mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +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>
531 lines
19 KiB
C++
531 lines
19 KiB
C++
#include "TriggerComponent.h"
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#include "dZoneManager.h"
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#include "TeamManager.h"
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#include "eTriggerCommandType.h"
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#include "eMissionTaskType.h"
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#include "ePhysicsEffectType.h"
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#include "CharacterComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "MissionComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "QuickBuildComponent.h"
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#include "SkillComponent.h"
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#include "eEndBehavior.h"
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#include "PlayerManager.h"
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#include "Game.h"
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#include "EntityManager.h"
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#include "MovementAIComponent.h"
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#include <glm/gtc/quaternion.hpp>
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#include "EffectsMessages.h"
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#include "ZoneMessages.h"
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TriggerComponent::TriggerComponent(Entity* parent, const int32_t componentID, const std::string triggerInfo) : Component(parent, componentID) {
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m_Parent = parent;
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m_Trigger = nullptr;
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std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
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const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value_or(0);
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const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value_or(0);
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m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
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if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
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}
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void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
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if (m_Trigger && m_Trigger->enabled) {
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for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
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if (triggerEvent->id == event) {
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for (LUTriggers::Command* command : triggerEvent->commands) {
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HandleTriggerCommand(command, optionalTarget);
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}
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}
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}
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}
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}
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void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
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auto argArray = GeneralUtils::SplitString(command->args, ',');
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// determine targets
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std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);
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// if we have no targets, then we are done
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if (targetEntities.empty()) return;
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for (Entity* targetEntity : targetEntities) {
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if (!targetEntity) continue;
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switch (command->id) {
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case eTriggerCommandType::ZONE_PLAYER: break;
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case eTriggerCommandType::FIRE_EVENT:
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HandleFireEvent(targetEntity, command->args);
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break;
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case eTriggerCommandType::DESTROY_OBJ:
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HandleDestroyObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::TOGGLE_TRIGGER:
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HandleToggleTrigger(targetEntity, command->args);
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break;
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case eTriggerCommandType::RESET_REBUILD:
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HandleResetRebuild(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_PATH:
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HandleSetPath(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_PICK_TYPE: break;
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case eTriggerCommandType::MOVE_OBJECT:
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HandleMoveObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::ROTATE_OBJECT:
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HandleRotateObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::PUSH_OBJECT:
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HandlePushObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::REPEL_OBJECT:
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HandleRepelObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_TIMER:
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HandleSetTimer(targetEntity, argArray);
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break;
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case eTriggerCommandType::CANCEL_TIMER:
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HandleCancelTimer(targetEntity, command->args);
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break;
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case eTriggerCommandType::PLAY_CINEMATIC:
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HandlePlayCinematic(targetEntity, argArray);
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break;
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case eTriggerCommandType::TOGGLE_BBB:
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HandleToggleBBB(targetEntity, command->args);
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break;
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case eTriggerCommandType::UPDATE_MISSION:
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HandleUpdateMission(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_BOUNCER_STATE: break;
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case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
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case eTriggerCommandType::TURN_AROUND_ON_PATH:
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HandleTurnAroundOnPath(targetEntity);
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break;
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case eTriggerCommandType::GO_FORWARD_ON_PATH:
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HandleGoForwardOnPath(targetEntity);
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break;
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case eTriggerCommandType::GO_BACKWARD_ON_PATH:
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HandleGoBackwardOnPath(targetEntity);
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break;
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case eTriggerCommandType::STOP_PATHING:
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HandleStopPathing(targetEntity);
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break;
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case eTriggerCommandType::START_PATHING:
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HandleStartPathing(targetEntity);
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break;
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case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
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case eTriggerCommandType::PLAY_EFFECT:
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HandlePlayEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::STOP_EFFECT:
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GameMessages::StopFXEffect(targetEntity->GetObjectID(), true, command->args).Send(UNASSIGNED_SYSTEM_ADDRESS);
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break;
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case eTriggerCommandType::CAST_SKILL:
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HandleCastSkill(targetEntity, command->args);
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break;
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case eTriggerCommandType::DISPLAY_ZONE_SUMMARY: {
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GameMessages::DisplayZoneSummary zoneSummary;
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zoneSummary.target = targetEntity->GetObjectID();
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zoneSummary.isPropertyMap = false;
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zoneSummary.isZoneStart = command->args == "1";
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zoneSummary.sender = m_Parent->GetObjectID();
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zoneSummary.Send(targetEntity->GetSystemAddress());
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break;
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}
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case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
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HandleSetPhysicsVolumeEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
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HandleSetPhysicsVolumeStatus(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
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case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
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case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
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HandleActivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
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HandleDeactivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::RESET_SPAWNER_NETWORK:
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HandleResetSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
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HandleDestroySpawnerNetworkObjects(command->args);
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break;
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case eTriggerCommandType::GO_TO_WAYPOINT: break;
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case eTriggerCommandType::ACTIVATE_PHYSICS:
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HandleActivatePhysics(targetEntity, command->args);
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break;
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// DEPRECATED BLOCK START
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case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::FLASH_MUSIC_CUE: break;
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case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
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case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
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case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
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// DEPRECATED BLOCK END
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default:
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LOG_DEBUG("Event %i was not handled!", command->id);
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break;
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}
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}
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}
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std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
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std::vector<Entity*> entities = {};
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if (command->target == "self") entities.push_back(m_Parent);
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else if (command->target == "zone") {
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// The zone itself is represented by the zone control object.
