Files
DarkflameServer/dGame/Entity.cpp
Aaron Kimbrell 8f09121ad4 feat(entity): a character's components as the client makes them
LWOCharacterComponent::Factory makes possession control, mount control, pet
creator, level progression and forced movement, then the character, all with
componentID -1; DLU now makes the same set in the same order (mount control
and pet creator are new, empty). The ghost is added after the component walk,
where the client adds it, for a character with physics. Nothing sent changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:30:20 -05:00

2447 lines
90 KiB
C++

#include "dCommonVars.h"
#include "ChatServerLink.h"
#include "ChatPackets.h"
#include "Entity.h"
#include "EconomyLedger.h"
#include "CDClientManager.h"
#include "Game.h"
#include "Logger.h"
#include <functional>
#include "CDDestructibleComponentTable.h"
#include "CDClientDatabase.h"
#include <sstream>
#include <array>
#include "dServer.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "MovementMessages.h"
#include "ObjectMessages.h"
#include "PlayerMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Zone.h"
#include "Spawner.h"
#include "UserManager.h"
#include "dpWorld.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
#include "PositionUpdate.h"
#include "MessageType/Chat.h"
#include "PlayerManager.h"
//Component includes:
#include "Component.h"
#include "ControllablePhysicsComponent.h"
#include "RenderComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "BuffComponent.h"
#include "BouncerComponent.h"
#include "InventoryComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h"
#include "SkillComponent.h"
#include "SimplePhysicsComponent.h"
#include "SwitchComponent.h"
#include "PhantomPhysicsComponent.h"
#include "RigidbodyPhantomPhysicsComponent.h"
#include "MovingPlatformComponent.h"
#include "MissionComponent.h"
#include "MissionOfferComponent.h"
#include "QuickBuildComponent.h"
#include "BuildBorderComponent.h"
#include "MovementAIComponent.h"
#include "VendorComponent.h"
#include "DonationVendorComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyComponent.h"
#include "BaseCombatAIComponent.h"
#include "PropertyManagementComponent.h"
#include "PropertyVendorComponent.h"
#include "ProximityMonitorComponent.h"
#include "PropertyEntranceComponent.h"
#include "ModelComponent.h"
#include "ZCompression.h"
#include "PetComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "ModuleAssemblyComponent.h"
#include "RacingControlComponent.h"
#include "SoundTriggerComponent.h"
#include "ShootingGalleryComponent.h"
#include "RailActivatorComponent.h"
#include "LUPExhibitComponent.h"
#include "RacingSoundTriggerComponent.h"
#include "TriggerComponent.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
#include "MiniGameControlComponent.h"
#include "RacingStatsComponent.h"
#include "CollectibleComponent.h"
#include "ItemComponent.h"
#include "MinifigComponent.h"
#include "PropertyPlaqueComponent.h"
#include "RollerComponent.h"
#include "GateRushComponent.h"
#include "FactionTriggerComponent.h"
#include "RocketLandingComponent.h"
#include "MountControlComponent.h"
#include "PetCreatorComponent.h"
#include "HFLightDirectionGadgetComponent.h"
#include "SpawnerComponent.h"
#include "PathfindingComponent.h"
#include "PhysicsSystemComponent.h"
#include "VehiclePhysicsComponent.h"
#include "ProjectilePhysicsComponent.h"
#include "GenericActivatorComponent.h"
#include "ShowcaseModelHandlerComponent.h"
#include "CustomBuildAssemblyComponent.h"
#include "PackageComponent.h"
#include "ChoiceBuildComponent.h"
#include "ChangelingComponent.h"
#include "SpringpadComponent.h"
#include "ModelBuilderComponent.h"
#include "ArcadeComponent.h"
#include "ModuleComponent.h"
#include "BlueprintComponent.h"
#include "ChestComponent.h"
#include "RebuildActivatorComponent.h"
#include "BuildControllerComponent.h"
#include "ModularBuildComponent.h"
