Files
DarkflameServer/dGame/Entity.cpp
Aaron Kimbrell d4e9423264 feat(servers): time the main loops' phases and the known heavy spots
Frames and phase scopes in the world, auth, chat and UGC loops (packets per type, entities, physics, ghosting, replica, spawners, log flush, saves, web requests by route). Scopes at LoadPlayer, CreateEntity, each component's construction, InventoryComponent::LoadXml, script timers and a world's zone load; game database queries in the query helpers; CDClient statements timed through sqlite3_trace_v2 as CDClient <table> (CppSQLite3DB gets a handle accessor). Task 96.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:26:17 -05:00

2189 lines
76 KiB
C++

#include "dCommonVars.h"
#include "ChatServerLink.h"
#include "ChatPackets.h"
#include "Entity.h"
#include "EconomyLedger.h"
#include "CDClientManager.h"
#include "Game.h"
#include "Logger.h"
#include <functional>
#include "CDDestructibleComponentTable.h"
#include "CDClientDatabase.h"
#include <sstream>
#include <array>
#include "dServer.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "MovementMessages.h"
#include "ObjectMessages.h"
#include "PlayerMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Zone.h"
#include "Spawner.h"
#include "UserManager.h"
#include "dpWorld.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
#include "PositionUpdate.h"
#include "MessageType/Chat.h"
#include "PlayerManager.h"
//Component includes:
#include "Component.h"
#include "ControllablePhysicsComponent.h"
#include "RenderComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "BuffComponent.h"
#include "BouncerComponent.h"
#include "InventoryComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h"
#include "SkillComponent.h"
#include "SimplePhysicsComponent.h"
#include "SwitchComponent.h"
#include "PhantomPhysicsComponent.h"
#include "RigidbodyPhantomPhysicsComponent.h"
#include "MovingPlatformComponent.h"
#include "MissionComponent.h"
#include "MissionOfferComponent.h"
#include "QuickBuildComponent.h"
#include "BuildBorderComponent.h"
#include "MovementAIComponent.h"
#include "VendorComponent.h"
#include "DonationVendorComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyComponent.h"
#include "BaseCombatAIComponent.h"
#include "PropertyManagementComponent.h"
#include "PropertyVendorComponent.h"
#include "ProximityMonitorComponent.h"
#include "PropertyEntranceComponent.h"
#include "ModelComponent.h"
#include "ZCompression.h"
#include "PetComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "ModuleAssemblyComponent.h"
#include "RacingControlComponent.h"
#include "SoundTriggerComponent.h"
#include "ShootingGalleryComponent.h"
#include "RailActivatorComponent.h"
#include "LUPExhibitComponent.h"
#include "RacingSoundTriggerComponent.h"
#include "TriggerComponent.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
#include "MiniGameControlComponent.h"
#include "RacingStatsComponent.h"
#include "CollectibleComponent.h"
#include "ItemComponent.h"
#include "GhostComponent.h"
#include "AchievementVendorComponent.h"
#include "VanityUtilities.h"
#include "ObjectIDManager.h"
#include "ePlayerFlag.h"
// Table includes
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
#include "StringifiedEnum.h"
#include <ranges>
#include "InventoryMessages.h"
#include "ActivityMessages.h"
Observable<Entity*, const PositionUpdate&> Entity::OnPlayerPositionUpdate;
Entity::Entity(const LWOOBJID& objectID, const EntityInfo& info, User* parentUser, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
m_ParentEntity = parentEntity;
m_Character = nullptr;
m_GMLevel = eGameMasterLevel::CIVILIAN;
m_NetworkID = 0;
m_Groups = {};
m_OwnerOverride = LWOOBJID_EMPTY;
m_Timers = {};
m_ChildEntities = {};
m_ScheduleKiller = nullptr;
m_TargetsInPhantom = {};
m_Components = {};
m_DieCallbacks = {};
m_PhantomCollisionCallbacks = {};
m_IsParentChildDirty = true;
m_Settings = info.settings;
m_NetworkSettings = info.networkSettings;
m_DefaultPosition = info.pos;
m_DefaultRotation = info.rot;
m_Scale = info.scale;
m_Scene = info.scene;
m_Spawner = info.spawner;
m_SpawnerID = info.spawnerID;
m_HasSpawnerNodeID = info.hasSpawnerNodeID;
m_SpawnerNodeID = info.spawnerNodeID;
m_PlayerIsReadyForUpdates = info.lot != 1;
if (parentUser) {
m_Character = parentUser->GetLastUsedChar();
parentUser->SetLoggedInChar(objectID);
m_GMLevel = m_Character->GetGMLevel();
m_Character->SetEntity(this);
PlayerManager::AddPlayer(this);
}
}
Entity::~Entity() {
if (IsPlayer()) {
LOG("Deleted player");
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if (!PlayerManager::RemovePlayer(this)) {
LOG("Unable to find player to remove from manager.");
return;
}
// Ends their building on the property; the owner leaving can stop their best friends building
if (auto* property = PropertyManagementComponent::Instance()) property->OnPlayerRemoved(*this);
auto* zoneControl = Game::entityManager->GetZoneControlEntity();
if (zoneControl) {
zoneControl->GetScript()->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (zoneControl && scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
scriptEntity->GetScript()->OnPlayerExit(scriptEntity, this);
}
}
}
if (m_Character) {
m_Character->SaveXMLToDatabase();
m_Character->SetEntity(nullptr);
}
CancelAllTimers();
CancelCallbackTimers();
for (auto& component : m_Components | std::views::values) {
if (component) {
delete component;
component = nullptr;
}
}
for (auto* const child : m_ChildEntities) {
if (child) child->RemoveParent();
}
if (m_ParentEntity) {
GameMessages::ChildRemoved removedMsg{};
removedMsg.childID = m_ObjectID;
removedMsg.target = m_ParentEntity->GetObjectID();
removedMsg.Send();
m_ParentEntity->RemoveChild(this);
}
}
void Entity::Initialize() {
RegisterMsg(&Entity::MsgRequestServerObjectInfo);
RegisterMsg(&Entity::MsgDropClientLoot);
RegisterMsg(&Entity::MsgGetFactionTokenType);
RegisterMsg(&Entity::MsgPickupItem);
RegisterMsg(&Entity::MsgChildRemoved);
RegisterMsg(&Entity::MsgGetFlag);
/**
* Setup trigger
*/
const auto triggerInfo = GetVarAsString(u"trigger_id");
if (!triggerInfo.empty()) AddComponent<TriggerComponent>(-1, triggerInfo);
/**
* Setup groups
*/
const auto groupIDs = GetVarAsString(u"groupID");
if (!groupIDs.empty()) {
m_Groups = GeneralUtils::SplitString(groupIDs, ';');
if (!m_Groups.empty()) {
if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1);
}
}
/**
* Set ourselves as a child of our parent
*/
if (m_ParentEntity != nullptr) {
m_ParentEntity->AddChild(this);
}
// Get the registry table
CDComponentsRegistryTable* const compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
/**
* Special case for BBB models. They have components not corresponding to the registry.
*/
if (m_TemplateID == 14) {
const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
AddComponent<ModelComponent>(-1)->LoadBehaviors();
AddComponent<RenderComponent>(-1);
auto* destroyableComponent = AddComponent<DestroyableComponent>(-1);
destroyableComponent->SetHealth(1);
destroyableComponent->SetMaxHealth(1.0f);
destroyableComponent->SetFaction(-1, true);
destroyableComponent->SetIsSmashable(true);
// We have all our components.
return;
}
/**
* Go through all the components and check if this entity has them.
*
* Not all components are implemented. Some are represented by a nullptr, as they hold no data.
