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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
540 lines
18 KiB
C++
540 lines
18 KiB
C++
#include "VanityUtilities.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "ScriptComponent.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "dServer.h"
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#include "tinyxml2.h"
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#include "Game.h"
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#include "dLogger.h"
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#include <fstream>
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std::vector<VanityNPC> VanityUtilities::m_NPCs = {};
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std::vector<VanityParty> VanityUtilities::m_Parties = {};
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std::vector<std::string> VanityUtilities::m_PartyPhrases = {};
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void VanityUtilities::SpawnVanity()
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{
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if (Game::config->GetValue("disable_vanity") == "1") {
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return;
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}
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const uint32_t zoneID = Game::server->GetZoneID();
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ParseXML("./vanity/NPC.xml");
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// Loop through all parties
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for (const auto& party : m_Parties) {
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const auto chance = party.m_Chance;
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const auto zone = party.m_Zone;
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if (zone != Game::server->GetZoneID()) {
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continue;
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}
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (chance < rate) {
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continue;
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}
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// Copy m_NPCs into a new vector
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std::vector<VanityNPC> npcList = m_NPCs;
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std::vector<uint32_t> taken = {};
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Game::logger->Log("VanityUtilities", "Spawning party with %i locations\n", party.m_Locations.size());
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// Loop through all locations
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for (const auto& location : party.m_Locations) {
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rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (0.75f < rate) {
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continue;
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}
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// Get a random NPC
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auto npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
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while (std::find(taken.begin(), taken.end(), npcIndex) != taken.end()) {
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npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
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}
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const auto& npc = npcList[npcIndex];
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taken.push_back(npcIndex);
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// Spawn the NPC
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std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
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u"syncLDF", { u"custom_script_client" }),
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, data);
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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}
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return;
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}
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// Loop through all NPCs
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for (const auto& pair : m_NPCs) {
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if (pair.m_Locations.find(Game::server->GetZoneID()) == pair.m_Locations.end())
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continue;
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const std::vector<VanityNPCLocation>& locations = pair.m_Locations.at(Game::server->GetZoneID());
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// Pick a random location
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const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
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static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (location.m_Chance < rate) {
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continue;
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}
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std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
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u"syncLDF", { u"custom_script_client" }),
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
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// Spawn the NPC
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auto* npc = SpawnNPC(pair.m_LOT, pair.m_Name, location.m_Position, location.m_Rotation, pair.m_Equipment, data);
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npc->SetVar<std::vector<std::string>>(u"chats", pair.m_Phrases);
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auto* scriptComponent = npc->GetComponent<ScriptComponent>();
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if (scriptComponent != nullptr) {
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scriptComponent->SetScript(pair.m_Script);
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scriptComponent->SetSerialized(false);
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for (const auto& pair : pair.m_Flags) {
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npc->SetVar<bool>(GeneralUtils::ASCIIToUTF16(pair.first), pair.second);
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}
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}
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SetupNPCTalk(npc);
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}
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if (zoneID == 1200) {
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{
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EntityInfo info;
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info.lot = 8139;
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info.pos = { 259.5f, 246.4f, -705.2f };
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info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
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info.spawnerID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
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info.settings = { new LDFData<bool>(u"hasCustomText", true),
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new LDFData<std::string>(u"customText", ParseMarkdown("./vanity/TESTAMENT.md")) };
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(entity);
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}
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}
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}
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Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoint3& position,
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const NiQuaternion& rotation, const std::vector<LOT>& inventory, const std::vector<LDFBaseData*>& ldf)
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{
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EntityInfo info;
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info.lot = lot;
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info.pos = position;
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info.rot = rotation;
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info.spawnerID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
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info.settings = ldf;
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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entity->SetVar(u"npcName", name);
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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inventoryComponent->SetNPCItems(inventory);
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetIsGMImmune(true);
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destroyableComponent->SetMaxHealth(0);
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destroyableComponent->SetHealth(0);
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}
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EntityManager::Instance()->ConstructEntity(entity);
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return entity;
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}
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void VanityUtilities::ParseXML(const std::string& file)
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{
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// Read the entire file
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std::ifstream xmlFile(file);
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std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
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// Parse the XML
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tinyxml2::XMLDocument doc;
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doc.Parse(xml.c_str(), xml.size());
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// Read the NPCs