#include "PlatformBoundaryComponent.h"
#include "CullingPlaneComponent.h"
#include "SoundAmbient3DComponent.h"
#include "SoundAmbient2DComponent.h"
#include "SoundRepeaterComponent.h"
#include "GhostComponent.h"
#include "AchievementVendorComponent.h"
#include "VanityUtilities.h"
#include "ObjectIDManager.h"
#include "ePlayerFlag.h"
// Table includes
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
#include "StringifiedEnum.h"
#include <ranges>
#include "InventoryMessages.h"
#include "ActivityMessages.h"
Observable<Entity*, const PositionUpdate&> Entity::OnPlayerPositionUpdate;
Entity::Entity(const LWOOBJID& objectID, const EntityInfo& info, User* parentUser, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
m_ParentEntity = parentEntity;
m_Character = nullptr;
m_GMLevel = eGameMasterLevel::CIVILIAN;
m_NetworkID = 0;
m_Groups = {};
m_OwnerOverride = LWOOBJID_EMPTY;
m_Timers = {};
m_ChildEntities = {};
m_ScheduleKiller = nullptr;
m_TargetsInPhantom = {};
m_Components = {};
m_DieCallbacks = {};
m_PhantomCollisionCallbacks = {};
m_IsParentChildDirty = true;
m_Settings = info.settings;
m_NetworkSettings = info.networkSettings;
m_DefaultPosition = info.pos;
m_DefaultRotation = info.rot;
m_Scale = info.scale;
m_Scene = info.scene;
m_Spawner = info.spawner;
m_SpawnerID = info.spawnerID;
m_HasSpawnerNodeID = info.hasSpawnerNodeID;
m_SpawnerNodeID = info.spawnerNodeID;
m_PlayerIsReadyForUpdates = info.lot != 1;
if (parentUser) {
m_Character = parentUser->GetLastUsedChar();
parentUser->SetLoggedInChar(objectID);
m_GMLevel = m_Character->GetGMLevel();
m_Character->SetEntity(this);
PlayerManager::AddPlayer(this);
}
}
Entity::~Entity() {
if (IsPlayer()) {
LOG("Deleted player");
// Make sure the player exists first. Remove afterwards to prevent the OnPlayerExist functions from not being able to find the player.
if (!PlayerManager::RemovePlayer(this)) {
LOG("Unable to find player to remove from manager.");
return;
}
// Ends their building on the property; the owner leaving can stop their best friends building
if (auto* property = PropertyManagementComponent::Instance()) property->OnPlayerRemoved(*this);
auto* zoneControl = Game::entityManager->GetZoneControlEntity();
if (zoneControl) {
zoneControl->GetScript()->OnPlayerExit(zoneControl, this);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (zoneControl && scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
scriptEntity->GetScript()->OnPlayerExit(scriptEntity, this);
}
}
}
if (m_Character) {
m_Character->SaveXMLToDatabase();
m_Character->SetEntity(nullptr);
}
CancelAllTimers();
CancelCallbackTimers();
// The client's Preshutdown, then Shutdown, for every component before any is deleted
for (auto* const component : m_Components | std::views::values) if (component) component->Preshutdown();
for (auto* const component : m_Components | std::views::values) if (component) component->Shutdown();
for (auto& component : m_Components | std::views::values) {
if (component) {
delete component;
component = nullptr;
}
}
for (auto* const child : m_ChildEntities) {
if (child) child->RemoveParent();
}
if (m_ParentEntity) {
GameMessages::ChildRemoved removedMsg{};
removedMsg.childID = m_ObjectID;
removedMsg.target = m_ParentEntity->GetObjectID();
removedMsg.Send();
m_ParentEntity->RemoveChild(this);
}
}
namespace {
// The order the client makes an object's components in (ComponentOrderVector::Initialize 0x0101f8e0, walked by
// ObjectLoader2::DoObjectComponentLoad 0x0105ebb0; crafting 107 only for game versions above 999)
constexpr auto ClientComponentLoadOrder = [] {
constexpr std::array<uint32_t, 79> types{ 108, 24, 61, 1, 18, 47, 46, 30, 20, 3, 40, 7, 35, 4, 106, 110, 111, 26, 17, 78, 31, 5, 9, 60, 10, 11, 12, 114, 28, 13, 14, 48, 73, 16, 100, 102, 19, 105, 39, 23, 25, 51, 52, 53, 27, 66, 116, 32, 75, 36, 113, 42, 43, 97, 45, 104, 6, 41, 49, 50, 38, 54, 22, 62, 29, 2, 55, 56, 77, 79, 59, 64, 65, 67, 68, 72, 71, 103, 76 };
