DarkflameServer/dScripts/NsConcertInstrument.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

363 lines
14 KiB
C++

#include "NsConcertInstrument.h"
#include "GameMessages.h"
#include "Item.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "SoundTriggerComponent.h"
#include "MissionComponent.h"
// Constants are at the bottom
void NsConcertInstrument::OnStartup(Entity *self) {
self->SetVar<bool>(u"beingPlayed", false);
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
}
void NsConcertInstrument::OnRebuildNotifyState(Entity *self, eRebuildState state) {
if (state == REBUILD_RESETTING || state == REBUILD_OPEN) {
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
}
}
void NsConcertInstrument::OnRebuildComplete(Entity *self, Entity *target) {
if (!target->GetIsDead()) {
self->SetVar<LWOOBJID>(u"activePlayer", target->GetObjectID());
self->AddCallbackTimer(0.2f, [self, target]() {
RepositionPlayer(self, target);
if (hideInstrumentOnPlay.at(GetInstrumentLot(self)))
self->SetNetworkVar<bool>(u"Hide", true);
});
self->AddCallbackTimer(0.1f, [self, target]() {
StartPlayingInstrument(self, target);
});
}
}
void NsConcertInstrument::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "stopPlaying") {
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
if (activePlayerID == LWOOBJID_EMPTY)
return;
const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID);
if (activePlayer == nullptr)
return;
StopPlayingInstrument(self, activePlayer);
}
}
void NsConcertInstrument::OnTimerDone(Entity *self, std::string name) {
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
if (activePlayerID == LWOOBJID_EMPTY)
return;
// If for some reason the player becomes null (for example an unexpected leave), we need to clean up
const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID);
if (activePlayer == nullptr && name != "cleanupAfterStop") {
StopPlayingInstrument(self, nullptr);
return;
}
if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar<bool>(u"beingPlayed")) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0,
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
if (stats) {
if (stats->GetImagination() > 0) {
self->AddTimer("checkPlayer", updateFrequency);
} else {
StopPlayingInstrument(self, activePlayer);
}
}
} else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar<bool>(u"beingPlayed")) {
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
if (stats)
stats->SetImagination(stats->GetImagination() - instrumentImaginationCost);
self->AddTimer("deductImagination", instrumentCostFrequency);
} else if (name == "cleanupAfterStop") {
if (activePlayer != nullptr) {
UnEquipInstruments(self, activePlayer);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopPlaying", 0, 0,
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
auto* rebuildComponent = self->GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr)
rebuildComponent->ResetRebuild(false);
self->Smash(self->GetObjectID(), VIOLENT);
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
} else if (activePlayer != nullptr && name == "achievement") {
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->ForceProgress(302, 462, self->GetLOT());
}
self->AddTimer("achievement2", 10.0f);
} else if (activePlayer != nullptr && name == "achievement2") {
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT());
}
}
}
void NsConcertInstrument::StartPlayingInstrument(Entity *self, Entity* player) {
const auto instrumentLot = GetInstrumentLot(self);
self->SetVar<bool>(u"beingPlayed", true);
// Stuff to notify the player
EquipInstruments(self, player);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"startPlaying", 0, 0,
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlayCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS);
self->AddCallbackTimer(1.0f, [player, instrumentLot]() {
GameMessages::SendPlayAnimation(player, animations.at(instrumentLot), 2.0f);
});
for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
if (soundTrigger != nullptr) {
soundTrigger->ActivateMusicCue(music.at(instrumentLot));
}
}
// Add timers for deducting imagination and checking if the instruments can still be played
self->AddTimer("checkPlayer", updateFrequency);
self->AddTimer("deductImagination", instrumentCostFrequency);
self->AddTimer("achievement", 20.0f);
}
void NsConcertInstrument::StopPlayingInstrument(Entity *self, Entity* player) {
// No use in stopping twice
if (!self->GetVar<bool>(u"beingPlayed"))
return;
const auto instrumentLot = GetInstrumentLot(self);
// Player might be null if they left
if (player != nullptr) {
auto* missions = player->GetComponent<MissionComponent>();
if (missions != nullptr && missions->GetMissionState(176) == MissionState::MISSION_STATE_ACTIVE) {
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
}
GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f);
GameMessages::SendPlayAnimation(player, smashAnimations.at(instrumentLot), 2.0f);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopCheckingMovement", 0, 0,
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
self->SetVar<bool>(u"beingPlayed", false);
for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
if (soundTrigger != nullptr) {
soundTrigger->DeactivateMusicCue(music.at(instrumentLot));
}
}
self->CancelAllTimers();
