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https://github.com/DarkflameUniverse/DarkflameServer.git
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5049f215ba
* use string to access field name * Update DEVGMCommands.cpp * corrected column name * constexpr array include <array> Revert "constexpr array" This reverts commit 1492e8b1773ed5fbbe767c74466ca263178ecdd4. Revert "include <array>" This reverts commit 2b7a67e89ad673d420f496be97f9bc51fd2d5e59. include <array> constexpr array --------- Co-authored-by: jadebenn <jonahbenn@yahoo.com>
1029 lines
31 KiB
C++
1029 lines
31 KiB
C++
#include "DestroyableComponent.h"
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#include "BitStream.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "Amf3.h"
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#include "AmfSerialize.h"
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#include "GameMessages.h"
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#include "User.h"
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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#include "Spawner.h"
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#include "BaseCombatAIComponent.h"
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#include "TeamManager.h"
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#include "BuffComponent.h"
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#include "SkillComponent.h"
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#include "Item.h"
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#include <sstream>
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#include <algorithm>
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include "CDComponentsRegistryTable.h"
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DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
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m_fMaxArmor = 0.0f;
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m_iImagination = 0;
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m_fMaxImagination = 0.0f;
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m_FactionIDs = std::vector<int32_t>();
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m_EnemyFactionIDs = std::vector<int32_t>();
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m_IsSmashable = false;
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m_IsDead = false;
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m_IsSmashed = false;
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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m_iHealth = 0;
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m_fMaxHealth = 0;
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m_AttacksToBlock = 0;
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m_LootMatrixID = 0;
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m_MinCoins = 0;
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m_MaxCoins = 0;
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m_DamageReduction = 0;
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m_ImmuneToBasicAttackCount = 0;
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m_ImmuneToDamageOverTimeCount = 0;
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m_ImmuneToKnockbackCount = 0;
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m_ImmuneToInterruptCount = 0;
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m_ImmuneToSpeedCount = 0;
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m_ImmuneToImaginationGainCount = 0;
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m_ImmuneToImaginationLossCount = 0;
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m_ImmuneToQuickbuildInterruptCount = 0;
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m_ImmuneToPullToPointCount = 0;
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m_DeathBehavior = -1;
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m_DamageCooldownTimer = 0.0f;
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}
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DestroyableComponent::~DestroyableComponent() {
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}
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void DestroyableComponent::Reinitialize(LOT templateID) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
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int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (destCompData.size() > 0) {
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SetHealth(destCompData[0].life);
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SetImagination(destCompData[0].imagination);
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SetArmor(destCompData[0].armor);
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SetMaxHealth(destCompData[0].life);
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SetMaxImagination(destCompData[0].imagination);
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SetMaxArmor(destCompData[0].armor);
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SetIsSmashable(destCompData[0].isSmashable);
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}
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} else {
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SetHealth(1);
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SetImagination(0);
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SetArmor(0);
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SetMaxHealth(1);
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SetMaxImagination(0);
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SetMaxArmor(0);
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SetIsSmashable(true);
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}
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}
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void DestroyableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write1(); // always write these on construction
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outBitStream.Write(m_ImmuneToBasicAttackCount);
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outBitStream.Write(m_ImmuneToDamageOverTimeCount);
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outBitStream.Write(m_ImmuneToKnockbackCount);
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outBitStream.Write(m_ImmuneToInterruptCount);
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outBitStream.Write(m_ImmuneToSpeedCount);
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outBitStream.Write(m_ImmuneToImaginationGainCount);
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outBitStream.Write(m_ImmuneToImaginationLossCount);
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outBitStream.Write(m_ImmuneToQuickbuildInterruptCount);
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outBitStream.Write(m_ImmuneToPullToPointCount);
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}
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outBitStream.Write(m_DirtyHealth || bIsInitialUpdate);
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if (m_DirtyHealth || bIsInitialUpdate) {
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outBitStream.Write(m_iHealth);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_iArmor);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_iImagination);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write(m_DamageToAbsorb);
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outBitStream.Write(IsImmune());
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outBitStream.Write(m_IsGMImmune);
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outBitStream.Write(m_IsShielded);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write<uint32_t>(m_FactionIDs.size());
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for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
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outBitStream.Write(m_FactionIDs[i]);
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}
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outBitStream.Write(m_IsSmashable);
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if (bIsInitialUpdate) {
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outBitStream.Write(m_IsDead);
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outBitStream.Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream.Write(m_IsModuleAssembly);
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outBitStream.Write(m_ExplodeFactor != 1.0f);
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if (m_ExplodeFactor != 1.0f) outBitStream.Write(m_ExplodeFactor);
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}
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}
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m_DirtyHealth = false;
