(); } } void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args){ for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) { if (spawner) spawner->DestroyAllEntities(); } } void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) { if (args == "true") { // TODO add physics entity if there isn't one } else if (args == "false"){ // TODO remove Phsyics entity if there is one } else { LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str()); } }