mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-25 06:53:35 +00:00
544 lines
13 KiB
C++
544 lines
13 KiB
C++
#ifndef PETCOMPONENT_H
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#define PETCOMPONENT_H
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#include "Entity.h"
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#include "Flag.h"
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#include "MovementAIComponent.h"
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#include "Component.h"
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#include "Preconditions.h"
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#include "ePetAbilityType.h"
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#include "eReplicaComponentType.h"
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#include "ePetAbilityType.h"
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#include "CDPetComponentTable.h"
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#include "CDClientManager.h"
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#include <optional>
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/*
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* The current state of the pet AI
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*/
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enum class PetAiState : uint8_t {
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idle = 0, // Doing nothing
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spawn, // Spawning into the world
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follow, // Begin following
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goToObj, // Go to object
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interact, // Interact with an object
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despawn // Despawning from world
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};
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/*
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* The type of object the pet is interacting with
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*/
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enum class PetInteractType : uint8_t {
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none, // Not interacting
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treasure, // Treasure dig
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bouncer // Bouncer switch
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};
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/**
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* The flags governing the status of the pet: Governs the icon above their head and the interactions available
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*/
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enum class PetFlag : uint32_t {
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NONE,
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IDLE, //0x01 - Seems to be "idle," which the game doesn't differentiate from "follow"
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UNKNOWN2, //0x02,
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UNKNOWN4, //0x04 - FOLLOWING(?)
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BEING_TAMED, //0x10,
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NOT_WAITING, //0x20,
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IMMOBILE, //0x40 - Seems to be the "stop moving" flag - called when taming begins and stays active until a name is submitted
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SPAWNING, //0x80
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ON_SWITCH, //0x100
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UNKNOWN1024 = 10, //0x400
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TAMEABLE = 26 //0x4000000
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};
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/**
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* The pet emote animation ids that can used in PetComponent::Command()
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*/
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enum class PetEmote : int32_t {
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ActivateSwitch = 201,
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DigTreasure,
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Bounce
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};
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/**
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* Represents an entity that is a pet. This pet can be tamed and consequently follows the tamer around, allowing it
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* to dig for treasure and activate pet bouncers.
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*/
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class PetComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PET;
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/**
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* PetComponent constructor
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* @param parentEntity The parent entity
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* @param componentId The component id
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*/
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explicit PetComponent(Entity* parentEntity, uint32_t componentId);
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~PetComponent() override = default;
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/**
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* Serializes the pet
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* @param outBitStream The output bitstream
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* @param bIsInitialUpdate Boolean value of whether this is the initial update
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*/
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Sets the AI state of the pet
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* @param newState New pet AI state
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*/
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void SetPetAiState(const PetAiState newState) noexcept {
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m_State = newState;
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};
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/**
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* Gets the AI state of the pet
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*/
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[[nodiscard]]
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PetAiState GetPetAiState() const noexcept {
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return m_State;
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}
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/**
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* Governs the pet update loop
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* @param deltaTime Time elapsed since last update
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*/
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void Update(float deltaTime) override;
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/**
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* Handles an OnUse event from another entity, initializing the pet taming minigame if this pet is untamed.
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Attempts to complete the pet minigame by passing a list of bricks to build the minigame model.
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* @param bricks the bricks to try to complete the minigame with
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* @param clientFailed unused
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*/
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void TryBuild(uint32_t numBricks, bool clientFailed);
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/**
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* Handles a notification from the client regarding the completion of the pet minigame, adding the pet to their
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* inventory.
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* @param position the position to spawn the completed model at
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*/
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void NotifyTamingBuildSuccess(NiPoint3 position);
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/**
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* Handles the notification of the client to set the name of the pet (indicating that minigame was completed
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* successfully).
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* @param name the name of the pet to set
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*/
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void RequestSetPetName(const std::u16string& name);
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/**
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* Handles a notification of the client that the taming entity is leaving the minigame, either voluntary or because
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* time ran out.
