DarkflameServer/dScripts/02_server/Minigame/General/MinigameTreasureChestServer.cpp
David Markowitz c6087ce77a
perf: Loot memory savings (#1165)
* Move away from constructor queries

Fix up other large tables to have proper backup lookups

Revert "idk im just dumb ig"

This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585.

idk im just dumb ig

* Fix slow components registry lookup

* add define for cdclient cache all

* Huge loot namespace rework

- Remove all excess memory usage
- do not cache components registry
- cache loot matrices on startup of the destroyable component
- convert loot singleton class to a namespace
- rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables)
- Memory usage reduced by 10%+ across the board

* cache rebuild matrix

* Database: move reading to own function

Also change name of cache to PascalCase

* Database: Move common function rading
2023-10-09 15:33:22 -05:00

66 lines
2.0 KiB
C++

#include "MinigameTreasureChestServer.h"
#include "ScriptedActivityComponent.h"
#include "TeamManager.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Loot.h"
void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
auto* sac = self->GetComponent<ScriptedActivityComponent>();
if (sac == nullptr)
return;
if (self->GetVar<bool>(u"used"))
return;
self->SetVar<bool>(u"used", true);
if (!IsPlayerInActivity(self, user->GetObjectID()))
UpdatePlayer(self, user->GetObjectID());
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
uint32_t activityRating = 0;
if (team != nullptr) {
for (const auto& teamMemberID : team->members) {
auto* teamMember = Game::entityManager->GetEntity(teamMemberID);
if (teamMember != nullptr) {
activityRating = CalculateActivityRating(self, teamMemberID);
if (self->GetLOT() == frakjawChestId) activityRating = team->members.size();
Loot::DropActivityLoot(teamMember, self, sac->GetActivityID(), activityRating);
}
}
} else {
activityRating = CalculateActivityRating(self, user->GetObjectID());
if (self->GetLOT() == frakjawChestId) activityRating = 1;
Loot::DropActivityLoot(user, self, sac->GetActivityID(), activityRating);
}
sac->PlayerRemove(user->GetObjectID());
auto* zoneControl = Game::zoneManager->GetZoneControlObject();
if (zoneControl != nullptr) {
zoneControl->OnFireEventServerSide(self, "Survival_Update", 0);
}
self->Smash(self->GetObjectID());
}
uint32_t MinigameTreasureChestServer::CalculateActivityRating(Entity* self, LWOOBJID playerID) {
auto* team = TeamManager::Instance()->GetTeam(playerID);
return team != nullptr ? team->members.size() * 100 : ActivityManager::CalculateActivityRating(self, playerID) * 100;
}
void MinigameTreasureChestServer::OnStartup(Entity* self) {
// BONS treasure chest thinks it's on FV, causing it to start a lobby
if (Game::zoneManager->GetZoneID().GetMapID() == 1204) {
auto* sac = self->GetComponent<ScriptedActivityComponent>();
if (sac != nullptr) {
sac->SetInstanceMapID(1204);
}
}
}