Files
DarkflameServer/dGame/dComponents/DestroyableComponent.cpp
Aaron Kimbrell dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00

1225 lines
41 KiB
C++

#include "DestroyableComponent.h"
#include "EconomyLedger.h"
#include "BitStream.h"
#include "Logger.h"
#include "Game.h"
#include "dConfig.h"
#include "CDLootMatrixTable.h"
#include "CDLootTableTable.h"
#include "CDRarityTableTable.h"
#include "Amf3.h"
#include "AmfSerialize.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "User.h"
#include "CDClientManager.h"
#include "CDDestructibleComponentTable.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "CppScripts.h"
#include "Loot.h"
#include "Character.h"
#include "Spawner.h"
#include "BaseCombatAIComponent.h"
#include "TeamManager.h"
#include "BuffComponent.h"
#include "SkillComponent.h"
#include "Item.h"
#include "Amf3.h"
#include <sstream>
#include <algorithm>
#include "MissionComponent.h"
#include "CharacterComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "ModelComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "WorldConfig.h"
#include "eMissionTaskType.h"
#include "eStateChangeType.h"
#include "eGameActivity.h"
#include <ranges>
#include "CDComponentsRegistryTable.h"
Implementation<bool, const Entity*> DestroyableComponent::IsEnemyImplentation;
Implementation<bool, const Entity*> DestroyableComponent::IsFriendImplentation;
DestroyableComponent::DestroyableComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_iArmor = 0;
m_fMaxArmor = 0.0f;
m_iImagination = 0;
m_fMaxImagination = 0.0f;
m_FactionIDs = std::vector<int32_t>();
m_EnemyFactionIDs = std::vector<int32_t>();
m_IsSmashable = false;
m_IsDead = false;
m_IsSmashed = false;
m_IsGMImmune = false;
m_IsShielded = false;
m_DamageToAbsorb = 0;
m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
m_DirtyThreatList = false;
m_HasThreats = false;
m_ExplodeFactor = 1.0f;
m_iHealth = 0;
m_fMaxHealth = 0;
m_AttacksToBlock = 0;
m_LootMatrixID = 0;
m_MinCoins = 0;
m_MaxCoins = 0;
m_DamageReduction = 0;
m_ImmuneToBasicAttackCount = 0;
m_ImmuneToDamageOverTimeCount = 0;
m_ImmuneToKnockbackCount = 0;
m_ImmuneToInterruptCount = 0;
m_ImmuneToSpeedCount = 0;
m_ImmuneToImaginationGainCount = 0;
m_ImmuneToImaginationLossCount = 0;
m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0;
m_DeathBehavior = -1;
m_DamageCooldownTimer = 0.0f;
RegisterMsg(&DestroyableComponent::OnGetObjectReportInfo);
RegisterMsg(&DestroyableComponent::OnSetFaction);
RegisterMsg(&DestroyableComponent::OnIsDead);
}
DestroyableComponent::~DestroyableComponent() {
}
void DestroyableComponent::Reinitialize(LOT templateID) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
int32_t componentID = 0;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (componentID > 0) {
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (destCompData.size() > 0) {
SetHealth(destCompData[0].life);
SetImagination(destCompData[0].imagination);
SetArmor(destCompData[0].armor);
SetMaxHealth(destCompData[0].life);
SetMaxImagination(destCompData[0].imagination);
SetMaxArmor(destCompData[0].armor);
SetIsSmashable(destCompData[0].isSmashable);
}
} else {
SetHealth(1);
SetImagination(0);
SetArmor(0);
SetMaxHealth(1);
SetMaxImagination(0);
SetMaxArmor(0);
SetIsSmashable(true);
}
}
void DestroyableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) {
outBitStream.Write1(); // always write these on construction
outBitStream.Write(m_ImmuneToBasicAttackCount);
