mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
Every game message still written or read by hand is now a NetGameMsg with Serialize and Deserialize, in per-domain files: - MovementMessages: teleport, platforms (resync and its request), orient to angle, node rotation lock, gravity scale, jetpack mode, control scheme, respawn checkpoint, rails (set/start, ready, cancel, arrived), mount inventory ID, dismount complete, possession ack, ghost reference override and position, camera cycling (eCameraTargetCyclingMode moves here). - ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for updates, player ready, restore to post load stats, server done loading, invalid zone transfer list, zone summary display/dismissed, level processing complete, object world state, and the localized announcement WorldMigration wrote by hand. - PlayerMessages: chat mode, GM level, LEGO score, currency, reputation, GM invis, pickup currency, zone and player statistics, chat commands, bug reports, verify ack. - ObjectMessages: fire event client/server side, notify client (zone) object, notify object, script network vars, failed preconditions, terminate interaction, set name, request use, request server object info. - QuickBuildMessages: notify state, enable, cancel. - ActivityMessages gains match response/update/request, leaderboard request and data, shooting gallery score/rotation/fire, activity state change. - MissionMessages gains MissionDialogueCancelled (a no-op, as before). The wire structs left in GameMessages.h move to their domains (tooltip and emote to Effects, loot and item use to Inventory, model build to Building, behavior sound to Property, skill sets to Skill) and gain the missing direction. The dismount logic moves to PossessorComponent::OnDismountComplete. Every inbound message is registered in the GameMessageHandler map; the switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base code. Call sites build the structs (NotifyClientObject, TerminateInteraction, Teleport, PlatformResync, FireEventClientSide, NotifyObject and NotifyClientZoneObject get convenience constructors like PlayFXEffect). Dead senders are dropped: SendSetShootingGalleryParams (no callers, field order was a guess), SendTeamPickupItem (the struct already existed), SendRequestActivitySummaryLeaderboardData (the struct covers it). Verified with RemainingMessagesTests: every old Send* function is frozen verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte (same bits, destination and broadcast flag) over grids of inputs; every old Handle* read sequence is frozen as a Read* oracle and compared with the struct's Deserialize; round trips, truncation and a golden packet. PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled (0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50) were checked against the client. Behaviour notes: an inbound message that fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES / MISSION_DIALOGUE_CANCELLED now read their (unused) client fields. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
1237 lines
42 KiB
C++
1237 lines
42 KiB
C++
#include "DestroyableComponent.h"
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#include "CombatMessages.h"
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#include "LevelProgressionComponent.h"
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#include "EconomyLedger.h"
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#include "BitStream.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "CDLootMatrixTable.h"
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#include "CDLootTableTable.h"
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#include "CDRarityTableTable.h"
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#include "Amf3.h"
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#include "AmfSerialize.h"
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#include "GameMessages.h"
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#include "EffectsMessages.h"
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#include "PlayerMessages.h"
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#include "User.h"
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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#include "Spawner.h"
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#include "BaseCombatAIComponent.h"
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#include "TeamManager.h"
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#include "BuffComponent.h"
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#include "SkillComponent.h"
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#include "Item.h"
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#include "Amf3.h"
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#include <sstream>
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#include <algorithm>
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "ModelComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include <ranges>
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#include "CDComponentsRegistryTable.h"
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#include "InventoryMessages.h"
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Implementation<bool, const Entity*> DestroyableComponent::IsEnemyImplentation;
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Implementation<bool, const Entity*> DestroyableComponent::IsFriendImplentation;
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DestroyableComponent::DestroyableComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_iArmor = 0;
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m_fMaxArmor = 0.0f;
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m_iImagination = 0;
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m_fMaxImagination = 0.0f;
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m_FactionIDs = std::vector<int32_t>();
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m_EnemyFactionIDs = std::vector<int32_t>();
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m_IsSmashable = false;
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m_IsDead = false;
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m_IsSmashed = false;
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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m_iHealth = 0;
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m_fMaxHealth = 0;
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m_AttacksToBlock = 0;
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m_LootMatrixID = 0;
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m_MinCoins = 0;
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m_MaxCoins = 0;
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m_DamageReduction = 0;
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m_ImmuneToBasicAttackCount = 0;
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m_ImmuneToDamageOverTimeCount = 0;
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m_ImmuneToKnockbackCount = 0;
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m_ImmuneToInterruptCount = 0;
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m_ImmuneToSpeedCount = 0;
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m_ImmuneToImaginationGainCount = 0;
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m_ImmuneToImaginationLossCount = 0;
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m_ImmuneToQuickbuildInterruptCount = 0;
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m_ImmuneToPullToPointCount = 0;
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m_DeathBehavior = -1;
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m_DamageCooldownTimer = 0.0f;
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RegisterMsg(&DestroyableComponent::OnGetObjectReportInfo);