*/
if (m_Character && m_Character->GetParentUser()) {
AddComponent<MissionComponent>(-1)->LoadFromXml(m_Character->GetXMLDoc());
}
const auto petComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET);
if (petComponentID > 0) {
AddComponent<PetComponent>(petComponentID);
}
const auto minigameControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL);
if (minigameControlID > 0) {
AddComponent<MiniGameControlComponent>(minigameControlID);
}
const auto possessableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE);
if (possessableComponentID > 0) {
AddComponent<PossessableComponent>(possessableComponentID);
}
const auto moduleAssemblyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY);
if (moduleAssemblyID > 0) {
AddComponent<ModuleAssemblyComponent>(moduleAssemblyID);
}
const auto racingStatsID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS);
if (racingStatsID > 0) {
AddComponent<RacingStatsComponent>(racingStatsID);
}
const auto lupExhibitID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1);
if (lupExhibitID >= 0) {
AddComponent<LUPExhibitComponent>(lupExhibitID);
}
const auto racingControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL);
if (racingControlID > 0) {
AddComponent<RacingControlComponent>(racingControlID);
}
const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE);
if (propertyEntranceComponentID > 0) {
AddComponent<PropertyEntranceComponent>(propertyEntranceComponentID);
}
const auto controllablePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS);
if (controllablePhysicsComponentID > 0) {
auto* controllablePhysics = AddComponent<ControllablePhysicsComponent>(controllablePhysicsComponentID);
if (m_Character) {
controllablePhysics->LoadFromXml(m_Character->GetXMLDoc());
const auto mapID = Game::server->GetZoneID();
const auto& targetSceneName = m_Character->GetTargetScene();
//If we came from another zone, put us in the starting loc
// Exception for Moon Base as you tend to spawn on the roof.
// second exception if we have a specified targetScene since that would only be possible in a test map
if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603 || !targetSceneName.empty()) {
NiPoint3 pos;
NiQuaternion rot = QuatUtils::IDENTITY;
auto* targetScene = Game::entityManager->GetSpawnPointEntity(targetSceneName);
if (m_Character->HasBeenToWorld(mapID) && targetSceneName.empty()) {
pos = m_Character->GetRespawnPoint(mapID);
rot = Game::zoneManager->GetZone()->GetSpawnRot();
} else if (targetScene != nullptr) {
pos = targetScene->GetPosition();
rot = targetScene->GetRotation();
} else {
pos = Game::zoneManager->GetZone()->GetSpawnPos();
rot = Game::zoneManager->GetZone()->GetSpawnRot();
}
controllablePhysics->SetPosition(pos);
controllablePhysics->SetRotation(rot);
}
} else {
controllablePhysics->SetPosition(m_DefaultPosition);
controllablePhysics->SetRotation(m_DefaultRotation);
}
}
// If an entity is marked a phantom, simple physics is made into phantom phyics.
const bool markedAsPhantom = GetVar<bool>(u"markedAsPhantom");
const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
if (!markedAsPhantom && simplePhysicsComponentID > 0) {
AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
}
const auto rigidBodyPhantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS);
if (rigidBodyPhantomPhysicsComponentID > 0) {
AddComponent<RigidbodyPhantomPhysicsComponent>(rigidBodyPhantomPhysicsComponentID);
}
const auto phantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS);
if (markedAsPhantom || phantomPhysicsComponentID > 0) {
AddComponent<PhantomPhysicsComponent>(phantomPhysicsComponentID)->SetPhysicsEffectActive(false);
}
const auto havokVehiclePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS);
if (havokVehiclePhysicsComponentID > 0) {
auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>(havokVehiclePhysicsComponentID);
havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition);
havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
}
const auto soundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1);
const auto racingSoundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1);
if (soundTriggerID > -1) {
AddComponent<SoundTriggerComponent>(soundTriggerID);
} else if (racingSoundTriggerID > -1) {
AddComponent<RacingSoundTriggerComponent>(racingSoundTriggerID);
}
const auto collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE);
if (collectibleComponentID > 0) {
AddComponent<CollectibleComponent>(collectibleComponentID, GetVarAs<int32_t>(u"collectible_id"));
}
/**
* The destroyable component. The client makes one (with a buff component in front of it) for a DESTROYABLE
* registry entry, whose id is the DestructibleComponent row. Collectibles and smashable (is_smashable) objects
* without that entry get one too, with no row.
*/
const auto destroyableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DESTROYABLE);
if (destroyableComponentID > 0) {
AddComponent<BuffComponent>(destroyableComponentID);
}
bool isSmashable = GetVarAs<int32_t>(u"is_smashable") != 0;
if (destroyableComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
const int32_t componentID = destroyableComponentID > 0 ? destroyableComponentID : -1;
DestroyableComponent* comp = AddComponent<DestroyableComponent>(componentID);
auto* const destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([componentID](const CDDestructibleComponent& entry) { return (entry.id == componentID); });
if (m_Character) {
comp->LoadFromXml(m_Character->GetXMLDoc());
} else {
// extraInfo overrides. Client ORs the database smashable and the luz smashable.
comp->SetIsSmashable(comp->GetIsSmashable() || isSmashable);
if (componentID > 0) {
if (!destCompData.empty()) {
if (HasComponent(eReplicaComponentType::RACING_STATS)) {
destCompData[0].imagination = 60;
}
comp->SetHealth(destCompData[0].life);
comp->SetImagination(destCompData[0].imagination);
comp->SetArmor(destCompData[0].armor);
comp->SetMaxHealth(destCompData[0].life);
comp->SetMaxImagination(destCompData[0].imagination);
comp->SetMaxArmor(destCompData[0].armor);
comp->SetDeathBehavior(destCompData[0].death_behavior);
comp->SetIsSmashable(comp->GetIsSmashable() || destCompData[0].isSmashable);
comp->SetIsNPC(destCompData[0].isnpc);
comp->SetAttackPriority(destCompData[0].attack_priority);
comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
comp->SetCurrencyIndex(destCompData[0].CurrencyIndex);
Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
// Now get currency information
const uint32_t npcMinLevel = destCompData[0].level;
const uint32_t currencyIndex = destCompData[0].CurrencyIndex;
CDCurrencyTableTable* const currencyTable = CDClientManager::GetTable<CDCurrencyTableTable>();
const std::vector<CDCurrencyTable> currencyValues = currencyTable->Query([currencyIndex, npcMinLevel](const CDCurrencyTable& entry) { return (entry.currencyIndex == currencyIndex && entry.npcminlevel == npcMinLevel); });
if (!currencyValues.empty()) {
// Set the coins
comp->SetMinCoins(currencyValues[0].minvalue);
comp->SetMaxCoins(currencyValues[0].maxvalue);
}
}
} else if (isSmashable) {
// A smashable object without a DestructibleComponent row
comp->SetHealth(1);
comp->SetArmor(0);
comp->SetMaxHealth(1);
comp->SetMaxArmor(0);
comp->SetIsSmashable(true);
comp->AddFaction(-1);
comp->AddFaction(6); //Smashables
// A race car has 60 imagination, other entities defaults to 0.
