mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 13:33:35 +00:00
4a1c289fb1
* yep * remove dumb knockback idk how the 1 switch in pet cove does it
2165 lines
71 KiB
C++
2165 lines
71 KiB
C++
#include "dCommonVars.h"
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#include "Entity.h"
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#include "CDClientManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include <functional>
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#include "CDDestructibleComponentTable.h"
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#include "CDClientDatabase.h"
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#include <sstream>
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#include "dServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "Zone.h"
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#include "Spawner.h"
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#include "UserManager.h"
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#include "dpWorld.h"
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#include "LUTriggers.h"
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#include "User.h"
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#include "EntityTimer.h"
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#include "EntityCallbackTimer.h"
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#include "Loot.h"
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#include "eMissionTaskType.h"
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#include "eTriggerEventType.h"
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#include "eObjectBits.h"
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#include "PositionUpdate.h"
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#include "MessageType/Chat.h"
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#include "PlayerManager.h"
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//Component includes:
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#include "Component.h"
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#include "ControllablePhysicsComponent.h"
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#include "RenderComponent.h"
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#include "MultiZoneEntranceComponent.h"
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#include "CharacterComponent.h"
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#include "DestroyableComponent.h"
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#include "BuffComponent.h"
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#include "BouncerComponent.h"
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#include "InventoryComponent.h"
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#include "LevelProgressionComponent.h"
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#include "PlayerForcedMovementComponent.h"
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#include "ScriptComponent.h"
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#include "SkillComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "SwitchComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "RigidbodyPhantomPhysicsComponent.h"
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#include "MovingPlatformComponent.h"
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#include "MissionComponent.h"
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#include "MissionOfferComponent.h"
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#include "QuickBuildComponent.h"
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#include "BuildBorderComponent.h"
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#include "MovementAIComponent.h"
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#include "VendorComponent.h"
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#include "DonationVendorComponent.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "PropertyComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "PropertyManagementComponent.h"
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#include "PropertyVendorComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "PropertyEntranceComponent.h"
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#include "ModelComponent.h"
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#include "ZCompression.h"
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#include "PetComponent.h"
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#include "HavokVehiclePhysicsComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "ModuleAssemblyComponent.h"
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#include "RacingControlComponent.h"
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#include "SoundTriggerComponent.h"
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#include "ShootingGalleryComponent.h"
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#include "RailActivatorComponent.h"
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#include "LUPExhibitComponent.h"
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#include "RacingSoundTriggerComponent.h"
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#include "TriggerComponent.h"
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#include "eGameMasterLevel.h"
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#include "eReplicaComponentType.h"
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#include "eReplicaPacketType.h"
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#include "MiniGameControlComponent.h"
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#include "RacingStatsComponent.h"
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#include "CollectibleComponent.h"
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#include "ItemComponent.h"
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#include "GhostComponent.h"
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#include "AchievementVendorComponent.h"
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// Table includes
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#include "CDComponentsRegistryTable.h"
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#include "CDCurrencyTableTable.h"
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#include "CDMovementAIComponentTable.h"
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#include "CDProximityMonitorComponentTable.h"
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#include "CDRebuildComponentTable.h"
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#include "CDObjectSkillsTable.h"
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#include "CDObjectsTable.h"
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#include "CDScriptComponentTable.h"
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#include "CDSkillBehaviorTable.h"
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#include "CDZoneTableTable.h"
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Observable<Entity*, const PositionUpdate&> Entity::OnPlayerPositionUpdate;
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Entity::Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser, Entity* parentEntity) {
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m_ObjectID = objectID;
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m_TemplateID = info.lot;
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m_ParentEntity = parentEntity;
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m_Character = nullptr;
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m_GMLevel = eGameMasterLevel::CIVILIAN;
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m_NetworkID = 0;
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m_Groups = {};
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m_OwnerOverride = LWOOBJID_EMPTY;
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m_Timers = {};
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m_ChildEntities = {};
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m_ScheduleKiller = nullptr;
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m_TargetsInPhantom = {};
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m_Components = {};
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m_DieCallbacks = {};
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m_PhantomCollisionCallbacks = {};
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m_IsParentChildDirty = true;
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m_Settings = info.settings;
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m_NetworkSettings = info.networkSettings;
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m_DefaultPosition = info.pos;
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m_DefaultRotation = info.rot;
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m_Scale = info.scale;
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m_Spawner = info.spawner;
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m_SpawnerID = info.spawnerID;
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m_HasSpawnerNodeID = info.hasSpawnerNodeID;
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m_SpawnerNodeID = info.spawnerNodeID;
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if (info.lot != 1) m_PlayerIsReadyForUpdates = true;
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if (parentUser) {
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m_Character = parentUser->GetLastUsedChar();
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parentUser->SetLoggedInChar(objectID);
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m_GMLevel = m_Character->GetGMLevel();
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m_Character->SetEntity(this);
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PlayerManager::AddPlayer(this);
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}
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}
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Entity::~Entity() {
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if (IsPlayer()) {
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LOG("Deleted player");
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// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
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if (!PlayerManager::RemovePlayer(this)) {
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LOG("Unable to find player to remove from manager.");
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return;
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}
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auto* zoneControl = Game::entityManager->GetZoneControlEntity();
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if (zoneControl) {
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zoneControl->GetScript()->OnPlayerExit(zoneControl, this);
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}
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std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
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for (Entity* scriptEntity : scriptedActs) {
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if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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scriptEntity->GetScript()->OnPlayerExit(scriptEntity, this);
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}
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}
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}
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if (m_Character) {
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m_Character->SaveXMLToDatabase();
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}
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CancelAllTimers();
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CancelCallbackTimers();
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const auto components = m_Components;
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for (const auto& pair : components) {
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delete pair.second;
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m_Components.erase(pair.first);
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}
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for (auto child : m_ChildEntities) {
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if (child) child->RemoveParent();
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}
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if (m_ParentEntity) {
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m_ParentEntity->RemoveChild(this);
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}
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}
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void Entity::Initialize() {
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/**
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* Setup trigger
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*/
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const auto triggerInfo = GetVarAsString(u"trigger_id");
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if (!triggerInfo.empty()) AddComponent<TriggerComponent>(triggerInfo);
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/**
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* Setup groups
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*/
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const auto groupIDs = GetVarAsString(u"groupID");
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if (!groupIDs.empty()) {
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m_Groups = GeneralUtils::SplitString(groupIDs, ';');
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if (!m_Groups.empty()) {
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if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1);
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}
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}
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/**
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* Set ourselves as a child of our parent
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*/
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if (m_ParentEntity != nullptr) {
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m_ParentEntity->AddChild(this);
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}
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// Get the registry table
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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/**
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* Special case for BBB models. They have components not corresponding to the registry.
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*/
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if (m_TemplateID == 14) {
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const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
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AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
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AddComponent<ModelComponent>()->LoadBehaviors();
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AddComponent<RenderComponent>();
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auto* destroyableComponent = AddComponent<DestroyableComponent>();
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destroyableComponent->SetHealth(1);
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destroyableComponent->SetMaxHealth(1.0f);
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destroyableComponent->SetFaction(-1, true);
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destroyableComponent->SetIsSmashable(true);
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// We have all our components.
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return;
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}
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/**
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* Go through all the components and check if this entity has them.
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*
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* Not all components are implemented. Some are represented by a nullptr, as they hold no data.
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*/
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if (m_Character && m_Character->GetParentUser()) {
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AddComponent<MissionComponent>()->LoadFromXml(m_Character->GetXMLDoc());
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}
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uint32_t petComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET);
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if (petComponentId > 0) {
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AddComponent<PetComponent>(petComponentId);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL) > 0) {
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AddComponent<MiniGameControlComponent>();
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}
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uint32_t possessableComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE);
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if (possessableComponentId > 0) {
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AddComponent<PossessableComponent>(possessableComponentId);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY) > 0) {
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AddComponent<ModuleAssemblyComponent>();
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS) > 0) {
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AddComponent<RacingStatsComponent>();
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1) >= 0) {
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AddComponent<LUPExhibitComponent>();
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL) > 0) {
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AddComponent<RacingControlComponent>();
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}
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const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE);
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if (propertyEntranceComponentID > 0) {
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AddComponent<PropertyEntranceComponent>(propertyEntranceComponentID);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS) > 0) {
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auto* controllablePhysics = AddComponent<ControllablePhysicsComponent>();
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if (m_Character) {
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controllablePhysics->LoadFromXml(m_Character->GetXMLDoc());
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const auto mapID = Game::server->GetZoneID();
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//If we came from another zone, put us in the starting loc
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if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603) { // Exception for Moon Base as you tend to spawn on the roof.
