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Live sent the launchpad's FireEventClientSide("RocketEquipped") to every
client in the zone: 1,196 of 1,265 captured were other players'
launches. On each client it starts that player's launch
(LWORocketLaunchComponentCommon::msgFireEventClientSide sends
BeginLaunch to the sender), so others see the rocket take off; DLU sent
it only to the launcher. param1 is the property clone for property
launches (7 of 7 equal the clone in the following TransferToZone) and
param2 the picked world of a LUP entrance (0-3, one pad only).
The capture notes read the RocketEquipped and ChangeObjectWorldState
seen before LEVEL_LOAD_COMPLETE as the arriving player's own rocket:
all 21 are other players launching (their sender is never the loading
player), so arrival itself is left as it is.
Check: with two players at a launchpad, launch one: the other sees the
rocket launch animation; launch to a property and to a LUP world and
land in the right place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
147 lines
4.2 KiB
C++
147 lines
4.2 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef ROCKETLAUNCHPADCONTROLCOMPONENT_H
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#define ROCKETLAUNCHPADCONTROLCOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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namespace GameMessages {
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struct FireEventClientSide;
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}
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class PreconditionExpression;
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/**
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* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
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*/
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class RocketLaunchpadControlComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
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RocketLaunchpadControlComponent(Entity* parent, const int32_t componentID);
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~RocketLaunchpadControlComponent() override;
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/**
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* Launches some entity to another world
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* @param originator the entity to launch
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* @param mapId the world to go to
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* @param cloneId the clone ID (for properties)
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* @param worldIndex which of a LUP entrance's worlds was picked, -1 otherwise
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*/
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void Launch(Entity* originator, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID, int32_t worldIndex = -1);
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/**
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* The "RocketEquipped" event live sent from the launchpad to every client in the zone when a player launched
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* (1,196 of the 1,265 captured were other players' launches): it plays the launch for that player on every
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* client (LWORocketLaunchComponentCommon::msgFireEventClientSide). param1 is the property clone (0 is left out),
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* param2 the picked LUP world index (-1 is left out).
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*/
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static GameMessages::FireEventClientSide MakeRocketEquipped(LWOOBJID launchpad, LWOOBJID rocket, LWOOBJID player, LWOCLONEID cloneId, int32_t worldIndex);
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/**
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* Handles an OnUse event from some entity, preparing it for launch to some other world
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Currently unused
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*/
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void OnProximityUpdate(Entity* entering, std::string name, std::string status);
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/**
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* Sets the map ID that a player will go to
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* @param player the entity to set the map ID for
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* @param cloneId the map ID of the property to set
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*/
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void SetSelectedMapId(LWOOBJID player, LWOMAPID cloneId);
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/**
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* Returns the map ID that a player will go to
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* @param player the player to find the map ID for
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* @return the map ID that a player will go to
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*/
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LWOMAPID GetSelectedMapId(LWOOBJID player) const;
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/**
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* Sets the clone ID that a player will go to (for properties)
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* @param player the entity to set the clone ID for
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* @param cloneId the clone ID of the property to set
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*/
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void SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId);
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/**
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* Returns the clone ID that a player will go to (for properties)
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* @param player the player to find the clone ID for
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* @return the clone ID that a player will go to
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*/
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LWOCLONEID GetSelectedCloneId(LWOOBJID player) const;
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/**
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* Returns the zone that this rocket launchpad points to by default
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* @return the zone that this rocket launchpad points to by default
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*/
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LWOMAPID GetTargetZone() const;
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/**
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* Currently unused
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*/
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LWOMAPID GetDefaultZone() const;
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private:
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/**
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* All the players that are in the proximity of the rocket launchpad
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*/
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std::map<LWOOBJID, Entity*> m_PlayersInRadius = {};
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/**
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* The map that the launchpad goes to
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*/
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LWOMAPID m_TargetZone;
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/**
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* Currently unused
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*/
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LWOMAPID m_DefaultZone;
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/**
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* The clone IDs selected for each player to go to (for properies)
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*/
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std::map<LWOOBJID, LWOCLONEID> m_SelectedCloneIds = {};
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/**
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* The map IDs selected for each player to go to
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*/
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std::map<LWOOBJID, LWOMAPID> m_SelectedMapIds = {};
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/**
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* The scene that plays when the player lands
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*/
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std::string m_TargetScene;
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/**
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* Alternative landing scene that plays if the alternative precondition is met
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*/
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std::string m_AltLandingScene;
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/**
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* Some precondition that needs to be met to trigger the alternative landing scene
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*/
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PreconditionExpression* m_AltPrecondition;
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/**
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* Notifies the master server to prepare some world for a player to be able to travel to it
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* @param zoneID the ID of the zone to prepare
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*/
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void TellMasterToPrepZone(int zoneID);
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};
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#endif // ROCKETLAUNCHPADCONTROLCOMPONENT_H
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