mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
870b56fe02
* objectIdManager fixes * Remove debug log
587 lines
17 KiB
C++
587 lines
17 KiB
C++
#include "VanityUtilities.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "ScriptComponent.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "dServer.h"
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#include "tinyxml2.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BinaryPathFinder.h"
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#include "EntityInfo.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "ObjectIDManager.h"
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#include "Level.h"
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#include <fstream>
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std::vector<VanityNPC> VanityUtilities::m_NPCs = {};
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std::vector<VanityParty> VanityUtilities::m_Parties = {};
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std::vector<std::string> VanityUtilities::m_PartyPhrases = {};
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void VanityUtilities::SpawnVanity() {
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if (Game::config->GetValue("disable_vanity") == "1") {
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return;
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}
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const uint32_t zoneID = Game::server->GetZoneID();
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for (const auto& npc : m_NPCs) {
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if (npc.m_ID == LWOOBJID_EMPTY) continue;
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if (npc.m_LOT == 176){
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Game::zoneManager->RemoveSpawner(npc.m_ID);
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} else{
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auto* entity = Game::entityManager->GetEntity(npc.m_ID);
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if (!entity) continue;
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entity->Smash(LWOOBJID_EMPTY, eKillType::VIOLENT);
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}
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}
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m_NPCs.clear();
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m_Parties.clear();
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m_PartyPhrases.clear();
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ParseXML((BinaryPathFinder::GetBinaryDir() / "vanity/NPC.xml").string());
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// Loop through all parties
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for (const auto& party : m_Parties) {
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const auto chance = party.m_Chance;
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const auto zone = party.m_Zone;
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if (zone != Game::server->GetZoneID()) {
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continue;
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}
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (chance < rate) {
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continue;
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}
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// Copy m_NPCs into a new vector
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std::vector<VanityNPC> npcList = m_NPCs;
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std::vector<uint32_t> taken = {};
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LOG("Spawning party with %i locations", party.m_Locations.size());
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// Loop through all locations
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for (const auto& location : party.m_Locations) {
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rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (0.75f < rate) {
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continue;
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}
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// Get a random NPC
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auto npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
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while (std::find(taken.begin(), taken.end(), npcIndex) != taken.end()) {
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npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
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}
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auto& npc = npcList[npcIndex];
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// Skip spawners
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if (npc.m_LOT == 176) continue;
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taken.push_back(npcIndex);
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LOG("ldf size is %i", npc.ldf.size());
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if (npc.ldf.empty()) {
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npc.ldf = {
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new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
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};
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}
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// Spawn the NPC
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if (npc.m_LOT == 176){
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npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
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} else {
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npc.m_Phrases.empty()) {
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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}
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}
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}
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return;
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}
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// Loop through all NPCs
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for (auto& npc : m_NPCs) {
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if (npc.m_Locations.find(Game::server->GetZoneID()) == npc.m_Locations.end())
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continue;
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const std::vector<VanityNPCLocation>& locations = npc.m_Locations.at(Game::server->GetZoneID());
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// Pick a random location
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const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
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static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (location.m_Chance < rate) {
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continue;
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}
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if (npc.ldf.empty()) {
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npc.ldf = {
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new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
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};
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}
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if (npc.m_LOT == 176){
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npc.m_ID = SpawnSpawner(npc.m_LOT, location.m_Position, location.m_Rotation, npc.ldf);
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} else {
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npcEntity) continue;
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npc.m_ID = npcEntity->GetObjectID();
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if (!npc.m_Phrases.empty()){
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npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
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auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
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if (scriptComponent && !npc.m_Script.empty()) {
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scriptComponent->SetScript(npc.m_Script);
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scriptComponent->SetSerialized(false);
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for (const auto& npc : npc.m_Flags) {
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npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
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}
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}
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SetupNPCTalk(npcEntity);
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}
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}
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}
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if (zoneID == 1200) {
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{
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EntityInfo info;
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info.lot = 8139;
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info.pos = { 259.5f, 246.4f, -705.2f };
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info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = { new LDFData<bool>(u"hasCustomText", true),
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new LDFData<std::string>(u"customText", ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/TESTAMENT.md").string())) };
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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}
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}
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}
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LWOOBJID VanityUtilities::SpawnSpawner(LOT lot, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LDFBaseData*>& ldf){
