mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
aaf446fe6e
* Added feature grouping logic * Add saving of brick buckets * Add edge case check for max group count * Use vector for storing groups * Update InventoryComponent.cpp * Update InventoryComponent.h * Update InventoryComponent.h * fix string log format * Update GameMessages.cpp
524 lines
16 KiB
C++
524 lines
16 KiB
C++
#pragma once
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#ifndef INVENTORYCOMPONENT_H
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#define INVENTORYCOMPONENT_H
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#include <map>
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#include <stack>
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#include "BehaviorSlot.h"
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#include "tinyxml2.h"
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#include "dCommonVars.h"
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#include "EquippedItem.h"
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#include "Inventory.h"
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#include "LDFFormat.h"
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#include "DatabasePet.h"
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#include "Component.h"
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#include "ItemSetPassiveAbility.h"
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#include "eItemSetPassiveAbilityID.h"
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#include "PossessorComponent.h"
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#include "eInventoryType.h"
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#include "eReplicaComponentType.h"
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#include "eLootSourceType.h"
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class Entity;
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class ItemSet;
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typedef std::map<std::string, EquippedItem> EquipmentMap;
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enum class eItemType : int32_t;
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/**
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* Handles the inventory of entity, including the items they possess and have equipped. An entity can have inventories
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* of different types, each type representing a different group of items, see `eInventoryType` for a list of
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* inventories.
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*/
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class InventoryComponent final : public Component {
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public:
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struct Group {
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// Generated ID for the group. The ID is sent by the client and has the format user_group + Math.random() * UINT_MAX.
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std::string groupId;
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// Custom name assigned by the user.
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std::string groupName;
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// All the lots the user has in the group.
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std::set<LOT> lots;
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};
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enum class GroupUpdateCommand {
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ADD,
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ADD_LOT,
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MODIFY,
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REMOVE,
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REMOVE_LOT,
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};
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// Based on the command, certain fields will be used or not used.
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// for example, ADD_LOT wont use groupName, MODIFY wont use lots, etc.
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struct GroupUpdate {
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std::string groupId;
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std::string groupName;
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LOT lot;
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eInventoryType inventory;
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GroupUpdateCommand command;
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};
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static constexpr uint32_t MaximumGroupCount = 50;
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::INVENTORY;
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InventoryComponent(Entity* parent);
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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void LoadXml(const tinyxml2::XMLDocument& document);
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void UpdateXml(tinyxml2::XMLDocument& document) override;
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/**
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* Returns an inventory of the specified type, if it exists
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* @param type the inventory type to find an inventory for
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* @return the inventory of the specified type
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*/
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Inventory* GetInventory(eInventoryType type);
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/**
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* Returns all the inventories this entity has, indexed by type
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* @return all the inventories this entity has, indexed by type
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*/
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const std::map<eInventoryType, Inventory*>& GetInventories() const;
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/**
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* Returns the amount of items this entity possesses of a certain LOT
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* @param lot the lot to search for
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* @return the amount of items this entity possesses the specified LOT
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*/
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uint32_t GetLotCount(LOT lot) const;
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/**
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* Returns the amount of items this entity possesses of a LOT, given that they're not in a temporary inventory
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* (vendor buyback, vault, etc).
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* @param lot the lot to search for
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* @return the amount of items this entity possesses of the specified lot
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*/
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uint32_t GetLotCountNonTransfer(LOT lot) const;
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/**
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* Returns the items that are currently equipped by this entity
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* @return the items that are currently equipped by this entity
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*/
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const EquipmentMap& GetEquippedItems() const;
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/**
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* Adds an item to the inventory of the entity
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* @param lot the lot to add
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* @param count the amount of items to add
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* @param inventoryType the inventory to add the item to
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* @param config optional config for this item, used for example for rockets
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* @param parent optional parent of this item, used for proxy items
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* @param showFlyingLoot show a client animation if the item is added
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* @param isModMoveAndEquip equips the item
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* @param subKey optional sub ID of a related object, used by pets
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* @param inventorySourceType if the inventory was moved, the source inventory
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* @param sourceType the source of the item, used to determine if the item is dropped or mailed if the inventory is full
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* @param bound whether this item is bound
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* @param preferredSlot the preferred slot to store this item
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* @param lootSourceType The source of the loot. Defaults to none.