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RegisterMsg(&DestroyableComponent::OnSetFaction);
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RegisterMsg(&DestroyableComponent::OnIsDead);
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}
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DestroyableComponent::~DestroyableComponent() {
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}
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void DestroyableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write1(); // always write these on construction
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outBitStream.Write(m_ImmuneToBasicAttackCount);
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outBitStream.Write(m_ImmuneToDamageOverTimeCount);
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outBitStream.Write(m_ImmuneToKnockbackCount);
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outBitStream.Write(m_ImmuneToInterruptCount);
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outBitStream.Write(m_ImmuneToSpeedCount);
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outBitStream.Write(m_ImmuneToImaginationGainCount);
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outBitStream.Write(m_ImmuneToImaginationLossCount);
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outBitStream.Write(m_ImmuneToQuickbuildInterruptCount);
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outBitStream.Write(m_ImmuneToPullToPointCount);
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}
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outBitStream.Write(m_DirtyHealth || bIsInitialUpdate);
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if (m_DirtyHealth || bIsInitialUpdate) {
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outBitStream.Write(m_iHealth);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_iArmor);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_iImagination);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write(m_DamageToAbsorb);
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outBitStream.Write(IsImmune());
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outBitStream.Write(m_IsGMImmune);
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outBitStream.Write(m_IsShielded);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write<uint32_t>(m_FactionIDs.size());
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for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
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outBitStream.Write(m_FactionIDs[i]);
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}
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outBitStream.Write(m_IsSmashable);
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if (bIsInitialUpdate) {
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outBitStream.Write(m_IsDead);
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outBitStream.Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream.Write(m_IsModuleAssembly);
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outBitStream.Write(m_ExplodeFactor != 1.0f);
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if (m_ExplodeFactor != 1.0f) outBitStream.Write(m_ExplodeFactor);
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}
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}
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m_DirtyHealth = false;
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}
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outBitStream.Write(m_DirtyThreatList || bIsInitialUpdate);
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if (m_DirtyThreatList || bIsInitialUpdate) {
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outBitStream.Write(m_HasThreats);
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m_DirtyThreatList = false;
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}
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}
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void DestroyableComponent::Update(float deltaTime) {
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m_DamageCooldownTimer -= deltaTime;
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}
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void DestroyableComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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auto* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromXml(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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dest->QueryAttribute("im", &m_fMaxImagination);
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dest->QueryAttribute("ic", &m_iImagination);
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dest->QueryAttribute("ac", &m_iArmor);
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dest->QueryAttribute("am", &m_fMaxArmor);
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m_DirtyHealth = true;
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}
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void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLElement* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->UpdateXml(doc);
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}
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dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
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dest->SetAttribute("im", m_fMaxImagination);
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dest->SetAttribute("ic", m_iImagination);
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dest->SetAttribute("ac", m_iArmor);
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dest->SetAttribute("am", m_fMaxArmor);
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}
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void DestroyableComponent::SetHealth(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
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}
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m_iHealth = value;
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}
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void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
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m_fMaxHealth = value;
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if (m_iHealth > m_fMaxHealth) {
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m_iHealth = m_fMaxHealth;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "health");
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GameMessages::UIMessageServerToSingleClient uiMessage;
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uiMessage.target = m_Parent->GetObjectID();
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uiMessage.strMessageName = "MaxPlayerBarUpdate";
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uiMessage.args = std::move(args);
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uiMessage.SendToClient(characterComponent->GetSystemAddress());
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
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// If Destroyable Component already has zero armor do not trigger the passive ability again.
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bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackArmorDelta(value - m_iArmor);
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}
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m_iArmor = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
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}
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}
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void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
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m_fMaxArmor = value;
