mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 07:57:21 +00:00
30c8326c3e
Mover owner override to be earlier so that we dont try to get the team of an entity that doesnt have a team and may be a child entity of a player. Tested changes with a team of two players and players were correctly given credit for kills
957 lines
26 KiB
C++
957 lines
26 KiB
C++
#include "DestroyableComponent.h"
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#include <BitStream.h>
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#include "dLogger.h"
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#include "Game.h"
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#include "AMFFormat.h"
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#include "AMFFormat_BitStream.h"
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#include "GameMessages.h"
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#include "User.h"
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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#include "Spawner.h"
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#include "BaseCombatAIComponent.h"
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#include "TeamManager.h"
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#include "BuffComponent.h"
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#include "SkillComponent.h"
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#include "Item.h"
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#include <sstream>
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#include <algorithm>
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
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m_fMaxArmor = 0.0f;
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m_iImagination = 0;
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m_fMaxImagination = 0.0f;
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m_FactionIDs = std::vector<int32_t>();
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m_EnemyFactionIDs = std::vector<int32_t>();
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m_IsSmashable = false;
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m_IsDead = false;
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m_IsSmashed = false;
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_HasBricks = false;
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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m_iHealth = 0;
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m_fMaxHealth = 0;
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m_AttacksToBlock = 0;
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m_LootMatrixID = 0;
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m_MinCoins = 0;
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m_MaxCoins = 0;
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m_ImmuneStacks = 0;
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m_DamageReduction = 0;
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}
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DestroyableComponent::~DestroyableComponent() {
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}
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void DestroyableComponent::Reinitialize(LOT templateID) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_COLLECTIBLE);
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int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_REBUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (rebuildComponentID > 0) componentID = rebuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::Instance()->GetTable<CDDestructibleComponentTable>("DestructibleComponent");
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (destCompData.size() > 0) {
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SetHealth(destCompData[0].life);
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SetImagination(destCompData[0].imagination);
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SetArmor(destCompData[0].armor);
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SetMaxHealth(destCompData[0].life);
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SetMaxImagination(destCompData[0].imagination);
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SetMaxArmor(destCompData[0].armor);
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SetIsSmashable(destCompData[0].isSmashable);
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}
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}
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else {
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SetHealth(1);
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SetImagination(0);
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SetArmor(0);
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SetMaxHealth(1);
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SetMaxImagination(0);
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SetMaxArmor(0);
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SetIsSmashable(true);
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}
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}
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void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, uint32_t& flags) {
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if (bIsInitialUpdate) {
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outBitStream->Write0(); //Contains info about immunities this object has, but it's left out for now.
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}
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outBitStream->Write(m_DirtyHealth || bIsInitialUpdate);
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if (m_DirtyHealth || bIsInitialUpdate) {
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outBitStream->Write(m_iHealth);
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outBitStream->Write(m_fMaxHealth);
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outBitStream->Write(m_iArmor);
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outBitStream->Write(m_fMaxArmor);
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outBitStream->Write(m_iImagination);
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outBitStream->Write(m_fMaxImagination);
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outBitStream->Write(m_DamageToAbsorb);
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outBitStream->Write(IsImmune());
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outBitStream->Write(m_IsGMImmune);
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outBitStream->Write(m_IsShielded);
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outBitStream->Write(m_fMaxHealth);
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outBitStream->Write(m_fMaxArmor);
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outBitStream->Write(m_fMaxImagination);
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outBitStream->Write(uint32_t(m_FactionIDs.size()));