outBitStream.Write(m_ImmuneToDamageOverTimeCount);
outBitStream.Write(m_ImmuneToKnockbackCount);
outBitStream.Write(m_ImmuneToInterruptCount);
outBitStream.Write(m_ImmuneToSpeedCount);
outBitStream.Write(m_ImmuneToImaginationGainCount);
outBitStream.Write(m_ImmuneToImaginationLossCount);
outBitStream.Write(m_ImmuneToQuickbuildInterruptCount);
outBitStream.Write(m_ImmuneToPullToPointCount);
}
outBitStream.Write(m_DirtyHealth || bIsInitialUpdate);
if (m_DirtyHealth || bIsInitialUpdate) {
outBitStream.Write(m_iHealth);
outBitStream.Write(m_fMaxHealth);
outBitStream.Write(m_iArmor);
outBitStream.Write(m_fMaxArmor);
outBitStream.Write(m_iImagination);
outBitStream.Write(m_fMaxImagination);
outBitStream.Write(m_DamageToAbsorb);
outBitStream.Write(IsImmune());
outBitStream.Write(m_IsGMImmune);
outBitStream.Write(m_IsShielded);
outBitStream.Write(m_fMaxHealth);
outBitStream.Write(m_fMaxArmor);
outBitStream.Write(m_fMaxImagination);
outBitStream.Write<uint32_t>(m_FactionIDs.size());
for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
outBitStream.Write(m_FactionIDs[i]);
}
outBitStream.Write(m_IsSmashable);
if (bIsInitialUpdate) {
outBitStream.Write(m_IsDead);
outBitStream.Write(m_IsSmashed);
if (m_IsSmashable) {
outBitStream.Write(m_IsModuleAssembly);
outBitStream.Write(m_ExplodeFactor != 1.0f);
if (m_ExplodeFactor != 1.0f) outBitStream.Write(m_ExplodeFactor);
}
}
m_DirtyHealth = false;
}
outBitStream.Write(m_DirtyThreatList || bIsInitialUpdate);
if (m_DirtyThreatList || bIsInitialUpdate) {
outBitStream.Write(m_HasThreats);
m_DirtyThreatList = false;
}
}
void DestroyableComponent::Update(float deltaTime) {
m_DamageCooldownTimer -= deltaTime;
}
void DestroyableComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
auto* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
LOG("Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->LoadFromXml(doc);
}
dest->QueryAttribute("hc", &m_iHealth);
dest->QueryAttribute("hm", &m_fMaxHealth);
dest->QueryAttribute("im", &m_fMaxImagination);
dest->QueryAttribute("ic", &m_iImagination);
dest->QueryAttribute("ac", &m_iArmor);
dest->QueryAttribute("am", &m_fMaxArmor);
m_DirtyHealth = true;
}
void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
tinyxml2::XMLElement* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
LOG("Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->UpdateXml(doc);
}
dest->SetAttribute("hc", m_iHealth);
dest->SetAttribute("hm", m_fMaxHealth);
dest->SetAttribute("im", m_fMaxImagination);
dest->SetAttribute("ic", m_iImagination);
dest->SetAttribute("ac", m_iArmor);
dest->SetAttribute("am", m_fMaxArmor);
}
void DestroyableComponent::SetHealth(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackHealthDelta(value - m_iHealth);
}
m_iHealth = value;
}
void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
m_DirtyHealth = true;
// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
m_fMaxHealth = value;
if (m_iHealth > m_fMaxHealth) {
m_iHealth = m_fMaxHealth;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "health");
GameMessages::UIMessageServerToSingleClient uiMessage;
uiMessage.target = m_Parent->GetObjectID();
uiMessage.strMessageName = "MaxPlayerBarUpdate";
uiMessage.args = std::move(args);
uiMessage.SendToClient(characterComponent->GetSystemAddress());
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetArmor(int32_t value) {
m_DirtyHealth = true;
// If Destroyable Component already has zero armor do not trigger the passive ability again.
