mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 22:17:31 +00:00
551 lines
15 KiB
C++
551 lines
15 KiB
C++
#include <sstream>
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#include <algorithm>
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#include "Behavior.h"
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#include "CDActivitiesTable.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorBranchContext.h"
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/*
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* Behavior includes
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*/
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#include "AirMovementBehavior.h"
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#include "EmptyBehavior.h"
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#include "MovementSwitchBehavior.h"
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#include "AndBehavior.h"
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#include "AreaOfEffectBehavior.h"
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#include "DurationBehavior.h"
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#include "TacArcBehavior.h"
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#include "AttackDelayBehavior.h"
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#include "BasicAttackBehavior.h"
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#include "ChainBehavior.h"
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#include "ChargeUpBehavior.h"
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#include "GameMessages.h"
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#include "HealBehavior.h"
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#include "ImaginationBehavior.h"
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#include "KnockbackBehavior.h"
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#include "NpcCombatSkillBehavior.h"
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#include "StartBehavior.h"
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#include "StunBehavior.h"
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#include "ProjectileAttackBehavior.h"
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#include "RepairBehavior.h"
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#include "SwitchBehavior.h"
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#include "SwitchMultipleBehavior.h"
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#include "TargetCasterBehavior.h"
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#include "VerifyBehavior.h"
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#include "BuffBehavior.h"
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#include "TauntBehavior.h"
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#include "SkillCastFailedBehavior.h"
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#include "SpawnBehavior.h"
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#include "ForceMovementBehavior.h"
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#include "ImmunityBehavior.h"
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#include "InterruptBehavior.h"
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#include "PlayEffectBehavior.h"
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#include "DamageAbsorptionBehavior.h"
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#include "BlockBehavior.h"
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#include "ClearTargetBehavior.h"
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#include "PullToPointBehavior.h"
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#include "EndBehavior.h"
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#include "ChangeOrientationBehavior.h"
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#include "OverTimeBehavior.h"
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#include "ApplyBuffBehavior.h"
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#include "CarBoostBehavior.h"
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#include "SkillEventBehavior.h"
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#include "SpeedBehavior.h"
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#include "DamageReductionBehavior.h"
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#include "JetPackBehavior.h"
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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//Other includes
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "DestroyableComponent.h"
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std::map<uint32_t, Behavior*> Behavior::Cache = {};
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CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
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Behavior* Behavior::GetBehavior(const uint32_t behaviorId)
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{
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if (BehaviorParameterTable == nullptr)
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{
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BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
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}
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const auto pair = Cache.find(behaviorId);
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if (pair == Cache.end())
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{
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return nullptr;
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}
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return static_cast<Behavior*>(pair->second);
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}
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Behavior* Behavior::CreateBehavior(const uint32_t behaviorId)
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{
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auto* cached = GetBehavior(behaviorId);
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if (cached != nullptr)
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{
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return cached;
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}
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if (behaviorId == 0)
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{
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return new EmptyBehavior(0);
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}
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const auto templateId = GetBehaviorTemplate(behaviorId);
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Behavior* behavior = nullptr;
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switch (templateId)
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{
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case BehaviorTemplates::BEHAVIOR_EMPTY: break;
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case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
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behavior = new BasicAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAC_ARC:
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behavior = new TacArcBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AND:
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behavior = new AndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
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behavior = new ProjectileAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_HEAL:
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behavior = new HealBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
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behavior = new MovementSwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
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behavior = new AreaOfEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
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behavior = new PlayEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMMUNITY:
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behavior = new ImmunityBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
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behavior = new DamageAbsorptionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_OVER_TIME:
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behavior = new OverTimeBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMAGINATION:
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behavior = new ImaginationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
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behavior = new TargetCasterBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_STUN:
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behavior = new StunBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DURATION:
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behavior = new DurationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
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behavior = new KnockbackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
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behavior = new AttackDelayBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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behavior = new CarBoostBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED: break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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behavior = new RepairBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPEED:
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behavior = new SpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break;
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case BehaviorTemplates::BEHAVIOR_LOOT_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_VENTURE_VISION: break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
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case BehaviorTemplates::BEHAVIOR_SWITCH:
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behavior = new SwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BUFF:
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behavior = new BuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_JETPACK:
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behavior = new JetPackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
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behavior = new SkillEventBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
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behavior = new SkillCastFailedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: break;
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case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
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behavior = new ApplyBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHAIN:
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behavior = new ChainBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
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behavior = new ChangeOrientationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
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behavior = new ForceMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_INTERRUPT:
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behavior = new InterruptBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
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case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
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behavior = new ChargeUpBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
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behavior = new SwitchMultipleBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_START:
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behavior = new StartBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_END:
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behavior = new EndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
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case BehaviorTemplates::BEHAVIOR_CAMERA: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_GRAB: break;
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case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
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case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
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behavior = new NpcCombatSkillBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BLOCK:
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behavior = new BlockBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VERIFY:
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behavior = new VerifyBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAUNT:
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behavior = new TauntBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
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behavior = new AirMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
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behavior = new PullToPointBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
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behavior = new DamageReductionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
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behavior = new ClearTargetBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
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case BehaviorTemplates::BEHAVIOR_MOUNT: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
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default:
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//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!\n", templateId);
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break;
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}
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if (behavior == nullptr)
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{
