Files
DarkflameServer/dScripts/ai/MINIGAME/SG_GF/SERVER/SGCannon.cpp
David Markowitz 76c2f380bf feat: re-write persistent object ID tracker (#1888)
* feat: re-write persistent object ID tracker

Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one

Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs

Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models

* Update comment and log

* fix: sqlite transaction bug

* fix colliding temp item ids

temp items should not be saved. would cause issues between worlds as experienced before this commit
2025-09-29 08:54:37 -05:00

1192 lines
38 KiB
C++

#include "SGCannon.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "Character.h"
#include "ShootingGalleryComponent.h"
#include "PossessorComponent.h"
#include "CharacterComponent.h"
#include "SimplePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "MissionComponent.h"
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "RenderComponent.h"
#include "eGameActivity.h"
#include "Item.h"
#include <ranges>
void SGCannon::OnStartup(Entity* self) {
LOG("OnStartup");
m_Waves = GetWaves();
constants = GetConstants();
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<Vector3>(InitialVelocityVariable, {});
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetStaticParams({
Vector3 { -327.8609924316406, 256.8999938964844, 1.6482199430465698 },
Vector3 { -181.4320068359375, 212.39999389648438, 2.5182199478149414 }
});
shootingGalleryComponent->SetDynamicParams({
Vector3 { 0.0, 4.3, 9.0 },
Vector3 { },
129.0,
800.0,
30.0,
0.0,
-1.0,
58.6
});
}
self->SetVar<uint32_t>(TimeLimitVariable, 30);
self->SetVar<std::vector<LOT>>(ValidActorsVariable, { 3109, 3110, 3111, 3112, 3125, 3126 });
self->SetVar<std::vector<LOT>>(ValidEffectsVariable, { 3122 });
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, { 1, 2, 5, 10 });
self->SetVar<bool>(SuperChargeActiveVariable, false);
self->SetVar<uint32_t>(MatrixVariable, 1);
self->SetVar<bool>(InitVariable, true);
auto* simplePhysicsComponent = self->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetPhysicsMotionState(5);
}
Game::entityManager->SerializeEntity(self);
}
void SGCannon::OnPlayerLoaded(Entity* self, Entity* player) {
LOG("Player loaded");
self->SetVar<LWOOBJID>(PlayerIDVariable, player->GetObjectID());
}
void SGCannon::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
int32_t param3) {
Script::OnFireEventServerSide(self, sender, args, param1, param2, param3);
}
void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int32_t value1, int32_t value2,
const std::u16string& stringValue) {
LOG("Got activity state change request: %s", GeneralUtils::UTF16ToWTF8(stringValue).c_str());
if (stringValue == u"clientready") {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG("Player is ready");
GameMessages::SendActivityEnter(self->GetObjectID(), player->GetSystemAddress());
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent != nullptr) {
shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
LOG("Setting player ID");
Game::entityManager->SerializeEntity(self);
} else {
LOG("Shooting gallery component is null");
}
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
possessor->SetPossessableType(ePossessionType::NO_POSSESSION);
}
Game::entityManager->SerializeEntity(player);
}
self->AddCallbackTimer(1.0f, [self, this]() {
self->SetNetworkVar<bool>(HideScoreBoardVariable, true);
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(ShowLoadingUI, true);
});
} else {
LOG("Player not found");
}
} else if (value1 == 1200) {
StartGame(self);
}
}
void SGCannon::OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (!player) return;
if (identifier == u"Scoreboardinfo") {
GameMessages::SendDisplayMessageBox(player->GetObjectID(), true,
Game::zoneManager->GetZoneControlObject()->GetObjectID(),
u"Shooting_Gallery_Retry", 2, u"Retry?",
u"", player->GetSystemAddress());
} else {
if ((button == 1 && (identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay")) || identifier == u"SG1" || button == 0) {
if (IsPlayerInActivity(self, player->GetObjectID())) return;
self->SetNetworkVar<bool>(ClearVariable, true);
StartGame(self);
