mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
Every game message still written or read by hand is now a NetGameMsg with Serialize and Deserialize, in per-domain files: - MovementMessages: teleport, platforms (resync and its request), orient to angle, node rotation lock, gravity scale, jetpack mode, control scheme, respawn checkpoint, rails (set/start, ready, cancel, arrived), mount inventory ID, dismount complete, possession ack, ghost reference override and position, camera cycling (eCameraTargetCyclingMode moves here). - ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for updates, player ready, restore to post load stats, server done loading, invalid zone transfer list, zone summary display/dismissed, level processing complete, object world state, and the localized announcement WorldMigration wrote by hand. - PlayerMessages: chat mode, GM level, LEGO score, currency, reputation, GM invis, pickup currency, zone and player statistics, chat commands, bug reports, verify ack. - ObjectMessages: fire event client/server side, notify client (zone) object, notify object, script network vars, failed preconditions, terminate interaction, set name, request use, request server object info. - QuickBuildMessages: notify state, enable, cancel. - ActivityMessages gains match response/update/request, leaderboard request and data, shooting gallery score/rotation/fire, activity state change. - MissionMessages gains MissionDialogueCancelled (a no-op, as before). The wire structs left in GameMessages.h move to their domains (tooltip and emote to Effects, loot and item use to Inventory, model build to Building, behavior sound to Property, skill sets to Skill) and gain the missing direction. The dismount logic moves to PossessorComponent::OnDismountComplete. Every inbound message is registered in the GameMessageHandler map; the switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base code. Call sites build the structs (NotifyClientObject, TerminateInteraction, Teleport, PlatformResync, FireEventClientSide, NotifyObject and NotifyClientZoneObject get convenience constructors like PlayFXEffect). Dead senders are dropped: SendSetShootingGalleryParams (no callers, field order was a guess), SendTeamPickupItem (the struct already existed), SendRequestActivitySummaryLeaderboardData (the struct covers it). Verified with RemainingMessagesTests: every old Send* function is frozen verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte (same bits, destination and broadcast flag) over grids of inputs; every old Handle* read sequence is frozen as a Read* oracle and compared with the struct's Deserialize; round trips, truncation and a golden packet. PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled (0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50) were checked against the client. Behaviour notes: an inbound message that fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES / MISSION_DIALOGUE_CANCELLED now read their (unused) client fields. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
361 lines
12 KiB
C++
361 lines
12 KiB
C++
#include "VanityUtilities.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "ObjectMessages.h"
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#include "InventoryComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "ScriptComponent.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "dServer.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BinaryPathFinder.h"
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#include "EntityInfo.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "ObjectIDManager.h"
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#include "Level.h"
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#include "VanityXml.h"
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#include "VanityEvents.h"
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#include "EventParts.h"
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#include "Database.h"
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#include <ctime>
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#include <fstream>
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namespace {
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std::vector<VanityObject> objects;
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LWOOBJID testament = LWOOBJID_EMPTY; // Nimbus Station's testament sign
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}
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void SetupNPCTalk(Entity* npc);
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void NPCTalk(Entity* npc);
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void AddObjects(const std::vector<VanityXml::Object>& documentObjects);
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std::vector<VanityXml::Object> LoadVanity(const std::filesystem::path& folder);
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LWOOBJID SpawnSpawner(const VanityObject& object, const VanityObjectLocation& location);
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Entity* SpawnObject(const VanityObject& object, const VanityObjectLocation& location);
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VanityObject* GetObject(const std::string& name);
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void VanityUtilities::SpawnVanity() {
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const uint32_t zoneID = Game::server->GetZoneID();
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// Spawning again (the dashboard's reload) replaces what's there. Destroyed outright rather than smashed,
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// so players don't see the old ones linger through a death next to the new ones.