comp->SetImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
comp->SetMaxImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
}
}
if (!destCompData.empty()) comp->AddTemplateFactions(destCompData[0].factionList);
// Level files can replace the factions with set_faction, unless override_faction is 0
const auto levelFactions = DestroyableComponent::GetLevelFactions(*this);
if (levelFactions && !levelFactions->empty()) {
comp->SetFaction(levelFactions->front(), true);
for (const auto faction : *levelFactions | std::views::drop(1)) comp->AddFaction(faction, true);
}
// Level files can give a smashable its own loot matrix in place of the template's
const auto levelLootMatrix = DestroyableComponent::GetLevelLootMatrix(*this);
if (!m_Character && levelLootMatrix) {
comp->SetLootMatrixID(levelLootMatrix.value());
Loot::CacheMatrix(levelLootMatrix.value());
}
}
const auto characterID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER);
if (characterID > 0 || m_Character) {
// Character Component always has a possessor, level, and forced movement components
AddComponent<PossessorComponent>(characterID);
// load in the xml for the level
AddComponent<LevelProgressionComponent>(characterID)->LoadFromXml(m_Character->GetXMLDoc());
AddComponent<PlayerForcedMovementComponent>(characterID);
auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
AddComponent<CharacterComponent>(characterID, m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
AddComponent<GhostComponent>(characterID)->LoadFromXml(m_Character->GetXMLDoc());
}
const auto inventoryID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY);
if (inventoryID > 0 || m_Character) {
AddComponent<InventoryComponent>(inventoryID);
}
// if this component exists, then we initialize it. it's value is always 0
const auto multiZoneEntranceID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1);
if (multiZoneEntranceID > -1) {
AddComponent<MultiZoneEntranceComponent>(multiZoneEntranceID);
}
/**
* This is a bit of a mess
* yep i aint touching this
*/
CDScriptComponentTable* const scriptCompTable = CDClientManager::GetTable<CDScriptComponentTable>();
const int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPT, -1);
std::string scriptName = "";
bool client = false;
if (scriptComponentID > 0 || m_Character) {
std::string clientScriptName;
if (!m_Character) {
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
scriptName = scriptCompData.script_name;
clientScriptName = scriptCompData.client_script_name;
} else {
scriptName = "";
}
if (scriptName != "" || (scriptName == "" && m_Character)) {
} else if (clientScriptName != "") {
client = true;
} else if (!m_Character) {
client = true;
}
}
std::string customScriptServer;
bool hasCustomServerScript = false;
const auto customScriptServerName = GetVarAsString(u"custom_script_server");
const auto customScriptClientName = GetVarAsString(u"custom_script_client");
if (!customScriptServerName.empty()) {
customScriptServer = customScriptServerName;
hasCustomServerScript = true;
}
if (!customScriptClientName.empty()) {
client = true;
}
if (hasCustomServerScript && scriptName.empty()) {
scriptName = customScriptServer;
}
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
AddComponent<ScriptComponent>(scriptComponentID, scriptName, true, client && scriptName.empty());
}
// ZoneControl script
if (m_TemplateID == 2365) {
const auto& zoneID = Game::zoneManager->GetZoneID();
const CDZoneTable* const zoneData = CDZoneTableTable::Query(zoneID.GetMapID());
if (zoneData != nullptr) {
const int32_t zoneScriptID = zoneData->scriptID;
CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID);
AddComponent<ScriptComponent>(zoneScriptID, zoneScriptData.script_name, true, false);
}
}
const auto skillID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1);
if (skillID > -1 || m_Character) {
auto* const skillComponent = AddComponent<SkillComponent>(skillID);
if (m_Character) skillComponent->LoadFromXml(m_Character->GetXMLDoc());
}
const auto combatAiID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI);
if (combatAiID > 0) {
AddComponent<BaseCombatAIComponent>(combatAiID);
}
const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
if (quickBuildComponentID > 0) {
auto* const quickBuildComponent = AddComponent<QuickBuildComponent>(quickBuildComponentID);
CDRebuildComponentTable* const rebCompTable = CDClientManager::GetTable<CDRebuildComponentTable>();
const std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([quickBuildComponentID](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); });
if (!rebCompData.empty()) {
quickBuildComponent->SetResetTime(rebCompData[0].reset_time);
quickBuildComponent->SetCompleteTime(rebCompData[0].complete_time);
quickBuildComponent->SetTakeImagination(rebCompData[0].take_imagination);
quickBuildComponent->SetInterruptible(rebCompData[0].interruptible);
quickBuildComponent->SetSelfActivator(rebCompData[0].self_activator);
quickBuildComponent->SetActivityId(rebCompData[0].activityID);
quickBuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
quickBuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
if (rebuildResetTime != 0.0f) {
quickBuildComponent->SetResetTime(rebuildResetTime);
}
const auto objectID = GetObjectID();
// FV tree handler for when built so it sets the state to moving at the correct time
if (GetLOT() == 9483) quickBuildComponent->AddQuickBuildCompleteCallback([objectID](Entity* user) {
auto* const entity = Game::entityManager->GetEntity(objectID);
if (entity) GameMessages::PlatformResync(*entity, false, 0, 1, 1, eMovementPlatformState::Moving, true).Send(UNASSIGNED_SYSTEM_ADDRESS);
});
// The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate)
// reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's:
// the AM Center draw bridge (LOT 12047: level activityID 12047 without actIDovrd, template activity 6,
// the quickbuild rewards) dropped no loot in 4 of 4 live completions.
const auto activityID = GetVar<int32_t>(u"activityID");
if (activityID > 0) {
quickBuildComponent->SetActivityId(activityID);
Loot::CacheMatrix(activityID);
}
const auto timeBeforeSmash = GetVar<float>(u"tmeSmsh");
if (timeBeforeSmash > 0) {
quickBuildComponent->SetTimeBeforeSmash(timeBeforeSmash);
}
const auto compTime = GetVar<float>(u"compTime");
if (compTime > 0) {
quickBuildComponent->SetCompleteTime(compTime);
}
}
}
const auto switchID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1);
if (switchID > -1) {
AddComponent<SwitchComponent>(switchID);
}
const auto vendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR);
const auto donationVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1);
const auto achievementVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ACHIEVEMENT_VENDOR, -1);
if (vendorID > 0) {
AddComponent<VendorComponent>(vendorID);
} else if (donationVendorID > -1) {
AddComponent<DonationVendorComponent>(donationVendorID);
} else if (achievementVendorID > -1) {
AddComponent<AchievementVendorComponent>(achievementVendorID);
}
const auto propertyVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1);
if (propertyVendorID > -1) {
AddComponent<PropertyVendorComponent>(propertyVendorID);
}
const auto propertyManagementID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1);
if (propertyManagementID > -1) {
AddComponent<PropertyManagementComponent>(propertyManagementID);
}
const auto bouncerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1);
if (bouncerID > -1) { // you have to determine it like this because all bouncers have a componentID of 0
AddComponent<BouncerComponent>(bouncerID);
}
const auto renderComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER);
if ((renderComponentID > 0 && m_TemplateID != 2365) || m_Character) {
AddComponent<RenderComponent>(renderComponentID);
}
const auto missionOfferComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER, -1);
if (missionOfferComponentID > -1 || m_Character) {
AddComponent<MissionOfferComponent>(missionOfferComponentID);
}
const auto buildBorderID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1);
if (buildBorderID > -1) {
AddComponent<BuildBorderComponent>(buildBorderID);
}
// Scripted activity component
const auto scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1);
if (scriptedActivityID > -1) {
AddComponent<ScriptedActivityComponent>(scriptedActivityID);
}
const auto modelID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1);
if (modelID > -1 && !GetComponent<PetComponent>()) {
AddComponent<ModelComponent>(modelID)->LoadBehaviors();
