mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-25 23:13:35 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
367 lines
12 KiB
C++
367 lines
12 KiB
C++
#include "NsConcertInstrument.h"
|
|
#include "GameMessages.h"
|
|
#include "Item.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "EntityManager.h"
|
|
#include "RebuildComponent.h"
|
|
#include "SoundTriggerComponent.h"
|
|
#include "InventoryComponent.h"
|
|
#include "MissionComponent.h"
|
|
#include "eMissionState.h"
|
|
#include "eMissionTaskType.h"
|
|
#include "RenderComponent.h"
|
|
|
|
// Constants are at the bottom
|
|
|
|
void NsConcertInstrument::OnStartup(Entity* self) {
|
|
self->SetVar<bool>(u"beingPlayed", false);
|
|
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
|
|
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
|
|
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
|
|
}
|
|
|
|
void NsConcertInstrument::OnRebuildNotifyState(Entity* self, eRebuildState state) {
|
|
if (state == eRebuildState::RESETTING || state == eRebuildState::OPEN) {
|
|
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::OnRebuildComplete(Entity* self, Entity* target) {
|
|
if (!target->GetIsDead()) {
|
|
self->SetVar<LWOOBJID>(u"activePlayer", target->GetObjectID());
|
|
|
|
self->AddCallbackTimer(0.2f, [self, target]() {
|
|
RepositionPlayer(self, target);
|
|
if (hideInstrumentOnPlay.at(GetInstrumentLot(self)))
|
|
self->SetNetworkVar<bool>(u"Hide", true);
|
|
});
|
|
|
|
self->AddCallbackTimer(0.1f, [self, target]() {
|
|
StartPlayingInstrument(self, target);
|
|
});
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
|
|
int32_t param2, int32_t param3) {
|
|
if (args == "stopPlaying") {
|
|
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
|
|
if (activePlayerID == LWOOBJID_EMPTY)
|
|
return;
|
|
|
|
const auto activePlayer = Game::entityManager->GetEntity(activePlayerID);
|
|
if (activePlayer == nullptr)
|
|
return;
|
|
|
|
StopPlayingInstrument(self, activePlayer);
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
|
|
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
|
|
if (activePlayerID == LWOOBJID_EMPTY)
|
|
return;
|
|
|
|
// If for some reason the player becomes null (for example an unexpected leave), we need to clean up
|
|
const auto activePlayer = Game::entityManager->GetEntity(activePlayerID);
|
|
if (activePlayer == nullptr && name != "cleanupAfterStop") {
|
|
StopPlayingInstrument(self, nullptr);
|
|
return;
|
|
}
|
|
|
|
if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar<bool>(u"beingPlayed")) {
|
|
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0,
|
|
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
|
|
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
|
|
if (stats) {
|
|
if (stats->GetImagination() > 0) {
|
|
self->AddTimer("checkPlayer", updateFrequency);
|
|
} else {
|
|
StopPlayingInstrument(self, activePlayer);
|
|
}
|
|
}
|
|
} else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar<bool>(u"beingPlayed")) {
|
|
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
|
|
if (stats)
|
|
stats->SetImagination(stats->GetImagination() - instrumentImaginationCost);
|
|
|
|
self->AddTimer("deductImagination", instrumentCostFrequency);
|
|
} else if (name == "cleanupAfterStop") {
|
|
if (activePlayer != nullptr) {
|
|
UnEquipInstruments(self, activePlayer);
|
|
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopPlaying", 0, 0,
|
|
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
|
|
if (rebuildComponent != nullptr)
|
|
rebuildComponent->ResetRebuild(false);
|
|
|
|
self->Smash(self->GetObjectID(), eKillType::VIOLENT);
|
|
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
|
|
} else if (activePlayer != nullptr && name == "achievement") {
|
|
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->ForceProgress(302, 462, self->GetLOT());
|
|
}
|
|
self->AddTimer("achievement2", 10.0f);
|
|
} else if (activePlayer != nullptr && name == "achievement2") {
|
|
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT());
|
|
}
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::StartPlayingInstrument(Entity* self, Entity* player) {
|
|
const auto instrumentLot = GetInstrumentLot(self);
