DarkflameServer/dGame/dBehaviors/Behavior.cpp
David Markowitz 5049f215ba
chore: Use string to access SQLite columns (#1535)
* use string to access field name

* Update DEVGMCommands.cpp

* corrected column name

* constexpr array

include <array>

Revert "constexpr array"

This reverts commit 1492e8b1773ed5fbbe767c74466ca263178ecdd4.

Revert "include <array>"

This reverts commit 2b7a67e89ad673d420f496be97f9bc51fd2d5e59.

include <array>

constexpr array

---------

Co-authored-by: jadebenn <jonahbenn@yahoo.com>
2024-04-13 23:41:51 -05:00

504 lines
14 KiB
C++

#include <sstream>
#include <algorithm>
#include "Behavior.h"
#include "CDActivitiesTable.h"
#include "Game.h"
#include "Logger.h"
#include "BehaviorTemplate.h"
#include "BehaviorBranchContext.h"
#include <unordered_map>
/*
* Behavior includes
*/
#include "AirMovementBehavior.h"
#include "EmptyBehavior.h"
#include "MovementSwitchBehavior.h"
#include "AndBehavior.h"
#include "AreaOfEffectBehavior.h"
#include "DurationBehavior.h"
#include "TacArcBehavior.h"
#include "LootBuffBehavior.h"
#include "AttackDelayBehavior.h"
#include "BasicAttackBehavior.h"
#include "ChainBehavior.h"
#include "ChargeUpBehavior.h"
#include "GameMessages.h"
#include "HealBehavior.h"
#include "ImaginationBehavior.h"
#include "KnockbackBehavior.h"
#include "NpcCombatSkillBehavior.h"
#include "StartBehavior.h"
#include "StunBehavior.h"
#include "ProjectileAttackBehavior.h"
#include "RepairBehavior.h"
#include "SwitchBehavior.h"
#include "SwitchMultipleBehavior.h"
#include "TargetCasterBehavior.h"
#include "VerifyBehavior.h"
#include "BuffBehavior.h"
#include "TauntBehavior.h"
#include "SkillCastFailedBehavior.h"
#include "SpawnBehavior.h"
#include "ForceMovementBehavior.h"
#include "RemoveBuffBehavior.h"
#include "ImmunityBehavior.h"
#include "InterruptBehavior.h"
#include "PlayEffectBehavior.h"
#include "DamageAbsorptionBehavior.h"
#include "VentureVisionBehavior.h"
#include "PropertyTeleportBehavior.h"
#include "BlockBehavior.h"
#include "ClearTargetBehavior.h"
#include "PullToPointBehavior.h"
#include "EndBehavior.h"
#include "ChangeOrientationBehavior.h"
#include "OverTimeBehavior.h"
#include "ApplyBuffBehavior.h"
#include "CarBoostBehavior.h"
#include "SkillEventBehavior.h"
#include "SpeedBehavior.h"
#include "DamageReductionBehavior.h"
#include "JetPackBehavior.h"
#include "FallSpeedBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
#include "DarkInspirationBehavior.h"
#include "ConsumeItemBehavior.h"
//CDClient includes
#include "CDBehaviorParameterTable.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
//Other includes
#include "EntityManager.h"
#include "RenderComponent.h"
#include "DestroyableComponent.h"
#include "CDBehaviorTemplateTable.h"
std::unordered_map<uint32_t, Behavior*> Behavior::Cache = {};
CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
Behavior* Behavior::GetBehavior(const uint32_t behaviorId) {
if (BehaviorParameterTable == nullptr) {
BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
}
const auto pair = Cache.find(behaviorId);
if (pair == Cache.end()) {
return nullptr;
}
return static_cast<Behavior*>(pair->second);
}
Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
auto* cached = GetBehavior(behaviorId);
if (cached != nullptr) {
return cached;
}
if (behaviorId == 0) {
return new EmptyBehavior(0);
}
const auto templateId = GetBehaviorTemplate(behaviorId);
Behavior* behavior = nullptr;
switch (templateId) {
case BehaviorTemplate::EMPTY: break;
case BehaviorTemplate::BASIC_ATTACK:
behavior = new BasicAttackBehavior(behaviorId);
break;
case BehaviorTemplate::TAC_ARC:
behavior = new TacArcBehavior(behaviorId);
break;
case BehaviorTemplate::AND:
behavior = new AndBehavior(behaviorId);
break;
case BehaviorTemplate::PROJECTILE_ATTACK:
behavior = new ProjectileAttackBehavior(behaviorId);
break;
case BehaviorTemplate::HEAL:
behavior = new HealBehavior(behaviorId);
break;
case BehaviorTemplate::MOVEMENT_SWITCH:
behavior = new MovementSwitchBehavior(behaviorId);
break;
case BehaviorTemplate::AREA_OF_EFFECT:
behavior = new AreaOfEffectBehavior(behaviorId);
break;
case BehaviorTemplate::PLAY_EFFECT:
behavior = new PlayEffectBehavior(behaviorId);
break;
case BehaviorTemplate::IMMUNITY:
behavior = new ImmunityBehavior(behaviorId);
break;
case BehaviorTemplate::DAMAGE_BUFF: break;
case BehaviorTemplate::DAMAGE_ABSORBTION:
behavior = new DamageAbsorptionBehavior(behaviorId);
break;
case BehaviorTemplate::OVER_TIME:
behavior = new OverTimeBehavior(behaviorId);
break;
case BehaviorTemplate::IMAGINATION:
behavior = new ImaginationBehavior(behaviorId);
break;
case BehaviorTemplate::TARGET_CASTER:
behavior = new TargetCasterBehavior(behaviorId);
break;
case BehaviorTemplate::STUN:
behavior = new StunBehavior(behaviorId);
break;
case BehaviorTemplate::DURATION:
behavior = new DurationBehavior(behaviorId);
break;
case BehaviorTemplate::KNOCKBACK:
behavior = new KnockbackBehavior(behaviorId);
break;
case BehaviorTemplate::ATTACK_DELAY:
behavior = new AttackDelayBehavior(behaviorId);
break;
case BehaviorTemplate::CAR_BOOST:
behavior = new CarBoostBehavior(behaviorId);
break;
case BehaviorTemplate::FALL_SPEED:
behavior = new FallSpeedBehavior(behaviorId);
break;
case BehaviorTemplate::SHIELD: break;
case BehaviorTemplate::REPAIR_ARMOR:
behavior = new RepairBehavior(behaviorId);
break;
case BehaviorTemplate::SPEED:
behavior = new SpeedBehavior(behaviorId);
break;
case BehaviorTemplate::DARK_INSPIRATION:
behavior = new DarkInspirationBehavior(behaviorId);
break;
case BehaviorTemplate::LOOT_BUFF:
behavior = new LootBuffBehavior(behaviorId);
break;
case BehaviorTemplate::VENTURE_VISION:
behavior = new VentureVisionBehavior(behaviorId);
break;
case BehaviorTemplate::SPAWN_OBJECT:
behavior = new SpawnBehavior(behaviorId);
break;
case BehaviorTemplate::LAY_BRICK: break;
case BehaviorTemplate::SWITCH:
behavior = new SwitchBehavior(behaviorId);
break;
case BehaviorTemplate::BUFF:
behavior = new BuffBehavior(behaviorId);
break;
case BehaviorTemplate::JETPACK:
behavior = new JetPackBehavior(behaviorId);
break;
case BehaviorTemplate::SKILL_EVENT:
behavior = new SkillEventBehavior(behaviorId);
break;
case BehaviorTemplate::CONSUME_ITEM:
behavior = new ConsumeItemBehavior(behaviorId);
break;
case BehaviorTemplate::SKILL_CAST_FAILED:
behavior = new SkillCastFailedBehavior(behaviorId);
break;
case BehaviorTemplate::IMITATION_SKUNK_STINK: break;
case BehaviorTemplate::CHANGE_IDLE_FLAGS:
behavior = new ChangeIdleFlagsBehavior(behaviorId);
break;
case BehaviorTemplate::APPLY_BUFF:
behavior = new ApplyBuffBehavior(behaviorId);
break;
case BehaviorTemplate::CHAIN:
behavior = new ChainBehavior(behaviorId);
break;
case BehaviorTemplate::CHANGE_ORIENTATION:
behavior = new ChangeOrientationBehavior(behaviorId);
break;
case BehaviorTemplate::FORCE_MOVEMENT:
behavior = new ForceMovementBehavior(behaviorId);
break;
case BehaviorTemplate::INTERRUPT:
behavior = new InterruptBehavior(behaviorId);
break;
case BehaviorTemplate::ALTER_COOLDOWN: break;
case BehaviorTemplate::CHARGE_UP:
behavior = new ChargeUpBehavior(behaviorId);