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auto* npcs = doc.FirstChildElement("npcs");
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if (npcs == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPCs\n");
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return;
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}
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for (auto* party = npcs->FirstChildElement("party"); party != nullptr; party = party->NextSiblingElement("party")) {
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// Get 'zone' as uint32_t and 'chance' as float
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uint32_t zone = 0;
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float chance = 0.0f;
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if (party->Attribute("zone") != nullptr) {
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zone = std::stoul(party->Attribute("zone"));
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}
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if (party->Attribute("chance") != nullptr) {
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chance = std::stof(party->Attribute("chance"));
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}
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VanityParty partyInfo;
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partyInfo.m_Zone = zone;
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partyInfo.m_Chance = chance;
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auto* locations = party->FirstChildElement("locations");
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if (locations == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse party locations\n");
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continue;
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}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
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location = location->NextSiblingElement("location")) {
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// Get the location data
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auto* x = location->Attribute("x");
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auto* y = location->Attribute("y");
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auto* z = location->Attribute("z");
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auto* rw = location->Attribute("rw");
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auto* rx = location->Attribute("rx");
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auto* ry = location->Attribute("ry");
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auto* rz = location->Attribute("rz");
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if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
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|| rz == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse party location data\n");
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continue;
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}
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VanityNPCLocation locationData;
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locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
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locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
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locationData.m_Chance = 1.0f;
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partyInfo.m_Locations.push_back(locationData);
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}
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m_Parties.push_back(partyInfo);
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}
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auto* partyPhrases = npcs->FirstChildElement("partyphrases");
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if (partyPhrases == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse party phrases\n");
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return;
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}
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for (auto* phrase = partyPhrases->FirstChildElement("phrase"); phrase != nullptr;
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phrase = phrase->NextSiblingElement("phrase")) {
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// Get the phrase
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auto* text = phrase->GetText();
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if (text == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse party phrase\n");
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continue;
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}
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m_PartyPhrases.push_back(text);
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}
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for (auto* npc = npcs->FirstChildElement("npc"); npc != nullptr; npc = npc->NextSiblingElement("npc")) {
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// Get the NPC name
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auto* name = npc->Attribute("name");
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if (name == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC name\n");
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continue;
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}
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// Get the NPC lot
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auto* lot = npc->Attribute("lot");
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if (lot == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC lot\n");
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continue;
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}
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// Get the equipment
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auto* equipment = npc->FirstChildElement("equipment");
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if (equipment == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC equipment\n");
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continue;
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}
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auto* text = equipment->GetText();
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std::vector<LOT> inventory;
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if (text != nullptr) {
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std::string equipmentString(text);
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std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
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for (auto& item : splitEquipment) {
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inventory.push_back(std::stoi(item));
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}
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}
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// Get the phrases
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auto* phrases = npc->FirstChildElement("phrases");
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if (phrases == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC phrases\n");
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continue;
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}
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std::vector<std::string> phraseList;
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for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
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phrase = phrase->NextSiblingElement("phrase")) {
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// Get the phrase
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auto* text = phrase->GetText();
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if (text == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC phrase\n");
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continue;
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}
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phraseList.push_back(text);
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}
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// Get the script
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auto* scriptElement = npc->FirstChildElement("script");
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std::string scriptName;
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if (scriptElement != nullptr) {
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auto* scriptNameAttribute = scriptElement->Attribute("name");
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if (scriptNameAttribute == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC script name\n");
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continue;
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}
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scriptName = scriptNameAttribute;
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}
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VanityNPC npcData;
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npcData.m_Name = name;
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npcData.m_LOT = std::stoi(lot);
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npcData.m_Equipment = inventory;
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npcData.m_Phrases = phraseList;
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npcData.m_Script = scriptName;
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// Get flags
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auto* flags = npc->FirstChildElement("flags");
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if (flags != nullptr) {
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for (auto* flag = flags->FirstChildElement("flag"); flag != nullptr;