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Game::entityManager->DestroyEntity(Game::entityManager->GetEntity(testament));
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testament = LWOOBJID_EMPTY;
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if (zoneID == 1200) {
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{
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EntityInfo info;
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info.lot = 8139;
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info.pos = { 259.5f, 246.4f, -705.2f };
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info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings.Insert<bool>(u"hasCustomText", true);
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info.settings.Insert<std::string>(u"customText", ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/TESTAMENT.md").string()));
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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testament = entity->GetObjectID();
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}
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}
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for (const auto& npc : objects) {
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if (npc.m_ID == LWOOBJID_EMPTY) continue;
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if (npc.m_LOT == 176) {
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Game::zoneManager->RemoveSpawner(npc.m_ID);
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} else {
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Game::entityManager->DestroyEntity(Game::entityManager->GetEntity(npc.m_ID));
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}
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}
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objects.clear();
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if (Game::config->GetValue("disable_vanity") == "1") return;
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AddObjects(LoadVanity(BinaryPathFinder::GetBinaryDir() / "vanity"));
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// Loop through all objects
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for (auto& object : objects) {
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if (object.m_Locations.find(Game::server->GetZoneID()) == object.m_Locations.end()) continue;
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const std::vector<VanityObjectLocation>& locations = object.m_Locations.at(Game::server->GetZoneID());
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// Pick a random location
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const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
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static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (location.m_Chance < rate) continue;
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if (object.m_LOT == 176) {
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object.m_ID = SpawnSpawner(object, location);
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} else {
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// Spawn the NPC
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auto* objectEntity = SpawnObject(object, location);
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if (!objectEntity) continue;
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object.m_ID = objectEntity->GetObjectID();
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if (!object.m_Phrases.empty()) {
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objectEntity->SetVar<std::vector<std::string>>(u"chats", object.m_Phrases);
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SetupNPCTalk(objectEntity);
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}
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}
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}
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}
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LWOOBJID SpawnSpawner(const VanityObject& object, const VanityObjectLocation& location) {
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SceneObject obj{};
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obj.lot = object.m_LOT;
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// guratantee we have no collisions
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do {
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obj.id = ObjectIDManager::GenerateObjectID();
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} while (Game::zoneManager->GetSpawner(obj.id));
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obj.position = location.m_Position;
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obj.rotation = location.m_Rotation;
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obj.settings = object.m_Config;
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Level::MakeSpawner(obj);
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return obj.id;
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}
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Entity* SpawnObject(const VanityObject& object, const VanityObjectLocation& location) {
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EntityInfo info;
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info.lot = object.m_LOT;
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info.pos = location.m_Position;
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info.rot = location.m_Rotation;
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info.scale = location.m_Scale;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = object.m_Config;
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auto* entity = Game::entityManager->CreateEntity(info);
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if (!object.m_Name.empty()) entity->SetVar(u"npcName", object.m_Name);
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if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent && !object.m_Equipment.empty()) {
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inventoryComponent->SetNPCItems(object.m_Equipment);
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsGMImmune(true);
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destroyableComponent->SetMaxHealth(0);
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destroyableComponent->SetHealth(0);
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}
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Game::entityManager->ConstructEntity(entity);
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return entity;
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}
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// root.xml and the files it switches on, with the vanity parts of the scheduled events that are on now: their file
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// switches, then their overlays
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std::vector<VanityXml::Object> LoadVanity(const std::filesystem::path& folder) {
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std::vector<IServerOperations::ScheduledEvent> events;
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try {
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events = Database::Get()->GetScheduledEvents();
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} catch (const std::exception& ex) {
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LOG("Could not read the scheduled events, spawning without their vanity changes: %s", ex.what());
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}
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const auto now = static_cast<int64_t>(std::time(nullptr));
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std::erase_if(events, [now](const auto& event) {
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return !ScheduleRules::IsOn(static_cast<ScheduleRules::eMode>(event.mode), event.schedule, event.startsAt, event.endsAt, now);
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});
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VanityEvents::SortForMerge(events);
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std::vector<VanityEvents::Changes> changes;
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for (const auto& event : events) {
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for (auto& change : EventParts::VanityChanges(event.name, event.parts)) {
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LOG("Vanity changes of event %s are on", event.name.c_str());
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changes.push_back(std::move(change));
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}
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}
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auto world = VanityEvents::LoadWorld(folder, "root.xml", changes);
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for (const auto& warning : world.warnings) LOG("Vanity: %s", warning.c_str());
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for (const auto& conflict : world.fileConflicts) {
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LOG("Vanity file %s is switched by more than one event; %s wins", conflict.file.c_str(), conflict.switches.back().first.c_str());
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}
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for (const auto& conflict : world.conflicts) {
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LOG("Vanity NPC %s is changed by more than one event; %s wins", conflict.npc.c_str(), conflict.events.back().c_str());
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}
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return std::move(world.objects);
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}
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void AddObjects(const std::vector<VanityXml::Object>& documentObjects) {
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// Read the objects
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const uint32_t currentZoneID = Game::server->GetZoneID();
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for (const auto& object : documentObjects) {
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// for use later when adding to the vector of VanityObjects
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bool useLocationsAsRandomSpawnPoint = false;
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if (object.lot == LOT_NULL) {
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LOG("Failed to parse object lot");
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continue;
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}
