DarkflameServer/dGame/dComponents/PropertyEntranceComponent.h
David Markowitz 24dbd3944d
Friends List Overhaul (#630) v103
* Add friends list migration

* Change friends to use charID

Update friends table to use charID and not LWOOBJID variant.

* Fix remove friend

Fix remove friend and make the query more readable at a glance.

* Add and remove friends in the container

Properly add and remove friends in the player container

* add enums

* Add best friends and basic GM support V1

* Add more features

* not online / doesnt exist implementation

Implements the not online and invalid character response codes

* Address players not being removed

Fix an issue where players would not be marked as offline in the friends list due to the message not being sent in all circumstances.

Tested changes on 3 clients, switching characters, logging out from character select, switching characters, world transfer and my friends list looked as it was supposed to.

* Implement proper friends system

Remove debug logs

Track count of best friends

Add best friends list cap of 5

Add config option and best friend update

Add a config option and implement the last missing best friend serialization

Added comments and fixed remove best friend bug

Added some comments and addressed an issue where removing best friends would not remove them from your internal count of friends.

properties and logs fixes

whoops, had an issue

send reply if already BFFs

Send the correct objectID

I really need to rename these

Fix white space

goon

* Replace queries with unique ptrs

* remove user from player container on deletion

Remove the user from the player container when they delete their character.
2022-07-12 20:36:06 -07:00

90 lines
3.7 KiB
C++

#pragma once
#include <map>
#include "Component.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_PROPERTY_ENTRANCE;
explicit PropertyEntranceComponent(uint32_t componentID, Entity* parent);
/**
* Handles an OnUse request for some other entity, rendering the property browse menu
* @param entity the entity that triggered the event
*/
void OnUse(Entity* entity) override;
/**
* Handles the event triggered when the entity selects a property to visit and makes the entity to there
* @param entity the entity that triggered the event
* @param index the index of the property property
* @param returnToZone whether or not the entity wishes to go back to the launch zone
* @param sysAddr the address to send gamemessage responses to
*/
void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr);
/**
* Handles a request for information on available properties when an entity lands on the property
* @param entity the entity that triggered the event
* @param includeNullAddress unused
* @param includeNullDescription unused
* @param playerOwn only query properties owned by the entity
* @param updateUi unused
* @param numResults unused
* @param lReputationTime unused
* @param sortMethod unused
* @param startIndex the minimum index to start the query off
* @param filterText property names to search for
* @param sysAddr the address to send gamemessage responses to
*/
void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
/**
* Returns the name of this property
* @return the name of this property
*/
[[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; };
/**
* Returns the map ID for this property
* @return the map ID for this property
*/
[[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; };
PropertySelectQueryProperty SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId = LWOCLONEID_INVALID, std::string ownerName = "", std::string propertyName = "", std::string propertyDescription = "", float reputation = 0, bool isBFF = false, bool isFriend = false, bool isModeratorApproved = false, bool isAlt = false, bool isOwned = false, uint32_t privacyOption = 0, uint32_t timeLastUpdated = 0, float performanceCost = 0.0f);
std::string BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery = "", bool wantLimits = true);
private:
/**
* Cache of property information that was queried for property launched, indexed by property ID
*/
std::map<LWOOBJID, std::vector<PropertySelectQueryProperty>> propertyQueries;
/**
* The custom name for this property
*/
std::string m_PropertyName;
/**
* The base map ID for this property (Avant Grove, etc).
*/
LWOMAPID m_MapID;
enum ePropertySortType : int32_t {
SORT_TYPE_FRIENDS = 0,
SORT_TYPE_REPUTATION = 1,
SORT_TYPE_RECENT = 3,
SORT_TYPE_FEATURED = 5
};
std::string baseQueryForProperties = "SELECT p.* FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ";
};