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//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!\n", templateId);
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behavior = new EmptyBehavior(behaviorId);
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}
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behavior->Load();
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return behavior;
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}
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BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId)
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{
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std::stringstream query;
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query << "SELECT templateID FROM BehaviorTemplate WHERE behaviorID = " << std::to_string(behaviorId);
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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// Make sure we do not proceed if we are trying to load an invalid behavior
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if (result.eof())
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{
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if (behaviorId != 0)
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{
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Game::logger->Log("Behavior::GetBehaviorTemplate", "Failed to load behavior template with id (%i)!\n", behaviorId);
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}
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return BehaviorTemplates::BEHAVIOR_EMPTY;
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}
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const auto id = static_cast<BehaviorTemplates>(result.getIntField(0));
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result.finalize();
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return id;
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}
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// For use with enemies, to display the correct damage animations on the players
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void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID secondary)
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{
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auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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if (targetEntity == nullptr)
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{
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return;
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}
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const auto effectId = this->m_effectId;
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if (effectId == 0)
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{
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GameMessages::SendPlayFXEffect(targetEntity, -1, type, "", secondary, 1, 1, true);
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return;
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}
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auto* renderComponent = targetEntity->GetComponent<RenderComponent>();
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const auto typeString = GeneralUtils::UTF16ToWTF8(type);
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if (m_effectNames == nullptr)
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{
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m_effectNames = new std::unordered_map<std::string, std::string>();
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}
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else
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{
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const auto pair = m_effectNames->find(typeString);
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if (type.empty())
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{
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type = GeneralUtils::ASCIIToUTF16(*m_effectType);
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}
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if (pair != m_effectNames->end())
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{
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if (renderComponent == nullptr)
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{
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, pair->second, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, pair->second, secondary);
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return;
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}
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}
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std::stringstream query;
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if (!type.empty())
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{
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query << "SELECT effectName FROM BehaviorEffect WHERE effectType = '" << typeString << "' AND effectID = " << std::to_string(effectId) << ";";
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}
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else
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{
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query << "SELECT effectName, effectType FROM BehaviorEffect WHERE effectID = " << std::to_string(effectId) << ";";
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}
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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if (result.eof() || result.fieldIsNull(0))
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{
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return;
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}
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const auto name = std::string(result.getStringField(0));
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if (type.empty())
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{
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const auto typeResult = result.getStringField(1);
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type = GeneralUtils::ASCIIToUTF16(typeResult);
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m_effectType = new std::string(typeResult);
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}
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result.finalize();
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m_effectNames->insert_or_assign(typeString, name);
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if (renderComponent == nullptr)
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{
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, name, secondary);
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}
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Behavior::Behavior(const uint32_t behaviorId)
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{
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this->m_behaviorId = behaviorId;
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// Add to cache
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Cache.insert_or_assign(behaviorId, this);
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if (behaviorId == 0) {
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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}
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/*
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* Get standard info
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*/
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std::stringstream query;
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query << "SELECT templateID, effectID, effectHandle FROM BehaviorTemplate WHERE behaviorID = " << std::to_string(behaviorId);
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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// Make sure we do not proceed if we are trying to load an invalid behavior
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if (result.eof())
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{
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Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!\n", behaviorId);
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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return;
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}
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this->m_templateId = static_cast<BehaviorTemplates>(result.getIntField(0));
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this->m_effectId = result.getIntField(1);
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if (!result.fieldIsNull(2))
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{
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const std::string effectHandle = result.getStringField(2);
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if (effectHandle == "")
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{
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this->m_effectHandle = nullptr;
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}
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else
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{
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this->m_effectHandle = new std::string(effectHandle);
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}
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}
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else
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{
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this->m_effectHandle = nullptr;
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}
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result.finalize();
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}
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float Behavior::GetFloat(const std::string& name, const float defaultValue) const
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{
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return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue);
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}
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bool Behavior::GetBoolean(const std::string& name, const bool defaultValue) const
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{
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return GetFloat(name, defaultValue) > 0;
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}
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int32_t Behavior::GetInt(const std::string& name, const int defaultValue) const
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{
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return static_cast<int32_t>(GetFloat(name, defaultValue));
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}
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Behavior* Behavior::GetAction(const std::string& name) const
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{
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const auto id = GetInt(name);
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return CreateBehavior(id);
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}
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Behavior* Behavior::GetAction(float value) const
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{
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return CreateBehavior(static_cast<int32_t>(value));
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}
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std::map<std::string, float> Behavior::GetParameterNames() const
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{
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std::map<std::string, float> parameters;
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std::stringstream query;
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query << "SELECT parameterID, value FROM BehaviorParameter WHERE behaviorID = " << std::to_string(this->m_behaviorId);
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auto tableData = CDClientDatabase::ExecuteQuery(query.str());
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while (!tableData.eof())
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{
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parameters.insert_or_assign(tableData.getStringField(0, ""), tableData.getFloatField(1, 0));
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tableData.nextRow();
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}
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tableData.finalize();
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return parameters;
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}
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void Behavior::Load()
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{
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}
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void Behavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void Behavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void Behavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch)
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{
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}
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void Behavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
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{
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}
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void Behavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
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{
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}
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void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
Behavior::~Behavior()
|
|
{
|
|
delete m_effectNames;
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|
delete m_effectType;
|
|
delete m_effectHandle;
|
|
}
|