} else if (button == 0 && ((identifier == u"Shooting_Gallery_Retry" || identifier == u"RePlay"))) {
RemovePlayer(player->GetObjectID());
UpdatePlayer(self, player->GetObjectID(), true);
} else if (button == 1 && identifier == u"Shooting_Gallery_Exit") {
UpdatePlayer(self, player->GetObjectID(), true);
RemovePlayer(player->GetObjectID());
}
}
}
void SGCannon::SuperChargeTimerFunc(Entity* self) {
if (self->GetVar<bool>(WaveStatusVariable) || self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable) < 1) {
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, 99);
self->SetNetworkVar<uint32_t>(SuperChargeBarVariable, 0);
ToggleSuperCharge(self, false);
}
}
void SGCannon::SpawnWaveTimerFunc(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) {
self->SetVar<bool>(WaveStatusVariable, true);
const auto wave = static_cast<int32_t>(self->GetVar<uint32_t>(ThisWaveVariable));
if (wave != 0 && self->GetVar<bool>(SuperChargePausedVariable)) {
StartChargedCannon(self, self->GetVar<uint32_t>(CurrentSuperChargedTimeVariable));
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
}
TimerToggle(self, true);
for (const auto& enemyToSpawn : m_Waves.at(self->GetVar<uint32_t>(ThisWaveVariable))) {
SpawnObject(self, enemyToSpawn, true);
}
LOG("Current wave spawn: %i/%i", wave, m_Waves.size());
// All waves completed
const auto timeLimit = static_cast<float_t>(self->GetVar<uint32_t>(TimeLimitVariable));
if (wave >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, timeLimit, timeLimit);
} else {
ActivityTimerStart(self, EndWaveTimer, timeLimit, timeLimit);
}
const auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
GameMessages::SendPlayFXEffect(player->GetObjectID(), -1, u"SG-start", "");
GameMessages::SendStartActivityTime(self->GetObjectID(), timeLimit, player->GetSystemAddress());
LOG("Sending ActivityPause false");
GameMessages::SendActivityPause(self->GetObjectID(), false, player->GetSystemAddress());
}
}
}
void SGCannon::EndWaveTimerFunc(Entity* self) {
self->SetVar<bool>(WaveStatusVariable, false);
TimerToggle(self);
RecordPlayerScore(self);
if (self->GetVar<uint32_t>(ThisWaveVariable) >= 2) {
GameMessages::SendActivityPause(self->GetObjectID(), true);
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
return;
}
self->SetVar<uint32_t>(ThisWaveVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
PlaySceneAnimation(self, u"wave" + GeneralUtils::to_u16string(self->GetVar<uint32_t>(ThisWaveVariable)), true, true, 1.7f);
self->SetNetworkVar<uint32_t>(WaveNumVariable, self->GetVar<uint32_t>(ThisWaveVariable) + 1);
self->SetNetworkVar<uint32_t>(WaveStrVariable, self->GetVar<uint32_t>(TimeLimitVariable));
LOG("Current wave: %i/%i", self->GetVar<uint32_t>(ThisWaveVariable), m_Waves.size());
if (self->GetVar<uint32_t>(ThisWaveVariable) >= m_Waves.size()) {
ActivityTimerStart(self, GameOverTimer, 0.1, 0.1);
} else {
ActivityTimerStart(self, SpawnWaveTimer, constants.inBetweenWavePause, constants.inBetweenWavePause);
}
LOG("Sending ActivityPause true");
GameMessages::SendActivityPause(self->GetObjectID(), true);
if (self->GetVar<bool>(SuperChargeActiveVariable) && !self->GetVar<bool>(SuperChargePausedVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::GameOverTimerFunc(Entity* self) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
LOG_DEBUG("Sending ActivityPause true");
GameMessages::SendActivityPause(self->GetObjectID(), true, player->GetSystemAddress());
ActivityTimerStart(self, EndGameBufferTimer, 1, 1);
TimerToggle(self);
}
}
void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
if (self->GetVar<bool>(GameStartedVariable)) {
const auto spawnNumber = static_cast<uint32_t>(std::stoi(name.substr(7)));
const auto& activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
if (activeSpawns.size() <= spawnNumber) {
LOG_DEBUG("Trying to spawn %i when spawns size is only %i", spawnNumber, activeSpawns.size());
return;
}
const auto& toSpawn = activeSpawns.at(spawnNumber);
const auto pathIndex = GeneralUtils::GenerateRandomNumber<size_t>(0, toSpawn.spawnPaths.size() - 1);
const auto* path = Game::zoneManager->GetZone()->GetPath(toSpawn.spawnPaths.at(pathIndex));