break;
case BehaviorTemplate::SWITCH_MULTIPLE:
behavior = new SwitchMultipleBehavior(behaviorId);
break;
case BehaviorTemplate::START:
behavior = new StartBehavior(behaviorId);
break;
case BehaviorTemplate::END:
behavior = new EndBehavior(behaviorId);
break;
case BehaviorTemplate::ALTER_CHAIN_DELAY: break;
case BehaviorTemplate::CAMERA: break;
case BehaviorTemplate::REMOVE_BUFF:
behavior = new RemoveBuffBehavior(behaviorId);
break;
case BehaviorTemplate::GRAB: break;
case BehaviorTemplate::MODULAR_BUILD: break;
case BehaviorTemplate::NPC_COMBAT_SKILL:
behavior = new NpcCombatSkillBehavior(behaviorId);
break;
case BehaviorTemplate::BLOCK:
behavior = new BlockBehavior(behaviorId);
break;
case BehaviorTemplate::VERIFY:
behavior = new VerifyBehavior(behaviorId);
break;
case BehaviorTemplate::TAUNT:
behavior = new TauntBehavior(behaviorId);
break;
case BehaviorTemplate::AIR_MOVEMENT:
behavior = new AirMovementBehavior(behaviorId);
break;
case BehaviorTemplate::SPAWN_QUICKBUILD:
behavior = new SpawnBehavior(behaviorId);
break;
case BehaviorTemplate::PULL_TO_POINT:
behavior = new PullToPointBehavior(behaviorId);
break;
case BehaviorTemplate::PROPERTY_ROTATE: break;
case BehaviorTemplate::DAMAGE_REDUCTION:
behavior = new DamageReductionBehavior(behaviorId);
break;
case BehaviorTemplate::PROPERTY_TELEPORT:
behavior = new PropertyTeleportBehavior(behaviorId);
break;
case BehaviorTemplate::PROPERTY_CLEAR_TARGET:
behavior = new ClearTargetBehavior(behaviorId);
break;
case BehaviorTemplate::TAKE_PICTURE: break;
case BehaviorTemplate::MOUNT: break;
case BehaviorTemplate::SKILL_SET: break;
default:
//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
break;
}
if (behavior == nullptr) {
//LOG("Failed to load unimplemented template id (%i)!", templateId);
behavior = new EmptyBehavior(behaviorId);
}
behavior->Load();
return behavior;
}
BehaviorTemplate Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
BehaviorTemplate templateID = BehaviorTemplate::EMPTY;
// Find behavior template by its behavior id. Default to 0.
if (behaviorTemplateTable) {
auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
if (templateEntry.behaviorID == behaviorId) {
templateID = static_cast<BehaviorTemplate>(templateEntry.templateID);
}
}
if (templateID == BehaviorTemplate::EMPTY && behaviorId != 0) {
LOG("Failed to load behavior template with id (%i)!", behaviorId);
}
return templateID;
}
// For use with enemies, to display the correct damage animations on the players
void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID secondary) {
auto* targetEntity = Game::entityManager->GetEntity(target);
if (targetEntity == nullptr) {
return;
}
const auto effectId = this->m_effectId;
if (effectId == 0) {
GameMessages::SendPlayFXEffect(targetEntity, -1, type, "", secondary, 1, 1, true);
return;
}
auto* renderComponent = targetEntity->GetComponent<RenderComponent>();
const auto typeString = GeneralUtils::UTF16ToWTF8(type);
const auto itr = m_effectNames.find(typeString);
if (type.empty()) {
type = GeneralUtils::ASCIIToUTF16(m_effectType);
}
if (itr != m_effectNames.end()) {
if (renderComponent == nullptr) {
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, itr->second, secondary, 1, 1, true);
return;
}
renderComponent->PlayEffect(effectId, type, itr->second, secondary);
return;
}
// The SQlite result object becomes invalid if the query object leaves scope.
// So both queries are defined before the if statement
CppSQLite3Query result;
