mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
b261e63233
* chore: Change entity and component logic to use bitstream references * merge
374 lines
9.3 KiB
C++
374 lines
9.3 KiB
C++
#ifndef ACTIVITYCOMPONENT_H
|
|
#define ACTIVITYCOMPONENT_H
|
|
|
|
#include "CDClientManager.h"
|
|
#include "BitStream.h"
|
|
#include "Entity.h"
|
|
#include "Component.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
#include "CDActivitiesTable.h"
|
|
|
|
/**
|
|
* Represents an instance of an activity, having participants and score
|
|
*/
|
|
class ActivityInstance {
|
|
public:
|
|
ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
|
|
//~ActivityInstance();
|
|
|
|
/**
|
|
* Adds an entity to this activity
|
|
* @param participant the entity to add
|
|
*/
|
|
void AddParticipant(Entity* participant);
|
|
|
|
/**
|
|
* Removes all the participants from this activity
|
|
*/
|
|
void ClearParticipants() { m_Participants.clear(); };
|
|
|
|
/**
|
|
* Starts the instance world for this activity and sends all participants there
|
|
*/
|
|
void StartZone();
|
|
|
|
/**
|
|
* Gives the rewards for completing this activity to some participant
|
|
* @param participant the participant to give rewards to
|
|
*/
|
|
void RewardParticipant(Entity* participant);
|
|
|
|
/**
|
|
* Removes a participant from this activity
|
|
* @param participant the participant to remove
|
|
*/
|
|
void RemoveParticipant(const Entity* participant);
|
|
|
|
/**
|
|
* Returns all the participants of this activity
|
|
* @return all the participants of this activity
|
|
*/
|
|
std::vector<Entity*> GetParticipants() const;
|
|
|
|
/**
|
|
* Currently unused
|
|
*/
|
|
uint32_t GetScore() const;
|
|
|
|
/**
|
|
* Currently unused
|
|
*/
|
|
void SetScore(uint32_t score);
|
|
private:
|
|
|
|
/**
|
|
* Currently unused
|
|
*/
|
|
uint32_t score = 0;
|
|
|
|
/**
|
|
* The instance ID of this activity
|
|
*/
|
|
uint32_t m_NextZoneCloneID = 0;
|
|
|
|
/**
|
|
* The database information for this activity
|
|
*/
|
|
CDActivities m_ActivityInfo;
|
|
|
|
/**
|
|
* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
|
|
*/
|
|
Entity* m_Parent;
|
|
|
|
/**
|
|
* All the participants of this activity
|
|
*/
|
|
std::vector<LWOOBJID> m_Participants;
|
|
};
|
|
|
|
/**
|
|
* Represents an entity in a lobby
|
|
*/
|
|
struct LobbyPlayer {
|
|
|
|
/**
|
|
* The ID of the entity that is in the lobby
|
|
*/
|
|
LWOOBJID entityID;
|
|
|
|
/**
|
|
* Whether or not the entity is ready
|
|
*/
|
|
bool ready = false;
|
|
|
|
/**
|
|
* Returns the entity that is in the lobby
|
|
* @return the entity that is in the lobby
|
|
*/
|
|
Entity* GetEntity() const;
|
|
};
|
|
|
|
/**
|
|
* Represents a lobby of players with a timer until it should start the activity
|
|
*/
|
|
struct Lobby {
|
|
|
|
/**
|
|
* The lobby of players
|
|
*/
|
|
std::vector<LobbyPlayer*> players;
|
|
|
|
/**
|
|
* The timer that determines when the activity should start
|
|
*/
|
|
float timer;
|
|
};
|
|
|
|
/**
|
|
* Represents the score for the player in an activity, one index might represent score, another one time, etc.
|
|
*/
|
|
struct ActivityPlayer {
|
|
|
|
/**
|
|
* The entity that the score is tracked for
|
|
*/
|
|
LWOOBJID playerID;
|
|
|
|
/**
|
|
* The list of score for this entity
|
|
*/
|
|
float values[10];
|
|
};
|
|
|
|
/**
|
|
* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
|
|
* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
|
|
* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
|
|
* and lobbying.