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}
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outBitStream.Write(m_DirtyThreatList || bIsInitialUpdate);
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if (m_DirtyThreatList || bIsInitialUpdate) {
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outBitStream.Write(m_HasThreats);
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m_DirtyThreatList = false;
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}
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}
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void DestroyableComponent::Update(float deltaTime) {
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m_DamageCooldownTimer -= deltaTime;
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}
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void DestroyableComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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auto* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromXml(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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dest->QueryAttribute("im", &m_fMaxImagination);
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dest->QueryAttribute("ic", &m_iImagination);
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dest->QueryAttribute("ac", &m_iArmor);
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dest->QueryAttribute("am", &m_fMaxArmor);
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m_DirtyHealth = true;
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}
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void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLElement* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->UpdateXml(doc);
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}
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dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
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dest->SetAttribute("im", m_fMaxImagination);
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dest->SetAttribute("ic", m_iImagination);
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dest->SetAttribute("ac", m_iArmor);
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dest->SetAttribute("am", m_fMaxArmor);
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}
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void DestroyableComponent::SetHealth(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
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}
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m_iHealth = value;
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}
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void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
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m_fMaxHealth = value;
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if (m_iHealth > m_fMaxHealth) {
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m_iHealth = m_fMaxHealth;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "health");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
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// If Destroyable Component already has zero armor do not trigger the passive ability again.
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bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackArmorDelta(value - m_iArmor);
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}
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m_iArmor = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
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}
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}
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void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
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m_fMaxArmor = value;
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if (m_iArmor > m_fMaxArmor) {
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m_iArmor = m_fMaxArmor;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(value));
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args.Insert("type", "armor");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackImaginationDelta(value - m_iImagination);
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}
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m_iImagination = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iImagination == 0 && inventroyComponent != nullptr) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
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}
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}
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void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
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if (m_iImagination > m_fMaxImagination) {
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m_iImagination = m_fMaxImagination;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "imagination");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
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m_DirtyHealth = true;
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m_DamageToAbsorb = value;
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}
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void DestroyableComponent::SetDamageReduction(int32_t value) {
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m_DirtyHealth = true;
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m_DamageReduction = value;
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}
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void DestroyableComponent::SetIsImmune(bool value) {
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m_DirtyHealth = true;
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m_ImmuneToBasicAttackCount = value ? 1 : 0;
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}
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void DestroyableComponent::SetIsGMImmune(bool value) {
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m_DirtyHealth = true;
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m_IsGMImmune = value;
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}
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void DestroyableComponent::SetIsShielded(bool value) {
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m_DirtyHealth = true;
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m_IsShielded = value;
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}
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void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
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// Ignore factionID -1
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if (factionID == -1 && !ignoreChecks) return;
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// if we already have that faction, don't add it again
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if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
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m_FactionIDs.push_back(factionID);
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m_DirtyHealth = true;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, static_cast<int>(factionID));
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auto result = query.execQuery();
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if (result.eof()) return;
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if (result.fieldIsNull("enemyList")) return;
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const auto* list_string = result.getStringField("enemyList");
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std::stringstream ss(list_string);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (token.empty()) continue;
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auto id = std::stoi(token);
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auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude) {
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exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
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}
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if (exclude) {
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continue;
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}
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AddEnemyFaction(id);
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}
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result.finalize();
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}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
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if (m_Parent->IsPlayer() && other->IsPlayer()) {