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SceneObject obj;
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obj.lot = lot;
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// guratantee we have no collisions
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do {
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obj.id = ObjectIDManager::GenerateObjectID();
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} while(Game::zoneManager->GetSpawner(obj.id));
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obj.position = position;
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obj.rotation = rotation;
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obj.settings = ldf;
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Level::MakeSpawner(obj);
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return obj.id;
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}
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Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position, const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf) {
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EntityInfo info;
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info.lot = lot;
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info.pos = position;
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info.rot = rotation;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = ldf;
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auto* entity = Game::entityManager->CreateEntity(info);
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entity->SetVar(u"npcName", name);
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if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent && !inventory.empty()) {
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inventoryComponent->SetNPCItems(inventory);
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetIsGMImmune(true);
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destroyableComponent->SetMaxHealth(0);
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destroyableComponent->SetHealth(0);
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}
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Game::entityManager->ConstructEntity(entity);
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return entity;
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}
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void VanityUtilities::ParseXML(const std::string& file) {
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// Read the entire file
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std::ifstream xmlFile(file);
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std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
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// Parse the XML
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tinyxml2::XMLDocument doc;
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doc.Parse(xml.c_str(), xml.size());
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// Read the NPCs
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auto* npcs = doc.FirstChildElement("npcs");
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if (npcs == nullptr) {
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LOG("Failed to parse NPCs");
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return;
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}
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for (auto* party = npcs->FirstChildElement("party"); party != nullptr; party = party->NextSiblingElement("party")) {
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// Get 'zone' as uint32_t and 'chance' as float
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uint32_t zone = 0;
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float chance = 0.0f;
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if (party->Attribute("zone") != nullptr) {
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zone = std::stoul(party->Attribute("zone"));
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}
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if (party->Attribute("chance") != nullptr) {
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chance = std::stof(party->Attribute("chance"));
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}
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VanityParty partyInfo;
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partyInfo.m_Zone = zone;
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partyInfo.m_Chance = chance;
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auto* locations = party->FirstChildElement("locations");
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if (locations == nullptr) {
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LOG("Failed to parse party locations");
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continue;
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}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
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location = location->NextSiblingElement("location")) {
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// Get the location data
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auto* x = location->Attribute("x");
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auto* y = location->Attribute("y");
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auto* z = location->Attribute("z");
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auto* rw = location->Attribute("rw");
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auto* rx = location->Attribute("rx");
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auto* ry = location->Attribute("ry");
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auto* rz = location->Attribute("rz");
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if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
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|| rz == nullptr) {
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LOG("Failed to parse party location data");
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continue;
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}
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VanityNPCLocation locationData;
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locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
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locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
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locationData.m_Chance = 1.0f;
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partyInfo.m_Locations.push_back(locationData);
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}
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m_Parties.push_back(partyInfo);
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}
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auto* partyPhrases = npcs->FirstChildElement("partyphrases");
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if (partyPhrases == nullptr) {
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LOG("No party phrases found");
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} else {
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for (auto* phrase = partyPhrases->FirstChildElement("phrase"); phrase != nullptr;
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phrase = phrase->NextSiblingElement("phrase")) {
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// Get the phrase
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auto* text = phrase->GetText();
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if (text == nullptr) {
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LOG("Failed to parse party phrase");
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continue;
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}
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m_PartyPhrases.push_back(text);
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}
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}
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for (auto* npc = npcs->FirstChildElement("npc"); npc != nullptr; npc = npc->NextSiblingElement("npc")) {
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// Get the NPC name
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auto* name = npc->Attribute("name");
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if (!name) name = "";
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// Get the NPC lot
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auto* lot = npc->Attribute("lot");
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if (lot == nullptr) {
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LOG("Failed to parse NPC lot");
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continue;
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}
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// Get the equipment
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auto* equipment = npc->FirstChildElement("equipment");
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std::vector<LOT> inventory;
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if (equipment) {
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auto* text = equipment->GetText();
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if (text != nullptr) {
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std::string equipmentString(text);
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std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
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for (auto& item : splitEquipment) {
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inventory.push_back(std::stoi(item));
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}
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}
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}
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// Get the phrases