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if (m_iArmor > m_fMaxArmor) {
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m_iArmor = m_fMaxArmor;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(value));
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args.Insert("type", "armor");
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GameMessages::UIMessageServerToSingleClient uiMessage;
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uiMessage.target = m_Parent->GetObjectID();
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uiMessage.strMessageName = "MaxPlayerBarUpdate";
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uiMessage.args = std::move(args);
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uiMessage.SendToClient(characterComponent->GetSystemAddress());
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackImaginationDelta(value - m_iImagination);
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}
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m_iImagination = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iImagination == 0 && inventroyComponent != nullptr) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
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}
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}
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void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
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if (m_iImagination > m_fMaxImagination) {
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m_iImagination = m_fMaxImagination;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "imagination");
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GameMessages::UIMessageServerToSingleClient uiMessage;
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uiMessage.target = m_Parent->GetObjectID();
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uiMessage.strMessageName = "MaxPlayerBarUpdate";
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uiMessage.args = std::move(args);
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uiMessage.SendToClient(characterComponent->GetSystemAddress());
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
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m_DirtyHealth = true;
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m_DamageToAbsorb = value;
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}
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void DestroyableComponent::SetDamageReduction(int32_t value) {
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m_DirtyHealth = true;
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m_DamageReduction = value;
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}
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void DestroyableComponent::SetIsImmune(bool value) {
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m_DirtyHealth = true;
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m_ImmuneToBasicAttackCount = value ? 1 : 0;
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}
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void DestroyableComponent::SetIsGMImmune(bool value) {
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m_DirtyHealth = true;
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m_IsGMImmune = value;
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}
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void DestroyableComponent::SetIsShielded(bool value) {
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m_DirtyHealth = true;
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m_IsShielded = value;
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}
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void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
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// Ignore factionID -1
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if (factionID == -1 && !ignoreChecks) return;
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// if we already have that faction, don't add it again
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if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
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m_FactionIDs.push_back(factionID);
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m_DirtyHealth = true;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, static_cast<int>(factionID));
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auto result = query.execQuery();
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if (result.eof()) return;
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if (result.fieldIsNull("enemyList")) return;
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const auto* list_string = result.getStringField("enemyList");
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std::stringstream ss(list_string);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (token.empty()) continue;
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auto id = std::stoi(token);
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auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude) {
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exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
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}
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if (exclude) {
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continue;
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}
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AddEnemyFaction(id);
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}
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result.finalize();
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}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
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if (IsEnemyImplentation.ExecuteWithDefault(other, false)) return true;
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if (m_Parent->IsPlayer() && other->IsPlayer()) {
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auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!thisCharacterComponent) return false;
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auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
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if (!otherCharacterComponent) return false;
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if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
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return false;
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}
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return true;
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}
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}
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}
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return false;
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}
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bool DestroyableComponent::IsFriend(const Entity* other) const {
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if (IsFriendImplentation.ExecuteWithDefault(other, false)) return true;
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return false;
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}
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}
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return true;
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}
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return false;
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}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
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m_EnemyFactionIDs.push_back(factionID);