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*/
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void AddItem(
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LOT lot,
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uint32_t count,
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eLootSourceType lootSourceType = eLootSourceType::NONE,
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eInventoryType inventoryType = INVALID,
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const std::vector<LDFBaseData*>& config = {},
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LWOOBJID parent = LWOOBJID_EMPTY,
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bool showFlyingLoot = true,
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bool isModMoveAndEquip = false,
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LWOOBJID subKey = LWOOBJID_EMPTY,
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eInventoryType inventorySourceType = INVALID,
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int32_t sourceType = 0,
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bool bound = false,
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int32_t preferredSlot = -1
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);
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/**
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* Removes a LOT from the inventory
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* @param lot the lot to remove
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* @param count the number of items to remove
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* @param inventoryType optional inventory type to remove the item from
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* @param ignoreBound ignores bound items
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* @param silent silently remove the item
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*/
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bool RemoveItem(LOT lot, uint32_t count, eInventoryType inventoryType = INVALID, bool ignoreBound = false, bool silent = false);
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/**
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* Moves an existing item to an inventory of the entity
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* @param item the item to add
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* @param inventory the inventory to add the item to
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* @param count the number of items to add
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* @param showFlyingLot displays UI animation to the user
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* @param isModMoveAndEquip equips the item
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* @param ignoreEquipped does not stack on equipped items
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* @param preferredSlot the preferred slot to store the item in
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*/
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void MoveItemToInventory(Item* item, eInventoryType inventory, uint32_t count, bool showFlyingLot = true, bool isModMoveAndEquip = false, bool ignoreEquipped = false, int32_t preferredSlot = -1);
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/**
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* Moves a stack of items to an inventory
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* @param item the item to move
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* @param inventory the inventory to move the item to
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* @param slot the slot in the inventory to move the item to
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*/
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void MoveStack(Item* item, eInventoryType inventory, uint32_t slot = 0);
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/**
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* Returns an item in the inventory by object ID
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* @param id the id of the item to find
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* @return item in the inventory by object ID
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*/
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Item* FindItemById(LWOOBJID id) const;
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/**
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* Returns an item in the inventory that matches the specified LOT
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* @param lot the lot of the item to find
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* @param inventoryType optional inventory to search in
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* @param ignoreEquipped ignores items that are equipped
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* @param ignoreBound ignores items that are bound
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* @return item in the inventory that matches the specified LOT
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*/
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Item* FindItemByLot(LOT lot, eInventoryType inventoryType = INVALID, bool ignoreEquipped = false, bool ignoreBound = false);
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/**
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* Finds an item in the inventory that has the specified subkey, useful for pets
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* @param id the subkey to look for
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* @param inventoryType optional inventory type to search in
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* @return item in the inventory that has the specified subkey
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*/
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Item* FindItemBySubKey(LWOOBJID id, eInventoryType inventoryType = INVALID);
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/**
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* Checks if the entity has enough space for a batch of loot
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* @param loot a map of items to add and how many to add
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* @return whether the entity has enough space for all the items
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*/
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bool HasSpaceForLoot(const std::unordered_map<LOT, int32_t>& loot);
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/**
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* Equips an item in the specified slot
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* @param location the location to store the item (e.g. chest, left hand, etc.)