bool hadArmor = m_iArmor > 0;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackArmorDelta(value - m_iArmor);
}
m_iArmor = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
}
}
void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
m_DirtyHealth = true;
m_fMaxArmor = value;
if (m_iArmor > m_fMaxArmor) {
m_iArmor = m_fMaxArmor;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(value));
args.Insert("type", "armor");
GameMessages::UIMessageServerToSingleClient uiMessage;
uiMessage.target = m_Parent->GetObjectID();
uiMessage.strMessageName = "MaxPlayerBarUpdate";
uiMessage.args = std::move(args);
uiMessage.SendToClient(characterComponent->GetSystemAddress());
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetImagination(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackImaginationDelta(value - m_iImagination);
}
m_iImagination = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iImagination == 0 && inventroyComponent != nullptr) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
}
}
void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
m_DirtyHealth = true;
// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
m_fMaxImagination = value;
if (m_iImagination > m_fMaxImagination) {
m_iImagination = m_fMaxImagination;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "imagination");
GameMessages::UIMessageServerToSingleClient uiMessage;
uiMessage.target = m_Parent->GetObjectID();
uiMessage.strMessageName = "MaxPlayerBarUpdate";
uiMessage.args = std::move(args);
uiMessage.SendToClient(characterComponent->GetSystemAddress());
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
m_DirtyHealth = true;
m_DamageToAbsorb = value;
}
void DestroyableComponent::SetDamageReduction(int32_t value) {
m_DirtyHealth = true;
m_DamageReduction = value;
}
void DestroyableComponent::SetIsImmune(bool value) {
m_DirtyHealth = true;
m_ImmuneToBasicAttackCount = value ? 1 : 0;
}
void DestroyableComponent::SetIsGMImmune(bool value) {
m_DirtyHealth = true;
m_IsGMImmune = value;
}
void DestroyableComponent::SetIsShielded(bool value) {
m_DirtyHealth = true;
m_IsShielded = value;
}
void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
// Ignore factionID -1
if (factionID == -1 && !ignoreChecks) return;
// if we already have that faction, don't add it again
if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
m_FactionIDs.push_back(factionID);
m_DirtyHealth = true;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT enemyList FROM Factions WHERE faction = ?;");
query.bind(1, static_cast<int>(factionID));
auto result = query.execQuery();
if (result.eof()) return;
if (result.fieldIsNull("enemyList")) return;
const auto* list_string = result.getStringField("enemyList");
std::stringstream ss(list_string);
std::string token;
while (std::getline(ss, token, ',')) {
if (token.empty()) continue;
auto id = std::stoi(token);
auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
if (!exclude) {
exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
}
if (exclude) {
continue;
}
AddEnemyFaction(id);
}
result.finalize();
}
bool DestroyableComponent::IsEnemy(const Entity* other) const {
if (IsEnemyImplentation.ExecuteWithDefault(other, false)) return true;
if (m_Parent->IsPlayer() && other->IsPlayer()) {
auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!thisCharacterComponent) return false;
auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
if (!otherCharacterComponent) return false;
if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
return false;
}
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return true;
}
}
}
return false;
}
bool DestroyableComponent::IsFriend(const Entity* other) const {
if (IsFriendImplentation.ExecuteWithDefault(other, false)) return true;
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return false;
}
}
return true;
}
return false;
}
void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
m_EnemyFactionIDs.push_back(factionID);
}
void DestroyableComponent::SetIsSmashable(bool value) {
m_DirtyHealth = true;
m_IsSmashable = value;
}
void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
m_AttacksToBlock = value;
}
bool DestroyableComponent::IsImmune() const {
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
}
bool DestroyableComponent::IsCooldownImmune() const {
return m_DamageCooldownTimer > 0.0f;
}
bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
const auto hasPassive = inventoryComponent->HasAnyPassive({
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
}, 5);
if (hasPassive) {
return true;
}
}
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
}
bool DestroyableComponent::HasFaction(int32_t factionID) const {
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
}
LWOOBJID DestroyableComponent::GetKillerID() const {
return m_KillerID;
}
Entity* DestroyableComponent::GetKiller() const {
return Game::entityManager->GetEntity(m_KillerID);
}
void DestroyableComponent::Heal(const uint32_t health) {
auto current = static_cast<uint32_t>(GetHealth());