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}
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|
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void DestroyableComponent::SetIsSmashable(bool value) {
|
|
m_DirtyHealth = true;
|
|
m_IsSmashable = value;
|
|
}
|
|
|
|
void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
|
|
m_AttacksToBlock = value;
|
|
}
|
|
|
|
bool DestroyableComponent::IsImmune() const {
|
|
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
|
|
}
|
|
|
|
bool DestroyableComponent::IsCooldownImmune() const {
|
|
return m_DamageCooldownTimer > 0.0f;
|
|
}
|
|
|
|
bool DestroyableComponent::IsKnockbackImmune() const {
|
|
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
|
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
|
|
|
|
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
|
|
const auto hasPassive = inventoryComponent->HasAnyPassive({
|
|
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
|
|
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
|
|
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
|
|
}, 5);
|
|
|
|
if (hasPassive) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
|
|
}
|
|
|
|
bool DestroyableComponent::HasFaction(int32_t factionID) const {
|
|
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
|
|
}
|
|
|
|
LWOOBJID DestroyableComponent::GetKillerID() const {
|
|
return m_KillerID;
|
|
}
|
|
|
|
Entity* DestroyableComponent::GetKiller() const {
|
|
return Game::entityManager->GetEntity(m_KillerID);
|
|
}
|
|
|
|
void DestroyableComponent::Heal(const uint32_t health) {
|
|
auto current = static_cast<uint32_t>(GetHealth());
|
|
const auto max = static_cast<uint32_t>(GetMaxHealth());
|
|
|
|
current += health;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetHealth(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
|
|
auto current = static_cast<int32_t>(GetImagination());
|
|
const auto max = static_cast<int32_t>(GetMaxImagination());
|
|
|
|
current += deltaImagination;
|
|
|
|
current = std::min(current, max);
|
|
|
|
if (current < 0) {
|
|
current = 0;
|
|
}
|
|
|
|
SetImagination(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Repair(const uint32_t armor) {
|
|
auto current = static_cast<uint32_t>(GetArmor());
|
|
const auto max = static_cast<uint32_t>(GetMaxArmor());
|
|
|
|
current += armor;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetArmor(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
|
|
if (GetHealth() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (IsImmune() || IsCooldownImmune()) {
|
|
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
|
|
return;
|
|
}
|
|
|
|
if (m_AttacksToBlock > 0) {
|
|
m_AttacksToBlock--;
|
|
|
|
return;
|
|
}
|
|
|
|
// Client does the same check, so we're doing it too
|
|
auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
|
|
if (modelComponent) {
|
|
modelComponent->OnHit();
|
|
// Don't actually deal the damage so the model doesn't die
|
|
return;
|
|
}
|
|
|
|
// If this entity has damage reduction, reduce the damage to a minimum of 1
|
|
if (m_DamageReduction > 0 && damage > 0) {
|
|
if (damage > m_DamageReduction) {
|
|
damage -= m_DamageReduction;
|
|
} else {
|
|
damage = 1;
|
|
}
|
|
}
|
|
|
|
const auto sourceDamage = damage;
|
|
|
|
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
|
|
auto armor = static_cast<uint32_t>(GetArmor());
|
|
auto health = static_cast<uint32_t>(GetHealth());
|
|
|
|
const auto absorbDamage = std::min(damage, absorb);
|
|
|
|
damage -= absorbDamage;
|
|
absorb -= absorbDamage;
|
|
|
|
const auto armorDamage = std::min(damage, armor);
|
|
|
|
damage -= armorDamage;
|
|
armor -= armorDamage;
|
|
|
|
health -= std::min(damage, health);
|
|
|
|
SetDamageToAbsorb(absorb);
|
|
SetArmor(armor);
|
|
SetHealth(health);
|
|
SetIsShielded(absorb > 0);
|
|
|
|
// Dismount on the possessable hit
|
|
auto possessable = m_Parent->GetComponent<PossessableComponent>();
|
|
if (possessable && possessable->GetDepossessOnHit()) {
|
|
possessable->Dismount();
|
|
}
|
|
|
|
// Dismount on the possessor hit
|
|
auto possessor = m_Parent->GetComponent<PossessorComponent>();
|
|
if (possessor) {
|
|
auto possessableId = possessor->GetPossessable();
|
|
if (possessableId != LWOOBJID_EMPTY) {
|
|
auto possessable = Game::entityManager->GetEntity(possessableId);
|
|
if (possessable) {
|
|
possessor->Dismount(possessable);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_Parent->GetLOT() != 1) {
|
|
echo = true;
|
|
}
|
|
|
|
if (echo) {
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
auto* attacker = Game::entityManager->GetEntity(source);
|
|
m_Parent->OnHit(attacker);
|
|
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
|
|
NotifySubscribers(attacker, sourceDamage);
|
|
|
|
for (const auto& cb : m_OnHitCallbacks) {
|
|
cb(attacker);
|
|
}
|
|
|
|
if (health != 0) {
|
|
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (combatComponent != nullptr) {
|
|
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Smash(source, eKillType::VIOLENT, u"", skillID);
|
|
}
|
|
|
|
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
|
|
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
|
|
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
|
|
auto foundScript = m_SubscribedScripts.find(scriptObjId);
|
|
if (foundScript != m_SubscribedScripts.end()) {
|
|
m_SubscribedScripts.erase(foundScript);
|
|
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
} else {
|
|
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
|
|
}
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
|
|
for (auto script : m_SubscribedScripts) {
|
|
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
|
|
}
|
|
}
|
|
|
|
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
|
|
if (m_IsDead) return;
|
|
|
|
//check if hardcore mode is enabled
|
|
if (Game::entityManager->GetHardcoreMode()) {
|
|
DoHardcoreModeDrops(source);
|
|
}
|
|
|
|
if (m_iHealth > 0) {
|
|
SetArmor(0);
|
|
SetHealth(0);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
m_IsDead = true;
|
|
m_KillerID = source;
|
|
|
|
auto* owner = Game::entityManager->GetEntity(source);
|
|
|
|
// Where players die and what killed them (the killer itself, not whoever owns it; 0 when it is already gone)
|
|
if (m_Parent->IsPlayer()) {
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_DEATHS, owner ? owner->GetLOT() : 0, m_Parent->GetPosition(), 1, m_Parent);
|
|
}
|
|
|
|
if (owner != nullptr) {
|
|
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
|
|
|
|
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent != nullptr && isEnemy) {
|
|
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
|
|
}
|
|
|
|
if (isEnemy && owner->IsPlayer()) {
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::ENEMY_KILLS, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, owner);
|
|
} else if (owner->IsPlayer() && !m_Parent->IsPlayer()) {
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::SMASHABLES_SMASHED, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, owner);
|
|
}
|
|
|
|
auto* missions = owner->GetComponent<MissionComponent>();
|
|
|
|
if (missions != nullptr) {
|
|
if (team != nullptr) {
|
|
for (const auto memberId : team->members) {
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
auto* memberMissions = member->GetComponent<MissionComponent>();
|
|
|
|
if (memberMissions == nullptr) continue;
|
|
|
|
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
} else {
|
|
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto isPlayer = m_Parent->IsPlayer();
|
|
|
|
GameMessages::Die die;
|
|
die.target = m_Parent->GetObjectID();
|
|
die.bClientDeath = isPlayer;
|
|
die.bSpawnLoot = true;
|
|
die.deathType = deathType;
|
|
die.killType = killType;
|
|
die.killerID = source;
|
|
die.lootOwnerID = source;
|
|
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
//NANI?!
