mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
499 lines
13 KiB
C++
499 lines
13 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "SkillComponent.h"
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#include <sstream>
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#include <vector>
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "Behavior.h"
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#include "CDClientDatabase.h"
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#include "dServer.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "BitStreamUtils.h"
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#include "BaseCombatAIComponent.h"
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#include "ScriptComponent.h"
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#include "BuffComponent.h"
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#include "EchoStartSkill.h"
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#include "DoClientProjectileImpact.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "eConnectionType.h"
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#include "eClientMessageType.h"
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ProjectileSyncEntry::ProjectileSyncEntry() {
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}
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std::unordered_map<uint32_t, uint32_t> SkillComponent::m_skillBehaviorCache = {};
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bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target, uint32_t skillID) {
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auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
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context->caster = m_Parent->GetObjectID();
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context->skillID = skillID;
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this->m_managedBehaviors.insert_or_assign(skillUid, context);
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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const auto branch = BehaviorBranchContext(target, 0);
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behavior->Handle(context, bitStream, branch);
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context->ExecuteUpdates();
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return !context->failed;
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}
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void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream* bitStream) {
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const auto index = this->m_managedBehaviors.find(skillUid);
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if (index == this->m_managedBehaviors.end()) {
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LOG("Failed to find skill with uid (%i)!", skillUid, syncId);
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return;
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}
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auto* context = index->second;
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context->SyncBehavior(syncId, bitStream);
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}
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void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::BitStream* bitStream, const LWOOBJID target) {
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auto index = -1;
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for (auto i = 0u; i < this->m_managedProjectiles.size(); ++i) {
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const auto& projectile = this->m_managedProjectiles.at(i);
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if (projectile.id == projectileId) {
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index = i;
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break;
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}
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}
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if (index == -1) {
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LOG("Failed to find projectile id (%llu)!", projectileId);
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return;
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}
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const auto sync_entry = this->m_managedProjectiles.at(index);
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
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query.bind(1, static_cast<int>(sync_entry.lot));
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auto result = query.execQuery();
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if (result.eof()) {
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LOG("Failed to find skill id for (%i)!", sync_entry.lot);
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return;
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}
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const auto behavior_id = static_cast<uint32_t>(result.getIntField(0));
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result.finalize();
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auto* behavior = Behavior::CreateBehavior(behavior_id);
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auto branch = sync_entry.branchContext;
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branch.isProjectile = true;
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if (target != LWOOBJID_EMPTY) {
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branch.target = target;
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}
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behavior->Handle(sync_entry.context, bitStream, branch);
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this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
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}
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void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot) {
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ProjectileSyncEntry entry;
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entry.context = context;
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entry.branchContext = branch;
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entry.lot = lot;
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entry.id = projectileId;
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this->m_managedProjectiles.push_back(entry);
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}
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void SkillComponent::Update(const float deltaTime) {
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if (!m_Parent->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_Parent->GetLOT() != 1) {
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CalculateUpdate(deltaTime);
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}
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if (m_Parent->IsPlayer()) {
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for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
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}
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std::map<uint32_t, BehaviorContext*> keep{};
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for (const auto& pair : this->m_managedBehaviors) {
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auto* context = pair.second;
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if (context == nullptr) {
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continue;
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}
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if (context->clientInitalized) {
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context->CalculateUpdate(deltaTime);
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} else {
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context->Update(deltaTime);
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}
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// Cleanup old behaviors
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if (context->syncEntries.empty() && context->timerEntries.empty()) {
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auto any = false;
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for (const auto& projectile : this->m_managedProjectiles) {
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if (projectile.context == context) {
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any = true;
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break;
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}
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}
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if (!any) {
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context->Reset();
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delete context;
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context = nullptr;
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continue;
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}
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}
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keep.insert_or_assign(pair.first, context);
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}
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this->m_managedBehaviors = keep;
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}
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void SkillComponent::Reset() {
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for (const auto& behavior : this->m_managedBehaviors) {
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delete behavior.second;
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}
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this->m_managedProjectiles.clear();
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this->m_managedBehaviors.clear();
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}
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void SkillComponent::Interrupt() {
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// TODO: need to check immunities on the destroyable component, but they aren't implemented
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auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
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if (combat != nullptr && combat->GetStunImmune()) return;
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for (const auto& behavior : this->m_managedBehaviors) {
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for (const auto& behaviorEndEntry : behavior.second->endEntries) {
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behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second);
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}
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behavior.second->endEntries.clear();
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if (m_Parent->IsPlayer()) continue;
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behavior.second->Interrupt();
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}
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}
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void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime,
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const NiPoint3& startPosition, const NiPoint3& velocity, const bool trackTarget, const float trackRadius) {
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ProjectileSyncEntry entry;
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entry.context = context;
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entry.branchContext = branch;
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entry.lot = lot;
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entry.calculation = true;
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entry.time = 0;
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entry.maxTime = maxTime;
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entry.id = projectileId;
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entry.startPosition = startPosition;
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entry.lastPosition = startPosition;
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entry.velocity = velocity;
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entry.trackTarget = trackTarget;
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entry.trackRadius = trackRadius;
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this->m_managedProjectiles.push_back(entry);
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}
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bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID) {
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uint32_t behaviorId = -1;
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// try to find it via the cache
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const auto& pair = m_skillBehaviorCache.find(skillId);
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// if it's not in the cache look it up and cache it
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if (pair == m_skillBehaviorCache.end()) {
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auto skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
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behaviorId = skillTable->GetSkillByID(skillId).behaviorID;
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m_skillBehaviorCache.insert_or_assign(skillId, behaviorId);
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} else {
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behaviorId = pair->second;
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}
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// check to see if we got back a valid behavior
