mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
6b409303af
Quickbuilds jump fix Corrected an error where the builder was erronously changed to an empty lwoobjid when a quickbuild was completed, causing the builds to no longer jump on completion (if configured to do so.) Packet captures from live show that we do not want to get rid of the builder during resetting or during completion of the build so the file has been changed to not clear the builder in those cases.
578 lines
16 KiB
C++
578 lines
16 KiB
C++
#include "RebuildComponent.h"
|
|
#include "Entity.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "GameMessages.h"
|
|
#include "EntityManager.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
#include "CharacterComponent.h"
|
|
|
|
#include "dServer.h"
|
|
#include "PacketUtils.h"
|
|
#include "Spawner.h"
|
|
#include "MovingPlatformComponent.h"
|
|
#include "Preconditions.h"
|
|
|
|
#include "CppScripts.h"
|
|
|
|
RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
|
|
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
|
|
|
|
if (!checkPreconditions.empty())
|
|
{
|
|
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
|
|
}
|
|
}
|
|
|
|
RebuildComponent::~RebuildComponent() {
|
|
delete m_Precondition;
|
|
|
|
Entity* builder = GetBuilder();
|
|
if (builder) {
|
|
CancelRebuild(builder, eFailReason::REASON_BUILD_ENDED, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
}
|
|
|
|
void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
|
|
if (m_Parent->GetComponent(COMPONENT_TYPE_DESTROYABLE) == nullptr) {
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(false);
|
|
}
|
|
|
|
outBitStream->Write(false);
|
|
|
|
outBitStream->Write(false);
|
|
}
|
|
// If build state is completed and we've already serialized once in the completed state,
|
|
// don't serializing this component anymore as this will cause the build to jump again.
|
|
// If state changes, serialization will begin again.
|
|
if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
|
|
outBitStream->Write0();
|
|
outBitStream->Write0();
|
|
return;
|
|
}
|
|
// BEGIN Scripted Activity
|
|
outBitStream->Write1();
|
|
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (builder) {
|
|
outBitStream->Write((uint32_t)1);
|
|
outBitStream->Write(builder->GetObjectID());
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
outBitStream->Write(0.0f);
|
|
}
|
|
}
|
|
else {
|
|
outBitStream->Write((uint32_t)0);
|
|
}
|
|
// END Scripted Activity
|
|
|
|
outBitStream->Write1();
|
|
|
|
outBitStream->Write<uint32_t>(m_State);
|
|
|
|
outBitStream->Write(m_ShowResetEffect);
|
|
outBitStream->Write(m_Activator != nullptr);
|
|
|
|
outBitStream->Write(m_Timer);
|
|
outBitStream->Write(m_TimerIncomplete);
|
|
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(false);
|
|
outBitStream->Write(m_ActivatorPosition);
|
|
outBitStream->Write(m_RepositionPlayer);
|
|
}
|
|
m_StateDirty = false;
|
|
}
|
|
|
|
void RebuildComponent::Update(float deltaTime) {
|
|
m_Activator = GetActivator();
|
|
|
|
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
|
|
/*if (m_SoftTimer > 0.0f) {
|
|
m_SoftTimer -= deltaTime;
|
|
}
|
|
else {
|
|
m_SoftTimer = 5.0f;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}*/
|
|
|
|
switch (m_State) {
|
|
case REBUILD_OPEN: {
|
|
SpawnActivator();
|
|
m_TimeBeforeDrain = 0;
|
|
|
|
auto* spawner = m_Parent->GetSpawner();
|
|
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
|
|
|
|
if (isSmashGroup) {
|
|
m_TimerIncomplete += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
|
m_ShowResetEffect = true;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case REBUILD_COMPLETED: {
|
|
m_Timer += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_ResetTime > 0) {
|
|
if (m_Timer >= m_ResetTime - 4.0f) {
|
|
if (!m_ShowResetEffect) {
|
|
m_ShowResetEffect = true;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
|
|
if (m_Timer >= m_ResetTime) {
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case REBUILD_BUILDING:
|
|
{
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (builder == nullptr)
|
|
{
|
|
ResetRebuild(false);
|
|
|
|
return;
|
|
}
|
|
|
|
m_TimeBeforeDrain -= deltaTime;
|
|
m_Timer += deltaTime;
|
|
m_TimerIncomplete = 0;
|
|
m_ShowResetEffect = false;
|
|
|
|
if (m_TimeBeforeDrain <= 0.0f) {
|
|
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
|
|
|
|
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
|
|
if (!destComp) break;
|
|
|
|
int newImagination = destComp->GetImagination() - 1;
|
|
|
|
destComp->SetImagination(newImagination);
|
|
EntityManager::Instance()->SerializeEntity(builder);
|
|
|
|
++m_DrainedImagination;
|
|
|
|
if (newImagination == 0 && m_DrainedImagination < m_TakeImagination) {
|
|
CancelRebuild(builder, eFailReason::REASON_OUT_OF_IMAGINATION, true);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
|
|
CompleteRebuild(builder);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case REBUILD_INCOMPLETE: {
|
|
m_TimerIncomplete += deltaTime;
|
|
|
|
// For reset times < 0 this has to be handled manually
|
|
if (m_TimeBeforeSmash > 0) {
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
|
|
m_ShowResetEffect = true;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
|
|
|
|