|
|
self->SetVar<bool>(u"beingPlayed", true);
|
|
|
|
// Stuff to notify the player
|
|
EquipInstruments(self, player);
|
|
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"startPlaying", 0, 0,
|
|
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
|
|
GameMessages::SendPlayCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS);
|
|
self->AddCallbackTimer(1.0f, [player, instrumentLot]() {
|
|
RenderComponent::PlayAnimation(player, animations.at(instrumentLot), 2.0f);
|
|
});
|
|
|
|
for (auto* soundBox : Game::entityManager->GetEntitiesInGroup("Audio-Concert")) {
|
|
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
|
|
if (soundTrigger != nullptr) {
|
|
soundTrigger->ActivateMusicCue(music.at(instrumentLot));
|
|
}
|
|
}
|
|
|
|
// Add timers for deducting imagination and checking if the instruments can still be played
|
|
self->AddTimer("checkPlayer", updateFrequency);
|
|
self->AddTimer("deductImagination", instrumentCostFrequency);
|
|
self->AddTimer("achievement", 20.0f);
|
|
}
|
|
|
|
void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
|
|
// No use in stopping twice
|
|
if (!self->GetVar<bool>(u"beingPlayed"))
|
|
return;
|
|
|
|
const auto instrumentLot = GetInstrumentLot(self);
|
|
|
|
// Player might be null if they left
|
|
if (player != nullptr) {
|
|
auto* missions = player->GetComponent<MissionComponent>();
|
|
if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
|
|
missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
|
|
}
|
|
|
|
GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f);
|
|
RenderComponent::PlayAnimation(player, smashAnimations.at(instrumentLot), 2.0f);
|
|
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopCheckingMovement", 0, 0,
|
|
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
self->SetVar<bool>(u"beingPlayed", false);
|
|
|
|
for (auto* soundBox : Game::entityManager->GetEntitiesInGroup("Audio-Concert")) {
|
|
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
|
|
if (soundTrigger != nullptr) {
|
|
soundTrigger->DeactivateMusicCue(music.at(instrumentLot));
|
|
}
|
|
}
|
|
|
|
self->CancelAllTimers();
|
|
self->AddTimer("cleanupAfterStop", instrumentSmashAnimationTime.at(instrumentLot));
|
|
}
|
|
|
|
void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
|
|
auto* inventory = player->GetComponent<InventoryComponent>();
|
|
if (inventory != nullptr) {
|
|
auto equippedItems = inventory->GetEquippedItems();
|
|
|
|
// Un equip the current left item
|
|
const auto equippedLeftItem = equippedItems.find("special_l");
|
|
if (equippedLeftItem != equippedItems.end()) {
|
|
auto* leftItem = inventory->FindItemById(equippedLeftItem->second.id);
|
|
if (leftItem != nullptr) {
|
|
leftItem->UnEquip();
|
|
self->SetVar<LWOOBJID>(u"oldItemLeft", leftItem->GetId());
|
|
}
|
|
}
|
|
|
|
// Un equip the current right item
|
|
const auto equippedRightItem = equippedItems.find("special_r");
|
|
if (equippedRightItem != equippedItems.end()) {
|
|
auto* rightItem = inventory->FindItemById(equippedRightItem->second.id);
|
|
if (rightItem != nullptr) {
|
|
rightItem->UnEquip();
|
|
self->SetVar<LWOOBJID>(u"oldItemRight", rightItem->GetId());
|
|
}
|
|
}
|
|
|
|
// Equip the left hand instrument
|
|
const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
|
|
if (leftInstrumentLot != LOT_NULL) {
|
|
inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
|
|
auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
|
|
leftInstrument->Equip();
|
|
}
|
|
|
|
// Equip the right hand instrument
|
|
const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
|
|
if (rightInstrumentLot != LOT_NULL) {
|
|
inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
|
|
auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
|
|
rightInstrument->Equip();
|
|
}
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::UnEquipInstruments(Entity* self, Entity* player) {
|
|
auto* inventory = player->GetComponent<InventoryComponent>();
|
|
if (inventory != nullptr) {
|
|
auto equippedItems = inventory->GetEquippedItems();
|
|
|
|
// Un equip the current left instrument
|
|
const auto equippedInstrumentLeft = equippedItems.find("special_l");
|
|
if (equippedInstrumentLeft != equippedItems.end()) {