if (!path || path->pathWaypoints.empty()) {
LOG_DEBUG("Path %s at index %i or has 0 waypoints", toSpawn.spawnPaths.at(pathIndex).c_str(), pathIndex);
return;
}
auto info = EntityInfo{};
info.lot = toSpawn.lot;
info.spawnerID = self->GetObjectID();
info.pos = path->pathWaypoints[0].position;
info.settings = {
new LDFData<SGEnemy>(u"SpawnData", toSpawn),
new LDFData<std::string>(u"custom_script_server", "scripts/ai/ACT/SG_TARGET.lua"), // this script is never loaded
new LDFData<std::string>(u"custom_script_client", "scripts/client/ai/SG_TARGET_CLIENT.lua"),
new LDFData<std::string>(u"attached_path", path->pathName),
new LDFData<uint32_t>(u"attached_path_start", 0),
new LDFData<std::u16string>(u"groupID", u"SGEnemy"),
new LDFData<uint32_t>(u"wave", self->GetVar<uint32_t>(ThisWaveVariable)),
};
auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
auto* movementAI = enemy->AddComponent<MovementAIComponent>(MovementAIInfo{});
auto* simplePhysicsComponent = enemy->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent) {
simplePhysicsComponent->SetPhysicsMotionState(4);
}
Game::entityManager->ConstructEntity(enemy);
movementAI->SetMaxSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
movementAI->SetHaltDistance(0.0f);
movementAI->SetPath(path->pathWaypoints);
enemy->AddDieCallback([this, self, enemy, name]() {
RegisterHit(self, enemy, name);
});
// Save the enemy and tell it to start pathing
if (enemy != nullptr) {
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
}
}
}
void SGCannon::EndGameBufferTimerFunc(Entity* self) {
RecordPlayerScore(self);
StopGame(self, false);
}
void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (name == SuperChargeTimer && !self->GetVar<bool>(SuperChargePausedVariable)) {
SuperChargeTimerFunc(self);
} else if (name == SpawnWaveTimer) {
SpawnWaveTimerFunc(self);
} else if (name == EndWaveTimer) {
EndWaveTimerFunc(self);
} else if (name == GameOverTimer) {
GameOverTimerFunc(self);
} else if (name.rfind(DoSpawnTimer, 0) == 0) {
DoSpawnTimerFunc(self, name);
} else if (name == EndGameBufferTimer) {
EndGameBufferTimerFunc(self);
}
}
void
SGCannon::OnActivityTimerUpdate(Entity* self, const std::string& name, float_t timeRemaining, float_t elapsedTime) {
ActivityManager::OnActivityTimerUpdate(self, name, timeRemaining, elapsedTime);
}
void SGCannon::StartGame(Entity* self) {
if (self->GetVar<bool>(GameStartedVariable)) return;
self->SetNetworkVar<uint32_t>(TimeLimitVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetNetworkVar<bool>(AudioStartIntroVariable, true);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
auto rewardObjects = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
for (auto* reward : rewardObjects) {
GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = LOT_NULL;
modelToBuild.target = reward->GetObjectID();
modelToBuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
// The client cant accept more than 10 results.
GetLeaderboardData(self, player->GetObjectID(), GetConstants().activityID, 10);
LOG("Sending ActivityStart");
GameMessages::SendActivityStart(self->GetObjectID(), player->GetSystemAddress());
GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"start", "");
self->SetNetworkVar<bool>(ClearVariable, true);
DoGameStartup(self);
if (!self->GetVar<bool>(FirstTimeDoneVariable)) {
TakeActivityCost(self, player->GetObjectID());
}
self->SetVar<bool>(FirstTimeDoneVariable, true);
}
SpawnNewModel(self);
}
void SGCannon::DoGameStartup(Entity* self) {
ResetVars(self);
self->SetVar<bool>(GameStartedVariable, true);
self->SetNetworkVar<bool>(ClearVariable, true);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
if (constants.firstWaveStartTime < 1) {
constants.firstWaveStartTime = 1;
}
ActivityTimerStart(self, SpawnWaveTimer, constants.firstWaveStartTime,
constants.firstWaveStartTime);
}
void SGCannon::OnShootingGalleryFire(Entity& self, GameMessages::ShootingGalleryFire& fire) {
self.SetVar<uint32_t>(ShotsFiredVariable, self.GetVar<uint32_t>(ShotsFiredVariable) + 1);
}
void SGCannon::SpawnNewModel(Entity* self) {
// Add a new reward to the existing rewards
const auto currentReward = self->GetVar<LOT>(CurrentRewardVariable);