if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
auto* const destroyableComponent = AddComponent<DestroyableComponent>(-1);
destroyableComponent->SetHealth(1);
destroyableComponent->SetMaxHealth(1.0f);
destroyableComponent->SetFaction(-1, true);
destroyableComponent->SetIsSmashable(true);
}
}
PetComponent* petComponent{};
const auto itemID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM);
if (itemID > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent) && !HasComponent(eReplicaComponentType::MODEL)) {
AddComponent<ItemComponent>(itemID);
}
// Shooting gallery component
const auto shootingGalleryComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY);
if (shootingGalleryComponentID > 0) {
AddComponent<ShootingGalleryComponent>(shootingGalleryComponentID);
}
const auto propertyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1);
if (propertyID > -1) {
AddComponent<PropertyComponent>(propertyID);
}
const auto rocketID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH);
if ((rocketID > 0)) {
AddComponent<RocketLaunchpadControlComponent>(rocketID);
}
const auto railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR);
if (railComponentID > 0) {
AddComponent<RailActivatorComponent>(railComponentID);
}
const int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI);
if (movementAIID > 0) {
CDMovementAIComponentTable* moveAITable = CDClientManager::GetTable<CDMovementAIComponentTable>();
std::vector<CDMovementAIComponent> moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); });
if (moveAIComp.size() > 0) {
MovementAIInfo moveInfo{
.movementType = moveAIComp[0].MovementType,
.wanderRadius = moveAIComp[0].WanderRadius,
.wanderSpeed = moveAIComp[0].WanderSpeed,
.wanderChance = moveAIComp[0].WanderChance,
.wanderDelayMin = moveAIComp[0].WanderDelayMin,
.wanderDelayMax = moveAIComp[0].WanderDelayMax,
};
const bool useWanderDB = GetVar<bool>(u"usewanderdb");
if (!useWanderDB) {
const auto wanderOverride = GetVarAs<float>(u"wanderRadius");
if (wanderOverride != 0.0f) {
moveInfo.wanderRadius = wanderOverride;
}
}
AddComponent<MovementAIComponent>(movementAIID, moveInfo);
}
} else if (petComponentID > 0 || combatAiID > 0 && GetComponent<BaseCombatAIComponent>()->GetTetherSpeed() > 0) {
MovementAIInfo moveInfo{
.movementType = "",
.wanderRadius = 16,
.wanderSpeed = 2.5f,
.wanderChance = 0,
.wanderDelayMin = 2,
.wanderDelayMax = 5,
};
AddComponent<MovementAIComponent>(-1, moveInfo);
}
const std::string pathName = GetVarAsString(u"attached_path");
const Path* const path = Game::zoneManager->GetZone()->GetPath(pathName);
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path) {
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
AddComponent<MovingPlatformComponent>(-1, pathName);
} else if (path->pathType == PathType::Movement) {
auto* const movementAIcomponent = GetComponent<MovementAIComponent>();
if (movementAIcomponent && combatAiID == 0) {
movementAIcomponent->SetPath(pathName);
} else {
MovementAIInfo moveInfo{
.movementType = "",
.wanderRadius = 16,
.wanderSpeed = 2.5f,
.wanderChance = 0,
.wanderDelayMin = 2,
.wanderDelayMax = 5,
};
AddComponent<MovementAIComponent>(-1, moveInfo);
}
}
} else {
// else we still need to setup moving platform if it has a moving platform comp but no path
const auto movingPlatformComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
if (movingPlatformComponentID >= 0) {
AddComponent<MovingPlatformComponent>(movingPlatformComponentID, pathName);
}
}
const auto proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR);
if (proximityMonitorID > 0) {
auto* const proxCompTable = CDClientManager::GetTable<CDProximityMonitorComponentTable>();
const auto proxCompData = proxCompTable->Query([proximityMonitorID](const CDProximityMonitorComponent& entry) { return (entry.id == proximityMonitorID); });
if (proxCompData.size() > 0) {
std::vector<std::string> proximityStr = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
AddComponent<ProximityMonitorComponent>(proximityMonitorID, std::stoi(proximityStr[0]), std::stoi(proximityStr[1]));
}
}
// Hacky way to trigger these when the object has had a chance to get constructed
AddCallbackTimer(0, [this]() {
this->GetScript()->OnStartup(this);
if (this->m_ParentEntity) {
GameMessages::ChildLoaded childLoaded;
childLoaded.childID = this->m_ObjectID;
childLoaded.templateID = this->GetLOT();
this->m_ParentEntity->OnChildLoaded(childLoaded);
}
});
if (!m_Character && Game::entityManager->GetGhostingEnabled()) {
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
goto no_ghosting;
}
/* Filter for ghosting candidates.
*
* Don't ghost moving platforms, until we've got proper syncing for those.
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
* Don't ghost property related objects, as the client expects those to always be loaded.
*/
if (
!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
!HasComponent(eReplicaComponentType::PROPERTY) &&
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
!HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS)
)
//if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI))
{
m_IsGhostingCandidate = true;
}
if (GetLOT() == 6368) {
m_IsGhostingCandidate = true;
}
// Special case for collectibles in Ninjago
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
m_IsGhostingCandidate = true;
}
}
no_ghosting:
TriggerEvent(eTriggerEventType::CREATE, this);
if (m_Character) {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
auto* levelComponent = GetComponent<LevelProgressionComponent>();
if (controllablePhysicsComponent && levelComponent) {
controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f);
}
}
}
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
bool Entity::operator!=(const Entity& other) const {
return !operator==(other);
}
Component* Entity::GetComponent(eReplicaComponentType componentID) const {
const auto& index = m_Components.find(componentID);
return index != m_Components.end() ? index->second : nullptr;
}
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.contains(componentId);
}
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
} else if (notificationName == "PlayerResurrectionFinished") {
LOG("Subscribing to PlayerResurrectionFinished");
m_Subscriptions[scriptObjId][notificationName] = scriptToAdd;
}
}
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Unsubscribe(scriptObjId);
} else if (notificationName == "PlayerResurrectionFinished") {
LOG("Unsubscribing from PlayerResurrectionFinished");
m_Subscriptions[scriptObjId].erase(notificationName);
}
}
void Entity::SetProximityRadius(float proxRadius, std::string name, uint32_t collisionGroup) {
auto* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) proxMon = AddComponent<ProximityMonitorComponent>(-1);
proxMon->SetProximityRadius(proxRadius, name, collisionGroup);
}
void Entity::SetProximityRadius(dpEntity* entity, std::string name) {
auto* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) proxMon = AddComponent<ProximityMonitorComponent>(-1);
proxMon->SetProximityRadius(entity, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
if (m_Character) m_Character->SetGMLevel(value);
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->SetGMLevel(value);
GameMessages::SetGMLevel setGMLevel;
setGMLevel.target = m_ObjectID;
setGMLevel.level = value;
setGMLevel.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Update the chat server of our GM Level
{
ChatPackets::GMLevelUpdate update;
update.playerID = m_ObjectID;
update.gmLevel = m_GMLevel;
ChatServerLink::Send(update);
}
}
void Entity::WriteLDFData(const LwoNameValue& ldf, RakNet::BitStream& outBitStream) const {
RakNet::BitStream settingStream;
int32_t numberOfValidKeys = ldf.values.size();
// Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior,
// so we need to filter out any keys that are not valid and fix the number of valid keys to be correct.
for (const auto& data : ldf.values | std::views::values) {
if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) {
data->WriteToPacket(settingStream);
} else {
numberOfValidKeys--;
}
}
// Now write it to the main bitstream
outBitStream.Write<uint32_t>(settingStream.GetNumberOfBytesUsed() + 1 + sizeof(uint32_t));
outBitStream.Write<uint8_t>(0); //no compression used
outBitStream.Write(numberOfValidKeys);
outBitStream.Write(settingStream);
}
void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) {
if (packetType == eReplicaPacketType::CONSTRUCTION) {
outBitStream.Write(m_ObjectID);
outBitStream.Write(m_TemplateID);
const auto& name = GeneralUtils::ASCIIToUTF16(IsPlayer() ?