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NiPoint3 pos;
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NiQuaternion rot;
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const auto& targetSceneName = m_Character->GetTargetScene();
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auto* targetScene = Game::entityManager->GetSpawnPointEntity(targetSceneName);
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if (m_Character->HasBeenToWorld(mapID) && targetSceneName.empty()) {
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pos = m_Character->GetRespawnPoint(mapID);
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rot = Game::zoneManager->GetZone()->GetSpawnRot();
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} else if (targetScene != nullptr) {
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pos = targetScene->GetPosition();
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rot = targetScene->GetRotation();
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} else {
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pos = Game::zoneManager->GetZone()->GetSpawnPos();
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rot = Game::zoneManager->GetZone()->GetSpawnRot();
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}
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controllablePhysics->SetPosition(pos);
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controllablePhysics->SetRotation(rot);
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}
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} else {
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controllablePhysics->SetPosition(m_DefaultPosition);
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controllablePhysics->SetRotation(m_DefaultRotation);
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}
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}
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// If an entity is marked a phantom, simple physics is made into phantom phyics.
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bool markedAsPhantom = GetVar<bool>(u"markedAsPhantom");
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const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
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if (!markedAsPhantom && simplePhysicsComponentID > 0) {
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AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS) > 0) {
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AddComponent<RigidbodyPhantomPhysicsComponent>();
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}
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if (markedAsPhantom || compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS) > 0) {
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AddComponent<PhantomPhysicsComponent>()->SetPhysicsEffectActive(false);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS) > 0) {
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auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>();
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havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition);
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havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1) != -1) {
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AddComponent<SoundTriggerComponent>();
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} else if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1) != -1) {
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AddComponent<RacingSoundTriggerComponent>();
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF) > 0) {
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AddComponent<BuffComponent>();
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}
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int collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE);
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if (collectibleComponentID > 0) {
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AddComponent<CollectibleComponent>(GetVarAs<int32_t>(u"collectible_id"));
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}
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/**
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* Multiple components require the destructible component.
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*/
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int buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF);
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int quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
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int componentID = -1;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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bool isSmashable = GetVarAs<int32_t>(u"is_smashable") != 0;
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if (buffComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
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DestroyableComponent* comp = AddComponent<DestroyableComponent>();
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if (m_Character) {
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comp->LoadFromXml(m_Character->GetXMLDoc());
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} else {
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (destCompData.size() > 0) {
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if (HasComponent(eReplicaComponentType::RACING_STATS)) {
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destCompData[0].imagination = 60;
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}
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comp->SetHealth(destCompData[0].life);
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comp->SetImagination(destCompData[0].imagination);
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comp->SetArmor(destCompData[0].armor);
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comp->SetMaxHealth(destCompData[0].life);
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comp->SetMaxImagination(destCompData[0].imagination);
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comp->SetMaxArmor(destCompData[0].armor);
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comp->SetDeathBehavior(destCompData[0].death_behavior);
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comp->SetIsSmashable(destCompData[0].isSmashable);
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comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
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Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
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// Now get currency information
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uint32_t npcMinLevel = destCompData[0].level;
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uint32_t currencyIndex = destCompData[0].CurrencyIndex;
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CDCurrencyTableTable* currencyTable = CDClientManager::GetTable<CDCurrencyTableTable>();
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std::vector<CDCurrencyTable> currencyValues = currencyTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == currencyIndex && entry.npcminlevel == npcMinLevel); });
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if (currencyValues.size() > 0) {
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// Set the coins
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comp->SetMinCoins(currencyValues[0].minvalue);
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comp->SetMaxCoins(currencyValues[0].maxvalue);
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}
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// extraInfo overrides. Client ORs the database smashable and the luz smashable.
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comp->SetIsSmashable(comp->GetIsSmashable() | isSmashable);
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}
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} else {
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comp->SetHealth(1);
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comp->SetArmor(0);
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comp->SetMaxHealth(1);
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comp->SetMaxArmor(0);
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comp->SetIsSmashable(true);
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comp->AddFaction(-1);
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comp->AddFaction(6); //Smashables
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// A race car has 60 imagination, other entities defaults to 0.
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comp->SetImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
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comp->SetMaxImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
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}
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}
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if (destCompData.size() > 0) {
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comp->AddFaction(destCompData[0].faction);
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std::stringstream ss(destCompData[0].factionList);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (std::stoi(token) == destCompData[0].faction) continue;
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if (token != "") {
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comp->AddFaction(std::stoi(token));
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}
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}
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}
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// override the factions if needed.
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auto setFaction = GetVarAsString(u"set_faction");
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if (!setFaction.empty()) {
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// TODO also split on space here however we do not have a general util for splitting on multiple characters yet.
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std::vector<std::string> factionsToAdd = GeneralUtils::SplitString(setFaction, ';');
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for (const auto faction : factionsToAdd) {
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const auto factionToAdd = GeneralUtils::TryParse<int32_t>(faction);
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if (factionToAdd) {
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comp->AddFaction(factionToAdd.value(), true);
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}
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}
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}
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER) > 0 || m_Character) {
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// Character Component always has a possessor, level, and forced movement components
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AddComponent<PossessorComponent>();
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// load in the xml for the level
|
|
AddComponent<LevelProgressionComponent>()->LoadFromXml(m_Character->GetXMLDoc());
|
|
|
|
AddComponent<PlayerForcedMovementComponent>();
|
|
|
|
auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
|
|
AddComponent<CharacterComponent>(m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
|
|
|
|
AddComponent<GhostComponent>();
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY) > 0 || m_Character) {
|
|
AddComponent<InventoryComponent>();
|
|
}
|
|
// if this component exists, then we initialize it. it's value is always 0
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1) != -1) {
|
|
AddComponent<MultiZoneEntranceComponent>();
|
|
}
|
|
|
|
/**
|
|
* This is a bit of a mess
|
|
*/
|
|
|
|
CDScriptComponentTable* scriptCompTable = CDClientManager::GetTable<CDScriptComponentTable>();
|
|
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPT, -1);
|
|
|
|
std::string scriptName = "";
|
|
bool client = false;
|
|
if (scriptComponentID > 0 || m_Character) {
|
|
std::string clientScriptName;
|
|
if (!m_Character) {
|
|
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
|
|
scriptName = scriptCompData.script_name;
|
|
clientScriptName = scriptCompData.client_script_name;
|
|
} else {
|
|
scriptName = "";
|
|
}
|
|
|
|
if (scriptName != "" || (scriptName == "" && m_Character)) {
|
|
|
|
} else if (clientScriptName != "") {
|
|
client = true;
|
|
} else if (!m_Character) {
|
|
client = true;
|
|
}
|
|
}
|
|
|
|
std::string customScriptServer;
|
|
bool hasCustomServerScript = false;
|
|
|
|
const auto customScriptServerName = GetVarAsString(u"custom_script_server");
|
|
const auto customScriptClientName = GetVarAsString(u"custom_script_client");
|
|
|
|
if (!customScriptServerName.empty()) {
|
|
customScriptServer = customScriptServerName;
|
|
hasCustomServerScript = true;
|
|
}
|
|
|
|
if (!customScriptClientName.empty()) {
|
|
client = true;
|
|
}
|
|
|
|
if (hasCustomServerScript && scriptName.empty()) {
|
|
scriptName = customScriptServer;
|
|
}
|
|
|
|
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
|
|
AddComponent<ScriptComponent>(scriptName, true, client && scriptName.empty());
|
|
}
|
|
|
|
// ZoneControl script
|
|
if (m_TemplateID == 2365) {
|
|
CDZoneTableTable* zoneTable = CDClientManager::GetTable<CDZoneTableTable>();
|
|
const auto zoneID = Game::zoneManager->GetZoneID();
|
|
const CDZoneTable* zoneData = zoneTable->Query(zoneID.GetMapID());
|
|
|
|
if (zoneData != nullptr) {
|
|
int zoneScriptID = zoneData->scriptID;
|
|
CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID);
|
|
AddComponent<ScriptComponent>(zoneScriptData.script_name, true);
|
|
}
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1) != -1 || m_Character) {
|
|
AddComponent<SkillComponent>();
|
|
}
|
|
|
|
const auto combatAiId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI);
|
|
if (combatAiId > 0) {
|
|
AddComponent<BaseCombatAIComponent>(combatAiId);
|
|
}
|
|
|
|
if (int componentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD) > 0) {
|
|
auto* quickBuildComponent = AddComponent<QuickBuildComponent>();
|
|
|
|
CDRebuildComponentTable* rebCompTable = CDClientManager::GetTable<CDRebuildComponentTable>();
|
|
std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([=](CDRebuildComponent entry) { return (entry.id == quickBuildComponentID); });
|
|
|
|
if (rebCompData.size() > 0) {
|
|
quickBuildComponent->SetResetTime(rebCompData[0].reset_time);
|
|
quickBuildComponent->SetCompleteTime(rebCompData[0].complete_time);
|
|
quickBuildComponent->SetTakeImagination(rebCompData[0].take_imagination);
|
|
quickBuildComponent->SetInterruptible(rebCompData[0].interruptible);
|
|
quickBuildComponent->SetSelfActivator(rebCompData[0].self_activator);
|
|
quickBuildComponent->SetActivityId(rebCompData[0].activityID);
|
|
quickBuildComponent->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
|
|
quickBuildComponent->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
|
|
|
|
const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
|
|
|
|
if (rebuildResetTime != 0.0f) {
|
|
quickBuildComponent->SetResetTime(rebuildResetTime);
|
|
|
|
// Known bug with moving platform in FV that casues it to build at the end instead of the start.
