Files
DarkflameServer/dGame/dComponents/QuickBuildComponent.cpp
David Markowitz 7338319fac feat: debugger additions
Add type field for links in flash
Add warning level for dangerous buttons
fix uninitialzied memory with jetpack variable
remove a bunch of duplicated position push code

tested that the ui is still functional and components with multiple physics components have all their details visible.
tested that jetpack is initialized now
2026-06-24 02:43:45 -07:00

601 lines
18 KiB
C++

#include "QuickBuildComponent.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eQuickBuildFailReason.h"
#include "eTerminateType.h"
#include "eGameActivity.h"
#include "dServer.h"
#include "Spawner.h"
#include "MovingPlatformComponent.h"
#include "Preconditions.h"
#include "Loot.h"
#include "TeamManager.h"
#include "RenderComponent.h"
#include "CppScripts.h"
#include "StringifiedEnum.h"
#include "Amf3.h"
QuickBuildComponent::QuickBuildComponent(Entity* const entity, const int32_t componentID) : Component{ entity, componentID } {
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
if (!checkPreconditions.empty()) {
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
}
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
const auto activatorPositionValid = GeneralUtils::TryParse<NiPoint3>(positionAsVector);
if (positionAsVector.size() == 3 && activatorPositionValid) {
m_ActivatorPosition = activatorPositionValid.value();
} else {
LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
m_ActivatorPosition = m_Parent->GetPosition();
}
SpawnActivator();
RegisterMsg(&QuickBuildComponent::OnGetObjectReportInfo);
}
QuickBuildComponent::~QuickBuildComponent() {
delete m_Precondition;
Entity* builder = GetBuilder();
if (builder) {
CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
}
DespawnActivator();
}
void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
if (bIsInitialUpdate) {
outBitStream.Write(false);
}
outBitStream.Write(false);
outBitStream.Write(false);
}
// 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.Write(m_StateDirty || bIsInitialUpdate);
if (m_StateDirty || bIsInitialUpdate) {
outBitStream.Write(m_State);
outBitStream.Write(m_ShowResetEffect);
outBitStream.Write(m_Activator != nullptr);
outBitStream.Write(m_Timer);
outBitStream.Write(m_TimerIncomplete);
if (bIsInitialUpdate) {
outBitStream.Write(false); // IsChoiceBuild
outBitStream.Write(m_ActivatorPosition);
outBitStream.Write(m_RepositionPlayer);
}
m_StateDirty = false;
}
}
void QuickBuildComponent::Update(float deltaTime) {
SetActivator(GetActivator());
switch (m_State) {
case eQuickBuildState::OPEN: {
SpawnActivator();
m_TimeBeforeDrain = 0;
auto* spawner = m_Parent->GetSpawner();
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
if (isSmashGroup) {
ModifyIncompleteTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->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);
ResetQuickBuild(false);
}
}
}
break;
}
case eQuickBuildState::COMPLETED: {
ModifyTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_ResetTime > 0) {
if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_Timer >= m_ResetTime) {
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 7.0f, false, true);
ResetQuickBuild(false);
}
}
break;
}
case eQuickBuildState::BUILDING:
{
Entity* builder = GetBuilder();
if (!builder) {
ResetQuickBuild(false);
return;
}
m_TimeBeforeDrain -= deltaTime;
ModifyTimer(deltaTime);
SetIncompleteTimer(0.0f);
SetShowResetEffect(false);
if (m_TimeBeforeDrain <= 0.0f) {
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
if (!destComp) break;
++m_DrainedImagination;
const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
const int32_t newImagination = destComp->GetImagination() - 1;
destComp->SetImagination(newImagination);
Game::entityManager->SerializeEntity(builder);
if (newImagination <= 0 && imaginationCostRemaining > 0) {
CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
break;
}
}
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
CompleteQuickBuild(builder);
}
break;
}
case eQuickBuildState::INCOMPLETE: {
ModifyIncompleteTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->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);
ResetQuickBuild(false);
}
}
break;
}
case eQuickBuildState::RESETTING: break;
}
}
void QuickBuildComponent::OnUse(Entity* originator) {
if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) {
return;
}
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
return;
}
StartQuickBuild(originator);
}
void QuickBuildComponent::SpawnActivator() {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) {