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auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!thisCharacterComponent) return false;
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auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
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if (!otherCharacterComponent) return false;
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if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
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return false;
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}
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return true;
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}
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}
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}
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return false;
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}
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bool DestroyableComponent::IsFriend(const Entity* other) const {
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return false;
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}
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}
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return true;
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}
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return false;
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}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
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m_EnemyFactionIDs.push_back(factionID);
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}
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void DestroyableComponent::SetIsSmashable(bool value) {
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m_DirtyHealth = true;
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m_IsSmashable = value;
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}
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void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
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m_AttacksToBlock = value;
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}
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bool DestroyableComponent::IsImmune() const {
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return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
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}
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bool DestroyableComponent::IsCooldownImmune() const {
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return m_DamageCooldownTimer > 0.0f;
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}
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bool DestroyableComponent::IsKnockbackImmune() const {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
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const auto hasPassive = inventoryComponent->HasAnyPassive({
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eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
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eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
|
|
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
|
|
}, 5);
|
|
|
|
if (hasPassive) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
|
|
}
|
|
|
|
bool DestroyableComponent::HasFaction(int32_t factionID) const {
|
|
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
|
|
}
|
|
|
|
LWOOBJID DestroyableComponent::GetKillerID() const {
|
|
return m_KillerID;
|
|
}
|
|
|
|
Entity* DestroyableComponent::GetKiller() const {
|
|
return Game::entityManager->GetEntity(m_KillerID);
|
|
}
|
|
|
|
void DestroyableComponent::Heal(const uint32_t health) {
|
|
auto current = static_cast<uint32_t>(GetHealth());
|
|
const auto max = static_cast<uint32_t>(GetMaxHealth());
|
|
|
|
current += health;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetHealth(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
|
|
auto current = static_cast<int32_t>(GetImagination());
|
|
const auto max = static_cast<int32_t>(GetMaxImagination());
|
|
|
|
current += deltaImagination;
|
|
|
|
current = std::min(current, max);
|
|
|
|
if (current < 0) {
|
|
current = 0;
|
|
}
|
|
|
|
SetImagination(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Repair(const uint32_t armor) {
|
|
auto current = static_cast<uint32_t>(GetArmor());
|
|
const auto max = static_cast<uint32_t>(GetMaxArmor());
|
|
|
|
current += armor;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetArmor(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
|
|
if (GetHealth() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (IsImmune() || IsCooldownImmune()) {
|
|
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
|
|
return;
|
|
}
|
|
|
|
if (m_AttacksToBlock > 0) {
|
|
m_AttacksToBlock--;
|
|
|
|
return;
|
|
}
|
|
|
|
// If this entity has damage reduction, reduce the damage to a minimum of 1
|
|
if (m_DamageReduction > 0 && damage > 0) {
|
|
if (damage > m_DamageReduction) {
|
|
damage -= m_DamageReduction;
|
|
} else {
|
|
damage = 1;
|
|
}
|
|
}
|
|
|
|
const auto sourceDamage = damage;
|
|
|
|
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
|
|
auto armor = static_cast<uint32_t>(GetArmor());
|
|
auto health = static_cast<uint32_t>(GetHealth());
|
|
|
|
const auto absorbDamage = std::min(damage, absorb);
|
|
|
|
damage -= absorbDamage;
|
|
absorb -= absorbDamage;
|
|
|
|
const auto armorDamage = std::min(damage, armor);
|
|
|
|
damage -= armorDamage;
|
|
armor -= armorDamage;
|
|
|
|
health -= std::min(damage, health);
|
|
|
|
SetDamageToAbsorb(absorb);
|
|
SetArmor(armor);
|
|
SetHealth(health);
|
|
SetIsShielded(absorb > 0);
|
|
|
|
// Dismount on the possessable hit
|
|
auto possessable = m_Parent->GetComponent<PossessableComponent>();
|
|
if (possessable && possessable->GetDepossessOnHit()) {
|
|
possessable->Dismount();
|
|
}
|
|
|
|
// Dismount on the possessor hit
|
|
auto possessor = m_Parent->GetComponent<PossessorComponent>();
|
|
if (possessor) {
|
|
auto possessableId = possessor->GetPossessable();
|
|
if (possessableId != LWOOBJID_EMPTY) {
|
|
auto possessable = Game::entityManager->GetEntity(possessableId);
|
|
if (possessable) {
|
|
possessor->Dismount(possessable);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_Parent->GetLOT() != 1) {
|
|
echo = true;
|
|
}
|
|
|
|
if (echo) {
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
auto* attacker = Game::entityManager->GetEntity(source);
|
|
m_Parent->OnHit(attacker);
|
|
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
|
|
NotifySubscribers(attacker, sourceDamage);
|
|
|
|
for (const auto& cb : m_OnHitCallbacks) {
|
|
cb(attacker);
|
|
}
|
|
|
|
if (health != 0) {
|
|
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (combatComponent != nullptr) {
|
|
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//check if hardcore mode is enabled
|
|
if (Game::entityManager->GetHardcoreMode()) {
|
|
DoHardcoreModeDrops(source);
|
|
}
|
|
|
|
Smash(source, eKillType::VIOLENT, u"", skillID);
|
|
}
|
|
|
|
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
|
|
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
|
|
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
|
|
auto foundScript = m_SubscribedScripts.find(scriptObjId);
|
|
if (foundScript != m_SubscribedScripts.end()) {
|
|
m_SubscribedScripts.erase(foundScript);
|
|
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
} else {
|
|
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
|
|
}
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
|
|
for (auto script : m_SubscribedScripts) {
|
|
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
|
|
}
|
|
}
|
|
|
|
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
|
|
if (m_iHealth > 0) {
|
|
SetArmor(0);
|
|
SetHealth(0);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
m_KillerID = source;
|
|
|
|
auto* owner = Game::entityManager->GetEntity(source);
|
|
|
|
if (owner != nullptr) {
|
|
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
|
|
|
|
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent != nullptr && isEnemy) {
|
|
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
|
|
}
|
|
|
|
auto* missions = owner->GetComponent<MissionComponent>();
|
|
|
|
if (missions != nullptr) {
|
|
if (team != nullptr) {
|
|
for (const auto memberId : team->members) {
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
auto* memberMissions = member->GetComponent<MissionComponent>();
|
|
|
|
if (memberMissions == nullptr) continue;
|
|
|
|
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
} else {
|
|
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto isPlayer = m_Parent->IsPlayer();
|
|
|
|
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
|
|
|
|
//NANI?!
