Files
DarkflameServer/dGame/dComponents/ModelComponent.cpp
Aaron Kimbrell e213a7aeff feat: web dashboard and playground work
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:43 -05:00

367 lines
12 KiB
C++

#include "ModelComponent.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "BehaviorStates.h"
#include "PropertyBehaviorActions.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "SimplePhysicsComponent.h"
#include "eMissionTaskType.h"
#include "eObjectBits.h"
#include "Database.h"
#include "DluAssert.h"
ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation();
m_IsPaused = false;
m_NumListeningInteract = 0;
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
RegisterMsg(&ModelComponent::OnRequestUse);
RegisterMsg(&ModelComponent::OnResetModelToDefaults);
RegisterMsg(&ModelComponent::OnGetObjectReportInfo);
}
bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults& reset) {
if (reset.bResetBehaviors) for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
if (reset.bUnSmash) {
GameMessages::UnSmash unsmash;
unsmash.target = GetParent()->GetObjectID();
unsmash.duration = 0.0f;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
m_NumActiveUnSmash = 0;
}
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
m_Speed = PropertyBehaviorActions::DEFAULT_SPEED;
m_NumListeningInteract = 0;
m_NumActiveAttack = 0;
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = -1; // Default faction for smashables
set.bIgnoreChecks = true; // Remove the attack faction
set.Send();
m_Dirty = true;
Game::entityManager->SerializeEntity(GetParent());
return true;
}
bool ModelComponent::OnRequestUse(GameMessages::RequestUseEvent& event) {
auto& requestUse = event.msg;
bool toReturn = false;
if (!m_IsPaused) {
for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
toReturn = true;
}
return toReturn;
}
void ModelComponent::Update(float deltaTime) {
if (m_IsPaused) return;
for (auto& behavior : m_Behaviors) {
behavior.Update(deltaTime, *this);
}
if (!m_RestartAtEndOfFrame) return;
GameMessages::ResetModelToDefaults reset{};
OnResetModelToDefaults(reset);
m_RestartAtEndOfFrame = false;
}
void ModelComponent::LoadBehaviors() {
auto behaviors = GeneralUtils::SplitString(m_Parent->GetVar<std::string>(u"userModelBehaviors"), ',');
for (const auto& behavior : behaviors) {
if (behavior.empty()) continue;
const auto behaviorId = GeneralUtils::TryParse<LWOOBJID>(behavior);
if (!behaviorId.has_value() || behaviorId.value() == 0) continue;
// add behavior at the back
LoadBehavior(behaviorId.value(), m_Behaviors.size(), false);
}
}
void ModelComponent::LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed) {
LOG_DEBUG("Loading behavior %d", behaviorID);
auto& inserted = *m_Behaviors.emplace(m_Behaviors.begin() + index, PropertyBehavior(isIndexed));
inserted.SetBehaviorId(behaviorID);
const auto behaviorStr = Database::Get()->GetBehavior(behaviorID);
tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %i %llu: %s", res, behaviorID, behaviorStr.c_str());
const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
if (behaviorRoot) {
inserted.Deserialize(*behaviorRoot);
} else {
LOG("Failed to load behavior %d due to missing behavior root", behaviorID);
}
}
void ModelComponent::Resume() {
m_Dirty = true;
m_IsPaused = false;
}
void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// ItemComponent Serialization. Pets do not get this serialization.
if (!m_Parent->HasComponent(eReplicaComponentType::PET)) {
outBitStream.Write1();
outBitStream.Write<LWOOBJID>(m_userModelID != LWOOBJID_EMPTY ? m_userModelID : m_Parent->GetObjectID());
outBitStream.Write<int>(0);
outBitStream.Write0();
}
//actual model component:
outBitStream.Write1(); // Yes we are writing model info
outBitStream.Write(m_NumListeningInteract > 0); // Is pickable
outBitStream.Write<uint32_t>(2); // Physics type
outBitStream.Write(m_OriginalPosition); // Original position
outBitStream.Write(m_OriginalRotation); // Original rotation
outBitStream.Write1(); // We are writing behavior info
outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
outBitStream.Write(m_IsPaused); // Is this model paused
if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
}
void ModelComponent::UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJID oldId) {
for (auto& behavior : m_Behaviors) {
if (behavior.GetBehaviorId() != oldId) continue;
behavior.SetBehaviorId(newId);
behavior.SetIsLoot(false);
}
}
void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
auto* behaviorArray = args.InsertArray("behaviors");
for (auto& behavior : m_Behaviors) {
auto* behaviorArgs = behaviorArray->PushArray();
behavior.SendBehaviorListToClient(*behaviorArgs);
}
}
void ModelComponent::VerifyBehaviors() {
for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
}
void ModelComponent::SendBehaviorBlocksToClient(const LWOOBJID behaviorToSend, AMFArrayValue& args) const {
args.Insert("BehaviorID", std::to_string(behaviorToSend));
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
}
void ModelComponent::AddBehavior(AddMessage& msg) {
// Can only have 1 of the loot behaviors
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
// If we're loading a behavior from an ADD, it is from the database.