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for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
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outBitStream->Write(m_FactionIDs[i]);
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}
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outBitStream->Write(m_IsSmashable);
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if (bIsInitialUpdate) {
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outBitStream->Write(m_IsDead);
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outBitStream->Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream->Write(m_HasBricks);
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if (m_ExplodeFactor != 1.0f) {
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outBitStream->Write1();
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outBitStream->Write(m_ExplodeFactor);
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} else {
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outBitStream->Write0();
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}
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}
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}
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m_DirtyHealth = false;
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}
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if (m_DirtyThreatList || bIsInitialUpdate) {
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outBitStream->Write1();
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outBitStream->Write(m_HasThreats);
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m_DirtyThreatList = false;
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} else {
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outBitStream->Write0();
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}
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}
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void DestroyableComponent::LoadFromXML(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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Game::logger->Log("DestroyableComponent", "Failed to find dest tag!\n");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromXML(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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dest->QueryAttribute("im", &m_fMaxImagination);
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dest->QueryAttribute("ic", &m_iImagination);
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dest->QueryAttribute("ac", &m_iArmor);
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dest->QueryAttribute("am", &m_fMaxArmor);
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m_DirtyHealth = true;
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}
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void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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Game::logger->Log("DestroyableComponent", "Failed to find dest tag!\n");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->UpdateXml(doc);
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}
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dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
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dest->SetAttribute("im", m_fMaxImagination);
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dest->SetAttribute("ic", m_iImagination);
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dest->SetAttribute("ac", m_iArmor);
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dest->SetAttribute("am", m_fMaxArmor);
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}
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void DestroyableComponent::SetHealth(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
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}
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m_iHealth = value;
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}
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void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
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m_fMaxHealth = value;
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if (m_iHealth > m_fMaxHealth) {
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m_iHealth = m_fMaxHealth;
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}
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if (playAnim) {
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// Now update the player bar
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if (!m_Parent->GetParentUser()) return;
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AMFStringValue* amount = new AMFStringValue();
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amount->SetStringValue(std::to_string(difference));
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AMFStringValue* type = new AMFStringValue();
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type->SetStringValue("health");
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AMFArrayValue args;
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args.InsertValue("amount", amount);
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args.InsertValue("type", type);
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args);
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delete amount;
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delete type;
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
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// If Destroyable Component already has zero armor do not trigger the passive ability again.
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bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackArmorDelta(value - m_iArmor);
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}
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m_iArmor = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
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}
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}
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void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
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m_fMaxArmor = value;
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if (m_iArmor > m_fMaxArmor) {
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m_iArmor = m_fMaxArmor;
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}
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if (playAnim) {
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// Now update the player bar
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if (!m_Parent->GetParentUser()) return;
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AMFStringValue* amount = new AMFStringValue();
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amount->SetStringValue(std::to_string(value));
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AMFStringValue* type = new AMFStringValue();