|
|
if (!isPlayer) {
|
|
if (owner != nullptr) {
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr) {
|
|
LWOOBJID specificOwner = LWOOBJID_EMPTY;
|
|
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
|
|
uint32_t teamSize = team->members.size();
|
|
uint32_t lootMatrixId = GetLootMatrixID();
|
|
|
|
if (scriptedActivityComponent) {
|
|
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
|
|
}
|
|
|
|
if (team->lootOption == 0) { // Round robin
|
|
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
|
|
|
|
auto* member = Game::entityManager->GetEntity(specificOwner);
|
|
|
|
if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
} else {
|
|
for (const auto memberId : team->members) { // Free for all
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
} else { // drop loot for non team user
|
|
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
} else {
|
|
//Check if this zone allows coin drops
|
|
if (Game::zoneManager->GetPlayerLoseCoinOnDeath()) {
|
|
auto* character = m_Parent->GetCharacter();
|
|
uint64_t coinsTotal = character->GetCoins();
|
|
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMin;
|
|
if (coinsTotal >= minCoinsToLose) {
|
|
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMax;
|
|
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathPercent;
|
|
|
|
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
|
|
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
|
|
|
|
coinsTotal -= coinsToLose;
|
|
|
|
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
|
|
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
|
}
|
|
}
|
|
|
|
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
|
|
if (zoneControl) zoneControl->GetScript()->OnPlayerDied(zoneControl, m_Parent);
|
|
|
|
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
|
|
for (Entity* scriptEntity : scriptedActs) {
|
|
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
|
|
scriptEntity->GetScript()->OnPlayerDied(scriptEntity, m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Parent->Kill(owner, killType);
|
|
}
|
|
|
|
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
|
|
m_FactionIDs.clear();
|
|
m_EnemyFactionIDs.clear();
|
|
|
|
AddFaction(factionID, ignoreChecks);
|
|
}
|
|
|
|
void DestroyableComponent::SetStatusImmunity(
|
|
const eStateChangeType state,
|
|
const bool bImmuneToBasicAttack,
|
|
const bool bImmuneToDamageOverTime,
|
|
const bool bImmuneToKnockback,
|
|
const bool bImmuneToInterrupt,
|
|
const bool bImmuneToSpeed,
|
|
const bool bImmuneToImaginationGain,
|
|
const bool bImmuneToImaginationLoss,
|
|
const bool bImmuneToQuickbuildInterrupt,
|
|
const bool bImmuneToPullToPoint) {
|
|
|
|
if (state == eStateChangeType::POP) {
|
|
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
|
|
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
|
|
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
|
|
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
|
|
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
|
|
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
|
|
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
|
|
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
|
|
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
|
|
|
|
} else if (state == eStateChangeType::PUSH) {
|
|
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
|
|
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
|
|
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
|
|
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
|
|
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
|
|
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
|
|
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
|
|
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
|
|
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
|
|
}
|
|
|
|
GameMessages::SendSetStatusImmunity(
|
|
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
|
|
bImmuneToBasicAttack,
|
|
bImmuneToDamageOverTime,
|
|
bImmuneToKnockback,
|
|
bImmuneToInterrupt,
|
|
bImmuneToSpeed,
|
|
bImmuneToImaginationGain,
|
|
bImmuneToImaginationLoss,
|
|
bImmuneToQuickbuildInterrupt,
|
|
bImmuneToPullToPoint
|
|
);
|
|
}
|
|
|
|
void DestroyableComponent::FixStats() {
|
|
auto* entity = GetParent();
|
|
|
|
if (entity == nullptr) return;
|
|
|
|
// Reset skill component and buff component
|
|
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
// If any of the components are nullptr, return
|
|
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Save the current stats
