DarkflameServer/dScripts/ai/NS/NsConcertInstrument.cpp
David Markowitz 891648288a Organize Entity header
Probably the third or fourth pass of this darn header...  Just keep making it better every time
Rename some functions to make more sense to a reader
Use different method for Observing/subscribing to component events
Get rid of abomination of overloading GetParentUser
2023-06-16 01:56:02 -07:00

367 lines
12 KiB
C++

#include "NsConcertInstrument.h"
#include "GameMessages.h"
#include "Item.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "SoundTriggerComponent.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eMissionTaskType.h"
#include "RenderComponent.h"
// Constants are at the bottom
void NsConcertInstrument::OnStartup(Entity* self) {
self->SetVar<bool>(u"beingPlayed", false);
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
}
void NsConcertInstrument::OnRebuildNotifyState(Entity* self, eRebuildState state) {
if (state == eRebuildState::RESETTING || state == eRebuildState::OPEN) {
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
}
}
void NsConcertInstrument::OnRebuildComplete(Entity* self, Entity* target) {
if (!target->IsDead()) {
self->SetVar<LWOOBJID>(u"activePlayer", target->GetObjectID());
self->AddCallbackTimer(0.2f, [self, target]() {
RepositionPlayer(self, target);
if (hideInstrumentOnPlay.at(GetInstrumentLot(self)))
self->SetNetworkVar<bool>(u"Hide", true);
});
self->AddCallbackTimer(0.1f, [self, target]() {
StartPlayingInstrument(self, target);
});
}
}
void NsConcertInstrument::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "stopPlaying") {
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
if (activePlayerID == LWOOBJID_EMPTY)
return;
const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID);
if (activePlayer == nullptr)
return;
StopPlayingInstrument(self, activePlayer);
}
}
void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
if (activePlayerID == LWOOBJID_EMPTY)
return;
// If for some reason the player becomes null (for example an unexpected leave), we need to clean up
const auto activePlayer = EntityManager::Instance()->GetEntity(activePlayerID);
if (activePlayer == nullptr && name != "cleanupAfterStop") {
StopPlayingInstrument(self, nullptr);
return;
}
if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar<bool>(u"beingPlayed")) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0,
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
if (stats) {
if (stats->GetImagination() > 0) {
self->AddTimer("checkPlayer", updateFrequency);
} else {
StopPlayingInstrument(self, activePlayer);
}
}
} else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar<bool>(u"beingPlayed")) {
auto* stats = activePlayer->GetComponent<DestroyableComponent>();
if (stats)
stats->SetImagination(stats->GetImagination() - instrumentImaginationCost);
self->AddTimer("deductImagination", instrumentCostFrequency);
} else if (name == "cleanupAfterStop") {
if (activePlayer != nullptr) {
UnEquipInstruments(self, activePlayer);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopPlaying", 0, 0,
activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr)
quickBuildComponent->ResetRebuild(false);
self->Smash(self->GetObjectID(), eKillType::VIOLENT);
self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
} else if (activePlayer != nullptr && name == "achievement") {
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->ForceProgress(302, 462, self->GetLOT());
}
self->AddTimer("achievement2", 10.0f);
} else if (activePlayer != nullptr && name == "achievement2") {
auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT());
}
}
}
void NsConcertInstrument::StartPlayingInstrument(Entity* self, Entity* player) {
const auto instrumentLot = GetInstrumentLot(self);
self->SetVar<bool>(u"beingPlayed", true);
// Stuff to notify the player
EquipInstruments(self, player);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"startPlaying", 0, 0,
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendPlayCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS);
self->AddCallbackTimer(1.0f, [player, instrumentLot]() {
RenderComponent::PlayAnimation(player, animations.at(instrumentLot), 2.0f);
});
for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
if (soundTrigger != nullptr) {
soundTrigger->ActivateMusicCue(music.at(instrumentLot));
}
}
// Add timers for deducting imagination and checking if the instruments can still be played
self->AddTimer("checkPlayer", updateFrequency);
self->AddTimer("deductImagination", instrumentCostFrequency);
self->AddTimer("achievement", 20.0f);
}
void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
// No use in stopping twice
if (!self->GetVar<bool>(u"beingPlayed"))
return;
const auto instrumentLot = GetInstrumentLot(self);
// Player might be null if they left
if (player != nullptr) {
auto* missions = player->GetComponent<MissionComponent>();
if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f);
RenderComponent::PlayAnimation(player, smashAnimations.at(instrumentLot), 2.0f);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopCheckingMovement", 0, 0,
player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
}
self->SetVar<bool>(u"beingPlayed", false);
for (auto* soundBox : EntityManager::Instance()->GetEntitiesInGroup("Audio-Concert")) {
auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
if (soundTrigger != nullptr) {