|
|
// This extends the smash time so players can ride up the lift.
|
|
if (m_TemplateID == 9483) {
|
|
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 25);
|
|
}
|
|
}
|
|
|
|
const auto activityID = GetVar<int32_t>(u"activityID");
|
|
|
|
if (activityID > 0) {
|
|
quickBuildComponent->SetActivityId(activityID);
|
|
Loot::CacheMatrix(activityID);
|
|
}
|
|
|
|
const auto timeBeforeSmash = GetVar<float>(u"tmeSmsh");
|
|
|
|
if (timeBeforeSmash > 0) {
|
|
quickBuildComponent->SetTimeBeforeSmash(timeBeforeSmash);
|
|
}
|
|
|
|
const auto compTime = GetVar<float>(u"compTime");
|
|
|
|
if (compTime > 0) {
|
|
quickBuildComponent->SetCompleteTime(compTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1) != -1) {
|
|
AddComponent<SwitchComponent>();
|
|
}
|
|
|
|
if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR) > 0)) {
|
|
AddComponent<VendorComponent>();
|
|
} else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1) != -1)) {
|
|
AddComponent<DonationVendorComponent>();
|
|
} else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ACHIEVEMENT_VENDOR, -1) != -1)) {
|
|
AddComponent<AchievementVendorComponent>();
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1) != -1) {
|
|
AddComponent<PropertyVendorComponent>();
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1) != -1) {
|
|
AddComponent<PropertyManagementComponent>();
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1) != -1) { // you have to determine it like this because all bouncers have a componentID of 0
|
|
AddComponent<BouncerComponent>();
|
|
}
|
|
|
|
int32_t renderComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER);
|
|
if ((renderComponentId > 0 && m_TemplateID != 2365) || m_Character) {
|
|
AddComponent<RenderComponent>(renderComponentId);
|
|
}
|
|
|
|
if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER) > 0) || m_Character) {
|
|
AddComponent<MissionOfferComponent>(m_TemplateID);
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1) != -1) {
|
|
AddComponent<BuildBorderComponent>();
|
|
}
|
|
|
|
// Scripted activity component
|
|
int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1);
|
|
if ((scriptedActivityID != -1)) {
|
|
AddComponent<ScriptedActivityComponent>(scriptedActivityID);
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1) != -1 && !GetComponent<PetComponent>()) {
|
|
AddComponent<ModelComponent>()->LoadBehaviors();
|
|
if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
|
|
auto* destroyableComponent = AddComponent<DestroyableComponent>();
|
|
destroyableComponent->SetHealth(1);
|
|
destroyableComponent->SetMaxHealth(1.0f);
|
|
destroyableComponent->SetFaction(-1, true);
|
|
destroyableComponent->SetIsSmashable(true);
|
|
}
|
|
}
|
|
|
|
PetComponent* petComponent;
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM) > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent) && !HasComponent(eReplicaComponentType::MODEL)) {
|
|
AddComponent<ItemComponent>();
|
|
}
|
|
|
|
// Shooting gallery component
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY) > 0) {
|
|
AddComponent<ShootingGalleryComponent>();
|
|
}
|
|
|
|
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1) != -1) {
|
|
AddComponent<PropertyComponent>();
|
|
}
|
|
|
|
const int rocketId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH);
|
|
if ((rocketId > 0)) {
|
|
AddComponent<RocketLaunchpadControlComponent>(rocketId);
|
|
}
|
|
|
|
const int32_t railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR);
|
|
if (railComponentID > 0) {
|
|
AddComponent<RailActivatorComponent>(railComponentID);
|
|
}
|
|
|
|
int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI);
|
|
if (movementAIID > 0) {
|
|
CDMovementAIComponentTable* moveAITable = CDClientManager::GetTable<CDMovementAIComponentTable>();
|
|
std::vector<CDMovementAIComponent> moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); });
|
|
|
|
if (moveAIComp.size() > 0) {
|
|
MovementAIInfo moveInfo = MovementAIInfo();
|
|
|
|
moveInfo.movementType = moveAIComp[0].MovementType;
|
|
moveInfo.wanderChance = moveAIComp[0].WanderChance;
|
|
moveInfo.wanderRadius = moveAIComp[0].WanderRadius;
|
|
moveInfo.wanderSpeed = moveAIComp[0].WanderSpeed;
|
|
moveInfo.wanderDelayMax = moveAIComp[0].WanderDelayMax;
|
|
moveInfo.wanderDelayMin = moveAIComp[0].WanderDelayMin;
|
|
|
|
bool useWanderDB = GetVar<bool>(u"usewanderdb");
|
|
|
|
if (!useWanderDB) {
|
|
const auto wanderOverride = GetVarAs<float>(u"wanderRadius");
|
|
|
|
if (wanderOverride != 0.0f) {
|
|
moveInfo.wanderRadius = wanderOverride;
|
|
}
|
|
}
|
|
|
|
AddComponent<MovementAIComponent>(moveInfo);
|
|
}
|
|
} else if (petComponentId > 0 || combatAiId > 0 && GetComponent<BaseCombatAIComponent>()->GetTetherSpeed() > 0) {
|
|
MovementAIInfo moveInfo = MovementAIInfo();
|
|
moveInfo.movementType = "";
|
|
moveInfo.wanderChance = 0;
|
|
moveInfo.wanderRadius = 16;
|
|
moveInfo.wanderSpeed = 2.5f;
|
|
moveInfo.wanderDelayMax = 5;
|
|
moveInfo.wanderDelayMin = 2;
|
|
|
|
AddComponent<MovementAIComponent>(moveInfo);
|
|
}
|
|
|
|
std::string pathName = GetVarAsString(u"attached_path");
|
|
const Path* path = Game::zoneManager->GetZone()->GetPath(pathName);
|
|
|
|
//Check to see if we have an attached path and add the appropiate component to handle it:
|
|
if (path) {
|
|
// if we have a moving platform path, then we need a moving platform component
|
|
if (path->pathType == PathType::MovingPlatform) {
|
|
AddComponent<MovingPlatformComponent>(pathName);
|
|
} else if (path->pathType == PathType::Movement) {
|
|
auto movementAIcomponent = GetComponent<MovementAIComponent>();
|
|
if (movementAIcomponent && combatAiId == 0) {
|
|
movementAIcomponent->SetPath(pathName);
|
|
} else {
|
|
MovementAIInfo moveInfo = MovementAIInfo();
|
|
moveInfo.movementType = "";
|
|
moveInfo.wanderChance = 0;
|
|
moveInfo.wanderRadius = 16;
|
|
moveInfo.wanderSpeed = 2.5f;
|
|
moveInfo.wanderDelayMax = 5;
|
|
moveInfo.wanderDelayMin = 2;
|
|
AddComponent<MovementAIComponent>(moveInfo);
|
|
}
|
|
}
|
|
} else {
|
|
// else we still need to setup moving platform if it has a moving platform comp but no path
|
|
int32_t movingPlatformComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
|
|
if (movingPlatformComponentId >= 0) {
|
|
AddComponent<MovingPlatformComponent>(pathName);
|
|
}
|
|
}
|
|
|
|
int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR);
|
|
if (proximityMonitorID > 0) {
|
|
CDProximityMonitorComponentTable* proxCompTable = CDClientManager::GetTable<CDProximityMonitorComponentTable>();
|
|
std::vector<CDProximityMonitorComponent> proxCompData = proxCompTable->Query([=](CDProximityMonitorComponent entry) { return (entry.id == proximityMonitorID); });
|
|
if (proxCompData.size() > 0) {
|
|
std::vector<std::string> proximityStr = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
|
|
AddComponent<ProximityMonitorComponent>(std::stoi(proximityStr[0]), std::stoi(proximityStr[1]));
|
|
}
|
|
}
|
|
|
|
// Hacky way to trigger these when the object has had a chance to get constructed
|
|
AddCallbackTimer(0, [this]() {
|
|
this->GetScript()->OnStartup(this);
|
|
});
|
|
|
|
if (!m_Character && Game::entityManager->GetGhostingEnabled()) {
|
|
// Don't ghost what is likely large scene elements
|
|
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
|
|
goto no_ghosting;
|
|
}
|
|
|
|
/* Filter for ghosting candidates.
|
|
*
|
|
* Don't ghost moving platforms, until we've got proper syncing for those.
|
|
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
|
|
* Don't ghost property related objects, as the client expects those to always be loaded.
