DarkflameServer/dGame/dComponents/PetComponent.h
2023-12-15 18:38:52 -06:00

571 lines
14 KiB
C++

#ifndef PETCOMPONENT_H
#define PETCOMPONENT_H
#include "Entity.h"
#include "MovementAIComponent.h"
#include "Component.h"
#include "Preconditions.h"
#include "eReplicaComponentType.h"
#include "ePetAbilityType.h"
#include "CDPetComponentTable.h"
/*
* The current state of the pet AI
*/
enum class PetAiState : uint8_t {
idle = 0, // Doing nothing
spawn, // Spawning into the world
follow, // Begin following
goToObj, // Go to object
interact, // Interact with an object
despawn // Despawning from world
};
/*
* The type of object the pet is interacting with
*/
enum PetInteractType : uint8_t {
none, // Not interacting
treasure, // Treasure dig
bouncer // Bouncer switch
};
/**
* The flags governing the status of the pet: Governs the icon above their head and the interactions available
*/
enum PetFlag : uint32_t {
NONE,
UNKNOWN1 = 1 << 0, //0x01,
UNKNOWN4 = 1 << 2, //0x04,
BEING_TAMED = 1 << 4, //0x10,
NOT_WAITING = 1 << 5, //0x20,
SPAWNING = 1 << 7, //0x80
TAMEABLE = 1 << 26 //0x4000000
};
/**
* The pet emote animation ids that can used in PetComponent::Command()
*/
enum PetEmote : int32_t {
ActivateSwitch = 201,
DigTreasure,
Bounce
};
/**
* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
* to dig for treasure and activate pet bouncers.
*/
class PetComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PET;
PetComponent(Entity* parentEntity, uint32_t componentId);
~PetComponent() override;
/**
* Loads pet info from CDClient
*/
bool GetPetInfo(uint32_t petId, CDPetComponent& result);
/**
* Serializes the pet
* @param outBitStream The output bitstream
* @param bIsInitialUpdate Boolean value of whether this is the initial update
*/
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Sets the AI state of the pet
* @param newState New pet AI state
*/
void SetPetAiState(PetAiState newState);
/**
* Gets the AI state of the pet
*/
PetAiState GetPetAiState() { return m_State; };
/**
* Sets one or more pet flags
* @param flag PetFlag(s) to set
*/
template <typename... varArg>
void SetFlag(varArg... flag) { m_Flags |= (static_cast<uint32_t>(flag) | ...); };
/**
* Sets the pet to ONLY have the specified flag(s), clearing all others
* @param flag PetFlag(s) to set exclusively
*/
template <typename... varArg>
void SetOnlyFlag(varArg... flag) { m_Flags = (static_cast<uint32_t>(flag) | ...); };
/**
* Unsets one or more pet flags
* @param flag PetFlag(s) to unset
*/
template <typename... varArg>
void UnsetFlag(varArg... flag) { m_Flags &= ~(static_cast<uint32_t>(flag) | ...); };
/**
* Returns true if the pet has all the specified flag(s)
* @param flag PetFlag(s) to check
*/
template <typename... varArg>
const bool HasFlag(varArg... flag) { return (m_Flags & (static_cast<uint32_t>(flag) | ...)) == (static_cast<uint32_t>(flag) | ...); };
/**
* Returns true if the pet has ONLY the specified flag(s)
* @param flag PetFlag(s) to check if the pet has exclusively
*/
template <typename... varArg>
const bool HasOnlyFlag(varArg... flag) { return m_Flags == (static_cast<uint32_t>(flag) | ...); };
/**
* Governs the pet update loop
* @param deltaTime Time elapsed since last update
*/
void Update(float deltaTime) override;
/**
* Handles updates for unowned pets
* @param deltaTime time since last update
*/
void UpdateUnowned(float deltaTime);
/**
* Handles an OnUse event from another entity, initializing the pet taming minigame if this pet is untamed.
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Attempts to complete the pet minigame by passing a list of bricks to build the minigame model.
* @param bricks the bricks to try to complete the minigame with
* @param clientFailed unused
*/
void TryBuild(uint32_t numBricks, bool clientFailed);
/**
* Handles a notification from the client regarding the completion of the pet minigame, adding the pet to their
* inventory.
* @param position the position to spawn the completed model at
*/
void NotifyTamingBuildSuccess(NiPoint3 position);
/**
* Handles the notification of the client to set the name of the pet (indicating that minigame was completed
* successfully).
* @param name the name of the pet to set
*/
void RequestSetPetName(std::u16string name);
/**
* Handles a notification of the client that the taming entity is leaving the minigame, either voluntary or because
* time ran out.
