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https://github.com/DarkflameUniverse/DarkflameServer.git
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c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#include "MinigameTreasureChestServer.h"
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#include "ScriptedActivityComponent.h"
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#include "TeamManager.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "Loot.h"
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void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
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auto* sac = self->GetComponent<ScriptedActivityComponent>();
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if (sac == nullptr)
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return;
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if (self->GetVar<bool>(u"used"))
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return;
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self->SetVar<bool>(u"used", true);
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if (!IsPlayerInActivity(self, user->GetObjectID()))
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UpdatePlayer(self, user->GetObjectID());
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auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
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uint32_t activityRating = 0;
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if (team != nullptr) {
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for (const auto& teamMemberID : team->members) {
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auto* teamMember = Game::entityManager->GetEntity(teamMemberID);
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if (teamMember != nullptr) {
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activityRating = CalculateActivityRating(self, teamMemberID);
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if (self->GetLOT() == frakjawChestId) activityRating = team->members.size();
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Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
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}
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}
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} else {
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activityRating = CalculateActivityRating(self, user->GetObjectID());
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if (self->GetLOT() == frakjawChestId) activityRating = 1;
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Loot::DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
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}
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sac->PlayerRemove(user->GetObjectID());
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auto* zoneControl = Game::zoneManager->GetZoneControlObject();
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if (zoneControl != nullptr) {
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zoneControl->OnFireEventServerSide(self, "Survival_Update", 0);
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}
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self->Smash(self->GetObjectID());
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}
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uint32_t MinigameTreasureChestServer::CalculateActivityRating(Entity* self, LWOOBJID playerID) {
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auto* team = TeamManager::Instance()->GetTeam(playerID);
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return team != nullptr ? team->members.size() * 100 : ActivityManager::CalculateActivityRating(self, playerID) * 100;
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}
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void MinigameTreasureChestServer::OnStartup(Entity* self) {
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// BONS treasure chest thinks it's on FV, causing it to start a lobby
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if (Game::zoneManager->GetZoneID().GetMapID() == 1204) {
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auto* sac = self->GetComponent<ScriptedActivityComponent>();
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if (sac != nullptr) {
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sac->SetInstanceMapID(1204);
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}
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}
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}
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