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* @param voluntaryExit whether the client voluntarily exited the minigame
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*/
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void ClientExitTamingMinigame(bool voluntaryExit);
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/**
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* Starts the internal timer for the build limit for building the minigame model
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*/
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void StartTimer();
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/**
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* Notifies the client that they failed the minigame because time ran out
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*/
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void ClientFailTamingMinigame();
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/**
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* Makes the pet wander around
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*/
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void Wander();
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/**
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* Called when the pet is first spawned
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*/
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void OnSpawn();
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/**
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* Continues a step in the follow state, making sure that the entity is around its start position
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*/
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void OnFollow(const float deltaTime);
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/**
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* Continues a step in the interact state, handling the pet's interaction with an entity
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*/
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void OnInteract();
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/**
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* Start a pet interaction with an object at a given position
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*/
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void StartInteract(const NiPoint3 position, const PetInteractType interactionType, const LWOOBJID interactID);
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/**
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* Stop a pet interaction with an object
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* @param bDontSerialize optional parameter, set to true to not serialize afterwards
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*/
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void StopInteract(bool bDontSerialize = false);
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/**
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* Spawns a pet from an item in the inventory of an owner
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* @param item the item to create the pet from
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* @param registerPet notifies the client that the pet was spawned, not necessary if this pet is being tamed
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*/
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void Activate(Item* item, bool registerPet = true, bool fromTaming = false);
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/**
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* Despawns the pet
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*/
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void Deactivate(eHelpType msg = eHelpType::NONE);
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/**
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* Removes the pet from the inventory
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*/
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void Release();
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/**
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* Commands the pet to do an action, actions are still a relative mystery, next to playing emotes
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* @param position a position to execute the command at, currently unused
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* @param source the source object that triggered the command
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* @param commandType the type of the command (see function body for types)
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* @param typeId extra information about the command, e.g. the emote to play
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* @param overrideObey unused
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*/
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void Command(const NiPoint3& position, const LWOOBJID source, const int32_t commandType, const int32_t typeId, const bool overrideObey);
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/**
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* Returns the ID of the owner of this pet (if any)
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* @return the ID of the owner of this pet
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*/
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[[nodiscard]]
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LWOOBJID GetOwnerId() const noexcept {
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return m_Owner;
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};
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/**
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* Returns the entity that owns this pet (if any)
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* @return the entity that owns this pet
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*/
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[[nodiscard]]
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Entity* GetOwner() const;
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/**
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* Returns the ID that is stored in the database with regards to this pet, only set for pets that are tamed
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* @return the ID that is stored in the database with regards to this pet
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*/
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[[nodiscard]]
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LWOOBJID GetDatabaseId() const noexcept {
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return m_DatabaseId;
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}
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/**
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* Returns the ID that this pet was spawned from, only set for tamed pets
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* @return the ID that this pet was spawned from
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*/
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[[nodiscard]]
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LWOOBJID GetItemId() const noexcept {
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return m_ItemId;
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}
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/**
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* Sets preconditions for the pet that need to be met before it can be tamed
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* @param conditions the preconditions to set
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*/
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void SetPreconditions(const std::string& preconditions) {
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m_Preconditions = PreconditionExpression(preconditions);
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}
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/**
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* Sets if the pet is ready to interact with an object
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* @param isReady whether the pet is ready to interact (true) or not (false)
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*/
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void SetIsReadyToInteract(const bool isReady) {
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m_ReadyToInteract = isReady;
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};
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/**
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* @return is pet ready to interact with an object
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*/
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[[nodiscard]]
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bool IsReadyToInteract() const noexcept {
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return m_ReadyToInteract;
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}
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/**
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* Sets if the pet is currently handling an interaction with an object
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* @param isHandlingInteraction whether the pet is currently handling an interaction with an object
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*/
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void SetIsHandlingInteraction(const bool isHandlingInteraction) {
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m_IsHandlingInteraction = isHandlingInteraction;
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}
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/**
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* @return is pet currently handling an interaction with an object
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*/
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[[nodiscard]]
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bool IsHandlingInteraction() const noexcept {
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return m_IsHandlingInteraction;
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};
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/**
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* Set up the pet bouncer interaction
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*/
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void SetupInteractBouncer();
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/**
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* Starts the pet bouncer interaction
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*/
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void StartInteractBouncer();
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/**
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* Handles the pet bouncer interaction
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*/
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void HandleInteractBouncer();
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/**
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* Set up the treasure dig interaction
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*/
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void SetupInteractTreasureDig();
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/**
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* Starts the pet treasure dig interaction
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*/
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void StartInteractTreasureDig();
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/**
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* Handles the pet treasure dig interaction
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*/
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void HandleInteractTreasureDig();
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/**
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* Returns the entity that this component belongs to
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* @return the entity that this component belongs to
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*/
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[[nodiscard]]
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Entity* GetParentEntity() const noexcept {
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return m_Parent;
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}
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/**
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* Sets the name of the pet to be moderated
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* @param petName the name of the pet to set
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*/
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void SetPetNameForModeration(const std::string& petName);
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/**
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* Loads the pet name up for moderation along with the moderation status from the database and sets them for this
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* pet.
