mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
630 lines
17 KiB
C++
630 lines
17 KiB
C++
#include "EntityManager.h"
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#include "RakNetTypes.h"
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#include "Game.h"
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#include "User.h"
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#include "ObjectIDManager.h"
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#include "Character.h"
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#include "GeneralUtils.h"
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#include "dServer.h"
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#include "Spawner.h"
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#include "SkillComponent.h"
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#include "SwitchComponent.h"
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#include "UserManager.h"
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#include "Metrics.hpp"
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#include "dZoneManager.h"
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#include "MissionComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "MessageIdentifiers.h"
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#include "dConfig.h"
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#include "eTriggerEventType.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "eReplicaComponentType.h"
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#include "eReplicaPacketType.h"
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#include "PlayerManager.h"
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#include "GhostComponent.h"
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// Configure which zones have ghosting disabled, mostly small worlds.
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std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
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// Small zones
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1000,
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// Racing zones
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1203,
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1261,
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1303,
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1403,
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// Property zones
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1150,
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1151,
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1250,
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1251,
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1350,
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1450
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};
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// Configure some exceptions for ghosting, nessesary for some special objects.
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std::vector<LOT> EntityManager::m_GhostingExcludedLOTs = {
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// AG - Footrace
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4967
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};
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void EntityManager::Initialize() {
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// Check if this zone has ghosting enabled
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m_GhostingEnabled = std::find(
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m_GhostingExcludedZones.begin(),
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m_GhostingExcludedZones.end(),
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Game::zoneManager->GetZoneID().GetMapID()
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) == m_GhostingExcludedZones.end();
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// grab hardcore mode settings and load them with sane defaults
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auto hcmode = Game::config->GetValue("hardcore_mode");
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m_HardcoreMode = hcmode.empty() ? false : (hcmode == "1");
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auto hcUscorePercent = Game::config->GetValue("hardcore_lose_uscore_on_death_percent");
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m_HardcoreLoseUscoreOnDeathPercent = hcUscorePercent.empty() ? 10 : std::stoi(hcUscorePercent);
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auto hcUscoreMult = Game::config->GetValue("hardcore_uscore_enemies_multiplier");
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m_HardcoreUscoreEnemiesMultiplier = hcUscoreMult.empty() ? 2 : std::stoi(hcUscoreMult);
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auto hcDropInv = Game::config->GetValue("hardcore_dropinventory_on_death");
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m_HardcoreDropinventoryOnDeath = hcDropInv.empty() ? false : (hcDropInv == "1");
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// If cloneID is not zero, then hardcore mode is disabled
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// aka minigames and props
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if (Game::zoneManager->GetZoneID().GetCloneID() != 0) m_HardcoreMode = false;
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}
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Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentEntity, const bool controller, const LWOOBJID explicitId) {
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// Determine the objectID for the new entity
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LWOOBJID id;
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// If an explicit ID was provided, use it
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if (explicitId != LWOOBJID_EMPTY) {
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id = explicitId;
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}
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// For non player entites, we'll generate a new ID or set the appropiate flags
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else if (user == nullptr || info.lot != 1) {
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// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
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if (info.id == 0) {
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id = ObjectIDManager::GenerateObjectID();
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}
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// Entities with an ID already set, often level entities, we'll use that ID as a base
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else {
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id = info.id;
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}
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// Exclude the zone control object from any flags
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if (!controller && info.lot != 14) {
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// The client flags means the client should render the entity
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GeneralUtils::SetBit(id, eObjectBits::CLIENT);
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// Spawned entities require the spawned flag to render
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if (info.spawnerID != 0) {
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GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
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}
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}
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}
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// For players, we'll use the persistent ID for that character
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else {
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id = user->GetLastUsedChar()->GetObjectID();
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}
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info.id = id;
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Entity* entity = new Entity(id, info, user, parentEntity);
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// Initialize the entity
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entity->Initialize();
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// Add the entity to the entity map
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m_Entities.insert_or_assign(id, entity);
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// Set the zone control entity if the entity is a zone control object, this should only happen once