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auto* const zoneControl = Game::zoneManager->GetZoneControlObject();
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if (zoneControl) entities.push_back(zoneControl);
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} else if (command->target == "target" && optionalTarget) {
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entities.push_back(optionalTarget);
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} else if (command->target == "targetTeam" && optionalTarget) {
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auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
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for (const auto memberId : team->members) {
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member) entities.push_back(member);
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}
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} else if (command->target == "objGroup") {
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entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
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} else if (command->target == "allPlayers") {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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entities.push_back(player);
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}
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} else if (command->target == "allNPCs") {
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/*UNUSED*/
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}
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return entities;
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}
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void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
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targetEntity->GetScript()->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
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}
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void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args) {
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const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::VIOLENT);
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targetEntity->Smash(m_Parent->GetObjectID(), killType);
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}
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args) {
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auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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if (!triggerComponent) {
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LOG_DEBUG("Trigger component not found!");
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return;
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}
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triggerComponent->SetTriggerEnabled(args == "1");
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}
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void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args) {
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auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
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if (!quickBuildComponent) {
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LOG_DEBUG("Rebuild component not found!");
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return;
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}
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quickBuildComponent->ResetQuickBuild(args == "1");
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}
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void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() <= 2) return;
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NiPoint3 position = targetEntity->GetPosition();
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const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
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position += offset;
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targetEntity->SetPosition(position);
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}
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void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() <= 2) return;
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const auto vector = GeneralUtils::TryParse<glm::vec3>(argArray).value_or(glm::zero<glm::vec3>());
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targetEntity->SetRotation(glm::quat(vector));
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}
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void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(1);
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const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args) {
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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const float forceMultiplier = GeneralUtils::TryParse<float>(args).value_or(1.0f);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
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auto triggerPos = m_Parent->GetPosition();
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auto targetPos = targetEntity->GetPosition();
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// normalize the vectors to get the direction
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auto delta = targetPos - triggerPos;
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auto length = delta.Length();
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NiPoint3 direction = delta / length;
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() != 2) {
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LOG_DEBUG("Not enough variables!");
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return;
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}
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const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
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m_Parent->AddTimer(argArray.at(0), time);
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}
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void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args) {
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m_Parent->CancelTimer(args);
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}
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void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
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float leadIn = -1.0;
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auto wait = eEndBehavior::RETURN;
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bool unlock = true;
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bool leaveLocked = false;
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bool hidePlayer = false;
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if (argArray.size() >= 2) {
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leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
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if (argArray.size() >= 3 && argArray.at(2) == "wait") {
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wait = eEndBehavior::WAIT;
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if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
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unlock = false;
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if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
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leaveLocked = true;
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if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
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hidePlayer = true;
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}
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}
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}
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}
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}
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GameMessages::PlayCinematic cinematic;
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cinematic.target = targetEntity->GetObjectID();
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cinematic.pathName = GeneralUtils::UTF8ToUTF16(argArray.at(0));
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cinematic.allowGhostUpdates = true;
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cinematic.bCloseMultiInteract = true;
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cinematic.bSendServerNotify = false;
