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The client's rail activator sends RequestRailActivatorState (1479, no payload) when it is added to the world (LWORailActivatorComponent:: SendMessage 0x00c00da0) and live answered with NotifyRailActivatorStateChange (1478, bActive) to that client; the client stores rail_activator_active and updates the rail's pick type (usable or not). Live: 152 requests, 413 answers, every one bActive = true. DLU dropped the request and never answered. RailActivatorComponent keeps the level key rail_activator_active (default true; every rail in the live levels sets it to 1) and the request is answered with it. Check in game: in Ninjago Monastery and Nimbus Station, rails (spinjitzu posts, the Nexus Tower rails) show as usable and work as before when first loading the world and after zone changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
151 lines
3.3 KiB
C++
151 lines
3.3 KiB
C++
#pragma once
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#include <vector>
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#include <string>
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#include "dCommonVars.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Component that handles the traveling using rails, e.g. the ninjago posts that can be used to travel using Spinjitzu.
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* Credits to https://github.com/UchuServer/Uchu/blob/dev/Uchu.World/Objects/Components/ReplicaComponents/RailActivatorComponent.cs
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*/
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class RailActivatorComponent final : public Component {
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public:
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explicit RailActivatorComponent(Entity* parent, const int32_t componentID);
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~RailActivatorComponent() override;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RAIL_ACTIVATOR;
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/**
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* Handles the OnUse event from some entity, initiates the rail movement
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Event handler that's called when some entity has played the start animation for rail movement and now wants to
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* start the actual movement.
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* @param originator the entity that triggered the event
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*/
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void OnRailMovementReady(Entity* originator) const;
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/**
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* Event handler that's called when some entity has finished traversing the rail and wants to end its interaction
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* with it
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* @param originator the entity that triggered the event
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*/
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void OnCancelRailMovement(Entity* originator);
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bool GetDamageImmune() const { return m_DamageImmune; }
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/**
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* Whether the rail can be used (level key rail_activator_active; every rail in the live levels has it set)
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*/
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bool GetActive() const { return m_Active; }
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bool GetNoAggro() const { return m_NoAggro; }
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bool GetShowNameBillboard() const { return m_ShowNameBillboard; }
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private:
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/**
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* The entities that are currently traversing the rail
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*/
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std::vector<LWOOBJID> m_EntitiesOnRail{};
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/**
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* The path the entities will follow when traversing the rail
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*/
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std::u16string m_Path;
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/**
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* The index of the path that is the start
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*/
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uint32_t m_PathStart;
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/**
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* The direction on the path
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*/
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bool m_PathDirection;
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/**
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* The animation that plays when starting the rail
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*/
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std::u16string m_StartAnimation;
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/**
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* The animation that plays during the rail
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*/
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std::u16string m_LoopAnimation;
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/**
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* The animation that plays after the rail
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*/
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std::u16string m_StopAnimation;
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/**
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* The sound that plays at the start of the rail
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*/
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std::u16string m_StartSound;
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/**
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* The sound that plays during the rail
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*/
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std::u16string m_loopSound;
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/**
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* The sound that plays at the end of the rail
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*/
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std::u16string m_StopSound;
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/**
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* The effects that play at the start of the rail
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*/
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std::pair<uint32_t, std::u16string> m_StartEffect;
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/**
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* The effects that play during the rail
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*/
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std::pair<uint32_t, std::u16string> m_LoopEffect;
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/**
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* The effects that play at the end of the rail
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*/
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std::pair<uint32_t, std::u16string> m_StopEffect;
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/**
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* Client flag
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*/
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bool m_DamageImmune;
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bool m_Active{ true };
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/**
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* Client flag
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*/
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bool m_NoAggro;
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/**
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* Client flag
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*/
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bool m_UseDB;
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/**
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* Client flag
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*/
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bool m_CameraLocked;
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/**
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* Client flag
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*/
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bool m_CollisionEnabled;
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/**
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* Client flag, notifies the server when the player finished the rail
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*/
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bool m_NotifyArrived;
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/**
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* Client flag
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*/
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bool m_ShowNameBillboard;
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};
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