if (currentReward != -1) {
auto rewards = self->GetVar<std::vector<LOT>>(RewardsVariable);
rewards.push_back(currentReward);
self->SetVar<std::vector<LOT>>(RewardsVariable, rewards);
self->SetNetworkVar<int32_t>(RewardAddedVariable, currentReward);
}
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
for (auto* rewardModel : Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup)) {
uint32_t lootMatrix;
switch (self->GetVar<uint32_t>(MatrixVariable)) {
case 1:
lootMatrix = constants.scoreLootMatrix1;
break;
case 2:
lootMatrix = constants.scoreLootMatrix2;
break;
case 3:
lootMatrix = constants.scoreLootMatrix3;
break;
case 4:
lootMatrix = constants.scoreLootMatrix4;
break;
case 5:
lootMatrix = constants.scoreLootMatrix5;
break;
default:
lootMatrix = 0;
}
if (lootMatrix != 0) {
std::unordered_map<LOT, int32_t> toDrop = {};
toDrop = Loot::RollLootMatrix(player, lootMatrix);
for (const auto [lot, count] : toDrop) {
GameMessages::SetModelToBuild modelToBuild{};
modelToBuild.modelLot = lot;
modelToBuild.target = rewardModel->GetObjectID();
modelToBuild.Send(player->GetSystemAddress());
self->SetVar<LOT>(CurrentRewardVariable, lot);
}
}
}
}
}
void SGCannon::RemovePlayer(LWOOBJID playerID) {
auto* player = Game::entityManager->GetEntity(playerID);
if (!player) return;
auto* character = player->GetCharacter();
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent && character) {
characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
}
}
void SGCannon::OnRequestActivityExit(Entity* self, LWOOBJID player, bool canceled) {
if (canceled) {
StopGame(self, canceled);
RemovePlayer(player);
}
}
void SGCannon::StartChargedCannon(Entity* self, uint32_t optionalTime) {
optionalTime = optionalTime == 0 ? constants.chargedTime : optionalTime;
self->SetVar<bool>(SuperChargePausedVariable, false);
ToggleSuperCharge(self, true);
ActivityTimerStart(self, SuperChargeTimer, 1, optionalTime);
if (!self->GetVar<bool>(WaveStatusVariable)) {
PauseChargeCannon(self);
}
}
void SGCannon::TimerToggle(Entity* self, bool start) {
if (start) {
self->SetNetworkVar<uint32_t>(CountVariable, self->GetVar<uint32_t>(TimeLimitVariable));
self->SetVar<bool>(GameStartedVariable, true);
} else {
self->SetNetworkVar<bool>(StopVariable, true);
}
}
void SGCannon::SpawnObject(Entity* self, const SGEnemy& toSpawn, bool spawnNow) {
auto activeSpawns = self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable);
activeSpawns.push_back(toSpawn);
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, activeSpawns);
self->SetVar(SpawnNumberVariable, activeSpawns.size() - 1);
const auto timerName = DoSpawnTimer + std::to_string(activeSpawns.size() - 1);
if (spawnNow) {
if (toSpawn.minSpawnTime > 0 && toSpawn.maxSpawnTime > 0) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minSpawnTime, toSpawn.maxSpawnTime);
ActivityTimerStart(self, timerName, spawnTime, spawnTime);
} else {
ActivityTimerStart(self, timerName, 1, 1);
}
} else if (toSpawn.respawns) {
const auto spawnTime = GeneralUtils::GenerateRandomNumber<float_t>(toSpawn.minRespawnTime, toSpawn.maxRespawnTime);
ActivityTimerStart(self, timerName, spawnTime, spawnTime);
}
}
void SGCannon::RecordPlayerScore(Entity* self) {
const auto totalScore = self->GetVar<int32_t>(TotalScoreVariable);
const auto currentWave = self->GetVar<uint32_t>(ThisWaveVariable);
if (currentWave > 0) {
auto totalWaveScore = totalScore;
auto playerScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
for (const auto& waveScore : playerScores) {
totalWaveScore -= waveScore;
}
if (currentWave >= playerScores.size()) {
playerScores.push_back(totalWaveScore);
} else {
playerScores[currentWave] = totalWaveScore;
}
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, playerScores);
}
}
void SGCannon::PlaySceneAnimation(Entity* self, const std::u16string& animationName, bool onCannon, bool onPlayer, float_t priority) {
for (auto* cannon : Game::entityManager->GetEntitiesInGroup("cannongroup")) {
RenderComponent::PlayAnimation(cannon, animationName, priority);
}
if (onCannon) {
RenderComponent::PlayAnimation(self, animationName, priority);
}
if (onPlayer) {