ResetRebuild(false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::OnUse(Entity* originator) {
|
|
if (GetBuilder() != nullptr || m_State == REBUILD_COMPLETED) {
|
|
return;
|
|
}
|
|
|
|
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
|
|
return;
|
|
}
|
|
|
|
StartRebuild(originator);
|
|
}
|
|
|
|
void RebuildComponent::SpawnActivator() {
|
|
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
|
|
if (!m_Activator) {
|
|
EntityInfo info;
|
|
|
|
info.lot = 6604;
|
|
info.spawnerID = m_Parent->GetObjectID();
|
|
info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
|
|
|
|
m_Activator = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
|
|
if (m_Activator) {
|
|
m_ActivatorId = m_Activator->GetObjectID();
|
|
EntityManager::Instance()->ConstructEntity(m_Activator);
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::DespawnActivator() {
|
|
if (m_Activator) {
|
|
EntityManager::Instance()->DestructEntity(m_Activator);
|
|
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
|
|
m_Activator = nullptr;
|
|
|
|
m_ActivatorId = LWOOBJID_EMPTY;
|
|
}
|
|
}
|
|
|
|
Entity* RebuildComponent::GetActivator()
|
|
{
|
|
return EntityManager::Instance()->GetEntity(m_ActivatorId);
|
|
}
|
|
|
|
NiPoint3 RebuildComponent::GetActivatorPosition() {
|
|
return m_ActivatorPosition;
|
|
}
|
|
|
|
float RebuildComponent::GetResetTime() {
|
|
return m_ResetTime;
|
|
}
|
|
|
|
float RebuildComponent::GetCompleteTime() {
|
|
return m_CompleteTime;
|
|
}
|
|
|
|
int RebuildComponent::GetTakeImagination() {
|
|
return m_TakeImagination;
|
|
}
|
|
|
|
bool RebuildComponent::GetInterruptible() {
|
|
return m_Interruptible;
|
|
}
|
|
|
|
bool RebuildComponent::GetSelfActivator() {
|
|
return m_SelfActivator;
|
|
}
|
|
|
|
std::vector<int> RebuildComponent::GetCustomModules() {
|
|
return m_CustomModules;
|
|
}
|
|
|
|
int RebuildComponent::GetActivityId() {
|
|
return m_ActivityId;
|
|
}
|
|
|
|
int RebuildComponent::GetPostImaginationCost() {
|
|
return m_PostImaginationCost;
|
|
}
|
|
|
|
float RebuildComponent::GetTimeBeforeSmash() {
|
|
return m_TimeBeforeSmash;
|
|
}
|
|
|
|
eRebuildState RebuildComponent::GetState() {
|
|
return m_State;
|
|
}
|
|
|
|
Entity* RebuildComponent::GetBuilder() const {
|
|
auto* builder = EntityManager::Instance()->GetEntity(m_Builder);
|
|
|
|
return builder;
|
|
}
|
|
|
|
bool RebuildComponent::GetRepositionPlayer() const {
|
|
return m_RepositionPlayer;
|
|
}
|
|
|
|
void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
|
|
m_ActivatorPosition = value;
|
|
}
|
|
|
|
void RebuildComponent::SetResetTime(float value) {
|
|
m_ResetTime = value;
|
|
}
|
|
|
|
void RebuildComponent::SetCompleteTime(float value) {
|
|
if (value < 0) {
|
|
m_CompleteTime = 4.5f;
|
|
}
|
|
else {
|
|
m_CompleteTime = value;
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::SetTakeImagination(int value) {
|
|
m_TakeImagination = value;
|
|
}
|
|
|
|
void RebuildComponent::SetInterruptible(bool value) {
|
|
m_Interruptible = value;
|
|
}
|
|
|
|
void RebuildComponent::SetSelfActivator(bool value) {
|
|
m_SelfActivator = value;
|
|
}
|
|
|
|
void RebuildComponent::SetCustomModules(std::vector<int> value) {
|
|
m_CustomModules = value;
|
|
}
|
|
|
|
void RebuildComponent::SetActivityId(int value) {
|
|
m_ActivityId = value;
|
|
}
|
|
|
|
void RebuildComponent::SetPostImaginationCost(int value) {
|
|
m_PostImaginationCost = value;
|
|
}
|
|
|
|
void RebuildComponent::SetTimeBeforeSmash(float value) {
|
|
if (value < 0) {
|
|
m_TimeBeforeSmash = 10.0f;
|
|
}
|
|
else {
|
|
m_TimeBeforeSmash = value;
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::SetRepositionPlayer(bool value) {
|
|
m_RepositionPlayer = value;
|
|
}
|
|
|
|
void RebuildComponent::StartRebuild(Entity* user) {
|
|
if (m_State == eRebuildState::REBUILD_OPEN || m_State == eRebuildState::REBUILD_COMPLETED || m_State == eRebuildState::REBUILD_INCOMPLETE) {
|
|
m_Builder = user->GetObjectID();
|
|
|
|
auto* character = user->GetComponent<CharacterComponent>();
|
|
character->SetCurrentActivity(eGameActivities::ACTIVITY_QUICKBUILDING);
|
|
|
|
EntityManager::Instance()->SerializeEntity(user);
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_BUILDING, user->GetObjectID());
|
|
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
|
|
|
|
m_State = eRebuildState::REBUILD_BUILDING;
|
|
m_StateDirty = true;
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnRebuildInitilized();
|
|
}
|
|
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
|
script->OnRebuildStart(m_Parent, user);
|
|
}
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CompleteRebuild(Entity* user) {
|
|
if (user == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
|
|
characterComponent->TrackRebuildComplete();
|
|
} else {
|
|
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.\n");
|
|
return;
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(user);
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID());
|
|
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
|
|
m_State = eRebuildState::REBUILD_COMPLETED;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_DrainedImagination = 0;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
// Removes extra item requirements, isn't live accurate.
