mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.
The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.
Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
623 lines
19 KiB
C++
623 lines
19 KiB
C++
#include "QuickBuildComponent.h"
|
|
#include "Entity.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "EffectsMessages.h"
|
|
#include "CombatMessages.h"
|
|
#include "EntityManager.h"
|
|
#include "Game.h"
|
|
#include "Logger.h"
|
|
#include "CharacterComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionTaskType.h"
|
|
#include "eTriggerEventType.h"
|
|
#include "eQuickBuildFailReason.h"
|
|
#include "eTerminateType.h"
|
|
#include "eGameActivity.h"
|
|
|
|
#include "dServer.h"
|
|
#include "Spawner.h"
|
|
#include "MovingPlatformComponent.h"
|
|
#include "Preconditions.h"
|
|
#include "Loot.h"
|
|
#include "TeamManager.h"
|
|
#include "RenderComponent.h"
|
|
|
|
#include "CppScripts.h"
|
|
#include "StringifiedEnum.h"
|
|
#include "Amf3.h"
|
|
#include "EconomyLedger.h"
|
|
|
|
QuickBuildComponent::QuickBuildComponent(Entity* const entity, const int32_t componentID) : Component{ entity, componentID } {
|
|
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
|
|
|
|
if (!checkPreconditions.empty()) {
|
|
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
|
|
}
|
|
|
|
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
|
|
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
|
|
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
|
|
const auto activatorPositionValid = GeneralUtils::TryParse<NiPoint3>(positionAsVector);
|
|
if (positionAsVector.size() == 3 && activatorPositionValid) {
|
|
m_ActivatorPosition = activatorPositionValid.value();
|
|
} else {
|
|
LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
|
|
m_ActivatorPosition = m_Parent->GetPosition();
|
|
}
|
|
|
|
SpawnActivator();
|
|
RegisterMsg(&QuickBuildComponent::OnGetObjectReportInfo);
|
|
}
|
|
|
|
QuickBuildComponent::~QuickBuildComponent() {
|
|
delete m_Precondition;
|
|
|
|
Entity* builder = GetBuilder();
|
|
if (builder) {
|
|
CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
}
|
|
|
|
void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
|
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
|
|
if (bIsInitialUpdate) {
|
|
outBitStream.Write(false);
|
|
}
|
|
|
|
outBitStream.Write(false);
|
|
|
|
outBitStream.Write(false);
|
|
}
|
|
|
|
// BEGIN Scripted Activity
|
|
outBitStream.Write1();
|
|
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (builder) {
|
|
outBitStream.Write<uint32_t>(1);
|
|
outBitStream.Write(builder->GetObjectID());
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
outBitStream.Write(0.0f);
|
|
}
|
|
} else {
|
|
outBitStream.Write<uint32_t>(0);
|
|
}
|
|
// END Scripted Activity
|
|
|
|
outBitStream.Write(m_StateDirty || bIsInitialUpdate);
|
|
if (m_StateDirty || bIsInitialUpdate) {
|
|
outBitStream.Write(m_State);
|
|
|
|
outBitStream.Write(m_ShowResetEffect);
|
|
outBitStream.Write(m_Activator != nullptr);
|
|
|
|
outBitStream.Write(m_Timer);
|
|
outBitStream.Write(m_TimerIncomplete);
|
|
|
|
if (bIsInitialUpdate) {
|
|
outBitStream.Write(false); // IsChoiceBuild
|
|
outBitStream.Write(m_ActivatorPosition);
|
|
outBitStream.Write(m_RepositionPlayer);
|
|
}
|
|
m_StateDirty = false;
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::Update(float deltaTime) {
|
|
SetActivator(GetActivator());
|
|
|
|
switch (m_State) {
|
|
case eQuickBuildState::OPEN: {
|
|
SpawnActivator();
|
|
m_TimeBeforeDrain = 0;
|
|
|
|
auto* spawner = m_Parent->GetSpawner();
|
|
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
|
|
|
|
if (isSmashGroup) {
|
|
ModifyIncompleteTimer(deltaTime);
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
|
|
SetShowResetEffect(true);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::Die die;
|
|
die.target = m_Parent->GetObjectID();
|
|
die.bClientDeath = false;
|
|
die.bSpawnLoot = true;
|
|
die.killerID = LWOOBJID_EMPTY;
|
|
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