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player != nullptr) {
RenderComponent::PlayAnimation(player, animationName, priority);
}
}
}
void SGCannon::PauseChargeCannon(Entity* self) {
const auto time = std::max(static_cast<uint32_t>(std::ceil(ActivityTimerGetRemainingTime(self, SuperChargeTimer))), static_cast<uint32_t>(1));
self->SetVar<bool>(SuperChargePausedVariable, true);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, time);
self->SetNetworkVar<uint32_t>(ChargeCountingVariable, time);
ActivityTimerStop(self, SuperChargeTimer);
}
void SGCannon::StopGame(Entity* self, bool cancel) {
self->SetNetworkVar<bool>(ReSetSuperChargeVariable, true);
self->SetNetworkVar<bool>(HideSuperChargeVariable, true);
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr)
return;
ToggleSuperCharge(self, false);
// The player won, store all the score and send rewards
if (!cancel) {
float percentage = 0.0f;
float misses = self->GetVar<uint32_t>(MissesVariable);
float fired = self->GetVar<uint32_t>(ShotsFiredVariable);
if (fired > 0.0f) {
percentage = misses / fired;
}
percentage = 1.0f - percentage;
percentage = std::max(percentage, 0.0f);
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<int32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<int32_t>(TotalScoreVariable));
}
Loot::GiveActivityLoot(player, self->GetObjectID(), GetGameID(self), self->GetVar<int32_t>(TotalScoreVariable));
SaveScore(self, player->GetObjectID(),
static_cast<float>(self->GetVar<int32_t>(TotalScoreVariable)), static_cast<float>(self->GetVar<uint32_t>(MaxStreakVariable)), percentage);
StopActivity(self, player->GetObjectID(), self->GetVar<int32_t>(TotalScoreVariable), self->GetVar<uint32_t>(MaxStreakVariable), percentage);
self->SetNetworkVar<bool>(AudioFinalWaveDoneVariable, true);
// Give the player the model rewards they earned
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eLootSourceType::NONE, eInventoryType::MODELS);
}
}
const auto& waveScores = self->GetVar<std::vector<int32_t>>(PlayerScoresVariable);
std::stringstream stream;
stream << self->GetVar<int32_t>(TotalScoreVariable) << "_";
// technically unused in shooting gallery but serialize it regardless.
for (const auto& score : waveScores) {
stream << score << "_";
}
auto totalmissed = fired - misses;
if (totalmissed < 0) {
totalmissed = 0;
}
stream << fired << "_" << totalmissed << "_" << self->GetVar<uint32_t>(MaxStreakVariable);
self->SetNetworkVar<std::u16string>(u"UI_Rewards", GeneralUtils::ASCIIToUTF16(stream.str()));
}
GameMessages::SendActivityStop(self->GetObjectID(), false, cancel, player->GetSystemAddress());
self->SetVar<bool>(GameStartedVariable, false);
ActivityTimerStopAllTimers(self);
// Destroy all spawners
for (auto* entity : Game::entityManager->GetEntitiesInGroup("SGEnemy")) {
entity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}
ResetVars(self);
}
void SGCannon::OnActivityNotify(Entity* self, GameMessages::ActivityNotify& notify) {
if (!self->GetVar<bool>(GameStartedVariable)) return;
const auto& params = notify.notification;
if (params.empty()) return;
const auto& param = params[0];
if (param->GetValueType() != LDF_TYPE_S32 || param->GetKey() != u"shot_done") return;
const auto superChargeShotDone = static_cast<LDFData<int32_t>*>(param.get())->GetValue() == GetConstants().cannonSuperChargeSkill;
const auto& hitTargets = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
if (hitTargets.empty() && !superChargeShotDone) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
self->SetNetworkVar<bool>(u"HideStreak", true);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
UpdateStreak(self);
} else if (hitTargets.size() > 1) {
self->SetNetworkVar<bool>(u"mHit", true);
}
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", {});
}
void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& timerName) {
if (!self->GetVar<bool>(GameStartedVariable)) return;
auto cannonBallKills = self->GetVar<std::vector<LWOOBJID>>(u"CannonBallKills");
cannonBallKills.push_back(target->GetObjectID());
self->SetVar<std::vector<LWOOBJID>>(u"CannonBallKills", cannonBallKills);