m_Character ? m_Character->GetName() : "Invalid"
: GetVar<std::string>(u"npcName"));
outBitStream.Write<uint8_t>(name.size());
outBitStream.Write(name);
// Live sent the object's age on this server in milliseconds: 0 for an object constructed as it is created
// (a player's own construction on load), the time since load for zone objects.
outBitStream.Write<uint32_t>(GetTimeSinceCreatedMs());
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
// Only sync for models.
if (!m_Settings.values.empty() && (GetComponent<ModelComponent>() && !GetComponent<PetComponent>())) {
outBitStream.Write1(); // Has ldf data
WriteLDFData(m_Settings, outBitStream);
} else if (!syncLDF.empty()) {
// Find all the ldf data we need to write
LwoNameValue ldfData;
for (const auto& data : syncLDF) {
const auto* toInsert = GetVarData(data);
if (toInsert) ldfData.values.insert_or_assign(data, toInsert->Copy());
}
outBitStream.Write1(); // Has ldf data
WriteLDFData(ldfData, outBitStream);
} else {
outBitStream.Write0(); // No ldf data
}
const auto* const triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) {
// Has trigger component, check to see if we have events to handle
auto* trigger = triggerComponent->GetTrigger();
outBitStream.Write<bool>(trigger && !trigger->events.empty());
} else { // No trigger componenet, so definitely no triggers
outBitStream.Write0();
}
const bool hasParent = m_ParentEntity != nullptr || m_SpawnerID != 0;
outBitStream.Write(hasParent);
if (hasParent) {
// 触るな!
if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID);
else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
}
outBitStream.Write(m_HasSpawnerNodeID);
if (m_HasSpawnerNodeID) outBitStream.Write(m_SpawnerNodeID);
// This zero check should not be here?
const bool hasDefaultScale = m_Scale != 1.0f && m_Scale != 0.0f;
outBitStream.Write(hasDefaultScale);
if (hasDefaultScale) outBitStream.Write(m_Scale);
outBitStream.Write0(); //ObjectWorldState
const bool hasGMLevel = m_GMLevel != eGameMasterLevel::CIVILIAN;
outBitStream.Write(hasGMLevel);
if (hasGMLevel) outBitStream.Write(m_GMLevel);
}
// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
const bool writeParentChild = m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION;
outBitStream.Write(writeParentChild);
if (writeParentChild) {
m_IsParentChildDirty = false;
outBitStream.Write(m_ParentEntity != nullptr);
if (m_ParentEntity) {
outBitStream.Write(m_ParentEntity->GetObjectID());
outBitStream.Write0(); // Updates position with parent, usually false in live. Haven't seen a case where its supposed to be true
}
outBitStream.Write(!m_ChildEntities.empty());
if (!m_ChildEntities.empty()) {
outBitStream.Write<uint16_t>(m_ChildEntities.size());
for (const auto* const child : m_ChildEntities) {
if (child) outBitStream.Write<LWOOBJID>(child->GetObjectID());
}
}
}
}
namespace {
/**
* The order the client reads components in (it builds an object's component list in this order in
* ObjectLoader2::DoObjectComponentLoad). CHARACTER is preceded by POSSESSOR, LEVEL_PROGRESSION and
* PLAYER_FORCED_MOVEMENT, which WriteComponents writes with it.
*/
constexpr auto SERIALIZATION_ORDER = [] {
using enum eReplicaComponentType;
return std::array{
POSSESSABLE, MODULE_ASSEMBLY, CONTROLLABLE_PHYSICS, SIMPLE_PHYSICS, RIGID_BODY_PHANTOM_PHYSICS, HAVOK_VEHICLE_PHYSICS,
PHANTOM_PHYSICS, SOUND_TRIGGER, RACING_SOUND_TRIGGER, BUFF, DESTROYABLE, COLLECTIBLE, PET, CHARACTER, INVENTORY,
SCRIPT, SKILL, BASE_COMBAT_AI, ITEM, QUICK_BUILD, MOVING_PLATFORM, SWITCH, VENDOR, DONATION_VENDOR, ACHIEVEMENT_VENDOR,
BOUNCER, SCRIPTED_ACTIVITY, SHOOTING_GALLERY, RACING_CONTROL, LUP_EXHIBIT, MODEL, RENDER, MINI_GAME_CONTROL,
};
}();
// The component in SERIALIZATION_ORDER the destroyable is written in front of (DESTROYABLE: at its own place)
eReplicaComponentType DestroyableSerializationSlot(const Entity& entity) {
using enum eReplicaComponentType;
// A DESTROYABLE registry entry puts the destroyable (with the buff in front of it) at its own place. Collectibles
// and quick builds without one get theirs right before themselves, which for a collectible is the same place.
if (entity.HasComponent(BUFF) || entity.HasComponent(COLLECTIBLE)) return DESTROYABLE;
if (entity.HasComponent(QUICK_BUILD)) return QUICK_BUILD;
// Anything else that has one (is_smashable objects, models) writes it after the others
return MINI_GAME_CONTROL;
}
}
void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) const {
const bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
const auto destroyableSlot = DestroyableSerializationSlot(*this);
using enum eReplicaComponentType;
for (const auto type : SERIALIZATION_ORDER) {
if (type == destroyableSlot && destroyableComponent) destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
if (type == DESTROYABLE) continue;
auto* const component = GetComponent(type);
if (!component) continue;
if (type == CHARACTER) {
// Written with the character component; every character has them, a 0 bit stands in should one be missing
for (const auto characterPart : { POSSESSOR, LEVEL_PROGRESSION, PLAYER_FORCED_MOVEMENT }) {
auto* const part = GetComponent(characterPart);
if (part) part->Serialize(outBitStream, bIsInitialUpdate);
else outBitStream.Write0();
}
}
component->Serialize(outBitStream, bIsInitialUpdate);
}
// BBB Component, unused currently
// Need to to write0 so that is serialized correctly
// TODO: Implement BBB Component
outBitStream.Write0();
}
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument& doc) {
//This function should only ever be called from within Character, meaning doc should always exist when this is called.
//Naturally, we don't include any non-player components in this update function.
for (const auto& component : m_Components | std::views::values) {
if (!component) continue;
component->UpdateXml(doc);
}
}
void Entity::Update(const float deltaTime) {
uint32_t timerPosition;
for (timerPosition = 0; timerPosition < m_Timers.size();) {
auto& timer = m_Timers[timerPosition];
timer.Update(deltaTime);
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
// After: [0, 1, 3, ..., n]
// timerPosition ^
if (timer.GetTime() <= 0) {
// Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation
auto timerName = timer.GetName();
m_Timers.erase(m_Timers.begin() + timerPosition);
Profiler::Scope profile("Script timer", Profiler::Phase::SCRIPTS);
GetScript()->OnTimerDone(this, timerName);
VanityUtilities::OnTimerDone(this, timerName);
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
} else {
// If the timer isnt expired, go to the next timer.
timerPosition++;
}
}
for (timerPosition = 0; timerPosition < m_CallbackTimers.size(); ) {
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
// After: [0, 1, 3, ..., n]
// timerPosition ^
auto& callbackTimer = m_CallbackTimers[timerPosition];
callbackTimer.Update(deltaTime);
if (callbackTimer.GetTime() <= 0) {
// Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation
auto callback = callbackTimer.GetCallback();
m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition);
callback();
} else {
timerPosition++;
}
}
// Add pending timers to the list of timers so they start next tick.