|
|
if (!isPlayer) {
|
|
if (owner != nullptr) {
|
|
Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
|
}
|
|
} else {
|
|
//Check if this zone allows coin drops
|
|
if (Game::zoneManager->GetPlayerLoseCoinOnDeath() && !Game::entityManager->GetHardcoreMode()) {
|
|
auto* character = m_Parent->GetCharacter();
|
|
uint64_t coinsTotal = character->GetCoins();
|
|
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMin;
|
|
if (coinsTotal >= minCoinsToLose) {
|
|
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMax;
|
|
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathPercent;
|
|
|
|
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
|
|
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
|
|
|
|
coinsTotal -= coinsToLose;
|
|
|
|
GameMessages::DropClientLoot lootMsg{};
|
|
lootMsg.target = m_Parent->GetObjectID();
|
|
lootMsg.ownerID = m_Parent->GetObjectID();
|
|
lootMsg.currency = coinsToLose;
|
|
lootMsg.spawnPos = m_Parent->GetPosition();
|
|
lootMsg.sourceID = source;
|
|
lootMsg.item = LOT_NULL;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
character->SetCoins(coinsTotal, eLootSourceType::DELETION);
|
|
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_COIN_DROPS, 0, m_Parent->GetPosition(), static_cast<int64_t>(coinsToLose), m_Parent);
|
|
}
|
|
}
|
|
|
|
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
|
|
if (zoneControl) zoneControl->GetScript()->OnPlayerDied(zoneControl, m_Parent);
|
|
|
|
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()->OnPlayerDied(scriptEntity, m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Parent->Kill(owner, killType);
|
|
}
|
|
|
|
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
|
|
m_FactionIDs.clear();
|
|
m_EnemyFactionIDs.clear();
|
|
|
|
AddFaction(factionID, ignoreChecks);
|
|
}
|
|
|
|
void DestroyableComponent::SetStatusImmunity(
|
|
const eStateChangeType state,
|
|
const bool bImmuneToBasicAttack,
|
|
const bool bImmuneToDamageOverTime,
|
|
const bool bImmuneToKnockback,
|
|
const bool bImmuneToInterrupt,
|
|
const bool bImmuneToSpeed,
|
|
const bool bImmuneToImaginationGain,
|
|
const bool bImmuneToImaginationLoss,
|
|
const bool bImmuneToQuickbuildInterrupt,
|
|
const bool bImmuneToPullToPoint) {
|
|
|
|
if (state == eStateChangeType::POP) {
|
|
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
|
|
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
|
|
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
|
|
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
|
|
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
|
|
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
|
|
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
|
|
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
|
|
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
|
|
|
|
} else if (state == eStateChangeType::PUSH) {
|
|
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
|
|
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
|
|
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
|
|
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
|
|
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
|
|
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
|
|
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
|
|
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
|
|
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
|
|
}
|
|
|
|
GameMessages::SetStatusImmunity statusImmunity;
|
|
statusImmunity.target = m_Parent->GetObjectID();
|
|
statusImmunity.StateChangeType = state;
|
|
statusImmunity.bImmuneToBasicAttack = bImmuneToBasicAttack;
|
|
statusImmunity.bImmuneToDOT = bImmuneToDamageOverTime;
|
|
statusImmunity.bImmuneToKnockback = bImmuneToKnockback;
|
|
statusImmunity.bImmuneToInterrupt = bImmuneToInterrupt;
|
|
statusImmunity.bImmuneToSpeed = bImmuneToSpeed;
|
|
statusImmunity.bImmuneToImaginationGain = bImmuneToImaginationGain;
|
|
statusImmunity.bImmuneToImaginationLoss = bImmuneToImaginationLoss;
|
|
statusImmunity.bImmuneToQuickbuildInterrupt = bImmuneToQuickbuildInterrupt;
|
|
statusImmunity.bImmuneToPullToPoint = bImmuneToPullToPoint;
|
|
statusImmunity.Send(m_Parent->GetSystemAddress());
|
|
}
|
|
|
|
void DestroyableComponent::FixStats() {
|
|
auto* entity = GetParent();
|
|
|
|
if (entity == nullptr) return;
|
|
|
|
// Reset skill component and buff component
|
|
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
// If any of the components are nullptr, return
|
|
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Save the current stats
|
|
int32_t currentHealth = destroyableComponent->GetHealth();
|
|
int32_t currentArmor = destroyableComponent->GetArmor();
|
|
int32_t currentImagination = destroyableComponent->GetImagination();
|
|
|
|
// Unequip all items
|
|
const auto equipped = inventoryComponent->GetEquippedItems();
|
|
|
|
for (const auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Unequip the item
|
|