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auto* phrases = npc->FirstChildElement("phrases");
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std::vector<std::string> phraseList = {};
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if (phrases) {
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for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
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phrase = phrase->NextSiblingElement("phrase")) {
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// Get the phrase
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auto* text = phrase->GetText();
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if (text == nullptr) {
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LOG("Failed to parse NPC phrase");
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continue;
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}
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phraseList.push_back(text);
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}
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}
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// Get the script
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auto* scriptElement = npc->FirstChildElement("script");
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std::string scriptName = "";
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if (scriptElement != nullptr) {
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auto* scriptNameAttribute = scriptElement->Attribute("name");
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if (scriptNameAttribute) scriptName = scriptNameAttribute;
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}
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auto* ldfElement = npc->FirstChildElement("ldf");
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std::vector<std::u16string> keys = {};
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std::vector<LDFBaseData*> ldf = {};
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if(ldfElement) {
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for (auto* entry = ldfElement->FirstChildElement("entry"); entry != nullptr;
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entry = entry->NextSiblingElement("entry")) {
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// Get the ldf data
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auto* data = entry->Attribute("data");
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if (!data) continue;
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LDFBaseData* ldfData = LDFBaseData::DataFromString(data);
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keys.push_back(ldfData->GetKey());
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ldf.push_back(ldfData);
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}
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}
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if (!keys.empty()) ldf.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
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VanityNPC npcData;
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npcData.m_Name = name;
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npcData.m_LOT = std::stoi(lot);
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npcData.m_Equipment = inventory;
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npcData.m_Phrases = phraseList;
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npcData.m_Script = scriptName;
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npcData.ldf = ldf;
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// Get flags
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auto* flags = npc->FirstChildElement("flags");
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if (flags != nullptr) {
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for (auto* flag = flags->FirstChildElement("flag"); flag != nullptr;
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flag = flag->NextSiblingElement("flag")) {
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// Get the flag name
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auto* name = flag->Attribute("name");
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if (name == nullptr) {
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LOG("Failed to parse NPC flag name");
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continue;
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}
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// Get the flag value
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auto* value = flag->Attribute("value");
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if (value == nullptr) {
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LOG("Failed to parse NPC flag value");
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continue;
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}
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npcData.m_Flags[name] = std::stoi(value);
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}
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}
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// Get the zones
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for (auto* zone = npc->FirstChildElement("zone"); zone != nullptr; zone = zone->NextSiblingElement("zone")) {
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// Get the zone ID
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auto* zoneID = zone->Attribute("id");
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if (zoneID == nullptr) {
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LOG("Failed to parse NPC zone ID");
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continue;
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}
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// Get the locations
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auto* locations = zone->FirstChildElement("locations");
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if (locations == nullptr) {
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LOG("Failed to parse NPC locations");
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continue;
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}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
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location = location->NextSiblingElement("location")) {
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// Get the location data
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auto* x = location->Attribute("x");
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auto* y = location->Attribute("y");
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auto* z = location->Attribute("z");
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auto* rw = location->Attribute("rw");
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auto* rx = location->Attribute("rx");
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auto* ry = location->Attribute("ry");
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auto* rz = location->Attribute("rz");
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if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
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|| rz == nullptr) {
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LOG("Failed to parse NPC location data");
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continue;
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}
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VanityNPCLocation locationData;
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locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
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locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
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locationData.m_Chance = 1.0f;
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if (location->Attribute("chance") != nullptr) {
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locationData.m_Chance = std::stof(location->Attribute("chance"));
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}
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const auto& it = npcData.m_Locations.find(std::stoi(zoneID));
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if (it != npcData.m_Locations.end()) {
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it->second.push_back(locationData);
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} else {
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std::vector<VanityNPCLocation> locations;
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locations.push_back(locationData);
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npcData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
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}
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}
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}
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m_NPCs.push_back(npcData);
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}
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}
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VanityNPC* VanityUtilities::GetNPC(const std::string& name) {
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for (size_t i = 0; i < m_NPCs.size(); i++) {
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if (m_NPCs[i].m_Name == name) {
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return &m_NPCs[i];
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}
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}
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return nullptr;
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}
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std::string VanityUtilities::ParseMarkdown(const std::string& file) {
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// This function will read the file and return the content formatted as ASCII text.