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*/
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void LoadPetNameFromModeration();
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/**
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* Returns the component of the pet some entity is currently taming (if any)
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* @param tamer the entity that's currently taming
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* @return the pet component of the entity that's being tamed
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*/
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[[nodiscard]]
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static PetComponent* GetTamingPet(LWOOBJID tamer);
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/**
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* Returns the pet that's currently spawned for some entity (if any)
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* @param owner the owner of the pet that's spawned
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* @return the pet component of the entity that was spawned by the owner
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*/
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[[nodiscard]]
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static PetComponent* GetActivePet(LWOOBJID owner);
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/**
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* Adds the timer to the owner of this pet to drain imagination at the rate
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* specified by the parameter imaginationDrainRate
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*
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* @param item The item that represents this pet in the inventory.
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*/
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void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
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private:
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// Needed so it can access flags
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friend class DamagingPets;
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/**
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* Information for the minigame to be completed
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*/
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struct PuzzleData {
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/**
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* The LOT of the object that is to be created
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*/
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LOT puzzleModelLot;
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/**
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* That file that contains the bricks required to build the model
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*/
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std::string buildFile;
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/**
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* The time limit to complete the build
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*/
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int32_t timeLimit;
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/**
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* The imagination cost for the tamer to start the minigame
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*/
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int32_t imaginationCost;
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/**
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* The number of pieces required to complete the minigame
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*/
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int32_t numValidPieces;
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};
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struct Interaction {
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/**
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* The type of object that the pet is currently interacting with (e.g. a treasure chest or switch)
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*/
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PetInteractType type = PetInteractType::none;
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/**
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* The interaction ability
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*/
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ePetAbilityType ability = ePetAbilityType::Invalid;
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/**
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* The ID of the object that the pet is currently interacting with (e.g. a treasure chest or switch)
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*/
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LWOOBJID obj = LWOOBJID_EMPTY;
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};
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/**
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* Pet interaction info
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*/
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Interaction m_Interaction{};
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/**
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* Cache of all the pets that are currently spawned, indexed by tamer
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*/
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static std::unordered_map<LWOOBJID, LWOOBJID> activePets;
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/**
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* Cache of all the pets that are currently being tamed, indexed by tamer
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*/
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static std::unordered_map<LWOOBJID, LWOOBJID> currentActivities;
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/**
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* Cache of all the minigames and their information from the database
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*/
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static std::unordered_map<LOT, PetComponent::PuzzleData> buildCache;
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/**
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* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
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*/
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static std::map<LOT, int32_t> petFlags;
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/**
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* The halting radius of the pet while following a player TODO: Move into struct?
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*/
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float m_FollowRadius;
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/**
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* The ID of the component in the pet component table
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*/
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uint32_t m_ComponentId;
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/**
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* The ID of the model that was built to complete the taming minigame for this pet
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*/
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LWOOBJID m_ModelId = LWOOBJID_EMPTY;
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/**
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* The ID of the entity that owns this pet
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*/
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LWOOBJID m_Owner = LWOOBJID_EMPTY;
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/**
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* The ID of the entity that is currently taming this pet
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*/
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LWOOBJID m_Tamer = LWOOBJID_EMPTY;
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/**
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* The ID under which this pet is stored in the database (if it's tamed)
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*/
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LWOOBJID m_DatabaseId = LWOOBJID_EMPTY;
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/**
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* The ID of the item from which this pet was created
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*/
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LWOOBJID m_ItemId;
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/**
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* The moderation status for the name of this pet
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*/
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uint32_t m_ModerationStatus = 0;
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/**
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* The name of this pet
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*/
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std::string m_Name;
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/**
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* The name of the owner of this pet
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*/
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std::string m_OwnerName;
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/**
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* The current flags of the pet (e.g. tamable, tamed, etc).
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*/
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Flag<PetFlag> m_Flags;
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/**
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* The current state of the pet AI
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*/
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PetAiState m_State;
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/**
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* The time an entity has left to complete the minigame
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*/
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float m_Timer = 0;
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/**
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* A timer that tracks how long a tamed pet has been to far away from its owner, triggering a teleport after timeout
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*/
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float m_TimerAway = 0;
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/**
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* A timer that tracks how long until a tamed pet will bounce again when standing over a treasure dig site
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*/
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float m_TimerBounce = 0;
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/**
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* Boolean that sets if a pet is ready to interact with an object
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*/
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bool m_ReadyToInteract;
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/**
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* Boolean that sets if a pet is currently handling an interaction with an object
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*/
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bool m_IsHandlingInteraction;
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/**
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* The position that this pet was spawned at
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*/
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NiPoint3 m_StartPosition;
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/**
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* The movement AI component that is related to this pet, required to move it around
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*/
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MovementAIComponent* m_MovementAI;
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/**
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* Preconditions that need to be met before an entity can tame this pet
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*/
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std::optional<PreconditionExpression> m_Preconditions;
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/**
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* Pet information loaded from the CDClientDatabase
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*/
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CDPetComponent m_PetInfo;
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};
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#endif // !PETCOMPONENT_H
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