|
|
*/
|
|
if (
|
|
!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
|
|
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
|
|
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
|
|
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
|
|
!HasComponent(eReplicaComponentType::PROPERTY) &&
|
|
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
|
|
!HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS)
|
|
)
|
|
//if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI))
|
|
{
|
|
m_IsGhostingCandidate = true;
|
|
}
|
|
|
|
if (GetLOT() == 6368) {
|
|
m_IsGhostingCandidate = true;
|
|
}
|
|
|
|
// Special case for collectibles in Ninjago
|
|
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
|
|
m_IsGhostingCandidate = true;
|
|
}
|
|
}
|
|
|
|
no_ghosting:
|
|
|
|
TriggerEvent(eTriggerEventType::CREATE, this);
|
|
|
|
if (m_Character) {
|
|
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
|
|
auto* levelComponent = GetComponent<LevelProgressionComponent>();
|
|
|
|
if (controllablePhysicsComponent && levelComponent) {
|
|
controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Entity::operator==(const Entity& other) const {
|
|
return other.m_ObjectID == m_ObjectID;
|
|
}
|
|
|
|
bool Entity::operator!=(const Entity& other) const {
|
|
return other.m_ObjectID != m_ObjectID;
|
|
}
|
|
|
|
Component* Entity::GetComponent(eReplicaComponentType componentID) const {
|
|
const auto& index = m_Components.find(componentID);
|
|
|
|
if (index == m_Components.end()) {
|
|
return nullptr;
|
|
}
|
|
|
|
return index->second;
|
|
}
|
|
|
|
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
|
|
return m_Components.find(componentId) != m_Components.end();
|
|
}
|
|
|
|
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
|
|
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
|
|
auto* destroyableComponent = GetComponent<DestroyableComponent>();
|
|
if (!destroyableComponent) return;
|
|
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
|
|
}
|
|
}
|
|
|
|
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
|
|
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
|
|
auto* destroyableComponent = GetComponent<DestroyableComponent>();
|
|
if (!destroyableComponent) return;
|
|
destroyableComponent->Unsubscribe(scriptObjId);
|
|
}
|
|
}
|
|
|
|
void Entity::SetProximityRadius(float proxRadius, std::string name) {
|
|
auto* proxMon = GetComponent<ProximityMonitorComponent>();
|
|
if (!proxMon) proxMon = AddComponent<ProximityMonitorComponent>();
|
|
proxMon->SetProximityRadius(proxRadius, name);
|
|
}
|
|
|
|
void Entity::SetProximityRadius(dpEntity* entity, std::string name) {
|
|
ProximityMonitorComponent* proxMon = AddComponent<ProximityMonitorComponent>();
|
|
proxMon->SetProximityRadius(entity, name);
|
|
}
|
|
|
|
void Entity::SetGMLevel(eGameMasterLevel value) {
|
|
m_GMLevel = value;
|
|
if (m_Character) m_Character->SetGMLevel(value);
|
|
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (!characterComponent) return;
|
|
|
|
characterComponent->SetGMLevel(value);
|
|
|
|
GameMessages::SendGMLevelBroadcast(m_ObjectID, value);
|
|
|
|
// Update the chat server of our GM Level
|
|
{
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::GMLEVEL_UPDATE);
|
|
bitStream.Write(m_ObjectID);
|
|
bitStream.Write(m_GMLevel);
|
|
|
|
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
|
|
}
|
|
}
|
|
|
|
void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) {
|
|
if (packetType == eReplicaPacketType::CONSTRUCTION) {
|
|
outBitStream.Write(m_ObjectID);
|
|
outBitStream.Write(m_TemplateID);
|
|
|
|
if (IsPlayer()) {
|
|
std::string name = m_Character != nullptr ? m_Character->GetName() : "Invalid";
|
|
outBitStream.Write<uint8_t>(uint8_t(name.size()));
|
|
|
|
for (size_t i = 0; i < name.size(); ++i) {
|
|
outBitStream.Write<uint16_t>(name[i]);
|
|
}
|
|
} else {
|
|
const auto& name = GetVar<std::string>(u"npcName");
|
|
outBitStream.Write<uint8_t>(uint8_t(name.size()));
|
|
|
|
for (size_t i = 0; i < name.size(); ++i) {
|
|
outBitStream.Write<uint16_t>(name[i]);
|
|
}
|
|
}
|
|
|
|
outBitStream.Write<uint32_t>(0); //Time since created on server
|
|
|
|
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
|
|
|
|
// Only sync for models.
|
|
if (m_Settings.size() > 0 && (GetComponent<ModelComponent>() && !GetComponent<PetComponent>())) {
|
|
outBitStream.Write1(); //ldf data
|
|
|
|
RakNet::BitStream settingStream;
|
|
int32_t numberOfValidKeys = m_Settings.size();
|
|
|
|
// Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior,
|
|
// so we need to filter out any keys that are not valid and fix the number of valid keys to be correct.
|
|
// TODO should make this more efficient so that we dont waste loops evaluating the same condition twice
|
|
for (LDFBaseData* data : m_Settings) {
|
|
if (!data || data->GetValueType() == eLDFType::LDF_TYPE_UNKNOWN) {
|
|
numberOfValidKeys--;
|
|
}
|
|
}
|
|
settingStream.Write<uint32_t>(numberOfValidKeys);
|
|
|
|
for (LDFBaseData* data : m_Settings) {
|
|
if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) {
|
|
data->WriteToPacket(settingStream);
|
|
}
|
|
}
|
|
|
|
outBitStream.Write(settingStream.GetNumberOfBytesUsed() + 1);
|
|
outBitStream.Write<uint8_t>(0); //no compression used
|
|
outBitStream.Write(settingStream);
|
|
} else if (!syncLDF.empty()) {
|
|
std::vector<LDFBaseData*> ldfData;
|
|
|
|
for (const auto& data : syncLDF) {
|
|
ldfData.push_back(GetVarData(data));
|
|
}
|
|
|
|
outBitStream.Write1(); //ldf data
|
|
|
|
RakNet::BitStream settingStream;
|
|
settingStream.Write<uint32_t>(ldfData.size());
|
|
for (LDFBaseData* data : ldfData) {
|
|
if (data) {
|
|
data->WriteToPacket(settingStream);
|
|
}
|
|
}
|
|
|
|
outBitStream.Write(settingStream.GetNumberOfBytesUsed() + 1);
|
|
outBitStream.Write<uint8_t>(0); //no compression used
|
|
outBitStream.Write(settingStream);
|
|
} else {
|
|
outBitStream.Write0(); //No ldf data
|
|
}
|
|
|
|
TriggerComponent* triggerComponent;
|
|
if (TryGetComponent(eReplicaComponentType::TRIGGER, triggerComponent)) {
|
|
// has trigger component, check to see if we have events to handle
|
|
auto* trigger = triggerComponent->GetTrigger();
|
|
outBitStream.Write<bool>(trigger && trigger->events.size() > 0);
|
|
} else { // no trigger componenet, so definitely no triggers
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
|
|
if (m_ParentEntity != nullptr || m_SpawnerID != 0) {
|
|
outBitStream.Write1();
|
|
if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
|
|
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID);
|
|
else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
|
|
} else outBitStream.Write0();
|
|
|
|
outBitStream.Write(m_HasSpawnerNodeID);
|
|
if (m_HasSpawnerNodeID) outBitStream.Write(m_SpawnerNodeID);
|
|
|
|
//outBitStream.Write0(); //Spawner node id
|
|
|
|
if (m_Scale == 1.0f || m_Scale == 0.0f) outBitStream.Write0();
|
|
else {
|
|
outBitStream.Write1();
|
|
outBitStream.Write(m_Scale);
|
|
}
|
|
|
|
outBitStream.Write0(); //ObjectWorldState
|
|
|
|
if (m_GMLevel != eGameMasterLevel::CIVILIAN) {
|
|
outBitStream.Write1();
|
|
outBitStream.Write(m_GMLevel);
|
|
} else outBitStream.Write0(); //No GM Level
|
|
}
|
|
|
|
// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
|
|
outBitStream.Write(m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION);
|
|
if (m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION) {
|
|
m_IsParentChildDirty = false;
|
|
outBitStream.Write(m_ParentEntity != nullptr);
|
|
if (m_ParentEntity) {
|
|
outBitStream.Write(m_ParentEntity->GetObjectID());
|
|
outBitStream.Write0();
|
|
}
|
|
outBitStream.Write(m_ChildEntities.size() > 0);
|
|
if (m_ChildEntities.size() > 0) {
|
|
outBitStream.Write<uint16_t>(m_ChildEntities.size());
|
|
for (Entity* child : m_ChildEntities) {
|
|
outBitStream.Write<uint64_t>(child->GetObjectID());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) {
|
|
|
|
/**
|
|
* This has to be done in a specific order.