ResetQuickBuild(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case eQuickBuildState::COMPLETED: {
|
|
ModifyTimer(deltaTime);
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_ResetTime > 0) {
|
|
if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
|
|
SetShowResetEffect(true);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_Timer >= m_ResetTime) {
|
|
|
|
GameMessages::Die die;
|
|
die.target = m_Parent->GetObjectID();
|
|
die.bClientDeath = false;
|
|
die.bSpawnLoot = true;
|
|
die.directionRelative_Force = 7.0f;
|
|
die.killerID = LWOOBJID_EMPTY;
|
|
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
ResetQuickBuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case eQuickBuildState::BUILDING:
|
|
{
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (!builder) {
|
|
ResetQuickBuild(false);
|
|
|
|
return;
|
|
}
|
|
|
|
m_TimeBeforeDrain -= deltaTime;
|
|
ModifyTimer(deltaTime);
|
|
SetIncompleteTimer(0.0f);
|
|
SetShowResetEffect(false);
|
|
|
|
if (m_TimeBeforeDrain <= 0.0f) {
|
|
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
|
|
|
|
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
|
|
if (!destComp) break;
|
|
|
|
++m_DrainedImagination;
|
|
const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
|
|
|
|
const int32_t newImagination = destComp->GetImagination() - 1;
|
|
destComp->SetImagination(newImagination);
|
|
Game::entityManager->SerializeEntity(builder);
|
|
|
|
if (newImagination <= 0 && imaginationCostRemaining > 0) {
|
|
CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
|
|
CompleteQuickBuild(builder);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case eQuickBuildState::INCOMPLETE: {
|
|
ModifyIncompleteTimer(deltaTime);
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
|
|
SetShowResetEffect(true);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::Die die;
|
|
die.target = m_Parent->GetObjectID();
|
|
die.bClientDeath = false;
|
|
die.bSpawnLoot = true;
|
|
die.killerID = LWOOBJID_EMPTY;
|
|
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
ResetQuickBuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case eQuickBuildState::RESETTING: break;
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::OnUse(Entity* originator) {
|
|
if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) {
|
|
return;
|
|
}
|
|
|
|
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
|
|
return;
|
|
}
|
|
|
|
StartQuickBuild(originator);
|
|
}
|
|
|
|
void QuickBuildComponent::SpawnActivator() {
|
|
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) {
|
|
if (!m_Activator) {
|
|
EntityInfo info;
|
|
|
|
info.lot = 6604;
|
|
info.spawnerID = m_Parent->GetObjectID();
|
|
info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
|
|
|
|
SetActivator(Game::entityManager->CreateEntity(info, nullptr, m_Parent));
|
|
if (m_Activator) {
|
|
m_ActivatorId = m_Activator->GetObjectID();
|
|
Game::entityManager->ConstructEntity(m_Activator);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::DespawnActivator() {
|
|
if (m_Activator) {
|
|
Game::entityManager->DestructEntity(m_Activator);
|
|
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
|
|
SetActivator(nullptr);
|
|
|
|
m_ActivatorId = LWOOBJID_EMPTY;
|
|
}
|
|
}
|
|
|
|
Entity* QuickBuildComponent::GetActivator() const {
|
|
return Game::entityManager->GetEntity(m_ActivatorId);
|
|
}
|
|
|
|
NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept {
|
|
return m_ActivatorPosition;
|
|
}
|
|
|
|
float QuickBuildComponent::GetResetTime() const noexcept {
|
|
return m_ResetTime;
|
|
}
|
|
|
|
float QuickBuildComponent::GetCompleteTime() const noexcept {
|
|
return m_CompleteTime;
|
|
}
|
|
|
|
int32_t QuickBuildComponent::GetTakeImagination() const noexcept {
|
|
return m_TakeImagination;
|
|
}
|
|
|
|
bool QuickBuildComponent::GetInterruptible() const noexcept {
|
|
return m_Interruptible;
|
|
}
|
|
|
|
bool QuickBuildComponent::GetSelfActivator() const noexcept {
|
|
return m_SelfActivator;
|
|
}
|
|
|
|
std::vector<int32_t> QuickBuildComponent::GetCustomModules() const noexcept {