|
|
*/
|
|
class ActivityComponent : public Component {
|
|
public:
|
|
ActivityComponent(Entity* parent, int32_t activityID);
|
|
|
|
void LoadActivityData(const int32_t activityId);
|
|
|
|
void Update(float deltaTime) override;
|
|
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
|
|
|
/**
|
|
* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
|
|
* @param player the entity to join the game
|
|
*/
|
|
void PlayerJoin(Entity* player);
|
|
|
|
/**
|
|
* Makes an entity join the lobby for this minigame, if it exists
|
|
* @param player the entity to join
|
|
*/
|
|
void PlayerJoinLobby(Entity* player);
|
|
|
|
/**
|
|
* Makes the player leave the lobby
|
|
* @param playerID the entity to leave the lobby
|
|
*/
|
|
void PlayerLeave(LWOOBJID playerID);
|
|
|
|
/**
|
|
* Removes the entity from the minigame (and its score)
|
|
* @param playerID the entity to remove from the minigame
|
|
*/
|
|
void PlayerRemove(LWOOBJID playerID);
|
|
|
|
/**
|
|
* Adds all the players to an instance of some activity
|
|
* @param instance the instance to load the players into
|
|
* @param lobby the players to load into the instance
|
|
*/
|
|
void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
|
|
|
|
/**
|
|
* Removes a lobby from the activity manager
|
|
* @param lobby the lobby to remove
|
|
*/
|
|
void RemoveLobby(Lobby* lobby);
|
|
|
|
/**
|
|
* Marks a player as (un)ready in a lobby
|
|
* @param player the entity to mark
|
|
* @param bReady true if the entity is ready, false otherwise
|
|
*/
|
|
void PlayerReady(Entity* player, bool bReady);
|
|
|
|
/**
|
|
* Returns the ID of this activity
|
|
* @return the ID of this activity
|
|
*/
|
|
int GetActivityID() { return m_ActivityInfo.ActivityID; }
|
|
|
|
/**
|
|
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
|
|
* @return true if this activity has a lobby, false otherwise
|
|
*/
|
|
bool HasLobby() const;
|
|
|
|
/**
|
|
* Checks if a player is currently waiting in a lobby
|
|
* @param player the entity to check for
|
|
* @return true if the entity is waiting in a lobby, false otherwise
|
|
*/
|
|
bool PlayerIsInQueue(Entity* player);
|
|
|
|
/**
|
|
* Checks if an entity is currently playing this activity
|
|
* @param player the entity to check
|
|
* @return true if the entity is playing this lobby, false otherwise
|
|
*/
|
|
bool IsPlayedBy(Entity* player) const;
|
|
|
|
/**
|
|
* Checks if an entity is currently playing this activity
|
|
* @param playerID the entity to check
|
|
* @return true if the entity is playing this lobby, false otherwise
|
|
*/
|
|
bool IsPlayedBy(LWOOBJID playerID) const;
|
|
|
|
/**
|
|
* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
|
|
* @param player the entity to take cost for
|
|
* @return true if the cost was successfully deducted, false otherwise
|
|
*/
|
|
bool TakeCost(Entity* player) const;
|
|
|
|
/**
|
|
* Handles any response from a player clicking on a lobby / instance menu
|
|
* @param player the entity that clicked
|
|
* @param id the message that was passed
|
|
*/
|
|
void HandleMessageBoxResponse(Entity* player, const std::string& id);
|
|
|
|
/**
|
|
* Creates a new instance for this activity
|
|
* @return a new instance for this activity
|
|
*/
|
|
ActivityInstance* NewInstance();
|
|
|
|
/**
|
|
* Returns all the currently active instances of this activity
|
|
* @return all the currently active instances of this activity
|
|
*/
|
|
const std::vector<ActivityInstance*>& GetInstances() const;
|
|
|
|
/**
|
|
* Returns the instance that some entity is currently playing in
|
|
* @param playerID the entity to check for
|
|
* @return if any, the instance that the entity is currently in
|
|
*/
|
|
ActivityInstance* GetInstance(const LWOOBJID playerID);
|
|
|
|
/**
|
|
* @brief Reloads the config settings for this component
|
|
*
|
|
*/
|
|
void ReloadConfig();
|
|
|
|
/**
|
|
* Removes all the instances
|
|
*/
|
|
void ClearInstances();
|
|
|
|
/**
|
|
* Returns all the score for the players that are currently playing this activity
|
|
* @return
|
|
*/
|
|
std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
|
|
|
|
/**
|
|
* Returns activity data for a specific entity (e.g. score and such).
|
|
* @param playerID the entity to get data for
|
|
* @return the activity data (score) for the passed player in this activity, if it exists
|
|
*/
|
|
ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
|
|
|
|
/**
|
|
* Sets some score value for an entity
|
|
* @param playerID the entity to set score for
|
|
* @param index the score index to set
|
|
* @param value the value to set in for that index
|
|
*/
|
|
void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
|
|
|
|
/**
|
|
* Returns activity score for the passed parameters
|
|
* @param playerID the entity to get score for
|
|
* @param index the index to get score for
|
|
* @return activity score for the passed parameters
|
|
*/
|
|
float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
|
|
|
|
/**
|
|
* Removes activity score tracking for some entity
|
|
* @param playerID the entity to remove score for
|
|
*/
|
|
void RemoveActivityPlayerData(LWOOBJID playerID);
|
|
|
|
/**
|
|
* Adds activity score tracking for some entity
|
|
* @param playerID the entity to add the activity score for
|
|
* @return the created entry
|
|
*/
|
|
ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
|
|
|
|
/**
|
|
* Sets the mapID that this activity points to
|
|
* @param mapID the map ID to set
|
|
*/
|
|
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
|
|
|
|
/**
|
|
* Returns the LMI that this activity points to for a team size
|
|
* @param teamSize the team size to get the LMI for
|
|
* @return the LMI that this activity points to for a team size
|
|
*/
|
|
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
|
|
private:
|
|
|
|
/**
|
|
* The database information for this activity
|
|
*/
|
|
CDActivities m_ActivityInfo;
|
|
|
|
/**
|
|
* All the active instances of this activity
|
|
*/
|
|
std::vector<ActivityInstance*> m_Instances;
|
|
|
|
/**
|
|
* The current lobbies for this activity
|
|
*/
|
|
std::vector<Lobby*> m_Queue;
|
|
|
|
/**
|
|
* All the activity score for the players in this activity
|
|
*/
|
|
std::vector<ActivityPlayer*> m_ActivityPlayers;
|
|
|
|
/**
|
|
* LMIs for team sizes
|
|
*/
|
|
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
|
|
|
|
/**
|
|
* The activity id
|
|
*/
|
|
int32_t m_ActivityID;
|
|
|
|
/**
|
|
* If the Activity info is dirty
|
|
*/
|
|
bool m_DirtyActivityInfo = true;
|
|
};
|
|
|
|
#endif // ACTIVITYCOMPONENT_H
|