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std::vector<std::u16string> keys = {};
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LwoNameValue config;
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for (const auto& data : object.config) {
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const auto& configData = config.ParseInsert(data);
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if (configData->GetKey() == u"useLocationsAsRandomSpawnPoint" && configData->GetValueType() == eLDFType::LDF_TYPE_BOOLEAN) {
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useLocationsAsRandomSpawnPoint = static_cast<const LDFData<bool>*>(configData.get())->GetValue();
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config.Erase(u"useLocationsAsRandomSpawnPoint");
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continue;
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}
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keys.push_back(configData->GetKey());
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}
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if (!keys.empty()) config.Insert<std::vector<std::u16string>>(u"syncLDF", keys);
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VanityObject objectData{
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.m_Name = object.name,
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.m_LOT = object.lot,
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.m_Equipment = object.equipment,
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.m_Phrases = object.phrases,
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.m_Config = config
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};
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for (const auto& location : object.locations) {
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if (location.zone != currentZoneID) {
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continue;
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}
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VanityObjectLocation locationData{
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.m_Chance = location.chance.value_or(1.0f),
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.m_Position = { location.x, location.y, location.z },
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.m_Rotation = { location.rw, location.rx, location.ry, location.rz },
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.m_Scale = location.scale.value_or(1.0f),
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};
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objectData.m_Locations[location.zone].push_back(locationData);
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if (!useLocationsAsRandomSpawnPoint) {
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objects.push_back(objectData);
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objectData.m_Locations.clear();
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}
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}
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if (useLocationsAsRandomSpawnPoint && !objectData.m_Locations.empty()) {
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objects.push_back(objectData);
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}
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}
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}
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VanityObject* VanityUtilities::GetObject(const std::string& name) {
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for (size_t i = 0; i < objects.size(); i++) {
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if (objects[i].m_Name == name) {
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return &objects[i];
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}
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}
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return nullptr;
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}
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std::string VanityUtilities::ParseMarkdown(const std::string& file) {
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// This function will read the file and return the content formatted as ASCII text.
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// Read the file into a string
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std::ifstream t(file);
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std::stringstream output;
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// If the file does not exist, return a useful error.
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if (!t.good()) {
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output << "File ";
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output << file.substr(file.rfind("/") + 1);
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output << " not found!\nContact your DarkflameServer admin\nor find the server source at https://github.com/DarkflameUniverse/DarkflameServer";
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return output.str();
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}
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std::stringstream buffer;
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buffer << t.rdbuf();
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std::string fileContents = buffer.str();
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// Loop through all lines in the file.
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// Replace all instances of the markdown syntax with the corresponding HTML.
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// Only care about headers
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std::string line;
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std::stringstream ss;
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ss << fileContents;
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while (std::getline(ss, line)) {
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#define TOSTRING(x) #x
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#ifndef STRINGIFY
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#define STRINGIFY(x) TOSTRING(x)
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#endif
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// Replace "__TIMESTAMP__" with the __TIMESTAMP__
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GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
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// Replace "__VERSION__" with the PROJECT_VERSION
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GeneralUtils::ReplaceInString(line, "__VERSION__", Game::projectVersion);
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// Replace "__SOURCE__" with SOURCE
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GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
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// Replace "__LICENSE__" with LICENSE
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GeneralUtils::ReplaceInString(line, "__LICENSE__", "AGPL-3.0");
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if (line.find("##") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"14\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(3);
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output << "</font>";
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} else if (line.find("#") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"18\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(2);
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output << "</font>";
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} else {
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output << line;
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}
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output << "\n";
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}
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return output.str();
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}
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void SetupNPCTalk(Entity* npc) {
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npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
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npc->SetProximityRadius(20.0f, "talk");
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}
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void VanityUtilities::OnProximityUpdate(Entity* entity, Entity* other, const std::string& proxName, const std::string& name) {
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if (proxName != "talk") return;
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const auto* const proximityMonitorComponent = entity->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent) return;
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if (name == "ENTER" && !entity->HasTimer("talk")) {
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NPCTalk(entity);
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}
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}
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void VanityUtilities::OnTimerDone(Entity* npc, const std::string& name) {
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if (name == "talk") {
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const auto* const proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent || proximityMonitorComponent->GetProximityObjects("talk").empty()) return;
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NPCTalk(npc);
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}
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}
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void NPCTalk(Entity* npc) {
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const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
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if (chats.empty()) return;
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const auto& selected
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= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
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GameMessages::NotifyClientZoneObject(npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected).Send(UNASSIGNED_SYSTEM_ADDRESS);
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Game::entityManager->SerializeEntity(npc);
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const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
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npc->AddTimer("talk", nextTime);
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}
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