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https://github.com/DarkflameUniverse/DarkflameServer.git
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
101 lines
4.8 KiB
C++
101 lines
4.8 KiB
C++
#include "NtFactionSpyServer.h"
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#include "Character.h"
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#include "ProximityMonitorComponent.h"
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#include "InventoryComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void NtFactionSpyServer::OnStartup(Entity *self) {
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SetVariables(self);
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// Set the proximity to sense later
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auto* proximityMonitor = self->GetComponent<ProximityMonitorComponent>();
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if (proximityMonitor == nullptr) {
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proximityMonitor = new ProximityMonitorComponent(self, -1, -1);
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self->AddComponent(COMPONENT_TYPE_PROXIMITY_MONITOR, proximityMonitor);
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}
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proximityMonitor->SetProximityRadius(self->GetVar<float_t>(m_SpyProximityVariable), m_ProximityName);
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}
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void NtFactionSpyServer::SetVariables(Entity* self) {
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self->SetVar<float_t>(m_SpyProximityVariable, 0.0f);
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self->SetVar<SpyData>(m_SpyDataVariable, {});
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self->SetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable, {});
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// If there's an alternating conversation, indices should be provided using the conversationID variables
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self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
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}
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void NtFactionSpyServer::OnProximityUpdate(Entity *self, Entity *entering, std::string name, std::string status) {
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if (name == m_ProximityName && status == "ENTER" && IsSpy(self, entering)) {
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auto cinematic = self->GetVar<std::u16string>(m_SpyCinematicVariable);
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if (!cinematic.empty()) {
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// Save the root of this cinematic so we can identify updates later
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auto cinematicSplit = GeneralUtils::SplitString(cinematic, u'_');
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if (!cinematicSplit.empty()) {
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self->SetVar<std::u16string>(m_CinematicRootVariable, cinematicSplit.at(0));
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}
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GameMessages::SendPlayCinematic(entering->GetObjectID(), cinematic, entering->GetSystemAddress(),
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true, true, true);
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}
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}
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}
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bool NtFactionSpyServer::IsSpy(Entity* self, Entity *possibleSpy) {
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auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
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if (!spyData.missionID || !spyData.flagID || !spyData.itemID)
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return false;
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auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
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auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
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auto* character = possibleSpy->GetCharacter();
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// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
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return missionComponent != nullptr && missionComponent->GetMissionState(spyData.missionID) == MissionState::MISSION_STATE_ACTIVE
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&& inventoryComponent != nullptr && inventoryComponent->IsEquipped(spyData.itemID)
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&& character != nullptr && !character->GetPlayerFlag(spyData.flagID);
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}
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void NtFactionSpyServer::OnCinematicUpdate(Entity *self, Entity *sender, eCinematicEvent event,
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const std::u16string &pathName, float_t pathTime, float_t totalTime,
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int32_t waypoint) {
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const auto& cinematicRoot = self->GetVar<std::u16string>(m_CinematicRootVariable);
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auto pathNameCopy = std::u16string(pathName); // Mutable copy
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auto pathSplit = GeneralUtils::SplitString(pathNameCopy, u'_');
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// Make sure we have a path of type <root>_<index>
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if (pathSplit.size() >= 2) {
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auto pathRoot = pathSplit.at(0);
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auto pathIndex = std::stoi(GeneralUtils::UTF16ToWTF8(pathSplit.at(1))) - 1;
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const auto& dialogueTable = self->GetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable);
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// Make sure we're listening to the root we're interested in
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if (pathRoot == cinematicRoot) {
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if (event == STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
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// If the cinematic started, show part of the conversation
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GameMessages::SendNotifyClientObject(self->GetObjectID(), m_SpyDialogueNotification, 0,
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0, ParamObjectForConversationID(self, dialogueTable.at(pathIndex).conversationID),
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dialogueTable.at(pathIndex).token, sender->GetSystemAddress());
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} else if (event == ENDED && pathIndex >= dialogueTable.size() - 1) {
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auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
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auto* character = sender->GetCharacter();
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if (character != nullptr) {
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character->SetPlayerFlag(spyData.flagID, true);
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}
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}
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}
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}
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}
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LWOOBJID NtFactionSpyServer::ParamObjectForConversationID(Entity* self, uint32_t conversationID) {
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auto paramObjects = self->GetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable);
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auto index = conversationID >= paramObjects.size() ? paramObjects.size() - 1 : conversationID;
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return paramObjects.at(index);
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}
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