|
|
int32_t currentHealth = destroyableComponent->GetHealth();
|
|
int32_t currentArmor = destroyableComponent->GetArmor();
|
|
int32_t currentImagination = destroyableComponent->GetImagination();
|
|
|
|
// Unequip all items
|
|
auto equipped = inventoryComponent->GetEquippedItems();
|
|
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Unequip the item
|
|
item->UnEquip();
|
|
}
|
|
|
|
// Base stats
|
|
int32_t maxHealth = 4;
|
|
int32_t maxArmor = 0;
|
|
int32_t maxImagination = 0;
|
|
|
|
// Go through all completed missions and add the reward stats
|
|
for (auto& pair : missionComponent->GetMissions()) {
|
|
auto* mission = pair.second;
|
|
|
|
if (!mission->IsComplete()) {
|
|
continue;
|
|
}
|
|
|
|
// Add the stats
|
|
const auto& info = mission->GetClientInfo();
|
|
|
|
maxHealth += info.reward_maxhealth;
|
|
maxImagination += info.reward_maximagination;
|
|
}
|
|
|
|
// Set the base stats
|
|
destroyableComponent->SetMaxHealth(maxHealth);
|
|
destroyableComponent->SetMaxArmor(maxArmor);
|
|
destroyableComponent->SetMaxImagination(maxImagination);
|
|
|
|
// Re-apply all buffs
|
|
buffComponent->ReApplyBuffs();
|
|
|
|
// Requip all items
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Equip the item
|
|
item->Equip();
|
|
}
|
|
|
|
// Fetch correct max stats after everything is done
|
|
maxHealth = destroyableComponent->GetMaxHealth();
|
|
maxArmor = destroyableComponent->GetMaxArmor();
|
|
maxImagination = destroyableComponent->GetMaxImagination();
|
|
|
|
// If any of the current stats are more than their max, set them to the max
|
|
if (currentHealth > maxHealth) currentHealth = maxHealth;
|
|
if (currentArmor > maxArmor) currentArmor = maxArmor;
|
|
if (currentImagination > maxImagination) currentImagination = maxImagination;
|
|
|
|
// Restore current stats
|
|
destroyableComponent->SetHealth(currentHealth);
|
|
destroyableComponent->SetArmor(currentArmor);
|
|
destroyableComponent->SetImagination(currentImagination);
|
|
|
|
// Serialize the entity
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
|
|
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
|
|
m_OnHitCallbacks.push_back(callback);
|
|
}
|
|
|
|
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
|
//check if this is a player:
|
|
if (m_Parent->IsPlayer()) {
|
|
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
|
|
auto* character = m_Parent->GetComponent<CharacterComponent>();
|
|
auto uscore = character->GetUScore();
|
|
|
|
auto uscoreToLose = uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100);
|
|
character->SetUScore(uscore - uscoreToLose);
|
|
|
|
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
|
|
|
|
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
|
|
//drop all items from inventory:
|
|
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
|
|
if (inventory) {
|
|
//get the items inventory:
|
|
auto items = inventory->GetInventory(eInventoryType::ITEMS);
|
|
if (items) {
|
|
auto itemMap = items->GetItems();
|
|
if (!itemMap.empty()) {
|
|
for (const auto& item : itemMap) {
|
|
//drop the item:
|
|
if (!item.second) continue;
|
|
// don't drop the thinkng cap
|
|
if (item.second->GetLot() == 6086) continue;
|
|
GameMessages::SendDropClientLoot(m_Parent, source, item.second->GetLot(), 0, m_Parent->GetPosition(), item.second->GetCount());
|
|
item.second->SetCount(0, false, false);
|
|
}
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//get character:
|
|
auto* chars = m_Parent->GetCharacter();
|
|
if (chars) {
|
|
auto coins = chars->GetCoins();
|
|
|
|
//lose all coins:
|
|
chars->SetCoins(0, eLootSourceType::NONE);
|
|
|
|
//drop all coins:
|
|
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
|
|
}
|
|
|
|
// Reload the player since we can't normally reduce uscore from the server and we want the UI to update
|
|
// do this last so we don't get killed.... again
|
|
Game::entityManager->DestructEntity(m_Parent);
|
|
Game::entityManager->ConstructEntity(m_Parent);
|
|
return;
|
|
}
|
|
|
|
//award the player some u-score:
|
|
auto* player = Game::entityManager->GetEntity(source);
|
|
if (player && player->IsPlayer()) {
|
|
auto* playerStats = player->GetComponent<CharacterComponent>();
|
|
if (playerStats) {
|
|
//get the maximum health from this enemy:
|
|
auto maxHealth = GetMaxHealth();
|
|
|
|
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
|
|
|
|
playerStats->SetUScore(playerStats->GetUScore() + uscore);
|
|
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|