item->UnEquip();
|
|
}
|
|
|
|
// Base stats
|
|
int32_t maxHealth = 4;
|
|
int32_t maxArmor = 0;
|
|
int32_t maxImagination = 0;
|
|
|
|
// Go through all completed missions and add the reward stats
|
|
for (auto& pair : missionComponent->GetMissions()) {
|
|
auto* mission = pair.second;
|
|
|
|
if (!mission->IsComplete()) {
|
|
continue;
|
|
}
|
|
|
|
// Add the stats
|
|
const auto& info = mission->GetClientInfo();
|
|
|
|
maxHealth += info.reward_maxhealth;
|
|
maxImagination += info.reward_maximagination;
|
|
}
|
|
|
|
// Set the base stats
|
|
destroyableComponent->SetMaxHealth(maxHealth);
|
|
destroyableComponent->SetMaxArmor(maxArmor);
|
|
destroyableComponent->SetMaxImagination(maxImagination);
|
|
|
|
// Re-apply all buffs
|
|
buffComponent->ReApplyBuffs();
|
|
|
|
// Requip all items
|
|
for (const auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Equip the item
|
|
item->Equip();
|
|
}
|
|
|
|
// Fetch correct max stats after everything is done
|
|
maxHealth = destroyableComponent->GetMaxHealth();
|
|
maxArmor = destroyableComponent->GetMaxArmor();
|
|
maxImagination = destroyableComponent->GetMaxImagination();
|
|
|
|
// If any of the current stats are more than their max, set them to the max
|
|
if (currentHealth > maxHealth) currentHealth = maxHealth;
|
|
if (currentArmor > maxArmor) currentArmor = maxArmor;
|
|
if (currentImagination > maxImagination) currentImagination = maxImagination;
|
|
|
|
// Restore current stats
|
|
destroyableComponent->SetHealth(currentHealth);
|
|
destroyableComponent->SetArmor(currentArmor);
|
|
destroyableComponent->SetImagination(currentImagination);
|
|
|
|
// Serialize the entity
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
|
|
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
|
|
m_OnHitCallbacks.push_back(callback);
|
|
}
|
|
|
|
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
|
//check if this is a player:
|
|
if (m_Parent->IsPlayer()) {
|
|
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
|
|
auto* character = m_Parent->GetComponent<CharacterComponent>();
|
|
if (!character) return;
|
|
|
|
auto uscore = character->GetUScore();
|
|
|
|
auto uscoreToLose = static_cast<uint64_t>(uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100.0f));
|
|
LOG("Player %llu has lost %llu uscore!", m_Parent->GetObjectID(), uscoreToLose);
|
|
character->SetUScore(uscore - uscoreToLose, EconomyLedger::HARDCORE_DEATH_SOURCE);
|
|
|
|
GameMessages::ModifyLEGOScore modifyScore;
|
|
modifyScore.target = m_Parent->GetObjectID();
|
|
modifyScore.score = -uscoreToLose;
|
|
modifyScore.sourceType = eLootSourceType::MISSION;
|
|
modifyScore.SendToClient(m_Parent->GetSystemAddress());
|
|
|
|
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
|
|
//drop all items from inventory:
|
|
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
|
|
if (inventory) {
|
|
//get the items inventory:
|
|
auto items = inventory->GetInventory(eInventoryType::ITEMS);
|
|
if (items) {
|
|
auto itemMap = items->GetItems();
|
|
if (!itemMap.empty()) {
|
|
for (const auto item : itemMap | std::views::values) {
|
|
// Don't drop excluded items or null ones
|
|
if (!item || Game::entityManager->GetHardcoreExcludedItemDrops().contains(item->GetLot())) continue;
|
|
GameMessages::DropClientLoot lootMsg{};
|
|
lootMsg.target = m_Parent->GetObjectID();
|
|
lootMsg.ownerID = m_Parent->GetObjectID();
|
|
lootMsg.sourceID = m_Parent->GetObjectID();
|
|
lootMsg.item = item->GetLot();
|
|
lootMsg.count = 1;
|
|
lootMsg.spawnPos = m_Parent->GetPosition();
|
|
for (int i = 0; i < item->GetCount(); i++) Loot::DropItem(*m_Parent, lootMsg);
|
|
item->SetCount(0, false, false);
|
|
}
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//get character:
|
|
auto* chars = m_Parent->GetCharacter();
|
|
if (chars) {
|
|
auto oldCoins = chars->GetCoins();
|
|
// Floor this so there arent coins generated from rounding
|
|
auto coins = static_cast<uint64_t>(oldCoins * Game::entityManager->GetHardcoreCoinKeep());
|
|
auto coinsToDrop = oldCoins - coins;
|
|
LOG("Player had %llu coins, will lose %i coins to have %i", oldCoins, coinsToDrop, coins);
|
|
|
|
//lose all coins:
|
|
chars->SetCoins(coins, eLootSourceType::NONE);
|
|
if (coinsToDrop > 0) EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::PLAYER_COIN_DROPS, 0, m_Parent->GetPosition(), static_cast<int64_t>(coinsToDrop), m_Parent);
|
|
|
|
//drop all coins:
|
|
constexpr auto MAX_TO_DROP_PER_GM = 100'000;
|
|
GameMessages::DropClientLoot lootMsg{};
|
|
lootMsg.target = m_Parent->GetObjectID();
|
|
lootMsg.ownerID = m_Parent->GetObjectID();
|
|
lootMsg.spawnPos = m_Parent->GetPosition();
|
|
lootMsg.sourceID = source;
|
|
lootMsg.item = LOT_NULL;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
lootMsg.Send(m_Parent->GetSystemAddress());
|
|
while (coinsToDrop > MAX_TO_DROP_PER_GM) {
|
|
LOG("Dropping 100,000, %llu left", coinsToDrop);
|
|
