Files
DarkflameServer/dGame/dComponents/RailActivatorComponent.cpp
Aaron Kimbrell 3672b64dec feat(rails): answer RequestRailActivatorState
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>
2026-09-29 03:44:06 -05:00

187 lines
7.1 KiB
C++

#include <algorithm>
#include "RailActivatorComponent.h"
#include "CDClientManager.h"
#include "CDRailActivatorComponent.h"
#include "Entity.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "CombatMessages.h"
#include "MovementMessages.h"
#include "QuickBuildComponent.h"
#include "Game.h"
#include "Logger.h"
#include "RenderComponent.h"
#include "EntityManager.h"
#include "eStateChangeType.h"
RailActivatorComponent::RailActivatorComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
const auto tableData = CDClientManager::GetTable<CDRailActivatorComponentTable>()->GetEntryByID(componentID);
m_Path = parent->GetVar<std::u16string>(u"rail_path");
m_PathDirection = parent->GetVar<bool>(u"rail_path_direction");
m_PathStart = parent->GetVar<uint32_t>(u"rail_path_start");
m_StartSound = tableData.startSound;
m_loopSound = tableData.loopSound;
m_StopSound = tableData.stopSound;
m_StartAnimation = tableData.startAnimation;
m_LoopAnimation = tableData.loopAnimation;
m_StopAnimation = tableData.stopAnimation;
m_StartEffect = tableData.startEffectID;
m_LoopEffect = tableData.loopEffectID;
m_StopEffect = tableData.stopEffectID;
// The RailActivatorComponent row gives these (the client reads DamageImmune, NoAggro and ShowNameBillboard in
// LWOPlayerForcedMovementComponent::LoadRailData 0x00c85dc0); a level key, when there, replaces the row's value
// as StartRailMovement's flags replace the row's in msgStartRailMovement (0x00ccd9c0) unless bUseDB is set.
const auto levelOr = [parent](const std::u16string& key, const bool tableValue) {
return parent->HasVar(key) ? parent->GetVar<bool>(key) : tableValue;
};
m_DamageImmune = levelOr(u"rail_activator_damage_immune", tableData.damageImmune);
m_NoAggro = levelOr(u"rail_no_aggro", tableData.noAggro);
m_NotifyArrived = parent->GetVar<bool>(u"rail_notify_activator_arrived");
m_ShowNameBillboard = levelOr(u"rail_show_name_billboard", tableData.showNameBillboard);
m_UseDB = parent->GetVar<bool>(u"rail_use_db");
m_Active = levelOr(u"rail_activator_active", true);
m_CameraLocked = tableData.cameraLocked;
m_CollisionEnabled = tableData.playerCollision;
}
RailActivatorComponent::~RailActivatorComponent() = default;
void RailActivatorComponent::OnUse(Entity* originator) {
auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr && quickBuildComponent->GetState() != eQuickBuildState::COMPLETED)
return;
if (quickBuildComponent != nullptr) {
// Don't want it to be destroyed while a player is using it
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 10.0f);
}
m_EntitiesOnRail.push_back(originator->GetObjectID());
// Start the initial effects
if (!m_StartEffect.second.empty()) {
GameMessages::PlayFXEffect(originator->GetObjectID(), m_StartEffect.first, m_StartEffect.second, std::to_string(m_StartEffect.first)).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
float animationLength = 0.5f;
if (!m_StartAnimation.empty()) {
animationLength = RenderComponent::PlayAnimation(originator, m_StartAnimation);
}
const auto originatorID = originator->GetObjectID();
m_Parent->AddCallbackTimer(animationLength, [originatorID, this]() {
auto* originator = Game::entityManager->GetEntity(originatorID);
if (originator == nullptr) {
return;
}
GameMessages::StartRailMovement startRail;
startRail.target = originator->GetObjectID();
startRail.pathName = m_Path;
startRail.startSound = m_StartSound;
startRail.loopSound = m_loopSound;
startRail.stopSound = m_StopSound;
startRail.pathStart = m_PathStart;
startRail.goForward = m_PathDirection;
startRail.bDamageImmune = m_DamageImmune;
startRail.bNoAggro = m_NoAggro;
startRail.bNotifyActor = m_NotifyArrived;
startRail.bShowNameBillboard = m_ShowNameBillboard;
startRail.bCameraLocked = m_CameraLocked;
startRail.bCollisionEnabled = m_CollisionEnabled;
startRail.bUseDB = m_UseDB;
startRail.railActivatorComponentID = m_ComponentID;
startRail.railActivatorObjectID = m_Parent->GetObjectID();
startRail.Send(originator->GetSystemAddress());
});
}
void RailActivatorComponent::OnRailMovementReady(Entity* originator) const {
// Stun the originator
GameMessages::SetStunned stun;
stun.target = originator->GetObjectID();
stun.StateChangeType = eStateChangeType::PUSH;
stun.bCantAttack = true;
stun.bCantEquip = true;
stun.bCantInteract = true;
stun.bCantJump = true;
stun.bCantMove = true;
stun.bCantTurn = true;
stun.bCantUseItem = true;
stun.Send(originator->GetSystemAddress());
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
// Stop the initial effects
if (!m_StartEffect.second.empty()) {
GameMessages::StopFXEffect(originator->GetObjectID(), false, std::to_string(m_StartEffect.first)).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
// Start the looping effects
if (!m_LoopEffect.second.empty()) {
GameMessages::PlayFXEffect(originator->GetObjectID(), m_LoopEffect.first, m_LoopEffect.second, std::to_string(m_LoopEffect.first)).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
if (!m_LoopAnimation.empty()) {
RenderComponent::PlayAnimation(originator, m_LoopAnimation);
}
GameMessages::SetRailMovement setRail;
setRail.target = originator->GetObjectID();
setRail.pathGoForward = m_PathDirection;
setRail.pathName = m_Path;
setRail.pathStart = m_PathStart;
setRail.railActivatorComponentID = m_ComponentID;
setRail.railActivatorObjectID = m_Parent->GetObjectID();
setRail.Send(originator->GetSystemAddress());
}
}
void RailActivatorComponent::OnCancelRailMovement(Entity* originator) {
// Remove the stun from the originator
GameMessages::SetStunned stun;
stun.target = originator->GetObjectID();
stun.StateChangeType = eStateChangeType::POP;
stun.bCantAttack = true;
stun.bCantEquip = true;
stun.bCantInteract = true;
stun.bCantJump = true;
stun.bCantMove = true;
stun.bCantTurn = true;
stun.bCantUseItem = true;
stun.Send(originator->GetSystemAddress());
auto* quickBuildComponent = m_Parent->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
// Set back reset time
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() - 10.0f);
}
if (std::find(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(), originator->GetObjectID()) != m_EntitiesOnRail.end()) {
// Stop the looping effects
if (!m_LoopEffect.second.empty()) {
GameMessages::StopFXEffect(originator->GetObjectID(), false, std::to_string(m_LoopEffect.first)).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
// Start the end effects
if (!m_StopEffect.second.empty()) {
GameMessages::PlayFXEffect(originator->GetObjectID(), m_StopEffect.first, m_StopEffect.second, std::to_string(m_StopEffect.first)).Send(UNASSIGNED_SYSTEM_ADDRESS);
}
if (!m_StopAnimation.empty()) {
RenderComponent::PlayAnimation(originator, m_StopAnimation);
}
// Remove the player after they've signalled they're done railing
m_EntitiesOnRail.erase(std::remove(m_EntitiesOnRail.begin(), m_EntitiesOnRail.end(),
originator->GetObjectID()), m_EntitiesOnRail.end());
}
}