DarkflameServer/dScripts/NtFactionSpyServer.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

101 lines
4.8 KiB
C++

#include "NtFactionSpyServer.h"
#include "Character.h"
#include "ProximityMonitorComponent.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"
void NtFactionSpyServer::OnStartup(Entity *self) {
SetVariables(self);
// Set the proximity to sense later
auto* proximityMonitor = self->GetComponent<ProximityMonitorComponent>();
if (proximityMonitor == nullptr) {
proximityMonitor = new ProximityMonitorComponent(self, -1, -1);
self->AddComponent(COMPONENT_TYPE_PROXIMITY_MONITOR, proximityMonitor);
}
proximityMonitor->SetProximityRadius(self->GetVar<float_t>(m_SpyProximityVariable), m_ProximityName);
}
void NtFactionSpyServer::SetVariables(Entity* self) {
self->SetVar<float_t>(m_SpyProximityVariable, 0.0f);
self->SetVar<SpyData>(m_SpyDataVariable, {});
self->SetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable, {});
// If there's an alternating conversation, indices should be provided using the conversationID variables
self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
}
void NtFactionSpyServer::OnProximityUpdate(Entity *self, Entity *entering, std::string name, std::string status) {
if (name == m_ProximityName && status == "ENTER" && IsSpy(self, entering)) {
auto cinematic = self->GetVar<std::u16string>(m_SpyCinematicVariable);
if (!cinematic.empty()) {
// Save the root of this cinematic so we can identify updates later
auto cinematicSplit = GeneralUtils::SplitString(cinematic, u'_');
if (!cinematicSplit.empty()) {
self->SetVar<std::u16string>(m_CinematicRootVariable, cinematicSplit.at(0));
}
GameMessages::SendPlayCinematic(entering->GetObjectID(), cinematic, entering->GetSystemAddress(),
true, true, true);
}
}
}
bool NtFactionSpyServer::IsSpy(Entity* self, Entity *possibleSpy) {
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
if (!spyData.missionID || !spyData.flagID || !spyData.itemID)
return false;
auto* missionComponent = possibleSpy->GetComponent<MissionComponent>();
auto* inventoryComponent = possibleSpy->GetComponent<InventoryComponent>();
auto* character = possibleSpy->GetCharacter();
// A player is a spy if they have the spy mission, have the spy equipment equipped and don't have the spy flag set yet
return missionComponent != nullptr && missionComponent->GetMissionState(spyData.missionID) == MissionState::MISSION_STATE_ACTIVE
&& inventoryComponent != nullptr && inventoryComponent->IsEquipped(spyData.itemID)
&& character != nullptr && !character->GetPlayerFlag(spyData.flagID);
}
void NtFactionSpyServer::OnCinematicUpdate(Entity *self, Entity *sender, eCinematicEvent event,
const std::u16string &pathName, float_t pathTime, float_t totalTime,
int32_t waypoint) {
const auto& cinematicRoot = self->GetVar<std::u16string>(m_CinematicRootVariable);
auto pathNameCopy = std::u16string(pathName); // Mutable copy
auto pathSplit = GeneralUtils::SplitString(pathNameCopy, u'_');
// Make sure we have a path of type <root>_<index>
if (pathSplit.size() >= 2) {
auto pathRoot = pathSplit.at(0);
auto pathIndex = std::stoi(GeneralUtils::UTF16ToWTF8(pathSplit.at(1))) - 1;
const auto& dialogueTable = self->GetVar<std::vector<SpyDialogue>>(m_SpyDialogueTableVariable);
// Make sure we're listening to the root we're interested in
if (pathRoot == cinematicRoot) {
if (event == STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
// If the cinematic started, show part of the conversation
GameMessages::SendNotifyClientObject(self->GetObjectID(), m_SpyDialogueNotification, 0,
0, ParamObjectForConversationID(self, dialogueTable.at(pathIndex).conversationID),
dialogueTable.at(pathIndex).token, sender->GetSystemAddress());
} else if (event == ENDED && pathIndex >= dialogueTable.size() - 1) {
auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
auto* character = sender->GetCharacter();
if (character != nullptr) {
character->SetPlayerFlag(spyData.flagID, true);
}
}
}
}
}
LWOOBJID NtFactionSpyServer::ParamObjectForConversationID(Entity* self, uint32_t conversationID) {
auto paramObjects = self->GetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable);
auto index = conversationID >= paramObjects.size() ? paramObjects.size() - 1 : conversationID;
return paramObjects.at(index);
}