* @param voluntaryExit whether the client voluntarily exited the minigame
*/
void ClientExitTamingMinigame(bool voluntaryExit);
/**
* Starts the internal timer for the build limit for building the minigame model
*/
void StartTimer();
/**
* Notifies the client that they failed the minigame because time ran out
*/
void ClientFailTamingMinigame();
/**
* Makes the pet wander around
*/
void Wander();
/**
* Called when the pet is first spawned
*/
void OnSpawn();
/**
* Continues a step in the follow state, making sure that the entity is around its start position
*/
void OnFollow();
/**
* Continues a step in the interact state, handling the pet's interaction with an entity
*/
void OnInteract();
/**
* Start a pet interaction with an object at a given position
*/
void StartInteract(const NiPoint3 position, const PetInteractType interactType, const LWOOBJID interactID);
/**
* Stop a pet interaction with an object
*/
void StopInteract();
/**
* Set the type of interaction the pet is executing
*/
void SetInteractType(PetInteractType interactType) { m_InteractType = interactType; };
/**
* Get the type of interaction the pet is executing
*/
PetInteractType GetInteractType() { return m_InteractType; };
/**
* Spawns a pet from an item in the inventory of an owner
* @param item the item to create the pet from
* @param registerPet notifies the client that the pet was spawned, not necessary if this pet is being tamed
*/
void Activate(Item* item, bool registerPet = true, bool fromTaming = false);
/**
* Despawns the pet
*/
void Deactivate();
/**
* Removes the pet from the inventory
*/
void Release();
/**
* Commands the pet to do an action, actions are still a relative mystery, next to playing emotes
* @param position a position to execute the command at, currently unused
* @param source the source object that triggered the command
* @param commandType the type of the command (see function body for types)
* @param typeId extra information about the command, e.g. the emote to play
* @param overrideObey unused
*/
void Command(NiPoint3 position, LWOOBJID source, int32_t commandType, int32_t typeId, bool overrideObey);
/**
* Returns the ID of the owner of this pet (if any)
* @return the ID of the owner of this pet
*/
LWOOBJID GetOwnerId() const;
/**
* Returns the entity that owns this pet (if any)
* @return the entity that owns this pet
*/
Entity* GetOwner() const;
/**
* Returns the ID that is stored in the database with regards to this pet, only set for pets that are tamed
* @return the ID that is stored in the database with regards to this pet
*/
LWOOBJID GetDatabaseId() const;
/**
* Returns the ID of the object that the pet is currently interacting with, could be a treasure chest or a switch
* @return the ID of the object that the pet is currently interacting with
*/
LWOOBJID GetInteraction() const;
/**
* Sets the ID that the pet is interacting with
* @param value the ID that the pet is interacting with
*/
void SetInteraction(LWOOBJID value);
/**
* Returns the ID that this pet was spawned from, only set for tamed pets
* @return the ID that this pet was spawned from
*/
LWOOBJID GetItemId() const;
/**
* Returns the status of this pet, e.g. tamable or tamed. The values here are still a bit of mystery and likely a
* bit map
* @return the status of this pet
*/
uint32_t GetStatus() const;
/**
* Sets the current status of the pet
* @param value the current status of the pet to set
*/
void SetStatus(uint32_t value);
/**
* Returns an ability the pet may perform, currently unused
* @return an ability the pet may perform
*/
ePetAbilityType GetAbility() const;
/**
* Sets the ability of the pet, currently unused
* @param value the ability to set
*/
void SetAbility(ePetAbilityType value);
/**
* Sets preconditions for the pet that need to be met before it can be tamed
* @param conditions the preconditions to set
*/
void SetPreconditions(std::string& conditions);
/**
* Sets if the pet is ready to interact with an object
* @param isReady whether the pet is ready to interact (true) or not (false)
*/
void SetIsReadyToInteract(bool isReady) { m_ReadyToInteract = isReady; };
/**
* @return is pet ready to interact with an object
*/
bool IsReadyToInteract() { return m_ReadyToInteract; };
/**
* Sets if the pet is currently handling an interaction with an object
* @param isHandlingInteraction whether the pet is currently handling an interaction with an object
*/
void SetIsHandlingInteraction(bool isHandlingInteraction) { m_IsHandlingInteraction = isHandlingInteraction; };
/**
* @return is pet currently handling an interaction with an object
*/
bool IsHandlingInteraction() { return m_IsHandlingInteraction; };
/**
* Set up the pet bouncer interaction
*/
void SetupInteractBouncer();
/**
* Set up the treasure dig interaction
*/
void SetupInteractTreasureDig();
/**
* Starts the pet treasure dig interaction
*/
void StartInteractTreasureDig();
/**
* Handles the pet treasure dig interaction
*/
void HandleInteractTreasureDig();
/**
* Returns the entity that this component belongs to
* @return the entity that this component belongs to
*/
Entity* GetParentEntity() const;
/**
* Sets the name of the pet to be moderated
* @param petName the name of the pet to set
*/
void SetPetNameForModeration(const std::string& petName);
/**
* Loads the pet name up for moderation along with the moderation status from the database and sets them for this
* pet.