const auto& spawnInfo = target->GetVar<SGEnemy>(u"SpawnData");
if (spawnInfo.respawns && target->GetVar<uint32_t>(u"wave") == self->GetVar<uint32_t>(ThisWaveVariable)) {
const auto respawnTime = GeneralUtils::GenerateRandomNumber<float_t>(spawnInfo.minRespawnTime, spawnInfo.maxRespawnTime);
ActivityTimerStart(self, timerName, respawnTime, respawnTime);
}
int32_t score = spawnInfo.score;
if (score > 0) {
score += score * GetCurrentBonus(self);
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", self->GetVar<uint32_t>(u"m_curStreak") + 1);
}
} else {
if (!self->GetVar<bool>(SuperChargeActiveVariable)) {
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(MissesVariable, self->GetVar<uint32_t>(MissesVariable) + 1);
}
self->SetNetworkVar<bool>(u"hitFriend", true);
}
auto lastSuperTotal = self->GetVar<uint32_t>(u"LastSuperTotal");
auto scScore = self->GetVar<int32_t>(TotalScoreVariable) - lastSuperTotal;
if (!self->GetVar<bool>(SuperChargeActiveVariable) && scScore >= constants.chargedPoints && score >= 0) {
StartChargedCannon(self);
self->SetNetworkVar<float>(u"SuperChargeBar", 100.0f);
self->SetVar<uint32_t>(u"LastSuperTotal", self->GetVar<int32_t>(TotalScoreVariable));
}
UpdateStreak(self);
GameMessages::SendNotifyClientShootingGalleryScore(self->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS,
0.0f,
score,
target->GetObjectID(),
target->GetPosition()
);
auto newScore = self->GetVar<int32_t>(TotalScoreVariable) + score;
if (newScore < 0) {
newScore = 0;
}
self->SetVar<int32_t>(TotalScoreVariable, newScore);
self->SetNetworkVar<uint32_t>(u"updateScore", newScore);
self->SetNetworkVar<std::u16string>(u"beatHighScore", GeneralUtils::to_u16string(newScore));
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) return;
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
auto matrix = self->GetVar<uint32_t>(MatrixVariable);
float rewardS = 0.0f;
float rewardF = 0.0f;
if (matrix <= 5) {
const auto scoreRewardNum = "Score_Reward_" + std::to_string(matrix);
const auto rewardAmountItr = constants.scoreRewards.find(scoreRewardNum);
if (rewardAmountItr != constants.scoreRewards.end()) {
const float rewardAmount = rewardAmountItr->second / 100 * 3;
rewardS = newScore / rewardAmount;
rewardF = std::round(rewardS * 3);
if (rewardF > 100.0f) rewardF = 100.0f;
self->SetNetworkVar(ModelPercentVariable, rewardF);
}
}
if (rewardF > 0.0f && rewardF < 200.0f && matrix <= 5) {
const auto rewardModelGroup = Game::entityManager->GetEntitiesInGroup(constants.rewardModelGroup);
if (!rewardModelGroup.empty()) {
auto* rewardModel = rewardModelGroup[0];
GameMessages::SpawnModelBricks spawnBricks{};
spawnBricks.target = rewardModel->GetObjectID();
spawnBricks.amount = rewardF / 100.0f;
spawnBricks.position = target->GetPosition();
spawnBricks.Send(player->GetSystemAddress());
if (rewardF >= 100.0f) {
SpawnNewModel(self);
self->SetVar<uint32_t>(MatrixVariable, matrix + 1);
}
}
}
}
void SGCannon::UpdateStreak(Entity* self) {
const auto streakBonus = GetCurrentBonus(self);
const auto curStreak = self->GetVar<uint32_t>(u"m_curStreak");
const auto marks = curStreak % 3;
self->SetNetworkVar<uint32_t>(u"cStreak", curStreak);
if (curStreak >= 0 && curStreak < 13) {
if (marks == 1) {
self->SetNetworkVar<bool>(u"Mark1", true);
} else if (marks == 2) {
self->SetNetworkVar<bool>(u"Mark2", true);
} else if (marks == 0 && curStreak > 0) {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"ShowStreak", streakBonus + 1);
self->SetNetworkVar<bool>(u"Mark3", true);
} else {
self->SetVar<float_t>(u"StreakBonus", streakBonus);
self->SetNetworkVar<bool>(u"UnMarkAll", true);
}
}
auto maxStreak = self->GetVar<uint32_t>(MaxStreakVariable);
if (maxStreak < curStreak) self->SetVar<uint32_t>(MaxStreakVariable, curStreak);
}
float_t SGCannon::GetCurrentBonus(Entity* self) {
auto streak = self->GetVar<uint32_t>(u"m_curStreak");
if (streak > 12) {
streak = 12;
}
return streak / 3;
}
void SGCannon::ToggleSuperCharge(Entity* self, bool enable) {
if (enable && self->GetVar<bool>(SuperChargeActiveVariable))
return;
auto* player = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(PlayerIDVariable));
if (player == nullptr) {