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type->SetStringValue("armor");
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AMFArrayValue args;
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args.InsertValue("amount", amount);
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args.InsertValue("type", type);
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args);
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delete amount;
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delete type;
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackImaginationDelta(value - m_iImagination);
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}
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m_iImagination = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iImagination == 0 && inventroyComponent != nullptr) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
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}
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}
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void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
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if (m_iImagination > m_fMaxImagination) {
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m_iImagination = m_fMaxImagination;
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}
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if (playAnim) {
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// Now update the player bar
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if (!m_Parent->GetParentUser()) return;
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AMFStringValue* amount = new AMFStringValue();
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amount->SetStringValue(std::to_string(difference));
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AMFStringValue* type = new AMFStringValue();
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type->SetStringValue("imagination");
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AMFArrayValue args;
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args.InsertValue("amount", amount);
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args.InsertValue("type", type);
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args);
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delete amount;
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delete type;
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value)
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{
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m_DirtyHealth = true;
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m_DamageToAbsorb = value;
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}
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void DestroyableComponent::SetDamageReduction(int32_t value)
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{
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m_DirtyHealth = true;
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m_DamageReduction = value;
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}
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void DestroyableComponent::SetIsImmune(bool value)
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{
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m_DirtyHealth = true;
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m_ImmuneStacks = value ? 1 : 0;
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}
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void DestroyableComponent::SetIsGMImmune(bool value)
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{
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m_DirtyHealth = true;
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m_IsGMImmune = value;
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}
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void DestroyableComponent::SetIsShielded(bool value)
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{
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m_DirtyHealth = true;
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m_IsShielded = value;
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}
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void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
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// Ignore factionID -1
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if (factionID == -1 && !ignoreChecks) {
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return;
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}
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m_FactionIDs.push_back(factionID);
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m_DirtyHealth = true;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, (int) factionID);
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auto result = query.execQuery();
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if (result.eof()) return;
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if (result.fieldIsNull(0)) return;
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const auto* list_string = result.getStringField(0);
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std::stringstream ss(list_string);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (token.empty()) continue;
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auto id = std::stoi(token);
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auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude)
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{
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exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
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}
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if (exclude)
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{
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continue;
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}
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AddEnemyFaction(id);
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}
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result.finalize();
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}
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bool DestroyableComponent::IsEnemy (const Entity* other) const {
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return true;
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}
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}
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}
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return false;
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}
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bool DestroyableComponent::IsFriend (const Entity* other) const {
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return false;
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}
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}