if (!m_PendingTimers.empty()) {
m_Timers.reserve(m_Timers.size() + m_PendingTimers.size());
m_Timers.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end());
m_PendingTimers.clear();
}
if (!m_PendingCallbackTimers.empty()) {
m_CallbackTimers.reserve(m_CallbackTimers.size() + m_PendingCallbackTimers.size());
m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end());
m_PendingCallbackTimers.clear();
}
if (IsSleeping()) {
if (!m_IsSleeping) {
Sleep();
m_IsSleeping = true;
}
return;
} else {
if (m_IsSleeping) {
m_IsSleeping = false;
Wake();
}
}
GetScript()->OnUpdate(this);
for (const auto& component : m_Components | std::views::values) {
if (!component) continue;
component->Update(deltaTime);
}
if (m_ShouldDestroyAfterUpdate) {
Game::entityManager->DestroyEntity(this->GetObjectID());
}
}
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
Entity* const other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnProximityUpdate(this, other, proxName, status);
VanityUtilities::OnProximityUpdate(this, other, proxName, status);
auto* const rocketComp = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketComp) return;
rocketComp->OnProximityUpdate(other, proxName, status);
}
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
auto* other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnCollisionPhantom(this, other);
for (const auto& callback : m_PhantomCollisionCallbacks) {
callback(other);
}
SwitchComponent* const switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->OnUse(other);
}
TriggerEvent(eTriggerEventType::ENTER, other);
// POI system
const auto& poi = GetVar<std::u16string>(u"POI");
if (!poi.empty()) {
auto* missionComponent = other->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi));
}
}
if (!other->GetIsDead()) {
if (GetComponent<BaseCombatAIComponent>() != nullptr) {
const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity);
if (index != m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.push_back(otherEntity);
}
}
}
void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
auto* const other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnOffCollisionPhantom(this, other);
TriggerEvent(eTriggerEventType::EXIT, other);
SwitchComponent* const switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityLeave(other);
}
const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity);
if (index == m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.erase(index);
}
void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
GetScript()->OnFireEventServerSide(this, sender, args, param1, param2, param3);
}
void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) {
GetScript()->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue);
}
void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
float_t pathTime, float_t totalTime, int32_t waypoint) {
GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
}
void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
GameMessages::NotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name)).Send(UNASSIGNED_SYSTEM_ADDRESS);
GetScript()->OnNotifyObject(this, sender, name, param1, param2);
}
void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
GetScript()->OnEmoteReceived(this, emote, target);
}
void Entity::OnUse(Entity* originator) {
TriggerEvent(eTriggerEventType::INTERACT, originator);
GetScript()->OnUse(this, originator);
for (const auto& component : m_Components | std::views::values) {
if (!component) continue;
component->OnUse(originator);
}
}
void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
GetScript()->OnHitOrHealResult(this, attacker, damage);
}
void Entity::OnHit(Entity* attacker) {
TriggerEvent(eTriggerEventType::HIT, attacker);
GetScript()->OnHit(this, attacker);
}
void Entity::OnZonePropertyEditBegin() {
GetScript()->OnZonePropertyEditBegin(this);
}
void Entity::OnZonePropertyEditEnd() {
GetScript()->OnZonePropertyEditEnd(this);
}
void Entity::OnZonePropertyModelEquipped() {
GetScript()->OnZonePropertyModelEquipped(this);
}
void Entity::OnZonePropertyModelPlaced(Entity* player) {
GetScript()->OnZonePropertyModelPlaced(this, player);
}
void Entity::OnZonePropertyModelPickedUp(Entity* player) {
GetScript()->OnZonePropertyModelPickedUp(this, player);
}
void Entity::OnZonePropertyModelRemoved(Entity* player) {
GetScript()->OnZonePropertyModelRemoved(this, player);
}
void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) {
GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player);
}
void Entity::OnZonePropertyModelRotated(Entity* player) {
GetScript()->OnZonePropertyModelRotated(this, player);
}
void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData);
}
void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier);
}
void Entity::OnActivityNotify(GameMessages::ActivityNotify& notify) {
GetScript()->OnActivityNotify(this, notify);
}
void Entity::OnShootingGalleryFire(GameMessages::ShootingGalleryFire& fire) {
GetScript()->OnShootingGalleryFire(*this, fire);
}
void Entity::OnChildLoaded(GameMessages::ChildLoaded& childLoaded) {
GetScript()->OnChildLoaded(*this, childLoaded);
}
void Entity::NotifyPlayerResurrectionFinished(GameMessages::PlayerResurrectionFinished& msg) {
for (const auto& scriptList : m_Subscriptions | std::views::values) {
auto it = scriptList.find("PlayerResurrectionFinished");
if (it == scriptList.end()) continue;
it->second->NotifyPlayerResurrectionFinished(*this, msg);
}
}
void Entity::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) {
GetScript()->OnRequestActivityExit(sender, player, canceled);
}
CppScripts::Script* const Entity::GetScript() const {
auto* scriptComponent = GetComponent<ScriptComponent>();
auto* script = scriptComponent ? scriptComponent->GetScript() : CppScripts::GetInvalidScript();
DluAssert(script != nullptr);
return script;
}
void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) {
if (!m_PlayerIsReadyForUpdates) return;
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
Kill(Game::entityManager->GetEntity(source));
return;
}
auto* possessorComponent = GetComponent<PossessorComponent>();
if (possessorComponent) {
if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) {
auto* mount = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (mount) possessorComponent->Dismount(mount, true);
}
}
destroyableComponent->Smash(source, killType, deathType);
}
void Entity::Kill(Entity* murderer, const eKillType killType) {
if (!m_PlayerIsReadyForUpdates) return;
for (const auto& cb : m_DieCallbacks) {
cb();
}
m_DieCallbacks.clear();
//お前はもう死んでいる
GetScript()->OnDie(this, murderer);
if (m_Spawner != nullptr) {
m_Spawner->NotifyOfEntityDeath(m_ObjectID);
}
if (!IsPlayer()) {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
bool waitForDeathAnimation = false;
if (destroyableComponent) {
waitForDeathAnimation = !destroyableComponent->GetIsSmashable() && destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
}
// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
constexpr float DelayDeathTime = 12.0f;
if (waitForDeathAnimation) AddCallbackTimer(DelayDeathTime, [this]() { Game::entityManager->DestroyEntity(this); });
else Game::entityManager->DestroyEntity(this);
}
const auto& grpNameQBShowBricks = GetVarAsString(u"grpNameQBShowBricks");
if (!grpNameQBShowBricks.empty()) {
for (auto* const spawner : Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks)) if (spawner) spawner->Spawn();
for (auto* const spawner : Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks)) if (spawner) spawner->Spawn();
}
// Track a player being smashed
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
}
void Entity::AddDieCallback(const std::function<void()>& callback) {
m_DieCallbacks.push_back(callback);
}
void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) {
m_PhantomCollisionCallbacks.push_back(callback);
}
void Entity::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->AddQuickBuildCompleteCallback(callback);
}
}
bool Entity::GetIsDead() const {
DestroyableComponent* dest = GetComponent<DestroyableComponent>();
return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
}
void Entity::AddLootItem(const Loot::Info& info) const {
if (!IsPlayer()) return;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
LOG("Player %llu has been allowed to pickup %i with id %llu", m_ObjectID, info.lot, info.id);