LOG("Player not found in toggle super charge");
return;
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
auto equippedItems = inventoryComponent->GetEquippedItems();
LOG("Player has %d equipped items", equippedItems.size());
auto skillID = constants.cannonSkill;
auto cooldown = constants.cannonRefireRate;
auto* selfInventoryComponent = self->GetComponent<InventoryComponent>();
// This is a gm in the original script
Item* meItem1{};
Item* meItem2{};
for (const auto item : selfInventoryComponent->GetInventory(eInventoryType::ITEMS)->GetItems() | std::views::values) {
if (item->GetSlot() == 0) meItem1 = item;
else if (item->GetSlot() == 1) meItem2 = item;
}
if (!meItem1 || !meItem2) {
LOG("Cannon does not have the required items equipped");
return;
}
if (enable) {
LOG("Player is activating super charge");
selfInventoryComponent->EquipItem(meItem1);
selfInventoryComponent->EquipItem(meItem2);
skillID = constants.cannonSuperChargeSkill;
cooldown = 400;
} else {
selfInventoryComponent->UnEquipItem(meItem1);
selfInventoryComponent->UnEquipItem(meItem2);
self->SetNetworkVar<float>(u"SuperChargeBar", 0);
LOG("Player disables super charge");
cooldown = 800;
self->SetVar<uint32_t>(NumberOfChargesVariable, 0);
}
const auto& constants = GetConstants();
auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
if (shootingGalleryComponent == nullptr) {
return;
}
DynamicShootingGalleryParams properties = shootingGalleryComponent->GetDynamicParams();
properties.cannonFOV = constants.cannonFOV;
properties.cannonVelocity = constants.cannonVelocity;
properties.cannonRefireRate = cooldown;
properties.cannonMinDistance = constants.cannonMinDistance;
properties.cannonTimeout = -1;
shootingGalleryComponent->SetDynamicParams(properties);
Game::entityManager->SerializeEntity(self);
Game::entityManager->SerializeEntity(player);
self->SetNetworkVar<uint64_t>(CannonBallSkillIDVariable, skillID);
self->SetVar<bool>(SuperChargeActiveVariable, enable);
}
std::vector<std::vector<SGEnemy>> SGCannon::GetWaves() {
return {
// Wave 1
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Sub 1 but for dlu
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
//// Sub 1
//{
// std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 10.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Sub 2
//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
// Wave 2
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 4
{
std::vector<std::string> { "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Sub 2
//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2 but for dlu
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
// Friendly
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
},
// Wave 3
{
// Ship 1
{
std::vector<std::string> { "Wave_1_Ship_1", "Wave_1_Ship_3" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 2
{
std::vector<std::string> { "Wave_1_Ship_2", "Wave_1_Ship_4" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 3
{
std::vector<std::string> { "Wave_2_Ship_1", "Wave_2_Ship_2" },
6015, 0.0, 2.0, true, 0.0, 2.0,
2.0, 500, false, 0.0, 1.0,
1.0, false, true
},
// Ship 4
{
std::vector<std::string> { "Wave_3_Ship_1", "Wave_3_Ship_2" },
6300, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1500, false, 0.0, 1.0,
1.0, false, true
},
// Sub 1
{
std::vector<std::string> { "Wave_1_Sub_1", "Wave_1_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Sub 2
//{
// std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
// 6016, 0.0, 2.0, true, 0.0, 2.0,
// 2.0, 1000, false, 0.0, 1.0,
// 1.0, true, true
//},
// Sub 2
{
std::vector<std::string> { "Wave_2_Sub_1", "Wave_2_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
3.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Sub 3
{
std::vector<std::string> { "Wave_3_Sub_1", "Wave_3_Sub_2" },
6016, 0.0, 2.0, true, 0.0, 2.0,
2.0, 1000, false, 0.0, 1.0,
1.0, true, true
},
// Duck
{
std::vector<std::string> { "Wave_1_Duck_1", "Wave_1_Duck_2" },
5946, 5.0, 10.0, true, 5.0, 10.0,
4.0, 5000, false, 0.0, 1.0,
1.0, false, true
},
// Ness temp fix for dlu where speeds are set to 7 to match a speed closer to live while we work on movingplatform components.
