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The dropship computer's OnDie activated the "next" spawner network (pipe number + 1) when a player smashed it and only fell back to the first network otherwise. The computer has no next network, so once a player smashed it (easiest with area attacks like the Doom Hammer) it never came back. The live script (L_DROPSHIP_COMPUTER.lua, shipped in the client's server scripts) always resets its own network and activates the first one, which is what it does now. OnUse also dereferenced GetMission(979) without a null check, crashing the world when a player without that mission used the built computer. It now matches the live script: only players with the mission active get the Nexus Talon data card, once. SsModularBuildServer had the same unchecked GetMission and now checks the mission state. Fixes #596 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
#include "AmDropshipComputer.h"
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#include "MissionComponent.h"
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#include "QuickBuildComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "eMissionState.h"
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void AmDropshipComputer::OnStartup(Entity* self) {
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self->AddTimer("reset", 45.0f);
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}
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void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (!quickBuildComponent || quickBuildComponent->GetState() != eQuickBuildState::COMPLETED) return;
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auto* missionComponent = user->GetComponent<MissionComponent>();
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (!missionComponent || !inventoryComponent) return;
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// Only players on the mission get the data card, and only once.
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if (missionComponent->GetMissionState(979) != eMissionState::ACTIVE || inventoryComponent->GetLotCount(m_NexusTalonDataCard) != 0) {
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return;
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}
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inventoryComponent->AddItem(m_NexusTalonDataCard, 1, eLootSourceType::NONE);
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}
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void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
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// Reset this computer's spawner network and start the first one again, however it died.
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const auto myGroup = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"spawner_name"));
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const auto pipeGroup = myGroup.substr(0, 10);
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const auto samePipeSpawners = Game::zoneManager->GetSpawnersByName(myGroup);
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if (!samePipeSpawners.empty()) {
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samePipeSpawners[0]->SoftReset();
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samePipeSpawners[0]->Deactivate();
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}
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const auto firstPipeSpawners = Game::zoneManager->GetSpawnersByName(pipeGroup + "1");
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if (!firstPipeSpawners.empty()) {
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firstPipeSpawners[0]->Activate();
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}
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}
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void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
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const auto* const quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (!quickBuildComponent) return;
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if (timerName == "reset" && quickBuildComponent->GetState() == eQuickBuildState::OPEN) {
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self->Smash(self->GetObjectID(), eKillType::SILENT);
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}
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}
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