const auto max = static_cast<uint32_t>(GetMaxHealth());
current += health;
current = std::min(current, max);
SetHealth(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
auto current = static_cast<int32_t>(GetImagination());
const auto max = static_cast<int32_t>(GetMaxImagination());
current += deltaImagination;
current = std::min(current, max);
if (current < 0) {
current = 0;
}
SetImagination(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Repair(const uint32_t armor) {
auto current = static_cast<uint32_t>(GetArmor());
const auto max = static_cast<uint32_t>(GetMaxArmor());
current += armor;
current = std::min(current, max);
SetArmor(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
if (GetHealth() <= 0) {
return;
}
if (IsImmune() || IsCooldownImmune()) {
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
return;
}
if (m_AttacksToBlock > 0) {
m_AttacksToBlock--;
return;
}
// Client does the same check, so we're doing it too
auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
if (modelComponent) {
modelComponent->OnHit();
// Don't actually deal the damage so the model doesn't die
return;
}
// If this entity has damage reduction, reduce the damage to a minimum of 1
if (m_DamageReduction > 0 && damage > 0) {
if (damage > m_DamageReduction) {
damage -= m_DamageReduction;
} else {
damage = 1;
}
}
const auto sourceDamage = damage;
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
auto armor = static_cast<uint32_t>(GetArmor());
auto health = static_cast<uint32_t>(GetHealth());
const auto absorbDamage = std::min(damage, absorb);
damage -= absorbDamage;
absorb -= absorbDamage;
const auto armorDamage = std::min(damage, armor);
damage -= armorDamage;
armor -= armorDamage;
health -= std::min(damage, health);
SetDamageToAbsorb(absorb);
SetArmor(armor);
SetHealth(health);
SetIsShielded(absorb > 0);
// Dismount on the possessable hit
auto possessable = m_Parent->GetComponent<PossessableComponent>();
if (possessable && possessable->GetDepossessOnHit()) {
possessable->Dismount();
}
// Dismount on the possessor hit
auto possessor = m_Parent->GetComponent<PossessorComponent>();
if (possessor) {
auto possessableId = possessor->GetPossessable();
if (possessableId != LWOOBJID_EMPTY) {
auto possessable = Game::entityManager->GetEntity(possessableId);
if (possessable) {
possessor->Dismount(possessable);
}
}
}
if (m_Parent->GetLOT() != 1) {
echo = true;
}
if (echo) {
Game::entityManager->SerializeEntity(m_Parent);
}
auto* attacker = Game::entityManager->GetEntity(source);
m_Parent->OnHit(attacker);
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
NotifySubscribers(attacker, sourceDamage);
for (const auto& cb : m_OnHitCallbacks) {
cb(attacker);
}
if (health != 0) {
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
if (combatComponent != nullptr) {
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
}
return;
}
Smash(source, eKillType::VIOLENT, u"", skillID);
}
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
auto foundScript = m_SubscribedScripts.find(scriptObjId);
if (foundScript != m_SubscribedScripts.end()) {
m_SubscribedScripts.erase(foundScript);
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
} else {
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
}
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
for (auto script : m_SubscribedScripts) {
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
}
}
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
if (m_IsDead) return;
//check if hardcore mode is enabled
if (Game::entityManager->GetHardcoreMode()) {
DoHardcoreModeDrops(source);
}
if (m_iHealth > 0) {
SetArmor(0);
SetHealth(0);
Game::entityManager->SerializeEntity(m_Parent);
}
m_IsDead = true;
m_KillerID = source;
auto* owner = Game::entityManager->GetEntity(source);
// Where players die and what killed them (the killer itself, not whoever owns it; 0 when it is already gone)
if (m_Parent->IsPlayer()) {
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_DEATHS, owner ? owner->GetLOT() : 0, m_Parent->GetPosition(), 1, m_Parent);
}
if (owner != nullptr) {
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr && isEnemy) {
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
}
if (isEnemy && owner->IsPlayer()) {
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::ENEMY_KILLS, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, owner);
} else if (owner->IsPlayer() && !m_Parent->IsPlayer()) {
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::SMASHABLES_SMASHED, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, owner);
}
auto* missions = owner->GetComponent<MissionComponent>();
if (missions != nullptr) {
if (team != nullptr) {
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
auto* memberMissions = member->GetComponent<MissionComponent>();
if (memberMissions == nullptr) continue;
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
} else {
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
}
}
const auto isPlayer = m_Parent->IsPlayer();
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, true, 1);
//NANI?!
