DarkflameServer/dGame/dBehaviors/Behavior.cpp
wincent 5973430720 Grim LU
Wincent's attempt at making LU into something it isn't supposed to be, an ARPG.
2023-07-15 10:54:41 +02:00

513 lines
16 KiB
C++

#include <sstream>
#include <algorithm>
#include "Behavior.h"
#include "CDActivitiesTable.h"
#include "Game.h"
#include "dLogger.h"
#include "BehaviorTemplates.h"
#include "BehaviorBranchContext.h"
#include <unordered_map>
/*
* Behavior includes
*/
#include "AirMovementBehavior.h"
#include "EmptyBehavior.h"
#include "MovementSwitchBehavior.h"
#include "AndBehavior.h"
#include "AreaOfEffectBehavior.h"
#include "DurationBehavior.h"
#include "TacArcBehavior.h"
#include "LootBuffBehavior.h"
#include "AttackDelayBehavior.h"
#include "BasicAttackBehavior.h"
#include "ChainBehavior.h"
#include "ChargeUpBehavior.h"
#include "GameMessages.h"
#include "HealBehavior.h"
#include "ImaginationBehavior.h"
#include "KnockbackBehavior.h"
#include "NpcCombatSkillBehavior.h"
#include "StartBehavior.h"
#include "StunBehavior.h"
#include "ProjectileAttackBehavior.h"
#include "RepairBehavior.h"
#include "SwitchBehavior.h"
#include "SwitchMultipleBehavior.h"
#include "TargetCasterBehavior.h"
#include "VerifyBehavior.h"
#include "BuffBehavior.h"
#include "TauntBehavior.h"
#include "SkillCastFailedBehavior.h"
#include "SpawnBehavior.h"
#include "ForceMovementBehavior.h"
#include "RemoveBuffBehavior.h"
#include "ImmunityBehavior.h"
#include "InterruptBehavior.h"
#include "PlayEffectBehavior.h"
#include "DamageAbsorptionBehavior.h"
#include "VentureVisionBehavior.h"
#include "PropertyTeleportBehavior.h"
#include "BlockBehavior.h"
#include "ClearTargetBehavior.h"
#include "PullToPointBehavior.h"
#include "EndBehavior.h"
#include "ChangeOrientationBehavior.h"
#include "OverTimeBehavior.h"
#include "ApplyBuffBehavior.h"
#include "CarBoostBehavior.h"
#include "SkillEventBehavior.h"
#include "SpeedBehavior.h"
#include "DamageReductionBehavior.h"
#include "JetPackBehavior.h"
#include "FallSpeedBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
#include "DarkInspirationBehavior.h"
//CDClient includes
#include "CDBehaviorParameterTable.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
//Other includes
#include "EntityManager.h"
#include "RenderComponent.h"
#include "DestroyableComponent.h"
#include "CDBehaviorTemplateTable.h"
std::unordered_map<uint32_t, Behavior*> Behavior::Cache = {};
CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
Behavior* Behavior::GetBehavior(const uint32_t behaviorId) {
if (BehaviorParameterTable == nullptr) {
BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
}
const auto pair = Cache.find(behaviorId);
if (pair == Cache.end()) {
return nullptr;
}
return static_cast<Behavior*>(pair->second);
}
Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
auto* cached = GetBehavior(behaviorId);
if (cached != nullptr) {
return cached;
}
if (behaviorId == 0) {
return new EmptyBehavior(0);
}
const auto templateId = GetBehaviorTemplate(behaviorId);
Behavior* behavior = nullptr;
switch (templateId) {
case BehaviorTemplates::BEHAVIOR_EMPTY: break;
case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
behavior = new BasicAttackBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_TAC_ARC:
behavior = new TacArcBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_AND:
behavior = new AndBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
behavior = new ProjectileAttackBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_HEAL:
behavior = new HealBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
behavior = new MovementSwitchBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
behavior = new AreaOfEffectBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
behavior = new PlayEffectBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_IMMUNITY:
behavior = new ImmunityBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
behavior = new DamageAbsorptionBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_OVER_TIME:
behavior = new OverTimeBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_IMAGINATION:
behavior = new ImaginationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
behavior = new TargetCasterBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_STUN:
behavior = new StunBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DURATION:
behavior = new DurationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
behavior = new KnockbackBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
behavior = new AttackDelayBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
behavior = new CarBoostBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
behavior = new FallSpeedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SHIELD: break;
case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
behavior = new RepairBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SPEED:
behavior = new SpeedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
behavior = new DarkInspirationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
behavior = new LootBuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_VENTURE_VISION:
behavior = new VentureVisionBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
behavior = new SpawnBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
case BehaviorTemplates::BEHAVIOR_SWITCH:
behavior = new SwitchBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_BUFF:
behavior = new BuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_JETPACK:
behavior = new JetPackBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
behavior = new SkillEventBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
behavior = new SkillCastFailedBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
behavior = new ChangeIdleFlagsBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
behavior = new ApplyBuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CHAIN:
behavior = new ChainBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
behavior = new ChangeOrientationBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
behavior = new ForceMovementBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_INTERRUPT:
behavior = new InterruptBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
behavior = new ChargeUpBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
behavior = new SwitchMultipleBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_START:
behavior = new StartBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_END:
behavior = new EndBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
case BehaviorTemplates::BEHAVIOR_CAMERA: break;
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
behavior = new RemoveBuffBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_GRAB: break;
case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
behavior = new NpcCombatSkillBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_BLOCK:
behavior = new BlockBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_VERIFY:
behavior = new VerifyBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_TAUNT:
behavior = new TauntBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
behavior = new AirMovementBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
behavior = new SpawnBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
behavior = new PullToPointBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
behavior = new DamageReductionBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
behavior = new PropertyTeleportBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
behavior = new ClearTargetBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
case BehaviorTemplates::BEHAVIOR_MOUNT: break;
case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
default:
//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!", templateId);
break;
}
if (behavior == nullptr) {
//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!", templateId);
behavior = new EmptyBehavior(behaviorId);
}
behavior->Load();
return behavior;
}
BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::Instance().GetTable<CDBehaviorTemplateTable>();
BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY;
// Find behavior template by its behavior id. Default to 0.