|
|
auto* leftItem = inventory->FindItemById(equippedInstrumentLeft->second.id);
|
|
if (leftItem != nullptr) {
|
|
leftItem->UnEquip();
|
|
inventory->RemoveItem(leftItem->GetLot(), 1, TEMP_ITEMS);
|
|
}
|
|
}
|
|
|
|
// Un equip the current right instrument
|
|
const auto equippedInstrumentRight = equippedItems.find("special_r");
|
|
if (equippedInstrumentRight != equippedItems.end()) {
|
|
auto* rightItem = inventory->FindItemById(equippedInstrumentRight->second.id);
|
|
if (rightItem != nullptr) {
|
|
rightItem->UnEquip();
|
|
inventory->RemoveItem(rightItem->GetLot(), 1, TEMP_ITEMS);
|
|
}
|
|
}
|
|
|
|
// Equip the old left hand item
|
|
const auto leftItemID = self->GetVar<LWOOBJID>(u"oldItemLeft");
|
|
if (leftItemID != LWOOBJID_EMPTY) {
|
|
auto* item = inventory->FindItemById(leftItemID);
|
|
if (item != nullptr)
|
|
item->Equip();
|
|
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
|
|
}
|
|
|
|
// Equip the old right hand item
|
|
const auto rightItemID = self->GetVar<LWOOBJID>(u"oldItemRight");
|
|
if (rightItemID != LWOOBJID_EMPTY) {
|
|
auto* item = inventory->FindItemById(rightItemID);
|
|
if (item != nullptr)
|
|
item->Equip();
|
|
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void NsConcertInstrument::RepositionPlayer(Entity* self, Entity* player) {
|
|
auto position = self->GetPosition();
|
|
auto rotation = self->GetRotation();
|
|
position.SetY(0.0f);
|
|
|
|
switch (GetInstrumentLot(self)) {
|
|
case Bass:
|
|
case Guitar:
|
|
position.SetX(position.GetX() + 5.0f);
|
|
break;
|
|
case Keyboard:
|
|
position.SetX(position.GetX() - 0.45f);
|
|
position.SetZ(position.GetZ() + 0.75f);
|
|
rotation = NiQuaternion::CreateFromAxisAngle(position, -0.8f); // Slight rotation to make the animation sensible
|
|
break;
|
|
case Drum:
|
|
position.SetZ(position.GetZ() - 0.5f);
|
|
break;
|
|
}
|
|
|
|
GameMessages::SendTeleport(player->GetObjectID(), position, rotation, player->GetSystemAddress());
|
|
}
|
|
|
|
InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity* self) {
|
|
return static_cast<const InstrumentLot>(self->GetLOT());
|
|
}
|
|
|
|
// Static stuff needed for script execution
|
|
|
|
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::animations{
|
|
{ Guitar, u"guitar"},
|
|
{ Bass, u"bass"},
|
|
{ Keyboard, u"keyboard"},
|
|
{ Drum, u"drums"}
|
|
};
|
|
|
|
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::smashAnimations{
|
|
{Guitar, u"guitar-smash"},
|
|
{Bass, u"bass-smash"},
|
|
{Keyboard, u"keyboard-smash"},
|
|
{Drum, u"keyboard-smash"}
|
|
};
|
|
|
|
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentSmashAnimationTime{
|
|
{Guitar, 2.167f},
|
|
{Bass, 1.167f},
|
|
{Keyboard, 1.0f},
|
|
{Drum, 1.0f}
|
|
};
|
|
|
|
const std::map<InstrumentLot, std::string> NsConcertInstrument::music{
|
|
{Guitar, "Concert_Guitar"},
|
|
{Bass, "Concert_Bass"},
|
|
{Keyboard, "Concert_Keys"},
|
|
{Drum, "Concert_Drums"},
|
|
};
|
|
|
|
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::cinematics{
|
|
{Guitar, u"Concert_Cam_G"},
|
|
{Bass, u"Concert_Cam_B"},
|
|
{Keyboard, u"Concert_Cam_K"},
|
|
{Drum, u"Concert_Cam_D"},
|
|
};
|
|
|
|
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotLeft{
|
|
{Guitar, 4991},
|
|
{Bass, 4992},
|
|
{Keyboard, LOT_NULL},
|
|
{Drum, 4995},
|
|
};
|
|
|
|
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotRight{
|
|
{Guitar, LOT_NULL},
|
|
{Bass, LOT_NULL},
|
|
{Keyboard, LOT_NULL},
|
|
{Drum, 4996},
|
|
};
|
|
|
|
const std::map<InstrumentLot, bool> NsConcertInstrument::hideInstrumentOnPlay{
|
|
{Guitar, true},
|
|
{Bass, true},
|
|
{Keyboard, false},
|
|
{Drum, false},
|
|
};
|
|
|
|
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentEquipTime{
|
|
{Guitar, 1.033},
|
|
{Bass, 0.75},
|
|
{Keyboard, -1},
|
|
{Drum, 0},
|
|
};
|
|
|
|
const std::map<InstrumentLot, uint32_t> NsConcertInstrument::achievementTaskID{
|
|
{Guitar, 911},
|
|
{Bass, 912},
|
|
{Keyboard, 913},
|
|
{Drum, 914},
|
|
};
|
|
|
|
const uint32_t NsConcertInstrument::instrumentImaginationCost = 2;
|
|
|
|
const float NsConcertInstrument::instrumentCostFrequency = 4.0f;
|
|
|
|
const float NsConcertInstrument::updateFrequency = 1.0f;
|