|
|
*/
|
|
|
|
bool destroyableSerialized = false;
|
|
bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
|
|
|
|
PossessableComponent* possessableComponent;
|
|
if (TryGetComponent(eReplicaComponentType::POSSESSABLE, possessableComponent)) {
|
|
possessableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ModuleAssemblyComponent* moduleAssemblyComponent;
|
|
if (TryGetComponent(eReplicaComponentType::MODULE_ASSEMBLY, moduleAssemblyComponent)) {
|
|
moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ControllablePhysicsComponent* controllablePhysicsComponent;
|
|
if (TryGetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS, controllablePhysicsComponent)) {
|
|
controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
SimplePhysicsComponent* simplePhysicsComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SIMPLE_PHYSICS, simplePhysicsComponent)) {
|
|
simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics;
|
|
if (TryGetComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, rigidbodyPhantomPhysics)) {
|
|
rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
HavokVehiclePhysicsComponent* havokVehiclePhysicsComponent;
|
|
if (TryGetComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS, havokVehiclePhysicsComponent)) {
|
|
havokVehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
PhantomPhysicsComponent* phantomPhysicsComponent;
|
|
if (TryGetComponent(eReplicaComponentType::PHANTOM_PHYSICS, phantomPhysicsComponent)) {
|
|
phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
SoundTriggerComponent* soundTriggerComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SOUND_TRIGGER, soundTriggerComponent)) {
|
|
soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
RacingSoundTriggerComponent* racingSoundTriggerComponent;
|
|
if (TryGetComponent(eReplicaComponentType::RACING_SOUND_TRIGGER, racingSoundTriggerComponent)) {
|
|
racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
BuffComponent* buffComponent;
|
|
if (TryGetComponent(eReplicaComponentType::BUFF, buffComponent)) {
|
|
buffComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
|
|
DestroyableComponent* destroyableComponent;
|
|
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
|
|
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
destroyableSerialized = true;
|
|
}
|
|
|
|
CollectibleComponent* collectibleComponent;
|
|
if (TryGetComponent(eReplicaComponentType::COLLECTIBLE, collectibleComponent)) {
|
|
DestroyableComponent* destroyableComponent;
|
|
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
|
|
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
destroyableSerialized = true;
|
|
collectibleComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
PetComponent* petComponent;
|
|
if (TryGetComponent(eReplicaComponentType::PET, petComponent)) {
|
|
petComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
CharacterComponent* characterComponent;
|
|
if (TryGetComponent(eReplicaComponentType::CHARACTER, characterComponent)) {
|
|
|
|
PossessorComponent* possessorComponent;
|
|
if (TryGetComponent(eReplicaComponentType::POSSESSOR, possessorComponent)) {
|
|
possessorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
} else {
|
|
// Should never happen, but just to be safe
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
LevelProgressionComponent* levelProgressionComponent;
|
|
if (TryGetComponent(eReplicaComponentType::LEVEL_PROGRESSION, levelProgressionComponent)) {
|
|
levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
} else {
|
|
// Should never happen, but just to be safe
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
PlayerForcedMovementComponent* playerForcedMovementComponent;
|
|
if (TryGetComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) {
|
|
playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
} else {
|
|
// Should never happen, but just to be safe
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
characterComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ItemComponent* itemComponent;
|
|
if (TryGetComponent(eReplicaComponentType::ITEM, itemComponent)) {
|
|
itemComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
InventoryComponent* inventoryComponent;
|
|
if (TryGetComponent(eReplicaComponentType::INVENTORY, inventoryComponent)) {
|
|
inventoryComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ScriptComponent* scriptComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SCRIPT, scriptComponent)) {
|
|
scriptComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
SkillComponent* skillComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
|
|
skillComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
BaseCombatAIComponent* baseCombatAiComponent;
|
|
if (TryGetComponent(eReplicaComponentType::BASE_COMBAT_AI, baseCombatAiComponent)) {
|
|
baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
QuickBuildComponent* quickBuildComponent;
|
|
if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, quickBuildComponent)) {
|
|
DestroyableComponent* destroyableComponent;
|
|
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
|
|
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
destroyableSerialized = true;
|
|
quickBuildComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
MovingPlatformComponent* movingPlatformComponent;
|
|
if (TryGetComponent(eReplicaComponentType::MOVING_PLATFORM, movingPlatformComponent)) {
|
|
movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
SwitchComponent* switchComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SWITCH, switchComponent)) {
|
|
switchComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
VendorComponent* vendorComponent;
|
|
if (TryGetComponent(eReplicaComponentType::VENDOR, vendorComponent)) {
|
|
vendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
DonationVendorComponent* donationVendorComponent;
|
|
if (TryGetComponent(eReplicaComponentType::DONATION_VENDOR, donationVendorComponent)) {
|
|
donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
AchievementVendorComponent* achievementVendorComponent;
|
|
if (TryGetComponent(eReplicaComponentType::ACHIEVEMENT_VENDOR, achievementVendorComponent)) {
|
|
achievementVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
BouncerComponent* bouncerComponent;
|
|
if (TryGetComponent(eReplicaComponentType::BOUNCER, bouncerComponent)) {
|
|
bouncerComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ScriptedActivityComponent* scriptedActivityComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY, scriptedActivityComponent)) {
|
|
scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ShootingGalleryComponent* shootingGalleryComponent;
|
|
if (TryGetComponent(eReplicaComponentType::SHOOTING_GALLERY, shootingGalleryComponent)) {
|
|
shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
RacingControlComponent* racingControlComponent;
|
|
if (TryGetComponent(eReplicaComponentType::RACING_CONTROL, racingControlComponent)) {
|
|
racingControlComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
LUPExhibitComponent* lupExhibitComponent;
|
|
if (TryGetComponent(eReplicaComponentType::LUP_EXHIBIT, lupExhibitComponent)) {
|
|
lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
ModelComponent* modelComponent;
|
|
if (TryGetComponent(eReplicaComponentType::MODEL, modelComponent)) {
|
|
modelComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
RenderComponent* renderComponent;
|
|
if (TryGetComponent(eReplicaComponentType::RENDER, renderComponent)) {
|
|
renderComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
if (modelComponent || !destroyableSerialized) {
|
|
DestroyableComponent* destroyableComponent;
|
|
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
|
|
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
destroyableSerialized = true;
|
|
}
|
|
}
|
|
|
|
MiniGameControlComponent* miniGameControlComponent;
|
|
if (TryGetComponent(eReplicaComponentType::MINI_GAME_CONTROL, miniGameControlComponent)) {
|
|
miniGameControlComponent->Serialize(outBitStream, bIsInitialUpdate);
|
|
}
|
|
|
|
// BBB Component, unused currently
|
|
// Need to to write0 so that is serialized correctly
|
|
// TODO: Implement BBB Component
|
|
outBitStream.Write0();
|
|
}
|
|
|
|
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument& doc) {
|
|
//This function should only ever be called from within Character, meaning doc should always exist when this is called.
|
|
//Naturally, we don't include any non-player components in this update function.
|
|
|
|
for (const auto& pair : m_Components) {
|
|
if (pair.second == nullptr) continue;
|
|
|
|
pair.second->UpdateXml(doc);
|
|
}
|
|
}
|
|
|
|
void Entity::Update(const float deltaTime) {
|
|
uint32_t timerPosition;
|
|
for (timerPosition = 0; timerPosition < m_Timers.size();) {
|
|
auto& timer = m_Timers[timerPosition];
|
|
timer.Update(deltaTime);
|
|
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
|
|
// Before: [0, 1, 2, 3, ..., n]
|
|
// timerPosition ^
|
|
// After: [0, 1, 3, ..., n]
|
|
// timerPosition ^
|
|
if (timer.GetTime() <= 0) {
|
|
// Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation
|
|
auto timerName = timer.GetName();
|
|
m_Timers.erase(m_Timers.begin() + timerPosition);
|
|
GetScript()->OnTimerDone(this, timerName);
|
|
|
|
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
|
|
} else {
|
|
// If the timer isnt expired, go to the next timer.
|
|
timerPosition++;
|
|
}
|
|
}
|
|
|
|
for (timerPosition = 0; timerPosition < m_CallbackTimers.size(); ) {
|
|
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
|
|
// Before: [0, 1, 2, 3, ..., n]
|
|
// timerPosition ^
|
|
// After: [0, 1, 3, ..., n]
|
|
// timerPosition ^
|
|
auto& callbackTimer = m_CallbackTimers[timerPosition];
|
|
callbackTimer.Update(deltaTime);
|
|
if (callbackTimer.GetTime() <= 0) {
|
|
// Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation
|
|
auto callback = callbackTimer.GetCallback();
|
|
m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition);
|
|
callback();
|
|
} else {
|
|
timerPosition++;
|
|
}
|
|
}
|
|
|
|
// Add pending timers to the list of timers so they start next tick.