if (!m_Activator) {
EntityInfo info;
info.lot = 6604;
info.spawnerID = m_Parent->GetObjectID();
info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
SetActivator(Game::entityManager->CreateEntity(info, nullptr, m_Parent));
if (m_Activator) {
m_ActivatorId = m_Activator->GetObjectID();
Game::entityManager->ConstructEntity(m_Activator);
}
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
void QuickBuildComponent::DespawnActivator() {
if (m_Activator) {
Game::entityManager->DestructEntity(m_Activator);
m_Activator->ScheduleKillAfterUpdate();
SetActivator(nullptr);
m_ActivatorId = LWOOBJID_EMPTY;
}
}
Entity* QuickBuildComponent::GetActivator() const {
return Game::entityManager->GetEntity(m_ActivatorId);
}
NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept {
return m_ActivatorPosition;
}
float QuickBuildComponent::GetResetTime() const noexcept {
return m_ResetTime;
}
float QuickBuildComponent::GetCompleteTime() const noexcept {
return m_CompleteTime;
}
int32_t QuickBuildComponent::GetTakeImagination() const noexcept {
return m_TakeImagination;
}
bool QuickBuildComponent::GetInterruptible() const noexcept {
return m_Interruptible;
}
bool QuickBuildComponent::GetSelfActivator() const noexcept {
return m_SelfActivator;
}
std::vector<int32_t> QuickBuildComponent::GetCustomModules() const noexcept {
return m_CustomModules;
}
int32_t QuickBuildComponent::GetActivityId() const noexcept {
return m_ActivityId;
}
int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept {
return m_PostImaginationCost;
}
float QuickBuildComponent::GetTimeBeforeSmash() const noexcept {
return m_TimeBeforeSmash;
}
eQuickBuildState QuickBuildComponent::GetState() const noexcept {
return m_State;
}
Entity* QuickBuildComponent::GetBuilder() const {
auto* const builder = Game::entityManager->GetEntity(m_Builder);
return builder;
}
bool QuickBuildComponent::GetRepositionPlayer() const noexcept {
return m_RepositionPlayer;
}
void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept {
m_ActivatorPosition = value;
}
void QuickBuildComponent::SetResetTime(const float value) noexcept {
m_ResetTime = value;
}
void QuickBuildComponent::SetCompleteTime(const float value) noexcept {
if (value < 0) {
m_CompleteTime = 4.5f;
} else {
m_CompleteTime = value;
}
}
void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept {
m_TakeImagination = value;
}
void QuickBuildComponent::SetInterruptible(const bool value) noexcept {
m_Interruptible = value;
}
void QuickBuildComponent::SetSelfActivator(const bool value) noexcept {
m_SelfActivator = value;
}
void QuickBuildComponent::SetCustomModules(const std::vector<int32_t>& value) noexcept {
m_CustomModules = value;
}
void QuickBuildComponent::SetActivityId(const int32_t value) noexcept {
m_ActivityId = value;
}
void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept {
m_PostImaginationCost = value;
}
void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept {
if (value < 0) {
m_TimeBeforeSmash = 10.0f;
} else {
m_TimeBeforeSmash = value;
}
}
void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept {
m_RepositionPlayer = value;
}
void QuickBuildComponent::StartQuickBuild(Entity* const user) {
if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
m_Builder = user->GetObjectID();
auto* character = user->GetComponent<CharacterComponent>();
if (character) character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
Game::entityManager->SerializeEntity(user);
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::BUILDING, user->GetObjectID());
GameMessages::SendEnableQuickBuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
SetState(eQuickBuildState::BUILDING);
Game::entityManager->SerializeEntity(m_Parent);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnQuickBuildInitilized();
}
auto* script = m_Parent->GetScript();
script->OnQuickBuildStart(m_Parent, user);
// Notify scripts and possible subscribers
script->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
}
}
void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
if (!user) return;
auto* characterComponent = user->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
characterComponent->TrackQuickBuildComplete();
} else {
LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
return;
}
Game::entityManager->SerializeEntity(user);
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::COMPLETED, user->GetObjectID());
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
GameMessages::SendEnableQuickBuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
SetState(eQuickBuildState::COMPLETED);
SetTimer(0.0f);
m_DrainedImagination = 0;