if (behaviorTemplateTable) {
auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
if (templateEntry.behaviorID == behaviorId) {
templateID = static_cast<BehaviorTemplates>(templateEntry.templateID);
}
}
if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
Game::logger->Log("Behavior", "Failed to load behavior template with id (%i)!", behaviorId);
}
return templateID;
}
// For use with enemies, to display the correct damage animations on the players
void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID secondary) {
auto* targetEntity = EntityManager::Instance()->GetEntity(target);
if (targetEntity == nullptr) {
return;
}
const auto effectId = this->m_effectId;
if (effectId == 0) {
GameMessages::SendPlayFXEffect(targetEntity, -1, type, "", secondary, 1, 1, true);
return;
}
auto* renderComponent = targetEntity->GetComponent<RenderComponent>();
const auto typeString = GeneralUtils::UTF16ToWTF8(type);
if (m_effectNames == nullptr) {
m_effectNames = new std::unordered_map<std::string, std::string>();
} else {
const auto pair = m_effectNames->find(typeString);
if (type.empty()) {
type = GeneralUtils::ASCIIToUTF16(*m_effectType);
}
if (pair != m_effectNames->end()) {
if (renderComponent == nullptr) {
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, pair->second, secondary, 1, 1, true);
return;
}
renderComponent->PlayEffect(effectId, type, pair->second, secondary);
return;
}
}
// The SQlite result object becomes invalid if the query object leaves scope.
// So both queries are defined before the if statement
CppSQLite3Query result;
auto typeQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT effectName FROM BehaviorEffect WHERE effectType = ? AND effectID = ?;");
auto idQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT effectName, effectType FROM BehaviorEffect WHERE effectID = ? AND effectType IS NOT NULL;");
if (!type.empty()) {
typeQuery.bind(1, typeString.c_str());
typeQuery.bind(2, (int)effectId);
result = typeQuery.execQuery();
} else {
idQuery.bind(1, (int)effectId);
result = idQuery.execQuery();
}
if (result.eof() || result.fieldIsNull(0)) {
return;
}
const auto name = std::string(result.getStringField(0));
if (type.empty()) {
const auto typeResult = result.getStringField(1);
type = GeneralUtils::ASCIIToUTF16(typeResult);
m_effectType = new std::string(typeResult);
}
result.finalize();
m_effectNames->insert_or_assign(typeString, name);
if (renderComponent == nullptr) {
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
return;
}
renderComponent->PlayEffect(effectId, type, name, secondary);
}
Behavior::Behavior(const uint32_t behaviorId) {
auto behaviorTemplateTable = CDClientManager::Instance().GetTable<CDBehaviorTemplateTable>();
CDBehaviorTemplate templateInDatabase{};
if (behaviorTemplateTable) {
auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
if (templateEntry.behaviorID == behaviorId) {
templateInDatabase = templateEntry;
}
}
this->m_behaviorId = behaviorId;
// Add to cache
Cache.insert_or_assign(behaviorId, this);
if (behaviorId == 0) {
this->m_effectId = 0;
this->m_effectHandle = nullptr;
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
}
// Make sure we do not proceed if we are trying to load an invalid behavior
if (templateInDatabase.behaviorID == 0) {
Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!", behaviorId);
this->m_effectId = 0;
this->m_effectHandle = nullptr;
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
return;
}
this->m_templateId = static_cast<BehaviorTemplates>(templateInDatabase.templateID);
this->m_effectId = templateInDatabase.effectID;
this->m_effectHandle = *templateInDatabase.effectHandle != "" ? new std::string(*templateInDatabase.effectHandle) : nullptr;
}
float Behavior::GetFloat(const std::string& name, const float defaultValue) const {
// Get the behavior parameter entry and return its value.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
return BehaviorParameterTable->GetValue(this->m_behaviorId, name, defaultValue);
}
bool Behavior::GetBoolean(const std::string& name, const bool defaultValue) const {
return GetFloat(name, defaultValue) > 0;
}
int32_t Behavior::GetInt(const std::string& name, const int defaultValue) const {
return static_cast<int32_t>(GetFloat(name, defaultValue));
}
Behavior* Behavior::GetAction(const std::string& name) const {
const auto id = GetInt(name);
return CreateBehavior(id);
}
Behavior* Behavior::GetAction(float value) const {
return CreateBehavior(static_cast<int32_t>(value));
}
std::map<std::string, float> Behavior::GetParameterNames() const {
std::map<std::string, float> templatesInDatabase;
// Find behavior template by its behavior id.
if (!BehaviorParameterTable) BehaviorParameterTable = CDClientManager::Instance().GetTable<CDBehaviorParameterTable>();
if (BehaviorParameterTable) {
templatesInDatabase = BehaviorParameterTable->GetParametersByBehaviorID(this->m_behaviorId);
}
return templatesInDatabase;
}
void Behavior::Load() {
}
void Behavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
void Behavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
void Behavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
}
void Behavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
}
void Behavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
}
void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
}
Behavior::~Behavior() {
delete m_effectNames;
delete m_effectType;
delete m_effectHandle;
}