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flag = flag->NextSiblingElement("flag")) {
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// Get the flag name
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auto* name = flag->Attribute("name");
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if (name == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC flag name\n");
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continue;
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}
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// Get the flag value
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auto* value = flag->Attribute("value");
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if (value == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC flag value\n");
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continue;
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}
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npcData.m_Flags[name] = std::stoi(value);
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}
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}
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// Get the zones
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for (auto* zone = npc->FirstChildElement("zone"); zone != nullptr; zone = zone->NextSiblingElement("zone")) {
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// Get the zone ID
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auto* zoneID = zone->Attribute("id");
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if (zoneID == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC zone ID\n");
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continue;
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}
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// Get the locations
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auto* locations = zone->FirstChildElement("locations");
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if (locations == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC locations\n");
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continue;
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}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
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location = location->NextSiblingElement("location")) {
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// Get the location data
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auto* x = location->Attribute("x");
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auto* y = location->Attribute("y");
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auto* z = location->Attribute("z");
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auto* rw = location->Attribute("rw");
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auto* rx = location->Attribute("rx");
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auto* ry = location->Attribute("ry");
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auto* rz = location->Attribute("rz");
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if (x == nullptr || y == nullptr || z == nullptr || rw == nullptr || rx == nullptr || ry == nullptr
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|| rz == nullptr) {
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Game::logger->Log("VanityUtilities", "Failed to parse NPC location data\n");
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continue;
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}
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VanityNPCLocation locationData;
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locationData.m_Position = { std::stof(x), std::stof(y), std::stof(z) };
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locationData.m_Rotation = { std::stof(rw), std::stof(rx), std::stof(ry), std::stof(rz) };
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locationData.m_Chance = 1.0f;
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if (location->Attribute("chance") != nullptr) {
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locationData.m_Chance = std::stof(location->Attribute("chance"));
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}
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const auto& it = npcData.m_Locations.find(std::stoi(zoneID));
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if (it != npcData.m_Locations.end()) {
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it->second.push_back(locationData);
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} else {
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std::vector<VanityNPCLocation> locations;
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locations.push_back(locationData);
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npcData.m_Locations.insert(std::make_pair(std::stoi(zoneID), locations));
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}
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}
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}
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m_NPCs.push_back(npcData);
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}
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}
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VanityNPC* VanityUtilities::GetNPC(const std::string& name)
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{
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for (size_t i = 0; i < m_NPCs.size(); i++) {
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if (m_NPCs[i].m_Name == name) {
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return &m_NPCs[i];
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}
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}
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return nullptr;
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}
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std::string VanityUtilities::ParseMarkdown(const std::string& file)
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{
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// This function will read the file and return the content formatted as ASCII text.
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// Read the file into a string
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std::ifstream t(file);
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// If the file does not exist, return an empty string.
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if (!t.good()) {
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return "";
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}
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std::stringstream buffer;
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buffer << t.rdbuf();
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std::string fileContents = buffer.str();
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// Loop through all lines in the file.
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// Replace all instances of the markdown syntax with the corresponding HTML.
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// Only care about headers
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std::stringstream output;
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std::string line;
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std::stringstream ss;
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ss << fileContents;
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while (std::getline(ss, line)) {
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#define TOSTRING(x) #x
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#define STRINGIFY(x) TOSTRING(x)
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// Replace "__TIMESTAMP__" with the __TIMESTAMP__
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GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
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// Replace "__VERSION__" wit'h the PROJECT_VERSION
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GeneralUtils::ReplaceInString(line, "__VERSION__", STRINGIFY(PROJECT_VERSION));
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// Replace "__SOURCE__" with SOURCE
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GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
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// Replace "__LICENSE__" with LICENSE
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GeneralUtils::ReplaceInString(line, "__LICENSE__", STRINGIFY(LICENSE));
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if (line.find("##") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"14\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(3);
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output << "</font>";
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} else if (line.find("#") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"18\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(2);
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output << "</font>";
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} else {
|
|
output << line;
|
|
}
|
|
|
|
output << "\n";
|
|
}
|
|
|
|
return output.str();
|
|
}
|
|
|
|
void VanityUtilities::SetupNPCTalk(Entity* npc)
|
|
{
|
|
npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
|
|
|
|
npc->SetProximityRadius(20.0f, "talk");
|
|
}
|
|
|
|
void VanityUtilities::NPCTalk(Entity* npc)
|
|
{
|
|
auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
|
|
|
|
if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
|
|
const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
|
|
|
|
if (chats.empty()) {
|
|
return;
|
|
}
|
|
|
|
const auto& selected
|
|
= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
|
|
|
|
GameMessages::SendNotifyClientZoneObject(
|
|
npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(npc);
|
|
|
|
const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
|
|
|
|
npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
|
|
}
|