// Mark it as not modified by default to prevent wasting persistentIDs.
LoadBehavior(msg.GetBehaviorId(), msg.GetBehaviorIndex(), true);
auto& insertedBehavior = m_Behaviors[msg.GetBehaviorIndex()];
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// Check if this behavior is able to be found via lot (if so, its a loot behavior).
insertedBehavior.SetIsLoot(inventoryComponent->FindItemByLot(msg.GetBehaviorId(), eInventoryType::BEHAVIORS));
}
ProgressAddBehaviorMission(*playerEntity);
}
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(1);
Game::entityManager->SerializeEntity(m_Parent);
}
}
void ModelComponent::ProgressAddBehaviorMission(Entity& playerEntity) {
auto* const missionComponent = playerEntity.GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ADD_BEHAVIOR, 0);
}
std::string ModelComponent::SaveBehavior(const PropertyBehavior& behavior) const {
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, true, 0);
doc.Print(&printer);
return printer.CStr();
}
void ModelComponent::RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
const auto behavior = m_Behaviors[msg.GetBehaviorIndex()];
if (keepItem) {
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* const inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent && !behavior.GetIsLoot()) {
// config is owned by the item
LwoNameValue config;
config.Insert(u"userModelName", behavior.GetName());
inventoryComponent->AddItem(7965, 1, eLootSourceType::PROPERTY, eInventoryType::BEHAVIORS, config, LWOOBJID_EMPTY, true, false, msg.GetBehaviorId());
}
}
}
// save the behavior before deleting it so players can re-add them
IBehaviors::Info info{};
info.behaviorId = msg.GetBehaviorId();
info.behaviorInfo = SaveBehavior(behavior);
info.characterId = msg.GetOwningPlayerID();
Database::Get()->AddBehavior(info);
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
if (m_Behaviors.empty()) {
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(4);
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
std::array<std::pair<LWOOBJID, std::string>, 5> toReturn{};
for (auto i = 0; i < m_Behaviors.size(); i++) {
const auto& behavior = m_Behaviors.at(i);
if (behavior.GetBehaviorId() == -1) continue;
auto& [id, behaviorData] = toReturn[i];
id = behavior.GetBehaviorId();
behaviorData = SaveBehavior(behavior);
}
return toReturn;
}
void ModelComponent::AddInteract() {
LOG_DEBUG("Adding interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract++;
}
void ModelComponent::RemoveInteract() {
DluAssert(m_NumListeningInteract > 0);
LOG_DEBUG("Removing interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract--;
}
void ModelComponent::AddUnSmash() {
LOG_DEBUG("Adding UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash++;
}
void ModelComponent::RemoveUnSmash() {
// Players can assign an UnSmash without a Smash so an assert would be bad here
if (m_NumActiveUnSmash == 0) return;
LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash--;
}
bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
auto currentVelocity = m_Parent->GetVelocity();
// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
if (velocity != NiPoint3Constant::ZERO) {
const auto [x, y, z] = velocity * m_Speed;
if (x != 0.0f) {
if (currentVelocity.x != 0.0f) return false;
currentVelocity.x = x;
} else if (y != 0.0f) {
if (currentVelocity.y != 0.0f) return false;
currentVelocity.y = y;
} else if (z != 0.0f) {
if (currentVelocity.z != 0.0f) return false;
currentVelocity.z = z;
}
} else {
currentVelocity = velocity;
}
m_Parent->SetVelocity(currentVelocity);
return true;
}
void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
m_Parent->SetVelocity(velocity);
}
void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
}
void ModelComponent::OnHit() {
for (auto& behavior : m_Behaviors) {
behavior.OnHit();
}
}
void ModelComponent::AddAttack() {
LOG_DEBUG("Adding attack %i", m_NumActiveAttack);
m_Dirty = true;
if (m_NumActiveAttack == 0) {
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = 6; // Default faction for smashables
set.Send();
}
m_NumActiveAttack++;
}
void ModelComponent::RemoveAttack() {
LOG_DEBUG("Removing attack %i", m_NumActiveAttack);
DluAssert(m_NumActiveAttack > 0);
m_Dirty = true;
m_NumActiveAttack--;
if (m_NumActiveAttack == 0) {
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = -1; // Default faction for smashables
set.bIgnoreChecks = true; // Remove the attack faction
set.Send();
}
}
bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
if (!reportInfo.info) return false;
auto& cmptInfo = reportInfo.info->PushDebug("Model Behaviors (Mutable)");
cmptInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptInfo.PushDebug<AMFStringValue>("Name") = "Objects_" + std::to_string(m_Parent->GetLOT()) + "_name";
cmptInfo.PushDebug<AMFBoolValue>("Has Unique Name") = false;
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("UGID", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("Description") = "";
cmptInfo.PushDebug<AMFIntValue>("Behavior Count") = m_Behaviors.size();
return true;
}