|
|
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
|
|
// TODO: fix?
|
|
if (m_Precondition != nullptr) {
|
|
m_Precondition->Check(user, true);
|
|
}
|
|
|
|
DespawnActivator();
|
|
|
|
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
|
|
m_Parent->SetOwnerOverride(user->GetObjectID());
|
|
|
|
auto* builder = GetBuilder();
|
|
|
|
if (builder != nullptr) {
|
|
auto* missionComponent = builder->GetComponent<MissionComponent>();
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
|
|
}
|
|
|
|
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
|
|
}
|
|
|
|
// Notify scripts
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
|
|
script->OnRebuildComplete(m_Parent, user);
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
}
|
|
|
|
// Notify subscribers
|
|
for (const auto& callback : m_RebuildStateCallbacks)
|
|
callback(m_State);
|
|
for (const auto& callback : m_RebuildCompleteCallbacks)
|
|
callback(user);
|
|
|
|
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
|
|
if (movingPlatform != nullptr) {
|
|
movingPlatform->OnCompleteRebuild();
|
|
}
|
|
|
|
// Set flag
|
|
auto* character = user->GetCharacter();
|
|
|
|
if (character != nullptr) {
|
|
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
|
|
|
|
if (flagNumber != 0) {
|
|
character->SetPlayerFlag(flagNumber, true);
|
|
}
|
|
}
|
|
GameMessages::SendPlayAnimation(user, u"rebuild-celebrate", 1.09f);
|
|
}
|
|
|
|
void RebuildComponent::ResetRebuild(bool failed) {
|
|
Entity* builder = GetBuilder();
|
|
|
|
if (m_State == eRebuildState::REBUILD_BUILDING && builder) {
|
|
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eFailReason::REASON_NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
|
|
|
if (failed) {
|
|
GameMessages::SendPlayAnimation(builder, u"rebuild-fail");
|
|
}
|
|
}
|
|
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
|
|
|
|
m_State = eRebuildState::REBUILD_RESETTING;
|
|
m_StateDirty = true;
|
|
m_Timer = 0.0f;
|
|
m_TimerIncomplete = 0.0f;
|
|
m_ShowResetEffect = false;
|
|
m_DrainedImagination = 0;
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
m_Parent->ScheduleKillAfterUpdate();
|
|
|
|
if (m_Activator)
|
|
{
|
|
m_Activator->ScheduleKillAfterUpdate();
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, bool skipChecks) {
|
|
if (m_State != eRebuildState::REBUILD_COMPLETED || skipChecks) {
|
|
|
|
m_Builder = LWOOBJID_EMPTY;
|
|
|
|
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
|
|
|
// Notify the client that a state has changed
|
|
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_INCOMPLETE, entityID);
|
|
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
|
|
|
// Now terminate any interaction with the rebuild
|
|
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
|
|
|
// Now update the component itself
|
|
m_State = eRebuildState::REBUILD_INCOMPLETE;
|
|
m_StateDirty = true;
|
|
|
|
// Notify scripts and possible subscribers
|
|
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
|
|
script->OnRebuildNotifyState(m_Parent, m_State);
|
|
for (const auto& cb : m_RebuildStateCallbacks)
|
|
cb(m_State);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
|
if (characterComponent) {
|
|
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
|
|
EntityManager::Instance()->SerializeEntity(entity);
|
|
}
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
|
|
m_RebuildCompleteCallbacks.push_back(callback);
|
|
}
|
|
|
|
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
|
|
m_RebuildStateCallbacks.push_back(callback);
|
|
}
|