DarkflameServer/dGame/dComponents/FlagComponent.cpp
David Markowitz 60971409c1 debug stuff
2025-01-20 19:20:58 -08:00

223 lines
6.7 KiB
C++

#include "FlagComponent.h"
#include "CDPlayerFlagsTable.h"
#include "eMissionTaskType.h"
#include "ePlayerFlag.h"
#include "MissionComponent.h"
#include "Amf3.h"
FlagComponent::FlagComponent(Entity* parent) : Component(parent) {
RegisterMsg(MessageType::Game::SET_FLAG, this, &FlagComponent::OnSetFlag);
RegisterMsg(MessageType::Game::GET_FLAG, this, &FlagComponent::OnGetFlag);
RegisterMsg(MessageType::Game::CLEAR_SESSION_FLAGS, this, &FlagComponent::OnClearSessionFlags);
RegisterMsg(MessageType::Game::SET_RETROACTIVE_FLAGS, this, &FlagComponent::OnSetRetroactiveFlags);
RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &FlagComponent::OnGetObjectReportInfo);
}
bool FlagComponent::OnSetFlag(GameMessages::GameMsg& msg) {
auto& setFlag = static_cast<GameMessages::SetFlag&>(msg);
SetPlayerFlag(setFlag.iFlagId, setFlag.bFlag);
// This is always set the first time a player loads into a world from character select
// and is used to know when to refresh the players inventory items so they show up.
if (setFlag.iFlagId == ePlayerFlag::IS_NEWS_SCREEN_VISIBLE && setFlag.bFlag) {
m_Parent->SetVar<bool>(u"dlu_first_time_load", true);
}
return true;
}
bool FlagComponent::OnGetFlag(GameMessages::GameMsg& msg) {
auto& getFlag = static_cast<GameMessages::GetFlag&>(msg);
getFlag.bFlag = GetPlayerFlag(getFlag.iFlagId);
return true;
}
void FlagComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) {
obj.InsertNewChildElement("flag");
}
auto& flags = *obj.FirstChildElement("flag");
flags.DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
// Save our flags
for (const auto& [index, flagBucket] : m_PlayerFlags) {
auto& f = *flags.InsertNewChildElement("f");
f.SetAttribute("id", index);
f.SetAttribute("v", flagBucket);
}
// Save our session flags
for (const auto& sessionFlag : m_SessionFlags) {
auto& s = *flags.InsertNewChildElement("s");
LOG("Saving session flag %i", sessionFlag);
s.SetAttribute("si", sessionFlag);
}
}
void FlagComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) return;
auto& flags = *obj.FirstChildElement("flag");
const auto* currentChild = flags.FirstChildElement("f");
while (currentChild) {
const auto* temp = currentChild->Attribute("v");
const auto* id = currentChild->Attribute("id");
if (temp && id) {
uint32_t index = 0;
uint64_t value = 0;
index = std::stoul(id);
value = std::stoull(temp);
m_PlayerFlags.insert(std::make_pair(index, value));
}
currentChild = currentChild->NextSiblingElement("f");
}
// Now load our session flags
currentChild = flags.FirstChildElement("s");
while (currentChild) {
const auto* temp = currentChild->Attribute("si");
if (temp) {
uint32_t sessionIndex = 0;
sessionIndex = std::stoul(temp);
m_SessionFlags.insert(sessionIndex);
}
currentChild = currentChild->NextSiblingElement("s");
}
}
void FlagComponent::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
if (value) {
// Update the mission component:
auto* missionComponent = m_Parent->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
}
}
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
if (value) m_SessionFlags.insert(flagId);
else m_SessionFlags.erase(flagId);
} else {
// Calculate the index first
auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
// Check if flag index exists
if (it != m_PlayerFlags.end()) {
// Update the value
if (value) {
it->second |= shiftedValue;
} else {
it->second &= ~shiftedValue;
}
} else {
if (value) {
// Otherwise, insert the value
uint64_t flagValue = 0;
flagValue |= shiftedValue;
m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
}
}
}
// Notify the client that a flag has changed server-side
GameMessages::SendNotifyClientFlagChange(m_Parent->GetObjectID(), flagId, value, m_Parent->GetSystemAddress());
}
bool FlagComponent::GetPlayerFlag(const uint32_t flagId) const {
bool toReturn = false; //by def, return false.
const auto flagEntry = CDPlayerFlagsTable::GetEntry(flagId);
if (flagEntry && flagEntry->sessionOnly) {
toReturn = m_SessionFlags.contains(flagId);
} else {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));
const auto shiftedValue = 1ULL << flagId % 64;
auto it = m_PlayerFlags.find(flagIndex);
if (it != m_PlayerFlags.end()) {
// Don't set the data if we don't have to
toReturn = (it->second & shiftedValue) != 0;
}
}
return toReturn;
}
bool FlagComponent::OnSetRetroactiveFlags(GameMessages::GameMsg& msg) {
// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) ||
GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) ||
GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) ||
GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
}
return true;
}
bool FlagComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
auto& request = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& cmptType = request.info->PushDebug("Player Flag");
cmptType.PushDebug<AMFIntValue>("Component ID") = GeneralUtils::ToUnderlying(ComponentType);
auto& allFlags = cmptType.PushDebug("All flags");
for (const auto& [id, flagChunk] : m_PlayerFlags) {
const auto base = id * 64;
auto flagChunkCopy = flagChunk;
for (int i = 0; i < 64; i++) {
if (static_cast<bool>(flagChunkCopy & 1)) {
const int32_t flagId = base + i;
std::stringstream stream;
stream << "Flag: " << flagId;
allFlags.PushDebug(stream.str().c_str());
}
flagChunkCopy >>= 1;
}
}
return true;
}
void FlagComponent::ClearSessionFlags(tinyxml2::XMLDocument& doc) {
if (!doc.FirstChildElement("obj")) return;
auto& obj = *doc.FirstChildElement("obj");
if (!obj.FirstChildElement("flag")) return;
auto& flags = *obj.FirstChildElement("flag");
auto* currentChild = flags.FirstChildElement();
while (currentChild) {
auto* nextChild = currentChild->NextSiblingElement();
if (currentChild->Attribute("si")) {
flags.DeleteChild(currentChild);
}
currentChild = nextChild;
}
}