|
|
if (!m_PendingTimers.empty()) {
|
|
m_Timers.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end());
|
|
m_PendingTimers.clear();
|
|
}
|
|
|
|
if (!m_PendingCallbackTimers.empty()) {
|
|
m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end());
|
|
m_PendingCallbackTimers.clear();
|
|
}
|
|
|
|
if (IsSleeping()) {
|
|
Sleep();
|
|
|
|
return;
|
|
} else {
|
|
Wake();
|
|
}
|
|
|
|
GetScript()->OnUpdate(this);
|
|
|
|
for (const auto& pair : m_Components) {
|
|
if (pair.second == nullptr) continue;
|
|
|
|
pair.second->Update(deltaTime);
|
|
}
|
|
|
|
if (m_ShouldDestroyAfterUpdate) {
|
|
Game::entityManager->DestroyEntity(this->GetObjectID());
|
|
}
|
|
}
|
|
|
|
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
|
|
Entity* other = Game::entityManager->GetEntity(otherEntity);
|
|
if (!other) return;
|
|
|
|
GetScript()->OnProximityUpdate(this, other, proxName, status);
|
|
|
|
RocketLaunchpadControlComponent* rocketComp = GetComponent<RocketLaunchpadControlComponent>();
|
|
if (!rocketComp) return;
|
|
|
|
rocketComp->OnProximityUpdate(other, proxName, status);
|
|
}
|
|
|
|
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
|
|
auto* other = Game::entityManager->GetEntity(otherEntity);
|
|
if (!other) return;
|
|
|
|
GetScript()->OnCollisionPhantom(this, other);
|
|
|
|
for (const auto& callback : m_PhantomCollisionCallbacks) {
|
|
callback(other);
|
|
}
|
|
|
|
SwitchComponent* switchComp = GetComponent<SwitchComponent>();
|
|
if (switchComp) {
|
|
switchComp->OnUse(other);
|
|
}
|
|
|
|
TriggerEvent(eTriggerEventType::ENTER, other);
|
|
|
|
// POI system
|
|
const auto& poi = GetVar<std::u16string>(u"POI");
|
|
|
|
if (!poi.empty()) {
|
|
auto* missionComponent = other->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi));
|
|
}
|
|
}
|
|
|
|
if (!other->GetIsDead()) {
|
|
if (GetComponent<BaseCombatAIComponent>() != nullptr) {
|
|
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
|
|
|
|
if (index != m_TargetsInPhantom.end()) return;
|
|
|
|
m_TargetsInPhantom.push_back(otherEntity);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
|
|
auto* other = Game::entityManager->GetEntity(otherEntity);
|
|
if (!other) return;
|
|
|
|
GetScript()->OnOffCollisionPhantom(this, other);
|
|
|
|
TriggerEvent(eTriggerEventType::EXIT, other);
|
|
|
|
SwitchComponent* switchComp = GetComponent<SwitchComponent>();
|
|
if (switchComp) {
|
|
switchComp->EntityLeave(other);
|
|
}
|
|
|
|
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
|
|
|
|
if (index == m_TargetsInPhantom.end()) return;
|
|
|
|
m_TargetsInPhantom.erase(index);
|
|
}
|
|
|
|
void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
|
|
GetScript()->OnFireEventServerSide(this, sender, args, param1, param2, param3);
|
|
}
|
|
|
|
void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) {
|
|
GetScript()->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue);
|
|
}
|
|
|
|
void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
|
|
float_t pathTime, float_t totalTime, int32_t waypoint) {
|
|
GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
|
|
}
|
|
|
|
void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
|
|
GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name), UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
GetScript()->OnNotifyObject(this, sender, name, param1, param2);
|
|
}
|
|
|
|
void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
|
|
GetScript()->OnEmoteReceived(this, emote, target);
|
|
}
|
|
|
|
void Entity::OnUse(Entity* originator) {
|
|
TriggerEvent(eTriggerEventType::INTERACT, originator);
|
|
|
|
GetScript()->OnUse(this, originator);
|
|
|
|
for (const auto& pair : m_Components) {
|
|
if (pair.second == nullptr) continue;
|
|
|
|
pair.second->OnUse(originator);
|
|
}
|
|
}
|
|
|
|
void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
|
|
GetScript()->OnHitOrHealResult(this, attacker, damage);
|
|
}
|
|
|
|
void Entity::OnHit(Entity* attacker) {
|
|
TriggerEvent(eTriggerEventType::HIT, attacker);
|
|
GetScript()->OnHit(this, attacker);
|
|
}
|
|
|
|
void Entity::OnZonePropertyEditBegin() {
|
|
GetScript()->OnZonePropertyEditBegin(this);
|
|
}
|
|
|
|
void Entity::OnZonePropertyEditEnd() {
|
|
GetScript()->OnZonePropertyEditEnd(this);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelEquipped() {
|
|
GetScript()->OnZonePropertyModelEquipped(this);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelPlaced(Entity* player) {
|
|
GetScript()->OnZonePropertyModelPlaced(this, player);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelPickedUp(Entity* player) {
|
|
GetScript()->OnZonePropertyModelPickedUp(this, player);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelRemoved(Entity* player) {
|
|
GetScript()->OnZonePropertyModelRemoved(this, player);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) {
|
|
GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player);
|
|
}
|
|
|
|
void Entity::OnZonePropertyModelRotated(Entity* player) {
|
|
GetScript()->OnZonePropertyModelRotated(this, player);
|
|
}
|
|
|
|
void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
|
|
GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData);
|
|
}
|
|
|
|
void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
|
|
GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier);
|
|
}
|
|
|
|
void Entity::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) {
|
|
GetScript()->OnRequestActivityExit(sender, player, canceled);
|
|
}
|
|
|
|
CppScripts::Script* const Entity::GetScript() {
|
|
auto* scriptComponent = GetComponent<ScriptComponent>();
|
|
auto* script = scriptComponent ? scriptComponent->GetScript() : CppScripts::GetInvalidScript();
|
|
DluAssert(script != nullptr);
|
|
return script;
|
|
}
|
|
|
|
void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) {
|
|
if (!m_PlayerIsReadyForUpdates) return;
|
|
|
|
auto* destroyableComponent = GetComponent<DestroyableComponent>();
|
|
if (destroyableComponent == nullptr) {
|
|
Kill(Game::entityManager->GetEntity(source));
|
|
return;
|
|
}
|
|
auto* possessorComponent = GetComponent<PossessorComponent>();
|
|
if (possessorComponent) {
|
|
if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) {
|
|
auto* mount = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
|
|
if (mount) possessorComponent->Dismount(mount, true);
|
|
}
|
|
}
|
|
|
|
destroyableComponent->Smash(source, killType, deathType);
|
|
}
|
|
|
|
void Entity::Kill(Entity* murderer, const eKillType killType) {
|
|
if (!m_PlayerIsReadyForUpdates) return;
|
|
|
|
for (const auto& cb : m_DieCallbacks) {
|
|
cb();
|
|
}
|
|
|
|
m_DieCallbacks.clear();
|
|
|
|
//OMAI WA MOU, SHINDERIU
|
|
|
|
GetScript()->OnDie(this, murderer);
|
|
|
|
if (m_Spawner != nullptr) {
|
|
m_Spawner->NotifyOfEntityDeath(m_ObjectID);
|
|
}
|
|
|
|
if (!IsPlayer()) {
|
|
auto* destroyableComponent = GetComponent<DestroyableComponent>();
|
|
bool waitForDeathAnimation = false;
|
|
|
|
if (destroyableComponent) {
|
|
waitForDeathAnimation = !destroyableComponent->GetIsSmashable() && destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
|
|
}
|
|
|
|
// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
|
|
constexpr float DelayDeathTime = 12.0f;
|
|
if (waitForDeathAnimation) AddCallbackTimer(DelayDeathTime, [this]() { Game::entityManager->DestroyEntity(this); });
|
|
else Game::entityManager->DestroyEntity(this);
|
|
}
|
|
|
|
const auto& grpNameQBShowBricks = GetVar<std::string>(u"grpNameQBShowBricks");
|
|
|
|
if (!grpNameQBShowBricks.empty()) {
|
|
auto spawners = Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks);
|
|
|
|
Spawner* spawner = nullptr;
|
|
|
|
if (!spawners.empty()) {
|
|
spawner = spawners[0];
|
|
} else {
|
|
spawners = Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks);
|
|
|
|
if (!spawners.empty()) {
|
|
spawner = spawners[0];
|
|
}
|
|
}
|
|
|
|
if (spawner != nullptr) {
|
|
spawner->Spawn();
|
|
}
|
|
}
|
|
|
|
// Track a player being smashed
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->UpdatePlayerStatistic(TimesSmashed);
|
|
}
|
|
|
|
// Track a player smashing something else
|
|
if (murderer != nullptr) {
|
|
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
|
|
if (murdererCharacterComponent != nullptr) {
|
|
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::AddDieCallback(const std::function<void()>& callback) {
|
|
m_DieCallbacks.push_back(callback);
|
|
}
|
|
|
|