*/
void LoadPetNameFromModeration();
/**
* Returns the component of the pet some entity is currently taming (if any)
* @param tamer the entity that's currently taming
* @return the pet component of the entity that's being tamed
*/
static PetComponent* GetTamingPet(LWOOBJID tamer);
/**
* Returns the pet that's currently spawned for some entity (if any)
* @param owner the owner of the pet that's spawned
* @return the pet component of the entity that was spawned by the owner
*/
static PetComponent* GetActivePet(LWOOBJID owner);
/**
* Adds the timer to the owner of this pet to drain imagination at the rate
* specified by the parameter imaginationDrainRate
*
* @param item The item that represents this pet in the inventory.
*/
void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
private:
/**
* Information for the minigame to be completed
*/
struct PetPuzzleData
{
/**
* The LOT of the object that is to be created
*/
LOT puzzleModelLot;
/**
* That file that contains the bricks required to build the model
*/
std::string buildFile;
/**
* The time limit to complete the build
*/
int32_t timeLimit;
/**
* The imagination cost for the tamer to start the minigame
*/
int32_t imaginationCost;
/**
* The number of pieces required to complete the minigame
*/
int32_t numValidPieces;
};
/**
* Information that describes the different variables used to make a pet entity move around
*/
CDPetComponent m_PetInfo;
/**
* Cache of all the pets that are currently spawned, indexed by tamer
*/
static std::unordered_map<LWOOBJID, LWOOBJID> activePets;
/**
* Cache of all the pets that are currently being tamed, indexed by tamer
*/
static std::unordered_map<LWOOBJID, LWOOBJID> currentActivities;
/**
* Cache of all the minigames and their information from the database
*/
static std::unordered_map<LOT, PetComponent::PetPuzzleData> buildCache;
/**
* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
*/
static std::map<LOT, int32_t> petFlags;
/**
* The halting radius of the pet while following a player TODO: Move into struct?
*/
float m_FollowRadius;
/**
* The ID of the component in the pet component table
*/
uint32_t m_ComponentId;
/**
* The ID of the model that was built to complete the taming minigame for this pet
*/
LWOOBJID m_ModelId;
/**
* The ID of the object that the pet is currently interacting with (e.g. a treasure chest or switch)
*/
LWOOBJID m_Interaction;
/**
* The type of object that the pet is currently interacting with (e.g. a treasure chest or switch)
*/
PetInteractType m_InteractType;
/**
* The ID of the entity that owns this pet
*/
LWOOBJID m_Owner;
/**
* The ID of the entity that is currently taming this pet
*/
LWOOBJID m_Tamer;
/**
* The ID under which this pet is stored in the database (if it's tamed)
*/
LWOOBJID m_DatabaseId;
/**
* The ID of the item from which this pet was created
*/
LWOOBJID m_ItemId;
/**
* The moderation status for the name of this pet
*/
uint32_t m_ModerationStatus;
/**
* The name of this pet
*/
std::string m_Name;
/**
* The name of the owner of this pet
*/
std::string m_OwnerName;
/**
* The current flags of the pet (e.g. tamable, tamed, etc).
*/
uint32_t m_Flags;
/**
* The current state of the pet AI
*/
PetAiState m_State;
/**
* A currently active ability, mostly unused
*/
ePetAbilityType m_Ability;
/**
* The time an entity has left to complete the minigame
*/
float m_Timer;
/**
* A timer that tracks how long a tamed pet has been to far away from its owner, triggering a teleport after timeout
*/
float m_TimerAway;
/**
* A timer that tracks how long until a tamed pet will bounce again when standing over a treasure dig site
*/
float m_TimerBounce;
/**
* Boolean that sets if a pet is ready to interact with an object
*/
bool m_ReadyToInteract;
/**
* Boolean that sets if a pet is currently handling an interaction with an object
*/
bool m_IsHandlingInteraction;
/**
* The position that this pet was spawned at
*/
NiPoint3 m_StartPosition;
/**
* The movement AI component that is related to this pet, required to move it around
*/
MovementAIComponent* m_MovementAI;
/**
* Preconditions that need to be met before an entity can tame this pet
*/
PreconditionExpression* m_Preconditions;
};
#endif // PETCOMPONENT_H