Files
DarkflameServer/dGame/dComponents/Property/PropertyManagementComponent.h
Aaron Kimbrell 9a464ac35f refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:37:45 -05:00

323 lines
10 KiB
C++

#pragma once
#include "ePropertyPrivacyOption.h"
#include <chrono>
#include <map>
#include <set>
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include "LDFFormat.h"
class Item;
namespace GameMessages {
struct DownloadPropertyData;
}
/**
* Main component that handles interactions with a property, generally the plaques you see on properties.
*/
class PropertyManagementComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
PropertyManagementComponent(Entity* parent, const int32_t componentID);
~PropertyManagementComponent() override;
static PropertyManagementComponent* Instance();
/**
* Whether the player can build on this property: its owner, or with property_bff_build a best friend of the owner
* while the owner is building (and, once in build mode, until they leave it)
*/
bool CanBuild(const Entity& player) const;
// A player finished loading into this world: looks up whether they are a best friend of the owner
void OnPlayerLoaded(Entity& player);
// A player left this world: ends their building and updates who else can build
void OnPlayerRemoved(Entity& player);
// Tells every player whose right to build changed (CanBuild) and ends building for those who lost it
void UpdateBuildRights();
/**
* Event handler for when an entity requests information about this property, will send back whether it's owned, etc.
* @param originator the entity that triggered the event
* @param sysAddr the address to send game message responses to
* @param author optional explicit ID for the property, if not set defaults to the originator
*/
void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr, LWOOBJID author = LWOOBJID_EMPTY);
/**
* Handles a RequestUse, telling the client who owns this property, etc.
* @param originator the entity that triggered the event
*/
bool OnRequestUse(GameMessages::RequestUseEvent& event);
/**
* Sets the owner of this property
* @param value the owner to set
*/
void SetOwnerId(LWOOBJID value);
/**
* Returns the ID of the owner of this property
* @return the ID of the owner of this property
*/
LWOOBJID GetOwnerId() const;
/**
* Returns the owner of this property
* @return the owner of this property
*/
Entity* GetOwner() const;
/**
* sets the owner of this property
* @param value the owner to set
*/
void SetOwner(Entity* value);
/**
* Returns the paths that this property has
* @return the paths that this property has
*/
std::vector<NiPoint3> GetPaths() const;
/**
* Returns the privacy options for this property
* @return the privacy options for this property
*/
PropertyPrivacyOption GetPrivacyOption() const;
/**
* Updates the privacy option for this property
* @param value the privacy option to set
*/
void SetPrivacyOption(PropertyPrivacyOption value);
/**
* Updates information of this property, saving it to the database
* @param name the name to set for the property
* @param description the description to set for the property
*/
void UpdatePropertyDetails(std::string name, std::string description);
/**
* Makes this property owned by the passed player ID, storing it in the database
* @param playerId the ID of the entity that claimed the property
*
* @return If the claim is successful return true.
*/
bool Claim(LWOOBJID playerId);
/**
* Event triggered when a player who can build starts building. The first one to start (the owner) makes the property
* private, pauses the models and sends away the players who can't build.
*/
void OnStartBuilding(Entity& builder);
/**
* Event triggered when a builder finished building. When the last one finishes the property is re-applied for
* moderation, gets its privacy back and the models run again.