if (!isPlayer) {
if (owner != nullptr) {
Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
} else {
//Check if this zone allows coin drops
if (Game::zoneManager->GetPlayerLoseCoinOnDeath() && !Game::entityManager->GetHardcoreMode()) {
auto* character = m_Parent->GetCharacter();
uint64_t coinsTotal = character->GetCoins();
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMin;
if (coinsTotal >= minCoinsToLose) {
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMax;
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathPercent;
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
coinsTotal -= coinsToLose;
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = m_Parent->GetObjectID();
lootMsg.ownerID = m_Parent->GetObjectID();
lootMsg.currency = coinsToLose;
lootMsg.spawnPos = m_Parent->GetPosition();
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
GameMessages::DeliverLocally(lootMsg);
character->SetCoins(coinsTotal, eLootSourceType::DELETION);
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_COIN_DROPS, 0, m_Parent->GetPosition(), static_cast<int64_t>(coinsToLose), m_Parent);
}
}
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
if (zoneControl) zoneControl->GetScript()->OnPlayerDied(zoneControl, m_Parent);
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (!zoneControl || scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
scriptEntity->GetScript()->OnPlayerDied(scriptEntity, m_Parent);
}
}
}
m_Parent->Kill(owner, killType);
}
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
m_FactionIDs.clear();
m_EnemyFactionIDs.clear();
AddFaction(factionID, ignoreChecks);
}
void DestroyableComponent::SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
if (state == eStateChangeType::POP) {
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
}
GameMessages::SendSetStatusImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
bImmuneToBasicAttack,
bImmuneToDamageOverTime,
bImmuneToKnockback,
bImmuneToInterrupt,
bImmuneToSpeed,
bImmuneToImaginationGain,
bImmuneToImaginationLoss,
bImmuneToQuickbuildInterrupt,
bImmuneToPullToPoint
);
}
void DestroyableComponent::FixStats() {
auto* entity = GetParent();
if (entity == nullptr) return;
// Reset skill component and buff component
auto* skillComponent = entity->GetComponent<SkillComponent>();
auto* buffComponent = entity->GetComponent<BuffComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
// If any of the components are nullptr, return
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
return;
}
// Save the current stats
int32_t currentHealth = destroyableComponent->GetHealth();
int32_t currentArmor = destroyableComponent->GetArmor();
int32_t currentImagination = destroyableComponent->GetImagination();
// Unequip all items
const auto equipped = inventoryComponent->GetEquippedItems();
for (const auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
if (item == nullptr) {
continue;
}
// Unequip the item
item->UnEquip();
}
// Base stats
int32_t maxHealth = 4;
int32_t maxArmor = 0;
int32_t maxImagination = 0;
// Go through all completed missions and add the reward stats
for (auto& pair : missionComponent->GetMissions()) {
auto* mission = pair.second;
if (!mission->IsComplete()) {
continue;
}
// Add the stats
const auto& info = mission->GetClientInfo();
maxHealth += info.reward_maxhealth;
maxImagination += info.reward_maximagination;
}
// Set the base stats
destroyableComponent->SetMaxHealth(maxHealth);
destroyableComponent->SetMaxArmor(maxArmor);
destroyableComponent->SetMaxImagination(maxImagination);
// Re-apply all buffs