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if (behaviorId == -1) {
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LOG_DEBUG("Tried to cast skill %i but found no behavior", skillId);
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return false;
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}
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return CalculateBehavior(skillId, behaviorId, target, false, false, optionalOriginatorID).success;
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}
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SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, const uint32_t behaviorId, const LWOOBJID target, const bool ignoreTarget, const bool clientInitalized, const LWOOBJID originatorOverride) {
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auto* bitStream = new RakNet::BitStream();
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true);
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context->caster = m_Parent->GetObjectID();
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context->skillID = skillId;
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context->clientInitalized = clientInitalized;
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context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
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behavior->Calculate(context, bitStream, { target, 0 });
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnSkillCast(m_Parent, skillId);
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}
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if (!context->foundTarget) {
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delete bitStream;
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delete context;
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// Invalid attack
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return { false, 0 };
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}
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this->m_managedBehaviors.insert_or_assign(context->skillUId, context);
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if (!clientInitalized) {
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// Echo start skill
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EchoStartSkill start;
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start.iCastType = 0;
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start.skillID = skillId;
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start.uiSkillHandle = context->skillUId;
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start.optionalOriginatorID = context->originator;
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start.optionalTargetID = target;
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auto* originator = Game::entityManager->GetEntity(context->originator);
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if (originator != nullptr) {
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start.originatorRot = originator->GetRotation();
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}
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//start.optionalTargetID = target;
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start.sBitStream.assign(reinterpret_cast<char*>(bitStream->GetData()), bitStream->GetNumberOfBytesUsed());
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// Write message
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RakNet::BitStream message;
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BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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message.Write(this->m_Parent->GetObjectID());
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start.Serialize(&message);
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Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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context->ExecuteUpdates();
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delete bitStream;
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// Valid attack
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return { true, context->skillTime };
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}
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void SkillComponent::CalculateUpdate(const float deltaTime) {
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if (this->m_managedBehaviors.empty())
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return;
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for (const auto& managedBehavior : this->m_managedBehaviors) {
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if (managedBehavior.second == nullptr) {
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continue;
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}
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managedBehavior.second->CalculateUpdate(deltaTime);
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}
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for (auto& managedProjectile : this->m_managedProjectiles) {
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auto entry = managedProjectile;
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if (!entry.calculation) continue;
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entry.time += deltaTime;
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auto* origin = Game::entityManager->GetEntity(entry.context->originator);
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if (origin == nullptr) {
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continue;
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}
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const auto targets = origin->GetTargetsInPhantom();
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const auto position = entry.startPosition + (entry.velocity * entry.time);
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for (const auto& targetId : targets) {
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auto* target = Game::entityManager->GetEntity(targetId);
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const auto targetPosition = target->GetPosition();
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const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition);
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const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint);
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if (distance > 3 * 3) {
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// TODO There is supposed to be an implementation for homing projectiles here
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continue;
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}
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entry.branchContext.target = targetId;
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SyncProjectileCalculation(entry);
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entry.time = entry.maxTime;
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break;
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}
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entry.lastPosition = position;
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managedProjectile = entry;
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}
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std::vector<ProjectileSyncEntry> valid;
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for (auto& entry : this->m_managedProjectiles) {
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if (entry.calculation) {
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if (entry.time >= entry.maxTime) {
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entry.branchContext.target = LWOOBJID_EMPTY;
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SyncProjectileCalculation(entry);
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continue;
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}
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}
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valid.push_back(entry);
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}
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this->m_managedProjectiles = valid;
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}
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void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry) const {
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auto* other = Game::entityManager->GetEntity(entry.branchContext.target);
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if (other == nullptr) {
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if (entry.branchContext.target != LWOOBJID_EMPTY) {
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LOG("Invalid projectile target (%llu)!", entry.branchContext.target);
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}
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return;
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}
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
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query.bind(1, static_cast<int>(entry.lot));
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auto result = query.execQuery();
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if (result.eof()) {
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LOG("Failed to find skill id for (%i)!", entry.lot);
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return;
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}
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const auto behaviorId = static_cast<uint32_t>(result.getIntField(0));
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result.finalize();
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* bitStream = new RakNet::BitStream();
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behavior->Calculate(entry.context, bitStream, entry.branchContext);
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DoClientProjectileImpact projectileImpact;
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projectileImpact.sBitStream.assign(reinterpret_cast<char*>(bitStream->GetData()), bitStream->GetNumberOfBytesUsed());
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projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
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projectileImpact.i64OrgID = entry.id;
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projectileImpact.i64TargetID = entry.branchContext.target;
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RakNet::BitStream message;
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BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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message.Write(this->m_Parent->GetObjectID());
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projectileImpact.Serialize(&message);
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Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
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entry.context->ExecuteUpdates();
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delete bitStream;
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}
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void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID target, LWOOBJID source) {
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auto* context = new BehaviorContext(source);
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context->unmanaged = true;
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context->caster = target;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* bitStream = new RakNet::BitStream();
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behavior->Handle(context, bitStream, { target });
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delete bitStream;
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delete context;
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}
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void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) {
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auto* context = new BehaviorContext(target);
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context->caster = target;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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behavior->UnCast(context, { target });
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delete context;
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}
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SkillComponent::SkillComponent(Entity* parent): Component(parent) {
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this->m_skillUid = 0;
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}
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SkillComponent::~SkillComponent() {
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Reset();
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}
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void SkillComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) outBitStream->Write0();
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}
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/// <summary>
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/// Get a unique skill ID for syncing behaviors to the client
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/// </summary>
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/// <returns>Unique skill ID</returns>
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uint32_t SkillComponent::GetUniqueSkillId() {
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return ++this->m_skillUid;
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}
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