*/
void OnFinishBuilding(const Entity& builder);
/**
* Places a model from the builder's inventory on the property
* @param builder the player placing the model
* @param id the ID of the model item to place
* @param position the position to place the model on
* @param rotation the rotation to place the model on
*/
void UpdateModelPosition(Entity& builder, LWOOBJID id, NiPoint3 position, NiQuaternion rotation);
/**
* Takes a model off the property, into the inventory of the player who placed it
* @param builder the player taking the model off
* @param id the ID of the model to delete
* @param deleteReason the reason of the deletion, e.g. picked up or destroyed (in case of UGC)
*/
void DeleteModel(Entity& builder, LWOOBJID id, int deleteReason);
/**
* Spawns a model on the property and records it in the property's models (not yet saved)
* @param lot the model object's LOT (14 for a brick built model)
* @param modelId the model's id in properties_contents (its UGID)
* @param config extra config for the model object
* @param placedBy the player who placed it
*/
Entity* SpawnModel(LOT lot, LWOOBJID modelId, const NiPoint3& position, const NiQuaternion& rotation, const LwoNameValue& config, LWOOBJID placedBy);
/**
* Places a model item of the builder's on the property, uses the item up and saves the property
* @return the placed model's id, or LWOOBJID_EMPTY if it could not be placed
*/
LWOOBJID PlaceModelFromItem(const Entity& builder, Item& item, const NiPoint3& position, const NiQuaternion& rotation);
// The player who placed a model (by its id in properties_contents); the owner for models placed before this was kept
LWOOBJID GetPlacedBy(LWOOBJID modelId) const;
// GetModelsOnProperty with every model on the property
void SendModelsOnProperty() const;
/**
* Updates whether or not this property is approved by a moderator
* @param value true if the property should be approved, false otherwise
*/
void UpdateApprovedStatus(bool value, const std::string& rejectionReason = "");
// A moderator decided on this property from the dashboard (already saved): keep this world's copy in step
void ApplyModeration(bool approved, const std::string& reason);
/**
* Loads all the models on this property from the database
*/
void Load();
/**
* Saves all the models from this property to the database
*/
void Save();
/**
* Adds a model to the cache of models
* @param modelId the ID of the model
* @param spawnerId the ID of the object that spawned the model
*/
void AddModel(LWOOBJID modelId, LWOOBJID spawnerId);
/**
* Returns all the models on this property, indexed by property ID, containing their spawn objects
* @return all the models on this proeprty
*/
const std::map<LWOOBJID, LWOOBJID>& GetModels() const;
LWOCLONEID GetCloneId() { return clone_Id; };
LWOOBJID GetId() const noexcept { return propertyId; }
// Reputation visitors just gave (PropertyReputation.h; the database is updated there), so property data shows it
void AddReputation(uint32_t points) { reputation += points; }
uint32_t GetReputation() const noexcept { return reputation; }
void OnChatMessageReceived(const std::string& sMessage) const;
/**
* Live updates (docs/LiveUpdate.md): a new instance of this property is about to load it from the database. Takes
* everyone out of build mode, saves, and from then on nobody can build or claim it here and it is never saved again,
* so the new instance's saves can't be overwritten by this one.
*/
void FreezeForHandOff();
// The hand-off was called off before anyone went to the new instance: building and saving work again
void Unfreeze();
bool IsFrozen() const noexcept { return frozen; }
// Players in build mode here now
size_t GetBuilderCount() const noexcept { return builders.size(); }
private:
// Sends the property's data to one player; a player who can build is told they own it, which is the client's only
// check before editing (the owner's name stays the owner's)
void SendPropertyData(const Entity& player, const GameMessages::DownloadPropertyData& message);
// Whether the player is a best friend of the owner (looked up the first time)
bool IsBestFriend(LWOOBJID player) const;
// OnFinishBuilding without updating who can build; false if they weren't building
bool EndBuilding(const Entity& builder);
/**
* This
*/
static PropertyManagementComponent* instance;
// Handed off to a new instance for a live update (FreezeForHandOff)
bool frozen = false;
/**
* The ID of the owner of this property
*/
LWOOBJID owner = LWOOBJID_EMPTY;
/**
* The LOT of this console
*/
uint32_t templateId = 0;
/**
* The unique ID for this property, if it's owned
*/
LWOOBJID propertyId = LWOOBJID_EMPTY;
/**
* The time since this property was claimed
*/
uint64_t claimedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
/**
* The models that are placed on this property
*/
std::map<LWOOBJID /* ObjectID */, LWOOBJID /* SpawnerID */> models = {};
/**
* The name of this property
*/
std::string propertyName = "";
/**
* The clone ID of this property
*/
LWOCLONEID clone_Id = 0;
/**
* Whether a moderator was requested
*/
bool moderatorRequested = false;
/**
* The rejection reason for the property
*/
std::string rejectionReason = "";
/**
* The description of this property
*/
std::string propertyDescription = "";
/**
* The reputation of this property
*/
uint32_t reputation = 0;
/**
* The last time this property was updated
*/
uint32_t LastUpdatedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
/**
* Determines which players may visit this property
*/
PropertyPrivacyOption privacyOption = PropertyPrivacyOption::Private;
/**
* The privacy setting before it was changed, saved to set back after a player finishes building
*/
PropertyPrivacyOption originalPrivacyOption = PropertyPrivacyOption::Private;
// Whether each player on the property is a best friend of the owner, looked up once per player (again when the
// owner changes)
mutable std::map<LWOOBJID, bool> bestFriends;
// Whether each player on the property was last told they can build (see SendPropertyData)
std::map<LWOOBJID, bool> sentBuildRights;
// Players building right now
std::set<LWOOBJID> builders;
// Who placed each model, by its id in properties_contents (LWOOBJID_EMPTY: the owner)
std::map<LWOOBJID, LWOOBJID> placedBy;
};