lootMsg.currency = 100'000;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
lootMsg.Send(m_Parent->GetSystemAddress());
|
|
coinsToDrop -= 100'000;
|
|
}
|
|
lootMsg.currency = coinsToDrop;
|
|
GameMessages::DeliverLocally(lootMsg);
|
|
lootMsg.Send(m_Parent->GetSystemAddress());
|
|
}
|
|
return;
|
|
}
|
|
|
|
//award the player some u-score:
|
|
auto* player = Game::entityManager->GetEntity(source);
|
|
if (player && player->IsPlayer()) {
|
|
const auto lot = m_Parent->GetLOT();
|
|
auto* playerStats = player->GetComponent<CharacterComponent>();
|
|
if (playerStats && GetMaxHealth() > 0 && !Game::entityManager->GetHardcoreUscoreExcludedEnemies().contains(lot)) {
|
|
//get the maximum health from this enemy:
|
|
auto maxHealth = GetMaxHealth();
|
|
const auto uscoreMultiplier = Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
|
|
const bool isUscoreReducedLot =
|
|
Game::entityManager->GetHardcoreUscoreReducedLots().contains(lot) ||
|
|
Game::entityManager->GetHardcoreUscoreReduced();
|
|
const auto uscoreReduction = isUscoreReducedLot ? Game::entityManager->GetHardcoreUscoreReduction() : 1.0f;
|
|
|
|
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier() * uscoreReduction;
|
|
LOG("Rewarding player %llu with %i uscore for killing enemy %i", player->GetObjectID(), uscore, lot);
|
|
playerStats->SetUScore(playerStats->GetUScore() + uscore, EconomyLedger::HARDCORE_KILL_SOURCE);
|
|
GameMessages::ModifyLEGOScore modifyScore;
|
|
modifyScore.target = player->GetObjectID();
|
|
modifyScore.score = uscore;
|
|
modifyScore.sourceType = eLootSourceType::MISSION;
|
|
modifyScore.SendToClient(player->GetSystemAddress());
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
|
|
auto& destroyableInfo = reportInfo.info->PushDebug("Destroyable");
|
|
destroyableInfo.PushDebug<AMFIntValue>("DestructibleComponent DB Table Template ID") = m_ComponentID;
|
|
|
|
if (m_CurrencyIndex == -1) {
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Currency") = false;
|
|
} else {
|
|
destroyableInfo.PushDebug<AMFIntValue>("Loot Currency ID") = m_CurrencyIndex;
|
|
auto& detailedCoinInfo = destroyableInfo.PushDebug("Coin Info");
|
|
detailedCoinInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
|
|
detailedCoinInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
|
|
}
|
|
|
|
if (m_LootMatrixID == -1 || m_LootMatrixID == 0) {
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Matrix") = false;
|
|
} else {
|
|
auto& lootInfo = destroyableInfo.PushDebug("Loot Info");
|
|
lootInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
|
|
auto* const componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
|
auto* const itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
|
auto* const lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
|
auto* const lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
|
auto* const rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
|
|
|
const auto& matrix = lootMatrixTable->GetMatrix(m_LootMatrixID);
|
|
|
|
for (const auto& entry : matrix) {
|
|
auto& thisEntry = lootInfo.PushDebug("Loot table Index - " + std::to_string(entry.LootTableIndex));
|
|
thisEntry.PushDebug<AMFDoubleValue>("Percent chance to drop") = entry.percent * 100.0f;
|
|
thisEntry.PushDebug<AMFDoubleValue>("Minimum amount to drop") = entry.minToDrop;
|
|
thisEntry.PushDebug<AMFDoubleValue>("Maximum amount to drop") = entry.maxToDrop;
|
|
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
|
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
|
|
|
auto& thisRarity = thisEntry.PushDebug("Rarity");
|
|
for (const auto& rarity : rarityTable) {
|
|
thisRarity.PushDebug<AMFDoubleValue>("Rarity " + std::to_string(rarity.rarity)) = rarity.randmax;
|
|
}
|
|
|
|
auto& thisItems = thisEntry.PushDebug("Drop(s) Info");
|
|
for (const auto& loot : lootTable) {
|
|
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
|
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
|
auto title = "%[Objects_" + std::to_string(loot.itemid) + "_name] " + std::to_string(loot.itemid);
|
|
if (loot.MissionDrop) title += " - Mission Drop";
|
|
thisItems.PushDebug(title);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto* const entity = Game::entityManager->GetEntity(reportInfo.clientID);
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Is on your team") = entity ? IsFriend(entity) : false;
|
|
auto& stats = destroyableInfo.PushDebug("Statistics");
|
|
stats.PushDebug<AMFIntValue>("Health") = m_iHealth;
|
|
stats.PushDebug<AMFDoubleValue>("Maximum Health") = m_fMaxHealth;
|
|
stats.PushDebug<AMFIntValue>("Armor") = m_iArmor;
|
|
stats.PushDebug<AMFDoubleValue>("Maximum Armor") = m_fMaxArmor;
|
|
stats.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
|
|
stats.PushDebug<AMFDoubleValue>("Maximum Imagination") = m_fMaxImagination;
|
|
stats.PushDebug<AMFIntValue>("Damage Absorption Points") = m_DamageToAbsorb;
|
|
stats.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
