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https://github.com/DarkflameUniverse/DarkflameServer.git
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The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch: accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes they need. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
81 lines
2.7 KiB
C++
81 lines
2.7 KiB
C++
#pragma once
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#include "dZMCommon.h"
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#include "WorldConfig.h"
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#include "Zone.h"
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#include "Spawner.h"
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#include <map>
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class dZoneManager {
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public:
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enum class dZoneNotifier {
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SpawnedObjectDestroyed,
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SpawnedChildObjectDestroyed, //Used for when an object (like a stromling) needs to notify the spawner to respawn a new enemy.
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ReloadZone, //Forces the server and all connects clients to reload the map
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UserJoined,
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UserMoved,
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InvalidNotifier
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};
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private:
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/**
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* Reads the WorldConfig from the CDClientDatabase into memory
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*/
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void LoadWorldConfig();
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public:
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void Initialize(const LWOZONEID& zoneID);
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~dZoneManager();
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/* Gets a pointer to the currently loaded zone. */
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Zone* GetZoneMut() const;
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const Zone* GetZone() const { return GetZoneMut(); };
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bool HasZone() const { return m_pZone != nullptr; };
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void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
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/* Adds a spawner to the zone with the specified ID. */
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void AddSpawner(LWOOBJID id, Spawner* spawner);
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const LWOZONEID& GetZoneID() const;
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/* Creates a new spawner. Returns the finalized ID for the created spawner since some bits may be set to get it to function. */
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LWOOBJID MakeSpawner(SpawnerInfo info);
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Spawner* GetSpawner(LWOOBJID id);
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void RemoveSpawner(LWOOBJID id);
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std::vector<Spawner*> GetSpawnersByName(const std::string& spawnerName);
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std::vector<Spawner*> GetSpawnersInGroup(const std::string& group);
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// Every spawner in the zone (live events pick walkable places from their nodes)
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const std::map<LWOOBJID, Spawner*>& GetSpawners() const { return m_Spawners; }
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void Update(float deltaTime);
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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bool GetDisableSaveLocation() { return m_DisableSaveLocation; }
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bool GetMountsAllowed() { return m_MountsAllowed; }
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bool GetPetsAllowed() { return m_PetsAllowed; }
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/* Gets the starting ID for missions in the player UI so they are ordered properly and show in the order accepted by the player. */
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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// The world config should not be modified by a caller.
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const WorldConfig& GetWorldConfig() {
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if (!m_WorldConfig) LoadWorldConfig();
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return m_WorldConfig.value();
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};
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private:
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/**
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* The starting unique mission ID.
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*/
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uint32_t m_UniqueMissionIdStart = 0;
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Zone* m_pZone = nullptr;
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LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath = false;
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bool m_DisableSaveLocation = false;
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bool m_MountsAllowed = true;
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bool m_PetsAllowed = true;
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std::map<LWOOBJID, Spawner*> m_Spawners;
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std::optional<WorldConfig> m_WorldConfig = std::nullopt;
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Entity* m_ZoneControlObject = nullptr;
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};
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