{
std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
2565, 10.0, 15.0, true, 10.0, 15.0,
7.0, 10000, false, 0.0, 7.0,
7.0, true, true
},
// // Ness
// {
// std::vector<std::string> { "Wave_1_Ness_1", "Wave_1_Ness_2", "Wave_2_Ness_1" },
// 2565, 10.0, 15.0, true, 10.0, 15.0,
// 2.0, 10000, false, 0.0, 1.0,
// 1.0, true, true
// },
// Friendly 1
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
},
// Friendly 2
{
std::vector<std::string> { "Wave_3_FShip_1", "Wave_3_FShip_2" },
2168,0.0,5.0,true, 2.0, 5.0,
1.0, -1000, false, 0.0, 1.0,
1.0, false,true
}
}
};
}
void SGCannon::ResetVars(Entity* self) {
self->SetVar<uint32_t>(SpawnNumberVariable, 0);
self->SetVar<uint32_t>(CurrentSpawnNumberVariable, 0);
self->SetVar<uint32_t>(ThisWaveVariable, 0);
self->SetVar<uint32_t>(GameScoreVariable, 0);
self->SetVar<uint32_t>(GameTimeVariable, 0);
self->SetVar<bool>(GameStartedVariable, false);
self->SetVar<uint32_t>(ShotsFiredVariable, 0);
self->SetVar<uint32_t>(MaxStreakVariable, 0);
self->SetVar<uint32_t>(MissesVariable, 0);
self->SetVar<uint32_t>(CurrentStreakVariable, 0);
self->SetVar<uint32_t>(CurrentSuperChargedTimeVariable, 0);
self->SetVar<std::vector<uint32_t>>(StreakBonusVariable, {});
self->SetVar<uint32_t>(LastSuperTotalVariable, 0);
self->SetVar<LOT>(CurrentRewardVariable, LOT_NULL);
self->SetVar<std::vector<LOT>>(RewardsVariable, {});
self->SetVar<int32_t>(TotalScoreVariable, 0);
self->SetVar<uint32_t>(u"m_curStreak", 0);
self->SetVar<uint32_t>(u"LastSuperTotal", 0);
self->SetVar<std::vector<LWOOBJID>>(u"LastHitTarget", {});
const_cast<std::vector<SGEnemy>&>(self->GetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable)).clear();
self->SetVar<std::vector<SGEnemy>>(ActiveSpawnsVariable, {});
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).clear();
self->SetVar<std::vector<LWOOBJID>>(SpawnedObjects, {});
if (self->GetVar<bool>(InitVariable)) {
ToggleSuperCharge(self, false);
}
self->SetVar<uint32_t>(ImpactSkillVariale, constants.impactSkillID);
self->SetVar<std::vector<int32_t>>(PlayerScoresVariable, {});
ActivityTimerStopAllTimers(self);
}
SGConstants SGCannon::GetConstants() {
return {
.playerStartPosition = Vector3 { -908.542480, 229.773178, -908.542480 },
.playerStartRotation = Quaternion { 0.91913521289825, 0, 0.39394217729568, 0 },
.cannonLot = 1864,
.impactSkillID = 34,
.projectileLot = 1822,
.playerOffset = Vector3 { 6.652, -2, 1.5 },
.rewardModelMatrix = 157,
.cannonVelocity = 129.0,
.cannonMinDistance = 30.0,
.cannonRefireRate = 800.0,
.cannonBarrelOffset = Vector3 { 0, 4.3, 9 },
.cannonSuperchargedProjectileLot = 6297,
.cannonProjectileLot = 1822,
.cannonSuperChargeSkill = 249,
.cannonSkill = 228,
.cannonTimeout = -1,
.cannonFOV = 58.6,
.useLeaderboards = true,
.streakModifier = 2,
.chargedTime = 10,
.chargedPoints = 25000,
.rewardModelGroup = "QBRewardGroup",
.activityID = 1864,
.scoreRewards = {
{"Score_Reward_1", 50000},
{"Score_Reward_2", 100000},
{"Score_Reward_3", 200000},
{"Score_Reward_4", 400000},
{"Score_Reward_5", 800000},
},
.scoreLootMatrix1 = 157,
.scoreLootMatrix2 = 187,
.scoreLootMatrix3 = 188,
.scoreLootMatrix4 = 189,
.scoreLootMatrix5 = 190,
.firstWaveStartTime = 4.0,
.inBetweenWavePause = 7.0
};
}