|
|
stats.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
|
|
destroyableInfo.PushDebug<AMFIntValue>("Attacks To Block") = m_AttacksToBlock;
|
|
destroyableInfo.PushDebug<AMFIntValue>("Damage Reduction") = m_DamageReduction;
|
|
std::stringstream factionsStream;
|
|
for (const auto factionID : m_FactionIDs) {
|
|
factionsStream << factionID << " ";
|
|
}
|
|
|
|
destroyableInfo.PushDebug<AMFStringValue>("Factions") = factionsStream.str();
|
|
|
|
factionsStream.str("");
|
|
for (const auto enemyFactionID : m_EnemyFactionIDs) {
|
|
factionsStream << enemyFactionID << " ";
|
|
}
|
|
|
|
destroyableInfo.PushDebug<AMFStringValue>("Enemy Factions") = factionsStream.str();
|
|
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Is A Smashable") = m_IsSmashable;
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashed") = m_IsSmashed;
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Is Module Assembly") = m_IsModuleAssembly;
|
|
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
|
|
destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
|
|
|
|
destroyableInfo.PushDebug<AMFStringValue>("Killer ID", "LWOOBJID") = std::to_string(m_KillerID);
|
|
|
|
// "Scripts"; idk what to do about scripts yet
|
|
auto& immuneCounts = destroyableInfo.PushDebug("Immune Counts");
|
|
immuneCounts.PushDebug<AMFIntValue>("Basic Attack") = m_ImmuneToBasicAttackCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Damage Over Time") = m_ImmuneToDamageOverTimeCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Knockback") = m_ImmuneToKnockbackCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Interrupt") = m_ImmuneToInterruptCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Speed") = m_ImmuneToSpeedCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Imagination Gain") = m_ImmuneToImaginationGainCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Imagination Loss") = m_ImmuneToImaginationLossCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Quickbuild Interrupt") = m_ImmuneToQuickbuildInterruptCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Pull To Point") = m_ImmuneToPullToPointCount;
|
|
|
|
auto& deathInfo = destroyableInfo.PushDebug("Death Info");
|
|
deathInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
|
|
switch (m_DeathBehavior) {
|
|
case 0:
|
|
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Fade";
|
|
break;
|
|
case 1:
|
|
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Stay";
|
|
break;
|
|
case 2:
|
|
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Immediate";
|
|
break;
|
|
case -1:
|
|
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Invulnerable";
|
|
break;
|
|
default:
|
|
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Other";
|
|
break;
|
|
}
|
|
destroyableInfo.PushDebug<AMFDoubleValue>("Damage Cooldown Timer") = m_DamageCooldownTimer;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DestroyableComponent::OnSetFaction(GameMessages::SetFaction& setFaction) {
|
|
m_DirtyHealth = true;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
SetFaction(setFaction.factionID, setFaction.bIgnoreChecks);
|
|
return true;
|
|
}
|
|
|
|
bool DestroyableComponent::OnIsDead(GameMessages::IsDead& isDead) {
|
|
isDead.bDead = m_IsDead || (GetHealth() == 0 && GetArmor() == 0);
|
|
return true;
|
|
}
|
|
|
|
void DestroyableComponent::Resurrect(Entity& entityRef) {
|
|
Entity* entity = &entityRef;
|
|
// Restore the players health after the animation for respawning has finished.
|
|
// This is when the health appered back in live, not immediately upon requesting respawn
|
|
// Add a half second in case someone decides to cheat and move during the death animation
|
|
// and just make sure the client has time to be ready.
|
|
constexpr float respawnTime = 3.66700005531311f + 0.5f;
|
|
entity->AddCallbackTimer(respawnTime, [=]() {
|
|
GameMessages::PlayerResurrectionFinished msg;
|
|
entity->NotifyPlayerResurrectionFinished(msg);
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyableComponent != nullptr && entity->GetLOT() == 1) {
|
|
destroyableComponent->SetIsDead(false);
|
|
auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
|
|
if (levelComponent) {
|
|
int32_t healthToRestore = levelComponent->GetLevel() >= 45 ? 8 : 4;
|
|
if (healthToRestore > destroyableComponent->GetMaxHealth()) healthToRestore = destroyableComponent->GetMaxHealth();
|
|
destroyableComponent->SetHealth(healthToRestore);
|
|
|
|
int32_t imaginationToRestore = levelComponent->GetLevel() >= 45 ? 20 : 6;
|
|
if (imaginationToRestore > destroyableComponent->GetMaxImagination()) imaginationToRestore = destroyableComponent->GetMaxImagination();
|
|
destroyableComponent->SetImagination(imaginationToRestore);
|
|
}
|
|
}
|
|
});
|
|
|
|
GameMessages::Resurrect resurrect;
|
|
resurrect.target = entity->GetObjectID();
|
|
resurrect.bRezImmediately = false;
|
|
resurrect.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|