void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) {
|
|
m_PhantomCollisionCallbacks.push_back(callback);
|
|
}
|
|
|
|
void Entity::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
|
|
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
|
|
if (quickBuildComponent != nullptr) {
|
|
quickBuildComponent->AddQuickBuildCompleteCallback(callback);
|
|
}
|
|
}
|
|
|
|
bool Entity::GetIsDead() const {
|
|
DestroyableComponent* dest = GetComponent<DestroyableComponent>();
|
|
if (dest && dest->GetArmor() == 0 && dest->GetHealth() == 0) return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Entity::AddLootItem(const Loot::Info& info) {
|
|
if (!IsPlayer()) return;
|
|
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (!characterComponent) return;
|
|
|
|
auto& droppedLoot = characterComponent->GetDroppedLoot();
|
|
droppedLoot.insert(std::make_pair(info.id, info));
|
|
}
|
|
|
|
void Entity::PickupItem(const LWOOBJID& objectID) {
|
|
if (!IsPlayer()) return;
|
|
InventoryComponent* inv = GetComponent<InventoryComponent>();
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (!inv || !characterComponent) return;
|
|
|
|
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
|
|
|
auto& droppedLoot = characterComponent->GetDroppedLoot();
|
|
|
|
for (const auto& p : droppedLoot) {
|
|
if (p.first == objectID) {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->TrackLOTCollection(p.second.lot);
|
|
}
|
|
|
|
const CDObjects& object = objectsTable->GetByID(p.second.lot);
|
|
if (object.id != 0 && object.type == "Powerup") {
|
|
CDObjectSkillsTable* skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
|
|
std::vector<CDObjectSkills> skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == p.second.lot); });
|
|
for (CDObjectSkills skill : skills) {
|
|
auto* skillComponent = GetComponent<SkillComponent>();
|
|
if (skillComponent) skillComponent->CastSkill(skill.skillID, GetObjectID(), GetObjectID(), skill.castOnType, NiQuaternion(0, 0, 0, 0));
|
|
|
|
auto* missionComponent = GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
|
|
}
|
|
}
|
|
} else {
|
|
inv->AddItem(p.second.lot, p.second.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
droppedLoot.erase(objectID);
|
|
}
|
|
|
|
bool Entity::CanPickupCoins(uint64_t count) {
|
|
if (!IsPlayer()) return false;
|
|
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (!characterComponent) return false;
|
|
|
|
auto droppedCoins = characterComponent->GetDroppedCoins();
|
|
if (count > droppedCoins) {
|
|
return false;
|
|
} else {
|
|
characterComponent->SetDroppedCoins(droppedCoins - count);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void Entity::RegisterCoinDrop(uint64_t count) {
|
|
if (!IsPlayer()) return;
|
|
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (!characterComponent) return;
|
|
|
|
auto droppedCoins = characterComponent->GetDroppedCoins();
|
|
droppedCoins += count;
|
|
characterComponent->SetDroppedCoins(droppedCoins);
|
|
}
|
|
|
|
void Entity::AddChild(Entity* child) {
|
|
m_IsParentChildDirty = true;
|
|
m_ChildEntities.push_back(child);
|
|
}
|
|
|
|
void Entity::RemoveChild(Entity* child) {
|
|
if (!child) return;
|
|
uint32_t entityPosition = 0;
|
|
while (entityPosition < m_ChildEntities.size()) {
|
|
if (!m_ChildEntities[entityPosition] || (m_ChildEntities[entityPosition])->GetObjectID() == child->GetObjectID()) {
|
|
m_IsParentChildDirty = true;
|
|
m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition);
|
|
} else {
|
|
entityPosition++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::RemoveParent() {
|
|
this->m_ParentEntity = nullptr;
|
|
}
|
|
|
|
void Entity::AddTimer(std::string name, float time) {
|
|
m_PendingTimers.emplace_back(name, time);
|
|
}
|
|
|
|
void Entity::AddCallbackTimer(float time, std::function<void()> callback) {
|
|
m_PendingCallbackTimers.emplace_back(time, callback);
|
|
}
|
|
|
|
bool Entity::HasTimer(const std::string& name) {
|
|
return std::find(m_Timers.begin(), m_Timers.end(), name) != m_Timers.end();
|
|
}
|
|
|
|
void Entity::CancelCallbackTimers() {
|
|
m_CallbackTimers.clear();
|
|
m_PendingCallbackTimers.clear();
|
|
}
|
|
|
|
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
|
|
//if (m_Info.spawner) m_Info.spawner->ScheduleKill(this);
|
|
Game::entityManager->ScheduleForKill(this);
|
|
|
|
if (murderer) m_ScheduleKiller = murderer;
|
|
}
|
|
|
|
void Entity::CancelTimer(const std::string& name) {
|
|
for (int i = 0; i < m_Timers.size(); i++) {
|
|
auto& timer = m_Timers[i];
|
|
if (timer == name) {
|
|
m_Timers.erase(m_Timers.begin() + i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::CancelAllTimers() {
|
|
m_Timers.clear();
|
|
m_PendingTimers.clear();
|
|
m_CallbackTimers.clear();
|
|
m_PendingCallbackTimers.clear();
|
|
}
|
|
|
|
bool Entity::IsPlayer() const {
|
|
return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS;
|
|
}
|
|
|
|
void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
|
|
auto* triggerComponent = GetComponent<TriggerComponent>();
|
|
if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget);
|
|
}
|
|
|
|
Entity* Entity::GetOwner() const {
|
|
if (m_OwnerOverride != LWOOBJID_EMPTY) {
|
|
auto* other = Game::entityManager->GetEntity(m_OwnerOverride);
|
|
|
|
if (other != nullptr) {
|
|
return other->GetOwner();
|
|
}
|
|
}
|
|
|
|
return const_cast<Entity*>(this);
|
|
}
|
|
|
|
const NiPoint3& Entity::GetDefaultPosition() const {
|
|
return m_DefaultPosition;
|
|
}
|
|
|
|
const NiQuaternion& Entity::GetDefaultRotation() const {
|
|
return m_DefaultRotation;
|
|
}
|
|
|
|
float Entity::GetDefaultScale() const {
|
|
return m_Scale;
|
|
}
|
|
|
|
void Entity::SetOwnerOverride(const LWOOBJID value) {
|
|
m_OwnerOverride = value;
|
|
}
|
|
|
|
bool Entity::GetIsGhostingCandidate() const {
|
|
return m_IsGhostingCandidate;
|
|
}
|
|
|
|
int8_t Entity::GetObservers() const {
|
|
return m_Observers;
|
|
}
|
|
|
|
void Entity::SetObservers(int8_t value) {
|
|
if (value < 0) {
|
|
value = 0;
|
|
}
|
|
|
|
m_Observers = value;
|
|
}
|
|
|
|
void Entity::Sleep() {
|
|
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (baseCombatAIComponent != nullptr) {
|
|
baseCombatAIComponent->Sleep();
|
|
}
|
|
}
|
|
|
|
void Entity::Wake() {
|
|
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (baseCombatAIComponent != nullptr) {
|
|
baseCombatAIComponent->Wake();
|
|
}
|
|
}
|
|
|
|
bool Entity::IsSleeping() const {
|
|
return m_IsGhostingCandidate && m_Observers == 0;
|
|
}
|
|
|
|
|
|
const NiPoint3& Entity::GetPosition() const {
|
|
auto* controllable = GetComponent<ControllablePhysicsComponent>();
|
|
|
|
if (controllable != nullptr) {
|
|
return controllable->GetPosition();
|
|
}
|
|
|
|
auto* phantom = GetComponent<PhantomPhysicsComponent>();
|
|
|
|
if (phantom != nullptr) {
|
|
return phantom->GetPosition();
|
|
}
|
|
|
|
auto* simple = GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simple != nullptr) {
|
|
return simple->GetPosition();
|
|
}
|
|
|
|
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
|
|
|
|
if (vehicel != nullptr) {
|
|
return vehicel->GetPosition();
|
|
}
|
|
|
|
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
|
|
|
|
if (rigidBodyPhantomPhysicsComponent != nullptr) {
|
|
return rigidBodyPhantomPhysicsComponent->GetPosition();
|
|
}
|
|
|
|
return NiPoint3Constant::ZERO;
|
|
}
|
|
|
|
const NiQuaternion& Entity::GetRotation() const {
|
|
auto* controllable = GetComponent<ControllablePhysicsComponent>();
|
|
|
|
if (controllable != nullptr) {
|
|
return controllable->GetRotation();
|
|
}
|
|
|
|
auto* phantom = GetComponent<PhantomPhysicsComponent>();
|
|
|
|
if (phantom != nullptr) {
|
|
return phantom->GetRotation();
|
|
}
|
|
|
|
auto* simple = GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simple != nullptr) {
|
|
return simple->GetRotation();
|
|
}
|
|
|
|
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
|
|
|
|
if (vehicel != nullptr) {
|
|
return vehicel->GetRotation();
|
|
}
|
|
|
|
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
|
|
|
|
if (rigidBodyPhantomPhysicsComponent != nullptr) {
|
|
return rigidBodyPhantomPhysicsComponent->GetRotation();
|
|
}
|
|
|
|
return NiQuaternionConstant::IDENTITY;
|
|
}
|
|
|
|
void Entity::SetPosition(const NiPoint3& position) {
|
|
auto* controllable = GetComponent<ControllablePhysicsComponent>();
|
|
|
|
if (controllable != nullptr) {
|
|
controllable->SetPosition(position);
|
|
}
|
|
|
|