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* @param item the item to place
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* @param keepCurrent stores the item in an additional temp slot if there's already an item equipped
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*/
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void UpdateSlot(const std::string& location, EquippedItem item, bool keepCurrent = false);
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/**
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* Removes a slot from the inventory
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* @param location the slot to remove
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*/
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void RemoveSlot(const std::string& location);
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/**
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* Equips the given item, guesses the slot to equip it in
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* @param item the item to equip
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* @param skipChecks skips checks for equipping cars and rockets (e.g. no special behavior follows)
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*/
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void EquipItem(Item* item, bool skipChecks = false);
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/**
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* Unequips an item from the inventory
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* @param item the item to unequip
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*/
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void UnEquipItem(Item* item);
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/**
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* Unequips an Item from the inventory
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* @param item the Item to unequip
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* @return if we were successful
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*/
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void HandlePossession(Item* item);
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/**
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* Adds a buff related to equipping a lot to the entity
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* @param item the item to find buffs for
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*/
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void ApplyBuff(Item* item) const;
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/**
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* Removes buffs related to equipping a lot from the entity
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* @param item the item to find buffs for
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*/
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void RemoveBuff(Item* item) const;
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/**
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* Saves the equipped items into a temp state
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*/
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void PushEquippedItems();
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/**
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* Unequips all the temporary items and equips the previous item state
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*/
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void PopEquippedItems();
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/**
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* Returns if the entity has an item equipped of the given lot
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* @param lot to lot to search for
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* @return if the entity has an item equipped of the given lot
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*/
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bool IsEquipped(LOT lot) const;
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/**
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* Checks and ensures that we have loaded the item set that might be related to this item
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* @param lot the lot to check the item set for
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*/
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void CheckItemSet(LOT lot);
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/**
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* Sets the current consumable lot
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* @param lot the lot to set as consumable
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*/
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void SetConsumable(LOT lot);
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/**
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* Returns the current consumable lot
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* @return the current consumable lot
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*/
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LOT GetConsumable() const;
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/**
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* Finds all the buffs related to a lot
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* @param item the item to get the buffs for
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* @param castOnEquip if true, the skill missions for these buffs will be progressed
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* @return the buffs related to the specified lot
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*/
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std::vector<uint32_t> FindBuffs(Item* item, bool castOnEquip) const;
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/**
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* Initializes the equipped items with a list of items
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* @param items the items to equip
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*/
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void SetNPCItems(const std::vector<LOT>& items);
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/**
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* Adds a skill related to a passed item to the currently equipped skills
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* @param lot the lot to add a skill for
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*/
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void AddItemSkills(LOT lot);
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/**
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* Removes the skills related to the passed LOT from the currently equipped skills
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* @param lot the lot to remove
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*/
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void RemoveItemSkills(LOT lot);
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/**
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* Triggers one of the passive abilities from the equipped item set
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* @param trigger the trigger to fire
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*/
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Returns if the entity has any of the passed passive abilities equipped
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* @param passiveIDs the IDs to check for
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* @param equipmentRequirement the number of equipment required to be allowed to have the ability
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* @return if the entity has any of the passed passive abilities equipped
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*/
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bool HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const;
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/**
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* Despawns the currently active pet, if any
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*/
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void DespawnPet();
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/**
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* Spawns the item as a pet (if it is one)
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* @param item the pet to spawn
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*/
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void SpawnPet(Item* item);
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/**
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* Updates the database pet data for an item (e.g. moderation status)
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* @param id the id of the pet to find
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* @param data the data to store on the pet
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*/
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void SetDatabasePet(LWOOBJID id, const DatabasePet& data);
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/**
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* Returns the database pet information for an object
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* @param id the object ID to search for
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* @return the database pet information for the object that belongs to the passed id
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*/
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const DatabasePet& GetDatabasePet(LWOOBJID id) const;
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/**
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* Checks if the provided object ID is in this inventory and is a pet
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* @param id the id of the object to check for
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* @return if the provided object ID is in this inventory and is a pet
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*/
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bool IsPet(LWOOBJID id) const;
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/**
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* Removes pet database information from the item with the specified object id
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* @param id the object id to remove pet info for
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*/
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void RemoveDatabasePet(LWOOBJID id);
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/**
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* Returns the current behavior slot active for the passed item type
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* @param type the item type to find the behavior slot for
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* @return the current behavior slot active for the passed item type
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*/
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static BehaviorSlot FindBehaviorSlot(eItemType type);
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/**
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* Checks if the inventory type is a temp inventory
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* @param type the inventory type to check
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* @return if the inventory type is a temp inventory
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*/
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static bool IsTransferInventory(eInventoryType type);
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/**
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* Finds the skill related to the passed LOT from the ObjectSkills table
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* @param lot the lot to find
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* @return the skill related to the passed LOT
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*/
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static uint32_t FindSkill(LOT lot);
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/**
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* Call this when you equip an item. This calls OnFactionTriggerItemEquipped for any scripts found on the items.