buffComponent->ReApplyBuffs();
// Requip all items
for (const auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
if (item == nullptr) {
continue;
}
// Equip the item
item->Equip();
}
// Fetch correct max stats after everything is done
maxHealth = destroyableComponent->GetMaxHealth();
maxArmor = destroyableComponent->GetMaxArmor();
maxImagination = destroyableComponent->GetMaxImagination();
// If any of the current stats are more than their max, set them to the max
if (currentHealth > maxHealth) currentHealth = maxHealth;
if (currentArmor > maxArmor) currentArmor = maxArmor;
if (currentImagination > maxImagination) currentImagination = maxImagination;
// Restore current stats
destroyableComponent->SetHealth(currentHealth);
destroyableComponent->SetArmor(currentArmor);
destroyableComponent->SetImagination(currentImagination);
// Serialize the entity
Game::entityManager->SerializeEntity(entity);
}
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
m_OnHitCallbacks.push_back(callback);
}
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
//check if this is a player:
if (m_Parent->IsPlayer()) {
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
auto* character = m_Parent->GetComponent<CharacterComponent>();
if (!character) return;
auto uscore = character->GetUScore();
auto uscoreToLose = static_cast<uint64_t>(uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100.0f));
LOG("Player %llu has lost %llu uscore!", m_Parent->GetObjectID(), uscoreToLose);
character->SetUScore(uscore - uscoreToLose, EconomyLedger::HARDCORE_DEATH_SOURCE);
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
//drop all items from inventory:
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
if (inventory) {
//get the items inventory:
auto items = inventory->GetInventory(eInventoryType::ITEMS);
if (items) {
auto itemMap = items->GetItems();
if (!itemMap.empty()) {
for (const auto item : itemMap | std::views::values) {
// Don't drop excluded items or null ones
if (!item || Game::entityManager->GetHardcoreExcludedItemDrops().contains(item->GetLot())) continue;
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = m_Parent->GetObjectID();
lootMsg.ownerID = m_Parent->GetObjectID();
lootMsg.sourceID = m_Parent->GetObjectID();
lootMsg.item = item->GetLot();
lootMsg.count = 1;
lootMsg.spawnPos = m_Parent->GetPosition();
for (int i = 0; i < item->GetCount(); i++) Loot::DropItem(*m_Parent, lootMsg);
item->SetCount(0, false, false);
}
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
}
//get character:
auto* chars = m_Parent->GetCharacter();
if (chars) {
auto oldCoins = chars->GetCoins();
// Floor this so there arent coins generated from rounding
auto coins = static_cast<uint64_t>(oldCoins * Game::entityManager->GetHardcoreCoinKeep());
auto coinsToDrop = oldCoins - coins;
LOG("Player had %llu coins, will lose %i coins to have %i", oldCoins, coinsToDrop, coins);
//lose all coins:
chars->SetCoins(coins, eLootSourceType::NONE);
if (coinsToDrop > 0) EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_COIN_DROPS, 0, m_Parent->GetPosition(), static_cast<int64_t>(coinsToDrop), m_Parent);
//drop all coins:
constexpr auto MAX_TO_DROP_PER_GM = 100'000;
GameMessages::DropClientLoot lootMsg{};
lootMsg.target = m_Parent->GetObjectID();
lootMsg.ownerID = m_Parent->GetObjectID();
lootMsg.spawnPos = m_Parent->GetPosition();
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
GameMessages::DeliverLocally(lootMsg);
lootMsg.Send(m_Parent->GetSystemAddress());
while (coinsToDrop > MAX_TO_DROP_PER_GM) {
LOG("Dropping 100,000, %llu left", coinsToDrop);