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cinematic.bUseControlledObjectForAudioListener = false;
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cinematic.endBehavior = wait;
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cinematic.hidePlayerDuringCine = hidePlayer;
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cinematic.leadIn = leadIn;
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cinematic.leavePlayerLockedWhenFinished = leaveLocked;
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cinematic.lockPlayer = unlock;
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cinematic.Send(targetEntity->GetSystemAddress());
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}
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void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
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auto* character = targetEntity->GetCharacter();
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if (!character) {
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LOG_DEBUG("Character was not found!");
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return;
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}
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bool buildMode = !(character->GetBuildMode());
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if (args == "enter") buildMode = true;
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else if (args == "exit") buildMode = false;
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character->SetBuildMode(buildMode);
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}
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void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
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// there are only explore tasks used
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// If others need to be implemented for modding
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// then we need a good way to convert this from a string to that enum
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if (argArray.at(0) != "exploretask") return;
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MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
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if (!missionComponent) {
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LOG_DEBUG("Mission component not found!");
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return;
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}
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missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
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}
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void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
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if (!effectID) return;
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std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
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float priority = 1;
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if (argArray.size() == 4) {
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priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
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}
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GameMessages::PlayFXEffect fx(targetEntity->GetObjectID(), effectID.value(), effectType, argArray.at(0));
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fx.priority = priority;
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fx.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args) {
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auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
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if (!skillComponent) {
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LOG_DEBUG("Skill component not found!");
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return;
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}
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const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value_or(0);
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skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
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}
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void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
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if (!argArray.empty()) {
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std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
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if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
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else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
|
|
else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
|
|
else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
|
|
else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;
|
|
}
|
|
|
|
phantomPhysicsComponent->SetEffectType(effectType);
|
|
if (argArray.size() > 1) {
|
|
phantomPhysicsComponent->SetDirectionalMultiplier(GeneralUtils::TryParse(argArray.at(1), 0.0f));
|
|
}
|
|
if (argArray.size() > 4) {
|
|
const NiPoint3 direction =
|
|
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), NiPoint3Constant::ZERO);
|
|
|
|
phantomPhysicsComponent->SetDirection(direction);
|
|
}
|
|
if (argArray.size() > 6) {
|
|
const uint32_t min = GeneralUtils::TryParse(argArray.at(6), 0);
|
|
phantomPhysicsComponent->SetMin(min);
|
|
|
|
const uint32_t max = GeneralUtils::TryParse(argArray.at(7), 0);
|
|
phantomPhysicsComponent->SetMax(max);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(targetEntity);
|
|
}
|
|
|
|
void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
|
|
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
|
|
if (!phantomPhysicsComponent) {
|
|
LOG_DEBUG("Phantom Physics component not found!");
|
|
return;
|
|
}
|
|
phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
|
|
Game::entityManager->SerializeEntity(targetEntity);
|
|
}
|
|
|
|
void TriggerComponent::HandleActivateSpawnerNetwork(std::string args) {
|
|
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
|
|
if (spawner) spawner->Activate();
|
|
}
|
|
}
|
|
|
|
void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args) {
|
|
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
|
|
if (spawner) spawner->Deactivate();
|
|
}
|
|
}
|
|
|
|
void TriggerComponent::HandleResetSpawnerNetwork(std::string args) {
|
|
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
|
|
if (spawner) spawner->Reset();
|
|
}
|
|
}
|
|
|
|
void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args) {
|
|
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
|
|
if (spawner) spawner->DestroyAllEntities();
|
|
}
|
|
}
|
|
|
|
void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
|
|
if (args != "true" && args != "false") {
|
|
LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
|
|
return;
|
|
}
|
|
|
|
auto* const phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
|
|
if (!phantomPhysicsComponent) {
|
|
LOG_DEBUG("ActivatePhysics on %llu:%i which has no phantom physics", targetEntity->GetObjectID(), targetEntity->GetLOT());
|
|
return;
|
|
}
|
|
|
|
phantomPhysicsComponent->SetPhysicsActive(args == "true");
|
|
}
|
|
|
|
void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
if (!movementAIComponent) return;
|
|
// movementAIComponent->SetupPath(argArray.at(0));
|
|
if (argArray.size() >= 2) {
|
|
auto index = GeneralUtils::TryParse<int32_t>(argArray.at(1));
|
|
if (!index) return;
|
|
// movementAIComponent->SetPathStartingWaypointIndex(index.value());
|
|
}
|
|
if (argArray.size() >= 3 && argArray.at(2) == "1") {
|
|
// movementAIComponent->ReversePath();
|
|
}
|
|
}
|
|
|
|
void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
// if (movementAIComponent) movementAIComponent->ReversePath();
|
|
}
|
|
|
|
void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
if (!movementAIComponent) return;
|
|
// if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
|
|
}
|
|
|
|
void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
if (!movementAIComponent) return;
|
|
// if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
|
|
}
|
|
|
|
void TriggerComponent::HandleStopPathing(Entity* targetEntity) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
// if (movementAIComponent) movementAIComponent->Pause();
|
|
}
|
|
|
|
void TriggerComponent::HandleStartPathing(Entity* targetEntity) {
|
|
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
|
// if (movementAIComponent) movementAIComponent->Resume();
|
|
}
|