auto typeQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT effectName FROM BehaviorEffect WHERE effectType = ? AND effectID = ?;");
auto idQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT effectName, effectType FROM BehaviorEffect WHERE effectID = ?;");
if (!type.empty()) {
typeQuery.bind(1, typeString.c_str());
typeQuery.bind(2, static_cast<int>(effectId));
result = typeQuery.execQuery();
} else {
idQuery.bind(1, static_cast<int>(effectId));
result = idQuery.execQuery();
}
if (result.eof() || result.fieldIsNull(0)) {
return;
}
const auto name = std::string(result.getStringField("effectName"));
if (type.empty()) {
const auto typeResult = result.getStringField("effectType");
type = GeneralUtils::ASCIIToUTF16(typeResult);
m_effectType = typeResult;
}
result.finalize();
m_effectNames.insert_or_assign(typeString, name);
if (renderComponent == nullptr) {
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
return;
}
renderComponent->PlayEffect(effectId, type, name, secondary);
}
Behavior::Behavior(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
CDBehaviorTemplate templateInDatabase{};
if (behaviorTemplateTable) {
auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
if (templateEntry.behaviorID == behaviorId) {
templateInDatabase = templateEntry;
}
}
this->m_behaviorId = behaviorId;
// Add to cache
Cache.insert_or_assign(behaviorId, this);
if (behaviorId == 0) {
this->m_effectId = 0;
this->m_templateId = BehaviorTemplate::EMPTY;
}
// Make sure we do not proceed if we are trying to load an invalid behavior
if (templateInDatabase.behaviorID == 0) {
LOG("Failed to load behavior with id (%i)!", behaviorId);
this->m_effectId = 0;
this->m_templateId = BehaviorTemplate::EMPTY;
return;
}
this->m_templateId = static_cast<BehaviorTemplate>(templateInDatabase.templateID);
this->m_effectId = templateInDatabase.effectID;
this->m_effectHandle = *templateInDatabase.effectHandle;
}
float Behavior::GetFloat(const std::string& name, const float defaultValue) const {
// Get the behavior parameter entry and return its value.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
return BehaviorParameterTable->GetValue(this->m_behaviorId, name, defaultValue);
}
bool Behavior::GetBoolean(const std::string& name, const bool defaultValue) const {
return GetFloat(name, defaultValue) > 0;
}
int32_t Behavior::GetInt(const std::string& name, const int defaultValue) const {
return static_cast<int32_t>(GetFloat(name, defaultValue));
}
Behavior* Behavior::GetAction(const std::string& name) const {
const auto id = GetInt(name);
return CreateBehavior(id);
}
Behavior* Behavior::GetAction(float value) const {
return CreateBehavior(static_cast<int32_t>(value));
}
std::map<std::string, float> Behavior::GetParameterNames() const {
std::map<std::string, float> templatesInDatabase;
// Find behavior template by its behavior id.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::GetTable<CDBehaviorParameterTable>();
if (BehaviorParameterTable) {
templatesInDatabase = BehaviorParameterTable->GetParametersByBehaviorID(this->m_behaviorId);
}
return templatesInDatabase;
}
void Behavior::Load() {
}
void Behavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
}
void Behavior::Sync(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
}
void Behavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
}
void Behavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
}
void Behavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
}
void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
}
void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
}