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if (controller) {
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m_ZoneControlEntity = entity;
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}
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// Check if this entity is a respawn point, if so add it to the registry
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const auto& spawnName = entity->GetVar<std::u16string>(u"respawnname");
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if (!spawnName.empty()) {
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m_SpawnPoints.insert_or_assign(GeneralUtils::UTF16ToWTF8(spawnName), entity->GetObjectID());
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}
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return entity;
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}
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void EntityManager::DestroyEntity(const LWOOBJID& objectID) {
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DestroyEntity(GetEntity(objectID));
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}
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void EntityManager::DestroyEntity(Entity* entity) {
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if (!entity) return;
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entity->TriggerEvent(eTriggerEventType::DESTROY, entity);
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const auto id = entity->GetObjectID();
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if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), id)) {
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return;
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}
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// Destruct networked entities
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if (entity->GetNetworkId() != 0) {
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DestructEntity(entity);
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}
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// Delete this entity at the end of the frame
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ScheduleForDeletion(id);
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}
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void EntityManager::SerializeEntities() {
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for (int32_t i = 0; i < m_EntitiesToSerialize.size(); i++) {
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const LWOOBJID toSerialize = m_EntitiesToSerialize.at(i);
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auto* entity = GetEntity(toSerialize);
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if (!entity) continue;
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write<char>(ID_REPLICA_MANAGER_SERIALIZE);
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stream.Write<unsigned short>(entity->GetNetworkId());
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entity->WriteBaseReplicaData(&stream, eReplicaPacketType::SERIALIZATION);
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entity->WriteComponents(&stream, eReplicaPacketType::SERIALIZATION);
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if (entity->GetIsGhostingCandidate()) {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (ghostComponent && ghostComponent->IsObserved(toSerialize)) {
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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}
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}
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} else {
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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}
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m_EntitiesToSerialize.clear();
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}
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void EntityManager::KillEntities() {
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for (int32_t i = 0; i < m_EntitiesToKill.size(); i++) {
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const LWOOBJID toKill = m_EntitiesToKill.at(i);
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auto* entity = GetEntity(toKill);
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if (!entity) {
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LOG("Attempting to kill null entity %llu", toKill);
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continue;
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}
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if (entity->GetScheduledKiller()) {
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entity->Smash(entity->GetScheduledKiller()->GetObjectID(), eKillType::SILENT);
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} else {
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entity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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}
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}
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m_EntitiesToKill.clear();
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}
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void EntityManager::DeleteEntities() {
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for (int32_t i = 0; i < m_EntitiesToDelete.size(); i++) {
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const LWOOBJID toDelete = m_EntitiesToDelete.at(i);
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auto entityToDelete = GetEntity(toDelete);
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if (entityToDelete) {
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// Get all this info first before we delete the player.
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auto networkIdToErase = entityToDelete->GetNetworkId();
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const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
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delete entityToDelete;
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entityToDelete = nullptr;
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if (networkIdToErase != 0) m_LostNetworkIds.push(networkIdToErase);
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if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
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} else {
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LOG("Attempted to delete non-existent entity %llu", toDelete);
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}
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m_Entities.erase(toDelete);
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}
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m_EntitiesToDelete.clear();
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}
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void EntityManager::UpdateEntities(const float deltaTime) {
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for (const auto& e : m_Entities) {
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e.second->Update(deltaTime);
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}
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SerializeEntities();
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KillEntities();
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DeleteEntities();
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}
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Entity* EntityManager::GetEntity(const LWOOBJID& objectId) const {
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const auto& index = m_Entities.find(objectId);
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if (index == m_Entities.end()) {
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return nullptr;
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}
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return index->second;
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}
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std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group) {
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std::vector<Entity*> entitiesInGroup;
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for (const auto& entity : m_Entities) {
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for (const auto& entityGroup : entity.second->GetGroups()) {
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if (entityGroup == group) {
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entitiesInGroup.push_back(entity.second);
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}
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}
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}