|
|
return m_CustomModules;
|
|
}
|
|
|
|
int32_t QuickBuildComponent::GetActivityId() const noexcept {
|
|
return m_ActivityId;
|
|
}
|
|
|
|
int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept {
|
|
return m_PostImaginationCost;
|
|
}
|
|
|
|
float QuickBuildComponent::GetTimeBeforeSmash() const noexcept {
|
|
return m_TimeBeforeSmash;
|
|
}
|
|
|
|
eQuickBuildState QuickBuildComponent::GetState() const noexcept {
|
|
return m_State;
|
|
}
|
|
|
|
Entity* QuickBuildComponent::GetBuilder() const {
|
|
auto* const builder = Game::entityManager->GetEntity(m_Builder);
|
|
|
|
return builder;
|
|
}
|
|
|
|
bool QuickBuildComponent::GetRepositionPlayer() const noexcept {
|
|
return m_RepositionPlayer;
|
|
}
|
|
|
|
void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept {
|
|
m_ActivatorPosition = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetResetTime(const float value) noexcept {
|
|
m_ResetTime = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetCompleteTime(const float value) noexcept {
|
|
if (value < 0) {
|
|
m_CompleteTime = 4.5f;
|
|
} else {
|
|
m_CompleteTime = value;
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept {
|
|
m_TakeImagination = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetInterruptible(const bool value) noexcept {
|
|
m_Interruptible = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetSelfActivator(const bool value) noexcept {
|
|
m_SelfActivator = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetCustomModules(const std::vector<int32_t>& value) noexcept {
|
|
m_CustomModules = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetActivityId(const int32_t value) noexcept {
|
|
m_ActivityId = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept {
|
|
m_PostImaginationCost = value;
|
|
}
|
|
|
|
void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept {
|
|
if (value < 0) {
|
|
m_TimeBeforeSmash = 10.0f;
|
|
} else {
|
|
m_TimeBeforeSmash = value;
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept {
|
|
m_RepositionPlayer = value;
|
|
}
|
|
|
|
void QuickBuildComponent::StartQuickBuild(Entity* const user) {
|
|
if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
|
|
m_Builder = user->GetObjectID();
|
|
|
|
auto* character = user->GetComponent<CharacterComponent>();
|
|
if (character) character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
|
|
|
|
Game::entityManager->SerializeEntity(user);
|
|
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
|
|
GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
|
|
|
SetState(eQuickBuildState::BUILDING);
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnQuickBuildInitilized();
|
|
}
|
|
|
|
auto* script = m_Parent->GetScript();
|
|
script->OnQuickBuildStart(m_Parent, user);
|
|
|
|
// Notify scripts and possible subscribers
|
|
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_QuickBuildStateCallbacks)
|
|
cb(m_State);
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
|
|
if (!user) return;
|
|
|
|
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
characterComponent->TrackQuickBuildComplete();
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::QUICKBUILDS_COMPLETED, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, user);
|
|
} else {
|
|
LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
|
|
return;
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(user);
|
|
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::COMPLETED, user->GetObjectID());
|
|
GameMessages::PlayFXEffect fx(m_Parent->GetObjectID(), 507, u"create", "BrickFadeUpVisCompleteEffect");
|
|
fx.priority = 0.4f;
|
|
fx.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
GameMessages::SendEnableQuickBuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
|
|
SetState(eQuickBuildState::COMPLETED);
|
|
SetTimer(0.0f);
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Removes extra item requirements, isn't live accurate.
|
|
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
|
|
// TODO: fix?