soundTrigger->DeactivateMusicCue(music.at(instrumentLot));
}
}
self->CancelAllTimers();
self->AddTimer("cleanupAfterStop", instrumentSmashAnimationTime.at(instrumentLot));
}
void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
auto equippedItems = inventory->GetEquippedItems();
// Un equip the current left item
const auto equippedLeftItem = equippedItems.find("special_l");
if (equippedLeftItem != equippedItems.end()) {
auto* leftItem = inventory->FindItemById(equippedLeftItem->second.id);
if (leftItem != nullptr) {
leftItem->UnEquip();
self->SetVar<LWOOBJID>(u"oldItemLeft", leftItem->GetId());
}
}
// Un equip the current right item
const auto equippedRightItem = equippedItems.find("special_r");
if (equippedRightItem != equippedItems.end()) {
auto* rightItem = inventory->FindItemById(equippedRightItem->second.id);
if (rightItem != nullptr) {
rightItem->UnEquip();
self->SetVar<LWOOBJID>(u"oldItemRight", rightItem->GetId());
}
}
// Equip the left hand instrument
const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
if (leftInstrumentLot != LOT_NULL) {
inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
leftInstrument->Equip();
}
// Equip the right hand instrument
const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
if (rightInstrumentLot != LOT_NULL) {
inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
rightInstrument->Equip();
}
}
}
void NsConcertInstrument::UnEquipInstruments(Entity* self, Entity* player) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
auto equippedItems = inventory->GetEquippedItems();
// Un equip the current left instrument
const auto equippedInstrumentLeft = equippedItems.find("special_l");
if (equippedInstrumentLeft != equippedItems.end()) {
auto* leftItem = inventory->FindItemById(equippedInstrumentLeft->second.id);
if (leftItem != nullptr) {
leftItem->UnEquip();
inventory->RemoveItem(leftItem->GetLot(), 1, TEMP_ITEMS);
}
}
// Un equip the current right instrument
const auto equippedInstrumentRight = equippedItems.find("special_r");
if (equippedInstrumentRight != equippedItems.end()) {
auto* rightItem = inventory->FindItemById(equippedInstrumentRight->second.id);
if (rightItem != nullptr) {
rightItem->UnEquip();
inventory->RemoveItem(rightItem->GetLot(), 1, TEMP_ITEMS);
}
}
// Equip the old left hand item
const auto leftItemID = self->GetVar<LWOOBJID>(u"oldItemLeft");
if (leftItemID != LWOOBJID_EMPTY) {
auto* item = inventory->FindItemById(leftItemID);
if (item != nullptr)
item->Equip();
self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
}
// Equip the old right hand item
const auto rightItemID = self->GetVar<LWOOBJID>(u"oldItemRight");
if (rightItemID != LWOOBJID_EMPTY) {
auto* item = inventory->FindItemById(rightItemID);
if (item != nullptr)
item->Equip();
self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
}
}
}
void NsConcertInstrument::RepositionPlayer(Entity* self, Entity* player) {
auto position = self->GetPosition();
auto rotation = self->GetRotation();
position.SetY(0.0f);
switch (GetInstrumentLot(self)) {
case Bass:
case Guitar:
position.SetX(position.GetX() + 5.0f);
break;
case Keyboard:
position.SetX(position.GetX() - 0.45f);
position.SetZ(position.GetZ() + 0.75f);
rotation = NiQuaternion::CreateFromAxisAngle(position, -0.8f); // Slight rotation to make the animation sensible
break;
case Drum:
position.SetZ(position.GetZ() - 0.5f);
break;
}
GameMessages::SendTeleport(player->GetObjectID(), position, rotation, player->GetSystemAddress());
}
InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity* self) {
return static_cast<const InstrumentLot>(self->GetLOT());
}
// Static stuff needed for script execution
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::animations{
{ Guitar, u"guitar"},
{ Bass, u"bass"},
{ Keyboard, u"keyboard"},
{ Drum, u"drums"}
};
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::smashAnimations{
{Guitar, u"guitar-smash"},
{Bass, u"bass-smash"},
{Keyboard, u"keyboard-smash"},
{Drum, u"keyboard-smash"}
};
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentSmashAnimationTime{
{Guitar, 2.167f},
{Bass, 1.167f},
{Keyboard, 1.0f},
{Drum, 1.0f}
};
const std::map<InstrumentLot, std::string> NsConcertInstrument::music{
{Guitar, "Concert_Guitar"},
{Bass, "Concert_Bass"},
{Keyboard, "Concert_Keys"},
{Drum, "Concert_Drums"},
};
const std::map<InstrumentLot, std::u16string> NsConcertInstrument::cinematics{
{Guitar, u"Concert_Cam_G"},
{Bass, u"Concert_Cam_B"},
{Keyboard, u"Concert_Cam_K"},
{Drum, u"Concert_Cam_D"},
};
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotLeft{
{Guitar, 4991},
{Bass, 4992},
{Keyboard, LOT_NULL},
{Drum, 4995},
};
const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotRight{
{Guitar, LOT_NULL},
{Bass, LOT_NULL},
{Keyboard, LOT_NULL},
{Drum, 4996},
};
const std::map<InstrumentLot, bool> NsConcertInstrument::hideInstrumentOnPlay{
{Guitar, true},
{Bass, true},
{Keyboard, false},
{Drum, false},
};
const std::map<InstrumentLot, float> NsConcertInstrument::instrumentEquipTime{
{Guitar, 1.033},
{Bass, 0.75},
{Keyboard, -1},
{Drum, 0},
};
const std::map<InstrumentLot, uint32_t> NsConcertInstrument::achievementTaskID{
{Guitar, 911},
{Bass, 912},
{Keyboard, 913},
{Drum, 914},
};
const uint32_t NsConcertInstrument::instrumentImaginationCost = 2;
const float NsConcertInstrument::instrumentCostFrequency = 4.0f;
const float NsConcertInstrument::updateFrequency = 1.0f;