mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 12:18:22 +00:00
455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
120 lines
3.5 KiB
C++
120 lines
3.5 KiB
C++
#include "NtAssemblyTubeServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "RenderComponent.h"
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#include "eEndBehavior.h"
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#include "eStateChangeType.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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}
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void NtAssemblyTubeServer::OnPlayerLoaded(Entity* self, Entity* player) {
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}
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void NtAssemblyTubeServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (status != "ENTER" || !entering->IsPlayer() || name != "teleport") return;
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auto* player = entering;
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const auto playerID = player->GetObjectID();
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RunAssemblyTube(self, player);
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
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const auto playerID = player->GetObjectID();
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const auto iter = m_TeleportingPlayerTable.find(playerID);
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if (iter == m_TeleportingPlayerTable.end()) m_TeleportingPlayerTable[playerID] = false;
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const auto bPlayerBeingTeleported = m_TeleportingPlayerTable[playerID];
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if (player->IsPlayer() && !bPlayerBeingTeleported) {
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auto teleCinematic = self->GetVar<std::u16string>(u"Cinematic");
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GameMessages::SendSetStunned(playerID, eStateChangeType::PUSH, player->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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if (!teleCinematic.empty()) {
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const auto teleCinematicUname = teleCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), teleCinematicUname, player->GetSystemAddress(),
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true, true, true, false, eEndBehavior::RETURN, false, -1, false, true
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);
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}
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RenderComponent::PlayAnimation(player, u"tube-sucker", 4.0f);
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const auto animTime = 3;
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self->AddCallbackTimer(animTime, [this, self, playerID]() {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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TeleportPlayer(self, player);
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});
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}
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}
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void NtAssemblyTubeServer::TeleportPlayer(Entity* self, Entity* player) {
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auto destinationGroup = self->GetVar<std::u16string>(u"teleGroup");
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auto* destination = self;
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if (!destinationGroup.empty()) {
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const auto& groupObjs = Game::entityManager->GetEntitiesInGroup(GeneralUtils::UTF16ToWTF8(destinationGroup));
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if (!groupObjs.empty()) {
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destination = groupObjs[0];
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}
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}
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const auto destPosition = destination->GetPosition();
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const auto destRotation = destination->GetRotation();
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GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
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RenderComponent::PlayAnimation(player, u"tube-resurrect", 4.0f);
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const auto animTime = 2;
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const auto playerID = player->GetObjectID();
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self->AddCallbackTimer(animTime, [this, self, playerID]() {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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UnlockPlayer(self, player);
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});
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const auto useSound = self->GetVar<std::string>(u"sound1");
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if (!useSound.empty()) {
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GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), useSound);
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}
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}
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void NtAssemblyTubeServer::UnlockPlayer(Entity* self, Entity* player) {
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const auto playerID = player->GetObjectID();
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m_TeleportingPlayerTable[playerID] = false;
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GameMessages::SendSetStunned(playerID, eStateChangeType::POP, player->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true
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);
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}
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