auto* phantom = GetComponent<PhantomPhysicsComponent>();
|
|
|
|
if (phantom != nullptr) {
|
|
phantom->SetPosition(position);
|
|
}
|
|
|
|
auto* simple = GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simple != nullptr) {
|
|
simple->SetPosition(position);
|
|
}
|
|
|
|
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
|
|
|
|
if (vehicel != nullptr) {
|
|
vehicel->SetPosition(position);
|
|
}
|
|
|
|
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
|
|
|
|
if (rigidBodyPhantomPhysicsComponent != nullptr) {
|
|
rigidBodyPhantomPhysicsComponent->SetPosition(position);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(this);
|
|
}
|
|
|
|
void Entity::SetRotation(const NiQuaternion& rotation) {
|
|
auto* controllable = GetComponent<ControllablePhysicsComponent>();
|
|
|
|
if (controllable != nullptr) {
|
|
controllable->SetRotation(rotation);
|
|
}
|
|
|
|
auto* phantom = GetComponent<PhantomPhysicsComponent>();
|
|
|
|
if (phantom != nullptr) {
|
|
phantom->SetRotation(rotation);
|
|
}
|
|
|
|
auto* simple = GetComponent<SimplePhysicsComponent>();
|
|
|
|
if (simple != nullptr) {
|
|
simple->SetRotation(rotation);
|
|
}
|
|
|
|
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
|
|
|
|
if (vehicel != nullptr) {
|
|
vehicel->SetRotation(rotation);
|
|
}
|
|
|
|
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
|
|
|
|
if (rigidBodyPhantomPhysicsComponent != nullptr) {
|
|
rigidBodyPhantomPhysicsComponent->SetRotation(rotation);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(this);
|
|
}
|
|
|
|
bool Entity::GetBoolean(const std::u16string& name) const {
|
|
return GetVar<bool>(name);
|
|
}
|
|
|
|
int32_t Entity::GetI32(const std::u16string& name) const {
|
|
return GetVar<int32_t>(name);
|
|
}
|
|
|
|
int64_t Entity::GetI64(const std::u16string& name) const {
|
|
return GetVar<int64_t>(name);
|
|
}
|
|
|
|
void Entity::SetBoolean(const std::u16string& name, const bool value) {
|
|
SetVar(name, value);
|
|
}
|
|
|
|
void Entity::SetI32(const std::u16string& name, const int32_t value) {
|
|
SetVar(name, value);
|
|
}
|
|
|
|
void Entity::SetI64(const std::u16string& name, const int64_t value) {
|
|
SetVar(name, value);
|
|
}
|
|
|
|
bool Entity::HasVar(const std::u16string& name) const {
|
|
for (auto* data : m_Settings) {
|
|
if (data->GetKey() == name) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
uint16_t Entity::GetNetworkId() const {
|
|
return m_NetworkID;
|
|
}
|
|
|
|
void Entity::SetNetworkId(const uint16_t id) {
|
|
m_NetworkID = id;
|
|
}
|
|
|
|
std::vector<LWOOBJID> Entity::GetTargetsInPhantom() {
|
|
// Clean up invalid targets, like disconnected players
|
|
m_TargetsInPhantom.erase(std::remove_if(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), [](const LWOOBJID id) {
|
|
return !Game::entityManager->GetEntity(id);
|
|
}), m_TargetsInPhantom.end());
|
|
|
|
std::vector<LWOOBJID> enemies;
|
|
for (const auto id : m_TargetsInPhantom) {
|
|
auto* combat = GetComponent<BaseCombatAIComponent>();
|
|
if (!combat || !combat->IsEnemy(id)) continue;
|
|
|
|
enemies.push_back(id);
|
|
}
|
|
|
|
return enemies;
|
|
}
|
|
|
|
void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) {
|
|
GameMessages::SendSetNetworkScriptVar(this, sysAddr, data);
|
|
}
|
|
|
|
LDFBaseData* Entity::GetVarData(const std::u16string& name) const {
|
|
for (auto* data : m_Settings) {
|
|
if (data == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
if (data->GetKey() != name) {
|
|
continue;
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
std::string Entity::GetVarAsString(const std::u16string& name) const {
|
|
auto* data = GetVarData(name);
|
|
|
|
if (data == nullptr) {
|
|
return "";
|
|
}
|
|
|
|
return data->GetValueAsString();
|
|
}
|
|
|
|
void Entity::Resurrect() {
|
|
if (IsPlayer()) {
|
|
GameMessages::SendResurrect(this);
|
|
}
|
|
}
|
|
|
|
void Entity::AddToGroup(const std::string& group) {
|
|
if (std::find(m_Groups.begin(), m_Groups.end(), group) == m_Groups.end()) {
|
|
m_Groups.push_back(group);
|
|
}
|
|
}
|
|
|
|
void Entity::RetroactiveVaultSize() {
|
|
auto inventoryComponent = GetComponent<InventoryComponent>();
|
|
if (!inventoryComponent) return;
|
|
|
|
auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
|
|
auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
|
|
|
|
if (itemsVault->GetSize() == modelVault->GetSize()) return;
|
|
|
|
modelVault->SetSize(itemsVault->GetSize());
|
|
}
|
|
|
|
uint8_t Entity::GetCollectibleID() const {
|
|
auto* collectible = GetComponent<CollectibleComponent>();
|
|
return collectible ? collectible->GetCollectibleId() : 0;
|
|
}
|
|
|
|
void Entity::ProcessPositionUpdate(PositionUpdate& update) {
|
|
if (!IsPlayer()) return;
|
|
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
|
|
if (!controllablePhysicsComponent) return;
|
|
|
|
auto* possessorComponent = GetComponent<PossessorComponent>();
|
|
bool updateChar = true;
|
|
|
|
if (possessorComponent) {
|
|
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
|
|
|
|
if (possassableEntity) {
|
|
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
|
|
|
|
// While possessing something, only update char if we are attached to the thing we are possessing
|
|
updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE;
|
|
|
|
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
|
|
if (havokVehiclePhysicsComponent) {
|
|
havokVehiclePhysicsComponent->SetPosition(update.position);
|
|
havokVehiclePhysicsComponent->SetRotation(update.rotation);
|
|
havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
|
|
havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
|
|
havokVehiclePhysicsComponent->SetVelocity(update.velocity);
|
|
havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
|
|
havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
|
|
} else {
|
|
// Need to get the mount's controllable physics
|
|
auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
|
|
if (!possessedControllablePhysicsComponent) return;
|
|
possessedControllablePhysicsComponent->SetPosition(update.position);
|
|
possessedControllablePhysicsComponent->SetRotation(update.rotation);
|
|
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
|
|
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
|
|
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
|
|
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
|
|
}
|
|
Game::entityManager->SerializeEntity(possassableEntity);
|
|
}
|
|
}
|
|
|
|
if (!updateChar) {
|
|
update.velocity = NiPoint3Constant::ZERO;
|
|
update.angularVelocity = NiPoint3Constant::ZERO;
|
|
}
|
|
|
|
// Handle statistics
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->TrackPositionUpdate(update.position);
|
|
}
|
|
|
|
controllablePhysicsComponent->SetPosition(update.position);
|
|
controllablePhysicsComponent->SetRotation(update.rotation);
|
|
controllablePhysicsComponent->SetIsOnGround(update.onGround);
|
|
controllablePhysicsComponent->SetIsOnRail(update.onRail);
|
|
controllablePhysicsComponent->SetVelocity(update.velocity);
|
|
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
|
|
|
|
auto* ghostComponent = GetComponent<GhostComponent>();
|
|
if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
|
|
Game::entityManager->QueueGhostUpdate(GetObjectID());
|
|
|
|
if (updateChar) Game::entityManager->SerializeEntity(this);
|
|
|
|
OnPlayerPositionUpdate.Notify(this, update);
|
|
}
|
|
|
|
const SystemAddress& Entity::GetSystemAddress() const {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
return characterComponent ? characterComponent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
|
|
}
|
|
|
|
const NiPoint3& Entity::GetRespawnPosition() const {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
return characterComponent ? characterComponent->GetRespawnPosition() : NiPoint3Constant::ZERO;
|
|
}
|
|
|
|
const NiQuaternion& Entity::GetRespawnRotation() const {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
return characterComponent ? characterComponent->GetRespawnRotation() : NiQuaternionConstant::IDENTITY;
|
|
}
|
|
|
|
void Entity::SetRespawnPos(const NiPoint3& position) {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (characterComponent) characterComponent->SetRespawnPos(position);
|
|
}
|
|
void Entity::SetRespawnRot(const NiQuaternion& rotation) {
|
|
auto* characterComponent = GetComponent<CharacterComponent>();
|
|
if (characterComponent) characterComponent->SetRespawnRot(rotation);
|
|
}
|