auto& droppedLoot = characterComponent->GetDroppedLoot();
droppedLoot[info.id] = info;
}
void Entity::PickupItem(const LWOOBJID& objectID) const {
if (!IsPlayer()) return;
auto* const inv = GetComponent<InventoryComponent>();
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!inv || !characterComponent) return;
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
auto& droppedLoot = characterComponent->GetDroppedLoot();
const auto itr = droppedLoot.find(objectID);
if (itr != droppedLoot.end()) {
const auto& info = itr->second;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackLOTCollection(info.lot);
}
const CDObjects& object = objectsTable->GetByID(info.lot);
if (object.id != 0 && object.type == "Powerup") {
auto* const skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
const auto skills = skillsTable->Query([&info](CDObjectSkills entry) {return (entry.objectTemplate == info.lot); });
for (const auto& skill : skills) {
const auto [skillComponent, missionComponent] = GetComponentsMut<SkillComponent, MissionComponent>();
if (skillComponent) skillComponent->CastSkill(skill.skillID, GetObjectID(), GetObjectID(), skill.castOnType);
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
}
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_PICKUPS, info.lot, GetPosition(), 1, this);
} else {
inv->AddItem(info.lot, info.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
}
droppedLoot.erase(objectID);
}
}
bool Entity::PickupCoins(uint64_t count) const {
if (!IsPlayer()) return false;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return false;
const auto droppedCoins = characterComponent->GetDroppedCoins();
if (count > droppedCoins) {
return false;
} else {
characterComponent->SetDroppedCoins(droppedCoins - count);
return true;
}
}
void Entity::RegisterCoinDrop(uint64_t count) const {
if (!IsPlayer()) return;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->SetDroppedCoins(characterComponent->GetDroppedCoins() + count);
}
void Entity::AddChild(Entity* child) {
m_IsParentChildDirty = true;
m_ChildEntities.push_back(child);
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
while (entityPosition < m_ChildEntities.size()) {
auto* const childEntity = m_ChildEntities[entityPosition];
if (!childEntity || childEntity->GetObjectID() == child->GetObjectID()) {
m_IsParentChildDirty = true;
m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition);
} else {
entityPosition++;
}
}
}
void Entity::RemoveParent() {
this->m_ParentEntity = nullptr;
m_IsParentChildDirty = true;
}
void Entity::AddTimer(const std::string& name, float time) {
m_PendingTimers.emplace_back(name, time);
}
void Entity::AddCallbackTimer(float time, const std::function<void()> callback) {
m_PendingCallbackTimers.emplace_back(time, callback);
}
bool Entity::HasTimer(const std::string& name) {
return std::find(m_Timers.begin(), m_Timers.end(), name) != m_Timers.end();
}
void Entity::CancelCallbackTimers() {
m_CallbackTimers.clear();
m_PendingCallbackTimers.clear();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
Game::entityManager->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
void Entity::CancelTimer(const std::string& name) {
for (int i = 0; i < m_Timers.size(); i++) {
if (m_Timers[i] == name) {
m_Timers.erase(m_Timers.begin() + i);
return;
}
}
}
void Entity::CancelAllTimers() {
m_Timers.clear();
m_PendingTimers.clear();
m_CallbackTimers.clear();
m_PendingCallbackTimers.clear();
}
bool Entity::IsPlayer() const {
return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS;
}
void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) const {
auto* const triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget);
}
Entity* Entity::GetOwner() const {
if (m_OwnerOverride != LWOOBJID_EMPTY) {
auto* other = Game::entityManager->GetEntity(m_OwnerOverride);
if (other != nullptr) {
return other->GetOwner();
}
}
return const_cast<Entity*>(this);
}
const NiPoint3& Entity::GetDefaultPosition() const {
return m_DefaultPosition;
}
const NiQuaternion& Entity::GetDefaultRotation() const {
return m_DefaultRotation;
}
float Entity::GetDefaultScale() const {
return m_Scale;
}
void Entity::SetOwnerOverride(const LWOOBJID value) {
m_OwnerOverride = value;
}
bool Entity::GetIsGhostingCandidate() const {
return m_IsGhostingCandidate;
}
int8_t Entity::GetObservers() const {
return m_Observers;
}
void Entity::SetObservers(int8_t value) {
if (value < 0) {
value = 0;
}
m_Observers = value;
}
void Entity::Sleep() const {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Sleep();
}
}
void Entity::Wake() const {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Wake();
}
}
bool Entity::IsSleeping() const {
return m_IsGhostingCandidate && m_Observers == 0;
}
NiPoint3 Entity::GetPosition() const {
GameMessages::GetPosition posMsg{};
posMsg.pos = NiPoint3Constant::ZERO;
HandleMsg(posMsg);
return posMsg.pos;
}
const NiQuaternion& Entity::GetRotation() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetRotation();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetRotation();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetRotation();
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
return vehicel->GetRotation();
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
return rigidBodyPhantomPhysicsComponent->GetRotation();
}
return QuatUtils::IDENTITY;
}
void Entity::SetPosition(const NiPoint3& position) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetPosition(position);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetPosition(position);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetPosition(position);
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetPosition(position);
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
rigidBodyPhantomPhysicsComponent->SetPosition(position);
}
Game::entityManager->SerializeEntity(this);
}
void Entity::SetRotation(const NiQuaternion& rotation) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetRotation(rotation);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetRotation(rotation);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetRotation(rotation);
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetRotation(rotation);
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
rigidBodyPhantomPhysicsComponent->SetRotation(rotation);
}
Game::entityManager->SerializeEntity(this);
}
void Entity::SetVelocity(const NiPoint3& velocity) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetVelocity(velocity);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetVelocity(velocity);
}
Game::entityManager->SerializeEntity(this);
}
const NiPoint3& Entity::GetVelocity() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetVelocity();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetVelocity();
}
return NiPoint3Constant::ZERO;
}
bool Entity::GetBoolean(const std::u16string& name) const {
return GetVar<bool>(name);
}
int32_t Entity::GetI32(const std::u16string& name) const {
return GetVar<int32_t>(name);
}
int64_t Entity::GetI64(const std::u16string& name) const {
return GetVar<int64_t>(name);
}
void Entity::SetBoolean(const std::u16string& name, const bool value) {
SetVar(name, value);
}
void Entity::SetI32(const std::u16string& name, const int32_t value) {
SetVar(name, value);
}
void Entity::SetI64(const std::u16string& name, const int64_t value) {
SetVar(name, value);
}
bool Entity::HasVar(const std::u16string& name) const {
return m_Settings.values.contains(name);
}
uint16_t Entity::GetNetworkId() const {
return m_NetworkID;
}
void Entity::SetNetworkId(const uint16_t id) {
m_NetworkID = id;
}
std::vector<LWOOBJID> Entity::GetTargetsInPhantom() {
// Clean up invalid targets, like disconnected players
m_TargetsInPhantom.erase(std::ranges::remove_if(m_TargetsInPhantom, [](const LWOOBJID id) {
return !Game::entityManager->GetEntity(id);
}).begin(), m_TargetsInPhantom.end());
std::vector<LWOOBJID> enemies;
for (const auto id : m_TargetsInPhantom) {
const auto* const combat = GetComponent<BaseCombatAIComponent>();
if (!combat || !combat->IsEnemy(id)) continue;
enemies.push_back(id);
}
return enemies;
}
void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) {
GameMessages::ScriptNetworkVarUpdate scriptVar;
scriptVar.target = this->GetObjectID();
scriptVar.tableOfVars = GeneralUtils::ASCIIToUTF16(data);
scriptVar.Send(sysAddr);
}