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return entitiesInGroup;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByComponent(const eReplicaComponentType componentType) const {
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std::vector<Entity*> withComp;
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for (const auto& entity : m_Entities) {
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if (componentType != eReplicaComponentType::INVALID && !entity.second->HasComponent(componentType)) continue;
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withComp.push_back(entity.second);
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}
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return withComp;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByLOT(const LOT& lot) const {
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std::vector<Entity*> entities;
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for (const auto& entity : m_Entities) {
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if (entity.second->GetLOT() == lot)
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entities.push_back(entity.second);
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}
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return entities;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByProximity(NiPoint3 reference, float radius) const{
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std::vector<Entity*> entities = {};
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if (radius > 1000.0f) return entities;
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for (const auto& entity : m_Entities) {
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if (NiPoint3::Distance(reference, entity.second->GetPosition()) <= radius) entities.push_back(entity.second);
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}
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return entities;
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}
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Entity* EntityManager::GetZoneControlEntity() const {
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return m_ZoneControlEntity;
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}
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Entity* EntityManager::GetSpawnPointEntity(const std::string& spawnName) const {
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// Lookup the spawn point entity in the map
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const auto& spawnPoint = m_SpawnPoints.find(spawnName);
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if (spawnPoint == m_SpawnPoints.end()) {
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return nullptr;
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}
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// Check if the spawn point entity is valid just in case
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return GetEntity(spawnPoint->second);
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}
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const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEntities() const {
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return m_SpawnPoints;
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}
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void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
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if (!entity) {
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LOG("Attempted to construct null entity");
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return;
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}
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if (entity->GetNetworkId() == 0) {
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uint16_t networkId;
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if (!m_LostNetworkIds.empty()) {
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networkId = m_LostNetworkIds.top();
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m_LostNetworkIds.pop();
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} else {
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networkId = ++m_NetworkIdCounter;
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}
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entity->SetNetworkId(networkId);
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}
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const auto checkGhosting = entity->GetIsGhostingCandidate();
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if (checkGhosting) {
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const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
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if (iter == m_EntitiesToGhost.end()) {
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m_EntitiesToGhost.push_back(entity);
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}
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}
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if (checkGhosting && sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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CheckGhosting(entity);
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return;
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}
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write<char>(ID_REPLICA_MANAGER_CONSTRUCTION);
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stream.Write(true);
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stream.Write<unsigned short>(entity->GetNetworkId());
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entity->WriteBaseReplicaData(&stream, eReplicaPacketType::CONSTRUCTION);
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entity->WriteComponents(&stream, eReplicaPacketType::CONSTRUCTION);
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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if (skipChecks) {
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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} else {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (player->GetPlayerReadyForUpdates()) {
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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} else {
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->AddLimboConstruction(entity->GetObjectID());
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}
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}
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}
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} else {
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Game::server->Send(&stream, sysAddr, false);
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}
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if (entity->IsPlayer()) {
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if (entity->GetGMLevel() > eGameMasterLevel::CIVILIAN) {
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GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
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}
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}
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}
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void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
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//ZoneControl is special:
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ConstructEntity(m_ZoneControlEntity, sysAddr);
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for (const auto& e : m_Entities) {
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if (e.second && (e.second->GetSpawnerID() != 0 || e.second->GetLOT() == 1) && !e.second->GetIsGhostingCandidate()) {
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ConstructEntity(e.second, sysAddr);
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}
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}
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UpdateGhosting(PlayerManager::GetPlayer(sysAddr));
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}
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void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr) {
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if (!entity || entity->GetNetworkId() == 0) return;
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RakNet::BitStream stream;
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stream.Write<char>(ID_REPLICA_MANAGER_DESTRUCTION);
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stream.Write<unsigned short>(entity->GetNetworkId());
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Game::server->Send(&stream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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for (auto* player : PlayerManager::GetAllPlayers()) {