|
|
if (m_Precondition != nullptr) {
|
|
m_Precondition->Check(user, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
|
|
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
|
|
m_Parent->SetOwnerOverride(user->GetObjectID());
|
|
|
|
auto* builder = GetBuilder();
|
|
|
|
if (builder) {
|
|
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
|
|
if (team) {
|
|
for (const auto memberId : team->members) { // progress missions for all team members
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
if (member) {
|
|
auto* missionComponent = member->GetComponent<MissionComponent>();
|
|
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
|
}
|
|
}
|
|
} else {
|
|
auto* missionComponent = builder->GetComponent<MissionComponent>();
|
|
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
|
|
}
|
|
Loot::DropActivityLoot(builder, m_Parent->GetObjectID(), m_ActivityId, 1);
|
|
}
|
|
|
|
// Notify scripts
|
|
auto* script = m_Parent->GetScript();
|
|
script->OnQuickBuildComplete(m_Parent, user);
|
|
script->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
|
|
// Notify subscribers
|
|
for (const auto& callback : m_QuickBuildStateCallbacks)
|
|
callback(m_State);
|
|
for (const auto& callback : m_QuickBuildCompleteCallbacks)
|
|
callback(user);
|
|
|
|
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnCompleteQuickBuild();
|
|
}
|
|
|
|
// Set flag
|
|
auto* character = user->GetCharacter();
|
|
|
|
if (character != nullptr) {
|
|
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
|
|
|
|
if (flagNumber != 0) {
|
|
character->SetPlayerFlag(flagNumber, true);
|
|
}
|
|
}
|
|
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
|
|
}
|
|
|
|
void QuickBuildComponent::ResetQuickBuild(const bool failed) {
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (m_State == eQuickBuildState::BUILDING && builder) {
|
|
GameMessages::SendEnableQuickBuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
|
|
|
if (failed) {
|
|
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
|
|
}
|
|
}
|
|
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
|
|
|
|
SetState(eQuickBuildState::RESETTING);
|
|
SetTimer(0.0f);
|
|
SetIncompleteTimer(0.0f);
|
|
SetShowResetEffect(false);
|
|
m_DrainedImagination = 0;
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_QuickBuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator) {
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) {
|
|
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::INCOMPLETE, entityID);
|
|
GameMessages::SendEnableQuickBuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
SetState(eQuickBuildState::INCOMPLETE);
|
|
|
|
// Notify scripts and possible subscribers
|
|
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_QuickBuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (!entity) return;
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_QuickBuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void QuickBuildComponent::AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback) {
|
|
m_QuickBuildStateCallbacks.push_back(callback);
|
|
}
|
|
|
|
bool QuickBuildComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
|
|
auto& quickbuild = reportInfo.info->PushDebug("Quick Build");
|
|
quickbuild.PushDebug<AMFStringValue>("State") = StringifiedEnum::ToString(m_State).data();
|
|
quickbuild.PushDebug<AMFDoubleValue>("Timer") = m_Timer;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Timer Incomplete") = m_TimerIncomplete;
|
|
quickbuild.PushDebug("Activator Position").PushDebug(m_ActivatorPosition);
|
|
quickbuild.PushDebug<AMFStringValue>("Activator ID", "LWOOBJID") = std::to_string(m_ActivatorId);
|
|
quickbuild.PushDebug<AMFBoolValue>("Show Reset Effect") = m_ShowResetEffect;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Taken") = m_Taken;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Reset Time") = m_ResetTime;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Complete Time") = m_CompleteTime;
|
|
quickbuild.PushDebug<AMFIntValue>("Take Imagination") = m_TakeImagination;
|
|
quickbuild.PushDebug<AMFBoolValue>("Interruptible") = m_Interruptible;
|
|
quickbuild.PushDebug<AMFBoolValue>("Self Activator") = m_SelfActivator;
|
|
auto& modules = quickbuild.PushDebug("Custom Modules");
|
|
for (const auto cmodule : m_CustomModules) modules.PushDebug<AMFIntValue>("Module") = cmodule;
|
|
quickbuild.PushDebug<AMFIntValue>("Activity Id") = m_ActivityId;
|
|
quickbuild.PushDebug<AMFIntValue>("Post Imagination Cost") = m_PostImaginationCost;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Time Before Smash") = m_TimeBeforeSmash;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Time Before Drain") = m_TimeBeforeDrain;
|
|
quickbuild.PushDebug<AMFIntValue>("Drained Imagination") = m_DrainedImagination;
|
|
quickbuild.PushDebug<AMFBoolValue>("Reposition Player") = m_RepositionPlayer;
|
|
quickbuild.PushDebug<AMFDoubleValue>("Soft Timer") = m_SoftTimer;
|
|
quickbuild.PushDebug<AMFStringValue>("Builder", "LWOOBJID") = std::to_string(m_Builder);
|
|
return true;
|
|
}
|