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// Read the file into a string
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std::ifstream t(file);
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// If the file does not exist, return an empty string.
|
|
if (!t.good()) {
|
|
return "";
|
|
}
|
|
|
|
std::stringstream buffer;
|
|
buffer << t.rdbuf();
|
|
std::string fileContents = buffer.str();
|
|
|
|
// Loop through all lines in the file.
|
|
// Replace all instances of the markdown syntax with the corresponding HTML.
|
|
// Only care about headers
|
|
std::stringstream output;
|
|
std::string line;
|
|
std::stringstream ss;
|
|
ss << fileContents;
|
|
while (std::getline(ss, line)) {
|
|
|
|
#define TOSTRING(x) #x
|
|
|
|
#ifndef STRINGIFY
|
|
#define STRINGIFY(x) TOSTRING(x)
|
|
#endif
|
|
// Replace "__TIMESTAMP__" with the __TIMESTAMP__
|
|
GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
|
|
// Replace "__VERSION__" with the PROJECT_VERSION
|
|
GeneralUtils::ReplaceInString(line, "__VERSION__", Game::projectVersion);
|
|
// Replace "__SOURCE__" with SOURCE
|
|
GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
|
|
// Replace "__LICENSE__" with LICENSE
|
|
GeneralUtils::ReplaceInString(line, "__LICENSE__", "AGPL-3.0");
|
|
|
|
if (line.find("##") != std::string::npos) {
|
|
// Add "<font size='18' color='#000000'>" before the header
|
|
output << "<font size=\"14\" color=\"#000000\">";
|
|
// Add the header without the markdown syntax
|
|
output << line.substr(3);
|
|
|
|
output << "</font>";
|
|
} else if (line.find("#") != std::string::npos) {
|
|
// Add "<font size='18' color='#000000'>" before the header
|
|
output << "<font size=\"18\" color=\"#000000\">";
|
|
// Add the header without the markdown syntax
|
|
output << line.substr(2);
|
|
|
|
output << "</font>";
|
|
} else {
|
|
output << line;
|
|
}
|
|
|
|
output << "\n";
|
|
}
|
|
|
|
return output.str();
|
|
}
|
|
|
|
void VanityUtilities::SetupNPCTalk(Entity* npc) {
|
|
npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
|
|
|
|
npc->SetProximityRadius(20.0f, "talk");
|
|
}
|
|
|
|
void VanityUtilities::NPCTalk(Entity* npc) {
|
|
auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
|
|
|
|
if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
|
|
const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
|
|
|
|
if (chats.empty()) {
|
|
return;
|
|
}
|
|
|
|
const auto& selected
|
|
= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
|
|
|
|
GameMessages::SendNotifyClientZoneObject(
|
|
npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(npc);
|
|
|
|
const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
|
|
|
|
npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
|
|
}
|