self->AddTimer("cleanupAfterStop", instrumentSmashAnimationTime.at(instrumentLot));
}
void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
auto equippedItems = inventory->GetEquippedItems();
// Un equip the current left item
const auto equippedLeftItem = equippedItems.find("special_l");
if (equippedLeftItem != equippedItems.end()) {
auto* leftItem = inventory->FindItemById(equippedLeftItem->second.id);
if (leftItem != nullptr) {
leftItem->UnEquip();
self->SetVar<LWOOBJID>(u"oldItemLeft", leftItem->GetId());
}
}
// Un equip the current right item
const auto equippedRightItem = equippedItems.find("special_r");
if (equippedRightItem != equippedItems.end()) {
auto* rightItem = inventory->FindItemById(equippedRightItem->second.id);
if (rightItem != nullptr) {
rightItem->UnEquip();
self->SetVar<LWOOBJID>(u"oldItemRight", rightItem->GetId());
}
}
// Equip the left hand instrument
const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
if (leftInstrumentLot != LOT_NULL) {
inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
leftInstrument->Equip();
}
// Equip the right hand instrument
const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
if (rightInstrumentLot != LOT_NULL) {
inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
rightInstrument->Equip();
}
}
}
void NsConcertInstrument::UnEquipInstruments(Entity *self, Entity *player) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
auto equippedItems = inventory->GetEquippedItems();
// Un equip the current left instrument
const auto equippedInstrumentLeft = equippedItems.find("special_l");
if (equippedInstrumentLeft != equippedItems.end()) {
auto* leftItem = inventory->FindItemById(equippedInstrumentLeft->second.id);
if (leftItem != nullptr) {
leftItem->UnEquip();
inventory->RemoveItem(leftItem->GetLot(), 1, TEMP_ITEMS);
}
}
// Un equip the current right instrument
const auto equippedInstrumentRight = equippedItems.find("special_r");
if (equippedInstrumentRight != equippedItems.end()) {
auto* rightItem = inventory->FindItemById(equippedInstrumentRight->second.id);
if (rightItem != nullptr) {
rightItem->UnEquip();
inventory->RemoveItem(rightItem->GetLot(), 1, TEMP_ITEMS);
}
}
// Equip the old left hand item
const auto leftItemID = self->GetVar<LWOOBJID>(u"oldItemLeft");
if (leftItemID != LWOOBJID_EMPTY) {
auto* item = inventory->FindItemById(leftItemID);
if (item != nullptr)
item->Equip();
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
}
// Equip the old right hand item
const auto rightItemID = self->GetVar<LWOOBJID>(u"oldItemRight");
if (rightItemID != LWOOBJID_EMPTY) {
auto* item = inventory->FindItemById(rightItemID);
if (item != nullptr)
item->Equip();
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
}
}
}
void NsConcertInstrument::RepositionPlayer(Entity *self, Entity *player) {
auto position = self->GetPosition();
auto rotation = self->GetRotation();
position.SetY(0.0f);
switch (GetInstrumentLot(self)) {
case Bass:
case Guitar:
position.SetX(position.GetX() + 5.0f);
break;
case Keyboard:
position.SetX(position.GetX() - 0.45f);
position.SetZ(position.GetZ() + 0.75f);
rotation = NiQuaternion::CreateFromAxisAngle(position, -0.8f); // Slight rotation to make the animation sensible
break;
case Drum:
position.SetZ(position.GetZ() - 0.5f);
break;
}
GameMessages::SendTeleport(player->GetObjectID(), position, rotation, player->GetSystemAddress());
}
InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity *self) {
return static_cast<const InstrumentLot>(self->GetLOT());
}
// Static stuff needed for script execution
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::animations {
{ Guitar, u"guitar"},
{ Bass, u"bass"},
{ Keyboard, u"keyboard"},
{ Drum, u"drums"}
};
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::smashAnimations {
{Guitar, u"guitar-smash"},
{Bass, u"bass-smash"},
{Keyboard, u"keyboard-smash"},
{Drum, u"keyboard-smash"}
};
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentSmashAnimationTime {
{Guitar, 2.167f},
{Bass, 1.167f},
{Keyboard, 1.0f},
{Drum, 1.0f}
};
const std::map<InstrumentLot, std::string> NsConcertInstrument::music {
{Guitar, "Concert_Guitar"},
{Bass, "Concert_Bass"},
{Keyboard, "Concert_Keys"},
{Drum, "Concert_Drums"},
};
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::cinematics {
{Guitar, u"Concert_Cam_G"},
{Bass, u"Concert_Cam_B"},
{Keyboard, u"Concert_Cam_K"},
{Drum, u"Concert_Cam_D"},
};
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotLeft {
{Guitar, 4991},
{Bass, 4992},
{Keyboard, LOT_NULL},
{Drum, 4995},
};
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotRight {
{Guitar, LOT_NULL},
{Bass, LOT_NULL},
{Keyboard, LOT_NULL},
{Drum, 4996},
};
const std::map<InstrumentLot, bool> NsConcertInstrument::hideInstrumentOnPlay {
{Guitar, true},
{Bass, true},
{Keyboard, false},
{Drum, false},
};
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentEquipTime {
{Guitar, 1.033},
{Bass, 0.75},
{Keyboard, -1},
{Drum, 0},
};
const std::map<InstrumentLot, uint32_t> NsConcertInstrument::achievementTaskID {
{Guitar, 911},
{Bass, 912},
{Keyboard, 913},
{Drum, 914},
};
const uint32_t NsConcertInstrument::instrumentImaginationCost = 2;
const float NsConcertInstrument::instrumentCostFrequency = 4.0f;
const float NsConcertInstrument::updateFrequency = 1.0f;