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if (!player->GetPlayerReadyForUpdates()) {
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (ghostComponent) ghostComponent->RemoveLimboConstruction(entity->GetObjectID());
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}
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}
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}
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void EntityManager::SerializeEntity(Entity* entity) {
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if (!entity || entity->GetNetworkId() == 0) return;
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if (std::find(m_EntitiesToSerialize.begin(), m_EntitiesToSerialize.end(), entity->GetObjectID()) == m_EntitiesToSerialize.end()) {
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m_EntitiesToSerialize.push_back(entity->GetObjectID());
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}
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}
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void EntityManager::DestructAllEntities(const SystemAddress& sysAddr) {
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for (const auto& e : m_Entities) {
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DestructEntity(e.second, sysAddr);
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}
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}
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void EntityManager::SetGhostDistanceMax(float value) {
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m_GhostDistanceMaxSquared = value * value;
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}
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float EntityManager::GetGhostDistanceMax() const {
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return std::sqrt(m_GhostDistanceMaxSquared);
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}
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void EntityManager::SetGhostDistanceMin(float value) {
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m_GhostDistanceMinSqaured = value * value;
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}
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float EntityManager::GetGhostDistanceMin() const {
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return std::sqrt(m_GhostDistanceMinSqaured);
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}
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void EntityManager::QueueGhostUpdate(LWOOBJID playerID) {
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const auto& iter = std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID);
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if (iter == m_PlayersToUpdateGhosting.end()) {
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m_PlayersToUpdateGhosting.push_back(playerID);
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}
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}
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void EntityManager::UpdateGhosting() {
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for (const auto playerID : m_PlayersToUpdateGhosting) {
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auto* player = PlayerManager::GetPlayer(playerID);
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if (player == nullptr) {
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continue;
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}
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UpdateGhosting(player);
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}
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m_PlayersToUpdateGhosting.clear();
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}
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void EntityManager::UpdateGhosting(Entity* player) {
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if (player == nullptr) {
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return;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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auto* ghostComponent = player->GetComponent<GhostComponent>();
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if (missionComponent == nullptr || !ghostComponent) {
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return;
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}
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const auto& referencePoint = ghostComponent->GetGhostReferencePoint();
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const auto isOverride = ghostComponent->GetGhostOverride();
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for (auto* entity : m_EntitiesToGhost) {
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const auto isAudioEmitter = entity->GetLOT() == 6368;
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const auto& entityPoint = entity->GetPosition();
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const int32_t id = entity->GetObjectID();
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const auto observed = ghostComponent->IsObserved(id);
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const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
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auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
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auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
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if (isAudioEmitter) {
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ghostingDistanceMax = ghostingDistanceMin;
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}
|
|
|
|
if (observed && distance > ghostingDistanceMax && !isOverride) {
|
|
ghostComponent->GhostEntity(id);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
} else if (!observed && ghostingDistanceMin > distance) {
|
|
// Check collectables, don't construct if it has been collected
|
|
uint32_t collectionId = entity->GetCollectibleID();
|
|
|
|
if (collectionId != 0) {
|
|
collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
|
|
|
|
if (missionComponent->HasCollectible(collectionId)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
ghostComponent->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EntityManager::CheckGhosting(Entity* entity) {
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto& referencePoint = entity->GetPosition();
|
|
|
|
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
|
|
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
|
|
|
|
const auto isAudioEmitter = entity->GetLOT() == 6368;
|
|
|
|
for (auto* player : PlayerManager::GetAllPlayers()) {
|
|
auto* ghostComponent = player->GetComponent<GhostComponent>();
|
|
if (!ghostComponent) continue;
|
|
|
|
const auto& entityPoint = ghostComponent->GetGhostReferencePoint();
|
|
|
|
const int32_t id = entity->GetObjectID();
|
|
|
|
const auto observed = ghostComponent->IsObserved(id);
|
|
|
|
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
|
|
|
if (observed && distance > ghostingDistanceMax) {
|
|
ghostComponent->GhostEntity(id);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
} else if (!observed && ghostingDistanceMin > distance) {
|
|
ghostComponent->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
Entity* EntityManager::GetGhostCandidate(int32_t id) {
|
|
for (auto* entity : m_EntitiesToGhost) {
|
|
if (entity->GetObjectID() == id) {
|
|
return entity;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool EntityManager::GetGhostingEnabled() const {
|
|
return m_GhostingEnabled;
|
|
}
|
|
|
|
void EntityManager::ScheduleForKill(Entity* entity) {
|
|
// Deactivate switches if they die
|
|
if (!entity)
|
|
return;
|
|
|
|
SwitchComponent* switchComp = entity->GetComponent<SwitchComponent>();
|
|
if (switchComp) {
|
|
entity->TriggerEvent(eTriggerEventType::DEACTIVATED, entity);
|
|
}
|
|
|
|
const auto objectId = entity->GetObjectID();
|
|
|
|
if (std::count(m_EntitiesToKill.begin(), m_EntitiesToKill.end(), objectId)) {
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToKill.push_back(objectId);
|
|
}
|
|
|
|
void EntityManager::ScheduleForDeletion(LWOOBJID entity) {
|
|
if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), entity)) {
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToDelete.push_back(entity);
|
|
}
|
|
|
|
|
|
void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
|
|
for (std::pair<LWOOBJID, Entity*> e : m_Entities) {
|
|
if (e.second) {
|
|
e.second->OnFireEventServerSide(origin, args);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool EntityManager::IsExcludedFromGhosting(LOT lot) {
|
|
return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
|
|
}
|