lootMsg.currency = 100'000;
GameMessages::DeliverLocally(lootMsg);
lootMsg.Send(m_Parent->GetSystemAddress());
coinsToDrop -= 100'000;
}
lootMsg.currency = coinsToDrop;
GameMessages::DeliverLocally(lootMsg);
lootMsg.Send(m_Parent->GetSystemAddress());
}
return;
}
//award the player some u-score:
auto* player = Game::entityManager->GetEntity(source);
if (player && player->IsPlayer()) {
const auto lot = m_Parent->GetLOT();
auto* playerStats = player->GetComponent<CharacterComponent>();
if (playerStats && GetMaxHealth() > 0 && !Game::entityManager->GetHardcoreUscoreExcludedEnemies().contains(lot)) {
//get the maximum health from this enemy:
auto maxHealth = GetMaxHealth();
const auto uscoreMultiplier = Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
const bool isUscoreReducedLot =
Game::entityManager->GetHardcoreUscoreReducedLots().contains(lot) ||
Game::entityManager->GetHardcoreUscoreReduced();
const auto uscoreReduction = isUscoreReducedLot ? Game::entityManager->GetHardcoreUscoreReduction() : 1.0f;
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier() * uscoreReduction;
LOG("Rewarding player %llu with %i uscore for killing enemy %i", player->GetObjectID(), uscore, lot);
playerStats->SetUScore(playerStats->GetUScore() + uscore, EconomyLedger::HARDCORE_KILL_SOURCE);
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& destroyableInfo = reportInfo.info->PushDebug("Destroyable");
destroyableInfo.PushDebug<AMFIntValue>("DestructibleComponent DB Table Template ID") = m_ComponentID;
if (m_CurrencyIndex == -1) {
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Currency") = false;
} else {
destroyableInfo.PushDebug<AMFIntValue>("Loot Currency ID") = m_CurrencyIndex;
auto& detailedCoinInfo = destroyableInfo.PushDebug("Coin Info");
detailedCoinInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
detailedCoinInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
}
if (m_LootMatrixID == -1 || m_LootMatrixID == 0) {
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Matrix") = false;
} else {
auto& lootInfo = destroyableInfo.PushDebug("Loot Info");
lootInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
auto* const componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto* const itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
auto* const lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
auto* const lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
auto* const rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
const auto& matrix = lootMatrixTable->GetMatrix(m_LootMatrixID);
for (const auto& entry : matrix) {
auto& thisEntry = lootInfo.PushDebug("Loot table Index - " + std::to_string(entry.LootTableIndex));
thisEntry.PushDebug<AMFDoubleValue>("Percent chance to drop") = entry.percent * 100.0f;
thisEntry.PushDebug<AMFDoubleValue>("Minimum amount to drop") = entry.minToDrop;
thisEntry.PushDebug<AMFDoubleValue>("Maximum amount to drop") = entry.maxToDrop;
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
auto& thisRarity = thisEntry.PushDebug("Rarity");
for (const auto& rarity : rarityTable) {
thisRarity.PushDebug<AMFDoubleValue>("Rarity " + std::to_string(rarity.rarity)) = rarity.randmax;
}
auto& thisItems = thisEntry.PushDebug("Drop(s) Info");
for (const auto& loot : lootTable) {
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
auto title = "%[Objects_" + std::to_string(loot.itemid) + "_name] " + std::to_string(loot.itemid);
if (loot.MissionDrop) title += " - Mission Drop";
thisItems.PushDebug(title);
}
}
}
auto* const entity = Game::entityManager->GetEntity(reportInfo.clientID);