Game::entityManager->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) {
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
if (team) {
for (const auto memberId : team->members) { // progress missions for all team members
auto* member = Game::entityManager->GetEntity(memberId);
if (member) {
auto* missionComponent = member->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
}
} else {
auto* missionComponent = builder->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
Loot::DropActivityLoot(builder, m_Parent->GetObjectID(), m_ActivityId, 1);
}
// Notify scripts
auto* script = m_Parent->GetScript();
script->OnQuickBuildComplete(m_Parent, user);
script->OnQuickBuildNotifyState(m_Parent, m_State);
// Notify subscribers
for (const auto& callback : m_QuickBuildStateCallbacks)
callback(m_State);
for (const auto& callback : m_QuickBuildCompleteCallbacks)
callback(user);
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnCompleteQuickBuild();
}
// 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);
}
}
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
}
void QuickBuildComponent::ResetQuickBuild(const bool failed) {
Entity* builder = GetBuilder();
if (m_State == eQuickBuildState::BUILDING && builder) {
GameMessages::SendEnableQuickBuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
if (failed) {
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
}
}
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::RESETTING, LWOOBJID_EMPTY);
SetState(eQuickBuildState::RESETTING);
SetTimer(0.0f);
SetIncompleteTimer(0.0f);
SetShowResetEffect(false);
m_DrainedImagination = 0;
Game::entityManager->SerializeEntity(m_Parent);
// Notify scripts and possible subscribers
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
m_Parent->ScheduleKillAfterUpdate();
if (m_Activator) {
m_Activator->ScheduleKillAfterUpdate();
}
}
void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) {
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
m_Builder = LWOOBJID_EMPTY;
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
// Notify the client that a state has changed
GameMessages::SendQuickBuildNotifyState(m_Parent, m_State, eQuickBuildState::INCOMPLETE, entityID);
GameMessages::SendEnableQuickBuild(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
SetState(eQuickBuildState::INCOMPLETE);
// Notify scripts and possible subscribers
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
Game::entityManager->SerializeEntity(m_Parent);
}
if (!entity) return;
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(entity);
}
}
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
m_QuickBuildCompleteCallbacks.push_back(callback);
}
void QuickBuildComponent::AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback) {
m_QuickBuildStateCallbacks.push_back(callback);
}
bool QuickBuildComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& quickbuild = reportInfo.info->PushDebug("Quick Build");
quickbuild.PushDebug<AMFStringValue>("State") = StringifiedEnum::ToString(m_State).data();
quickbuild.PushDebug<AMFDoubleValue>("Timer") = m_Timer;
quickbuild.PushDebug<AMFDoubleValue>("Timer Incomplete") = m_TimerIncomplete;
quickbuild.PushDebug("Activator Position").PushDebug(m_ActivatorPosition);
quickbuild.PushDebug<AMFStringValue>("Activator ID", "LWOOBJID") = std::to_string(m_ActivatorId);
quickbuild.PushDebug<AMFBoolValue>("Show Reset Effect") = m_ShowResetEffect;
quickbuild.PushDebug<AMFDoubleValue>("Taken") = m_Taken;
quickbuild.PushDebug<AMFDoubleValue>("Reset Time") = m_ResetTime;
quickbuild.PushDebug<AMFDoubleValue>("Complete Time") = m_CompleteTime;
quickbuild.PushDebug<AMFIntValue>("Take Imagination") = m_TakeImagination;
quickbuild.PushDebug<AMFBoolValue>("Interruptible") = m_Interruptible;
quickbuild.PushDebug<AMFBoolValue>("Self Activator") = m_SelfActivator;
auto& modules = quickbuild.PushDebug("Custom Modules");
for (const auto cmodule : m_CustomModules) modules.PushDebug<AMFIntValue>("Module") = cmodule;
quickbuild.PushDebug<AMFIntValue>("Activity Id") = m_ActivityId;
quickbuild.PushDebug<AMFIntValue>("Post Imagination Cost") = m_PostImaginationCost;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Smash") = m_TimeBeforeSmash;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Drain") = m_TimeBeforeDrain;
quickbuild.PushDebug<AMFIntValue>("Drained Imagination") = m_DrainedImagination;
quickbuild.PushDebug<AMFBoolValue>("Reposition Player") = m_RepositionPlayer;
quickbuild.PushDebug<AMFDoubleValue>("Soft Timer") = m_SoftTimer;
quickbuild.PushDebug<AMFStringValue>("Builder", "LWOOBJID") = std::to_string(m_Builder);
return true;
}