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*
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* @param equippedItem The item script to lookup and call equip on
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*/
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void EquipScripts(Item* equippedItem);
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/**
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* Call this when you unequip an item. This calls OnFactionTriggerItemUnequipped for any scripts found on the items.
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*
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* @param unequippedItem The item script to lookup and call unequip on
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*/
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void UnequipScripts(Item* unequippedItem);
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std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
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bool SetSkill(int slot, uint32_t skillId);
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bool SetSkill(BehaviorSlot slot, uint32_t skillId);
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void UpdateGroup(const GroupUpdate& groupUpdate);
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void RemoveGroup(const std::string& groupId);
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~InventoryComponent() override;
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private:
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/**
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* The key is the inventory the group belongs to, the value maps' key is the id for the group.
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* This is only used for bricks and model inventories.
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*/
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std::map<eInventoryType, std::vector<Group>> m_Groups{ { eInventoryType::BRICKS, {} }, { eInventoryType::MODELS, {} } };
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/**
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* All the inventory this entity possesses
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*/
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std::map<eInventoryType, Inventory*> m_Inventories;
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/**
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* The skills that this entity currently has active
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*/
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std::map<BehaviorSlot, uint32_t> m_Skills;
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/**
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* The pets this entity has, mapped by object ID and pet info
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*/
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std::unordered_map<LWOOBJID, DatabasePet> m_Pets;
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/**
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* Cache of item sets this entity has encountered
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*/
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std::vector<ItemSet*> m_Itemsets;
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/**
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* The LOTs we've checked all the item sets for (for cache reasons)
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*/
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std::vector<LOT> m_ItemSetsChecked;
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/**
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* all the equipped items
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*/
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EquipmentMap m_Equipped;
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/**
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* Clone of the equipped items before unequipping all of them
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*/
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EquipmentMap m_Pushed;
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/**
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* If the inventory has changed
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*/
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bool m_Dirty;
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/**
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* The currently active consumable
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*/
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LOT m_Consumable;
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/**
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* Currently has a car equipped
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*/
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bool hasCarEquipped = false;
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Entity* equippedCarEntity = nullptr;
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LWOOBJID previousPossessableID = LWOOBJID_EMPTY;
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LWOOBJID previousPossessorID = LWOOBJID_EMPTY;
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/**
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* Creates all the proxy items (subitems) for a parent item
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* @param parent the parent item to generate all the subitems for
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* @return the proxy items (subitems) for a parent item
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*/
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std::vector<Item*> GenerateProxies(Item* parent);
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/**
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* Finds all the proxy items in this inventory for a given parent item
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* @param parent the parent to find proxy items for
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* @return the proxy items for the parent
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*/
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std::vector<Item*> FindProxies(LWOOBJID parent);
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/**
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* Returns true if the provided LWOOBJID is the parent of this Item.
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* @param parent the parent item to check for proxies
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* @return if the provided ID is a valid proxy item
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*/
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bool IsValidProxy(LWOOBJID parent);
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/**
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* Returns if the provided ID is a valid proxy item (e.g. we have children for it)
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* @param parent the parent item to check for
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* @return if the provided ID is a valid proxy item
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*/
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bool IsParentValid(Item* root);
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/**
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* Removes all the proxy items that have a dangling parent
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*/
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void CheckProxyIntegrity();
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/**
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* Removes all the proxy items for a given parent from the inventory
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* @param item the item to remove proxy items for
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*/
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void PurgeProxies(Item* item);
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/**
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* Saves all the pet information stored in inventory items to the database
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* @param document the xml doc to save to
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*/
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void LoadPetXml(const tinyxml2::XMLDocument& document);
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/**
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* Loads all the pet information from an xml doc into items
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* @param document the xml doc to load from
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*/
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void UpdatePetXml(tinyxml2::XMLDocument& document);
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void LoadGroupXml(const tinyxml2::XMLElement& groups);
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void UpdateGroupXml(tinyxml2::XMLElement& groups) const;
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};
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#endif
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