destroyableInfo.PushDebug<AMFBoolValue>("Is on your team") = entity ? IsFriend(entity) : false;
auto& stats = destroyableInfo.PushDebug("Statistics");
stats.PushDebug<AMFIntValue>("Health") = m_iHealth;
stats.PushDebug<AMFDoubleValue>("Maximum Health") = m_fMaxHealth;
stats.PushDebug<AMFIntValue>("Armor") = m_iArmor;
stats.PushDebug<AMFDoubleValue>("Maximum Armor") = m_fMaxArmor;
stats.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
stats.PushDebug<AMFDoubleValue>("Maximum Imagination") = m_fMaxImagination;
stats.PushDebug<AMFIntValue>("Damage Absorption Points") = m_DamageToAbsorb;
stats.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
stats.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
destroyableInfo.PushDebug<AMFIntValue>("Attacks To Block") = m_AttacksToBlock;
destroyableInfo.PushDebug<AMFIntValue>("Damage Reduction") = m_DamageReduction;
std::stringstream factionsStream;
for (const auto factionID : m_FactionIDs) {
factionsStream << factionID << " ";
}
destroyableInfo.PushDebug<AMFStringValue>("Factions") = factionsStream.str();
factionsStream.str("");
for (const auto enemyFactionID : m_EnemyFactionIDs) {
factionsStream << enemyFactionID << " ";
}
destroyableInfo.PushDebug<AMFStringValue>("Enemy Factions") = factionsStream.str();
destroyableInfo.PushDebug<AMFBoolValue>("Is A Smashable") = m_IsSmashable;
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashed") = m_IsSmashed;
destroyableInfo.PushDebug<AMFBoolValue>("Is Module Assembly") = m_IsModuleAssembly;
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
destroyableInfo.PushDebug<AMFStringValue>("Killer ID", "LWOOBJID") = std::to_string(m_KillerID);
// "Scripts"; idk what to do about scripts yet
auto& immuneCounts = destroyableInfo.PushDebug("Immune Counts");
immuneCounts.PushDebug<AMFIntValue>("Basic Attack") = m_ImmuneToBasicAttackCount;
immuneCounts.PushDebug<AMFIntValue>("Damage Over Time") = m_ImmuneToDamageOverTimeCount;
immuneCounts.PushDebug<AMFIntValue>("Knockback") = m_ImmuneToKnockbackCount;
immuneCounts.PushDebug<AMFIntValue>("Interrupt") = m_ImmuneToInterruptCount;
immuneCounts.PushDebug<AMFIntValue>("Speed") = m_ImmuneToSpeedCount;
immuneCounts.PushDebug<AMFIntValue>("Imagination Gain") = m_ImmuneToImaginationGainCount;
immuneCounts.PushDebug<AMFIntValue>("Imagination Loss") = m_ImmuneToImaginationLossCount;
immuneCounts.PushDebug<AMFIntValue>("Quickbuild Interrupt") = m_ImmuneToQuickbuildInterruptCount;
immuneCounts.PushDebug<AMFIntValue>("Pull To Point") = m_ImmuneToPullToPointCount;
auto& deathInfo = destroyableInfo.PushDebug("Death Info");
deathInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
switch (m_DeathBehavior) {
case 0:
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Fade";
break;
case 1:
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Stay";
break;
case 2:
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Immediate";
break;
case -1:
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Invulnerable";
break;
default:
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Other";
break;
}
destroyableInfo.PushDebug<AMFDoubleValue>("Damage Cooldown Timer") = m_DamageCooldownTimer;
return true;
}
bool DestroyableComponent::OnSetFaction(GameMessages::SetFaction& setFaction) {
m_DirtyHealth = true;
Game::entityManager->SerializeEntity(m_Parent);
SetFaction(setFaction.factionID, setFaction.bIgnoreChecks);
return true;
}
bool DestroyableComponent::OnIsDead(GameMessages::IsDead& isDead) {
isDead.bDead = m_IsDead || (GetHealth() == 0 && GetArmor() == 0);
return true;
}