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return true;
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}
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return false;
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}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID)
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{
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m_EnemyFactionIDs.push_back(factionID);
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}
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void DestroyableComponent::SetIsSmashable(bool value) {
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m_DirtyHealth = true;
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m_IsSmashable = value;
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//m_HasBricks = value;
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}
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void DestroyableComponent::SetAttacksToBlock(const uint32_t value)
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{
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m_AttacksToBlock = value;
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}
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bool DestroyableComponent::IsImmune() const
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{
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return m_ImmuneStacks > 0 || m_IsGMImmune;
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}
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bool DestroyableComponent::IsKnockbackImmune() const
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{
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivities::ACTIVITY_QUICKBUILDING) {
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const auto hasPassive = inventoryComponent->HasAnyPassive({
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ItemSetPassiveAbilityID::EngineerRank2, ItemSetPassiveAbilityID::EngineerRank3,
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ItemSetPassiveAbilityID::SummonerRank2, ItemSetPassiveAbilityID::SummonerRank3,
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ItemSetPassiveAbilityID::InventorRank2, ItemSetPassiveAbilityID::InventorRank3,
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}, 5);
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if (hasPassive) {
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return true;
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}
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}
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return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
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}
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bool DestroyableComponent::HasFaction(int32_t factionID) const
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{
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return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
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}
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LWOOBJID DestroyableComponent::GetKillerID() const
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{
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return m_KillerID;
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}
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Entity* DestroyableComponent::GetKiller() const
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{
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return EntityManager::Instance()->GetEntity(m_KillerID);
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}
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bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const
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{
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auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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if (targetEntity == nullptr)
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{
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Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!\n", target);
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return false;
|
|
}
|
|
|
|
auto* targetDestroyable = targetEntity->GetComponent<DestroyableComponent>();
|
|
|
|
if (targetDestroyable == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
auto* targetQuickbuild = targetEntity->GetComponent<RebuildComponent>();
|
|
|
|
if (targetQuickbuild != nullptr)
|
|
{
|
|
const auto state = targetQuickbuild->GetState();
|
|
|
|
if (state != REBUILD_COMPLETED)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (ignoreFactions)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Get if the target entity is an enemy and friend
|
|
bool isEnemy = IsEnemy(targetEntity);
|
|
bool isFriend = IsFriend(targetEntity);
|
|
|
|
// Return true if the target type matches what we are targeting
|
|
return (isEnemy && targetEnemy) || (isFriend && targetFriend);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Heal(const uint32_t health)
|
|
{
|
|
auto current = static_cast<uint32_t>(GetHealth());
|
|
const auto max = static_cast<uint32_t>(GetMaxHealth());
|
|
|
|
current += health;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetHealth(current);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Imagine(const int32_t deltaImagination)
|
|
{
|
|
auto current = static_cast<int32_t>(GetImagination());
|
|
const auto max = static_cast<int32_t>(GetMaxImagination());
|
|
|
|
current += deltaImagination;
|
|
|
|
current = std::min(current, max);
|
|
|
|
if (current < 0)
|
|
{
|
|
current = 0;
|
|
}
|
|
|
|
SetImagination(current);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Repair(const uint32_t armor)
|
|
{
|
|
auto current = static_cast<uint32_t>(GetArmor());
|
|
const auto max = static_cast<uint32_t>(GetMaxArmor());
|
|
|
|
current += armor;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetArmor(current);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo)
|
|
{
|
|
if (GetHealth() <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (IsImmune())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_AttacksToBlock > 0)
|
|
{
|
|
m_AttacksToBlock--;
|
|
|
|
return;
|
|
}
|
|
|
|
// If this entity has damage reduction, reduce the damage to a minimum of 1
|
|
if (m_DamageReduction > 0 && damage > 0)
|
|
{
|
|
if (damage > m_DamageReduction)
|
|
{
|
|
damage -= m_DamageReduction;
|
|
}
|
|
else
|
|
{
|
|
damage = 1;
|
|
}
|
|
}
|
|
|
|
const auto sourceDamage = damage;
|
|
|
|
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
|
|
auto armor = static_cast<uint32_t>(GetArmor());
|
|
auto health = static_cast<uint32_t>(GetHealth());
|
|
|
|
const auto absorbDamage = std::min(damage, absorb);
|
|
|
|
damage -= absorbDamage;
|
|
absorb -= absorbDamage;
|
|
|
|
const auto armorDamage = std::min(damage, armor);
|
|
|
|
damage -= armorDamage;
|
|
armor -= armorDamage;
|
|
|
|
health -= std::min(damage, health);
|
|
|
|
SetDamageToAbsorb(absorb);
|
|
SetArmor(armor);