const LDFBaseData* const Entity::GetVarData(const std::u16string& name) const {
const auto itr = m_Settings.values.find(name);
return itr != m_Settings.values.cend() ? itr->second.get() : nullptr;
}
std::string Entity::GetVarAsString(const std::u16string& name) const {
const auto* const data = GetVarData(name);
return data ? data->GetValueAsString() : "";
}
void Entity::Resurrect() {
if (IsPlayer()) {
DestroyableComponent::Resurrect(*this);
}
}
void Entity::AddToGroup(const std::string& group) {
if (std::ranges::find(m_Groups, group) == m_Groups.end()) {
m_Groups.push_back(group);
}
}
void Entity::RemoveFromGroup(const std::string& group) {
std::erase(m_Groups, group);
}
void Entity::RetroactiveVaultSize() const {
auto* const inventoryComponent = GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
if (itemsVault->GetSize() == modelVault->GetSize()) return;
modelVault->SetSize(itemsVault->GetSize());
}
uint8_t Entity::GetCollectibleID() const {
auto* collectible = GetComponent<CollectibleComponent>();
return collectible ? collectible->GetCollectibleId() : 0;
}
void Entity::ProcessPositionUpdate(PositionUpdate& update) {
if (!IsPlayer()) return;
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
auto* possessorComponent = GetComponent<PossessorComponent>();
bool updateChar = true;
if (possessorComponent) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
// While possessing something, only update char if we are attached to the thing we are possessing
updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE;
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
havokVehiclePhysicsComponent->SetPosition(update.position);
havokVehiclePhysicsComponent->SetRotation(update.rotation);
havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
havokVehiclePhysicsComponent->SetVelocity(update.velocity);
havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
} else {
// Need to get the mount's controllable physics
auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!possessedControllablePhysicsComponent) return;
possessedControllablePhysicsComponent->SetPosition(update.position);
possessedControllablePhysicsComponent->SetRotation(update.rotation);
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
update.velocity = NiPoint3Constant::ZERO;
update.angularVelocity = NiPoint3Constant::ZERO;
}
// Handle statistics
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->TrackPositionUpdate(update.position);
}
controllablePhysicsComponent->SetPosition(update.position);
controllablePhysicsComponent->SetRotation(update.rotation);
controllablePhysicsComponent->SetIsOnGround(update.onGround);
controllablePhysicsComponent->SetIsOnRail(update.onRail);
controllablePhysicsComponent->SetVelocity(update.velocity);
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
auto* ghostComponent = GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
Game::entityManager->QueueGhostUpdate(GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(this);
OnPlayerPositionUpdate.Notify(this, update);
}
const SystemAddress& Entity::GetSystemAddress() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
}
const NiPoint3& Entity::GetRespawnPosition() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnPosition() : NiPoint3Constant::ZERO;
}
const NiQuaternion& Entity::GetRespawnRotation() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnRotation() : QuatUtils::IDENTITY;
}
void Entity::SetRespawnPos(const NiPoint3& position) const {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnPos(position);
}
void Entity::SetRespawnRot(const NiQuaternion& rotation) const {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnRot(rotation);
}
int32_t Entity::GetCollisionGroup() const {
for (const auto* component : m_Components | std::views::values) {
auto* compToCheck = dynamic_cast<const PhysicsComponent*>(component);
if (compToCheck) {
return compToCheck->GetCollisionGroup();
}
}
return 0;
}
bool Entity::HandleMsg(GameMessages::GameMsg& msg) const {
bool handled = false;
auto [beg, end] = m_MsgHandlers.equal_range(msg.msgId);
for (auto& it = beg; it != end; ++it) {
if (it->second) handled |= it->second(msg);
}
return handled;
}
void Entity::RegisterMsg(const MessageType::Game msgId, std::function<bool(GameMessages::GameMsg&)> handler) {
m_MsgHandlers.emplace(msgId, handler);
}
bool Entity::MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfoEvent& event) {
const auto& requestInfo = event.msg;
AMFArrayValue response;
response.Insert("visible", true);
response.Insert("objectID", std::to_string(m_ObjectID));
response.Insert("serverInfo", true);
GameMessages::GetObjectReportInfo info{};
info.clientID = requestInfo.clientId;
info.bVerbose = requestInfo.bVerbose;
info.info = response.InsertArray("data");
auto& objectInfo = info.info->PushDebug("Object Details");
auto* table = CDClientManager::GetTable<CDObjectsTable>();
const auto& objTableInfo = table->GetByID(GetLOT());
objectInfo.PushDebug<AMFStringValue>("Name", "name") = objTableInfo.name;
objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)", "LOT") = GetLOT();
objectInfo.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(GetObjectID());
objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID", "LWOOBJID") = std::to_string(GetSpawnerID());
objectInfo.PushDebug<AMFStringValue>("Owner override", "LWOOBJID") = std::to_string(m_OwnerOverride);
auto& children = objectInfo.PushDebug("Child Objects");
int i = 1;
for (const auto* child : m_ChildEntities) {
if (child) children.PushDebug<AMFStringValue>("Child " + std::to_string(i++), "LWOOBJID") = std::to_string(child->GetObjectID());
}
auto& componentDetails = objectInfo.PushDebug("Component Information");
for (const auto [id, component] : m_Components) {
componentDetails.PushDebug(StringifiedEnum::ToString(id));
}
auto& configData = objectInfo.PushDebug("Config Data");
for (const auto& config : m_Settings.values | std::views::values) {
configData.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(config->GetKey())) = config->GetValueAsString();
}
HandleMsg(info);
auto* client = Game::entityManager->GetEntity(requestInfo.clientId);
if (client) {
GameMessages::UIMessageServerToAllClients uiMessage;
uiMessage.strMessageName = "ToggleObjectDebugger";
uiMessage.args = std::move(response);
uiMessage.SendToClient(client->GetSystemAddress());
}
return true;
}
bool Entity::MsgDropClientLoot(GameMessages::DropClientLootEvent& event) {
const auto& dropLootMsg = event.msg;
if (dropLootMsg.item != LOT_NULL && dropLootMsg.item != 0) {
Loot::Info info{
.id = dropLootMsg.lootID,
.lot = dropLootMsg.item,
.count = dropLootMsg.count,
};
AddLootItem(info);
}
if (dropLootMsg.item == LOT_NULL && dropLootMsg.currency != 0) {
RegisterCoinDrop(dropLootMsg.currency);
}
return true;
}
bool Entity::MsgGetFlag(GameMessages::GetFlag& flagMsg) {
if (m_Character) flagMsg.flag = m_Character->GetPlayerFlag(flagMsg.flagID);
return true;
}
bool Entity::MsgGetFactionTokenType(GameMessages::GetFactionTokenType& tokenMsg) {
GameMessages::GetFlag getFlagMsg{};
getFlagMsg.flagID = ePlayerFlag::ASSEMBLY_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8318;
getFlagMsg.flagID = ePlayerFlag::SENTINEL_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8319;
getFlagMsg.flagID = ePlayerFlag::PARADOX_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8320;
getFlagMsg.flagID = ePlayerFlag::VENTURE_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8321;
LOG("Returning token type %i", tokenMsg.tokenType);
return tokenMsg.tokenType != LOT_NULL;
}
bool Entity::MsgPickupItem(GameMessages::PickupItemEvent& event) {
const auto& pickupItemMsg = event.msg;
if (GetObjectID() == pickupItemMsg.lootOwnerID) {
PickupItem(pickupItemMsg.lootID);
} else {
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return false;
auto& droppedLoot = characterComponent->GetDroppedLoot();
const auto it = droppedLoot.find(pickupItemMsg.lootID);
if (it != droppedLoot.end()) {
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
const CDObjects& object = objectsTable->GetByID(it->second.lot);
if (object.id != 0 && object.type == "Powerup") {
return false; // Let powerups be duplicated
}
}
droppedLoot.erase(pickupItemMsg.lootID);
}
return true;
}
bool Entity::MsgChildRemoved(GameMessages::ChildRemoved& msg) {
GetScript()->OnChildRemoved(*this, msg);
return true;
}