|
|
SetHealth(health);
|
|
SetIsShielded(absorb > 0);
|
|
|
|
if (m_Parent->GetLOT() != 1)
|
|
{
|
|
echo = true;
|
|
}
|
|
|
|
if (echo)
|
|
{
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
auto* attacker = EntityManager::Instance()->GetEntity(source);
|
|
m_Parent->OnHit(attacker);
|
|
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
|
|
|
|
for (const auto& cb : m_OnHitCallbacks) {
|
|
cb(attacker);
|
|
}
|
|
|
|
if (health != 0)
|
|
{
|
|
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (combatComponent != nullptr)
|
|
{
|
|
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
|
|
}
|
|
|
|
return;
|
|
}
|
|
Smash(source, eKillType::VIOLENT, u"", skillID);
|
|
}
|
|
|
|
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID)
|
|
{
|
|
if (m_iHealth > 0)
|
|
{
|
|
SetArmor(0);
|
|
SetHealth(0);
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
m_KillerID = source;
|
|
|
|
auto* owner = EntityManager::Instance()->GetEntity(source);
|
|
|
|
if (owner != nullptr)
|
|
{
|
|
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
|
|
|
|
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent != nullptr && isEnemy)
|
|
{
|
|
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed);
|
|
}
|
|
|
|
auto* missions = owner->GetComponent<MissionComponent>();
|
|
|
|
if (missions != nullptr)
|
|
{
|
|
if (team != nullptr && isEnemy)
|
|
{
|
|
for (const auto memberId : team->members)
|
|
{
|
|
auto* member = EntityManager::Instance()->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
auto* memberMissions = member->GetComponent<MissionComponent>();
|
|
|
|
if (memberMissions == nullptr) continue;
|
|
|
|
memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
|
|
memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
|
|
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto isPlayer = m_Parent->IsPlayer();
|
|
|
|
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
|
|
|
|
//NANI?!
|
|
if (!isPlayer)
|
|
{
|
|
if (owner != nullptr)
|
|
{
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr)
|
|
{
|
|
LWOOBJID specificOwner = LWOOBJID_EMPTY;
|
|
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
|
|
uint32_t teamSize = team->members.size();
|
|
uint32_t lootMatrixId = GetLootMatrixID();
|
|
|
|
if (scriptedActivityComponent) {
|
|
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
|
|
}
|
|
|
|
if (team->lootOption == 0) { // Round robin
|
|
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
|
|
|
|
auto* member = EntityManager::Instance()->GetEntity(specificOwner);
|
|
|
|
if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
}
|
|
else {
|
|
for (const auto memberId : team->members) { // Free for all
|
|
auto* member = EntityManager::Instance()->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
}
|
|
else { // drop loot for non team user
|
|
LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Check if this zone allows coin drops
|
|
if (dZoneManager::Instance()->GetPlayerLoseCoinOnDeath())
|
|
{
|
|
auto* character = m_Parent->GetCharacter();
|
|
uint64_t coinsTotal = character->GetCoins();
|
|
|
|
if (coinsTotal > 0)
|
|
{
|
|
uint64_t coinsToLoose = 1;
|
|
|
|
if (coinsTotal >= 200)
|
|
{
|
|
float hundreth = (coinsTotal / 100.0f);
|
|
coinsToLoose = static_cast<int>(hundreth);
|
|
}
|
|
|
|
if (coinsToLoose > 10000)
|
|
{
|
|
coinsToLoose = 10000;
|
|
}
|
|
|
|
coinsTotal -= coinsToLoose;
|
|
|
|
LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
|
|
character->SetCoins(coinsTotal, eLootSourceType::LOOT_SOURCE_PICKUP);
|
|
}
|
|
}
|
|
|
|
Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
|
|
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
|
|
script->OnPlayerDied(zoneControl, m_Parent);
|
|
}
|
|
|
|
std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY);
|
|
for (Entity* scriptEntity : scriptedActs) {
|
|
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
|
|
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
|
|
script->OnPlayerDied(scriptEntity, m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Parent->Kill(owner);
|
|
}
|
|
|
|
void DestroyableComponent::SetFaction(int32_t factionID) {
|
|
m_FactionIDs.clear();
|
|
m_EnemyFactionIDs.clear();
|
|
|
|
AddFaction(factionID);
|
|
}
|
|
|
|
void DestroyableComponent::PushImmunity(int32_t stacks)
|
|
{
|
|
m_ImmuneStacks += stacks;
|
|
}
|
|
|
|
void DestroyableComponent::PopImmunity(int32_t stacks)
|
|
{
|
|
m_ImmuneStacks -= stacks;
|
|
}
|
|
|
|
void DestroyableComponent::FixStats()
|
|
{
|
|
auto* entity = GetParent();
|
|
|
|
if (entity == nullptr) return;
|
|
|
|
// Reset skill component and buff component
|
|
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
// If any of the components are nullptr, return
|
|
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Save the current stats
|
|
int32_t currentHealth = destroyableComponent->GetHealth();
|
|
int32_t currentArmor = destroyableComponent->GetArmor();
|
|
int32_t currentImagination = destroyableComponent->GetImagination();
|
|
|
|
// Unequip all items
|
|
auto equipped = inventoryComponent->GetEquippedItems();
|
|
|
|
for (auto& equippedItem : equipped)
|
|
{
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Unequip the item
|
|
item->UnEquip();
|
|
}
|
|
|
|
// Base stats
|
|
int32_t maxHealth = 4;
|
|
int32_t maxArmor = 0;
|
|
int32_t maxImagination = 0;
|
|
|
|
// Go through all completed missions and add the reward stats
|
|
for (auto& pair : missionComponent->GetMissions())
|
|
{
|
|
auto* mission = pair.second;
|
|
|
|
if (!mission->IsComplete())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Add the stats
|
|
const auto& info = mission->GetClientInfo();
|
|
|
|
maxHealth += info.reward_maxhealth;
|
|
maxImagination += info.reward_maximagination;
|
|
}
|
|
|
|
// Set the base stats
|
|
destroyableComponent->SetMaxHealth(maxHealth);
|
|
destroyableComponent->SetMaxArmor(maxArmor);
|
|
destroyableComponent->SetMaxImagination(maxImagination);
|
|
|
|
// Re-apply all buffs
|
|
buffComponent->ReApplyBuffs();
|
|
|
|
// Requip all items
|
|
for (auto& equippedItem : equipped)
|
|
{
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Equip the item
|
|
item->Equip();
|
|
}
|
|
|
|
// Fetch correct max stats after everything is done
|
|
maxHealth = destroyableComponent->GetMaxHealth();
|
|
maxArmor = destroyableComponent->GetMaxArmor();
|
|
maxImagination = destroyableComponent->GetMaxImagination();
|
|
|
|
// If any of the current stats are more than their max, set them to the max
|
|
if (currentHealth > maxHealth) currentHealth = maxHealth;
|
|
if (currentArmor > maxArmor) currentArmor = maxArmor;
|
|
if (currentImagination > maxImagination) currentImagination = maxImagination;
|
|
|
|
// Restore current stats
|
|
destroyableComponent->SetHealth(currentHealth);
|
|
destroyableComponent->SetArmor(currentArmor);
|
|
destroyableComponent->SetImagination(currentImagination);
|
|
|
|
// Serialize the entity
|
|
EntityManager::Instance()->SerializeEntity(entity);
|
|
}
|
|
|
|
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
|
|
m_OnHitCallbacks.push_back(callback);
|
|
}
|