std::array<eReplicaComponentType, types.size()> order{};
for (size_t i = 0; i < types.size(); i++) order[i] = static_cast<eReplicaComponentType>(types[i]);
return order;
}();
}
void Entity::Initialize() {
RegisterMsg(&Entity::MsgRequestServerObjectInfo);
RegisterMsg(&Entity::MsgDropClientLoot);
RegisterMsg(&Entity::MsgGetFactionTokenType);
RegisterMsg(&Entity::MsgPickupItem);
RegisterMsg(&Entity::MsgChildRemoved);
RegisterMsg(&Entity::MsgGetFlag);
/**
* Setup groups
*/
const auto groupIDs = GetVarAsString(u"groupID");
if (!groupIDs.empty()) {
m_Groups = GeneralUtils::SplitString(groupIDs, ';');
if (!m_Groups.empty()) {
if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1);
}
}
/**
* Set ourselves as a child of our parent
*/
if (m_ParentEntity != nullptr) {
m_ParentEntity->AddChild(this);
}
// Get the registry table
CDComponentsRegistryTable* const compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
/**
* Player components (the client makes them with the character, not from the registry)
*/
if (m_Character && m_Character->GetParentUser()) {
AddComponent<MissionComponent>(-1)->LoadFromSaveData(m_Character->GetXMLDoc());
}
/**
* The components in the client's load order (ObjectLoader2::DoObjectComponentLoad 0x0105ebb0 walks
* ComponentOrderVector::Initialize 0x0101f8e0's list): a component that looks at another one finds it made when the
* client's does. Ids a component needs from a later one come from the registry.
*/
const auto petComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET);
const auto collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE);
const auto combatAiID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI);
// LWOScriptComponent::Allocator (0x0104d710) and LWOBaseCombatAiComponent::Allocator (0x0104c7b0) add a proximity
// monitor when there is none, and pathfinding control when the object has movement physics (controllable,
// projectile, vehicle or havok vehicle) and none yet
const auto addProximityAndPathfinding = [this]() {
if (!HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) AddComponent<ProximityMonitorComponent>(-1);
const bool hasMovementPhysics = HasComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS) || HasComponent(eReplicaComponentType::PROJECTILE_PHYSICS)
|| HasComponent(eReplicaComponentType::VEHICLE_PHYSICS) || HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS);
if (hasMovementPhysics && !HasComponent(eReplicaComponentType::PATHFINDING)) AddComponent<PathfindingComponent>(-1);
};
// A model with behaviors (DoObjectPreLoad 0x01055667: not inInventory, and modelType and modelBehaviors in its
// config) gets its physics from the model case, which takes the registry's simple physics id
const bool hasModelBehaviors = !GetVar<bool>(u"inInventory") && HasVar(u"modelType") && HasVar(u"modelBehaviors");
int32_t modelPhysicsComponentID = -1;
// If an entity is marked a phantom, simple physics is made into phantom phyics.
const bool markedAsPhantom = GetVar<bool>(u"markedAsPhantom");
for (const auto type : ClientComponentLoadOrder) {
switch (type) {
case eReplicaComponentType::POSSESSABLE: {
const auto possessableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE);
if (possessableComponentID > 0) {
AddComponent<PossessableComponent>(possessableComponentID);
}
break;
}
case eReplicaComponentType::MODULE_ASSEMBLY: {
const auto moduleAssemblyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY);
if (moduleAssemblyID > 0) {
AddComponent<ModuleAssemblyComponent>(moduleAssemblyID);
}
break;
}
case eReplicaComponentType::CONTROLLABLE_PHYSICS: {
const auto controllablePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS);
if (controllablePhysicsComponentID > 0) {
auto* controllablePhysics = AddComponent<ControllablePhysicsComponent>(controllablePhysicsComponentID);
if (m_Character) {
controllablePhysics->LoadFromSaveData(m_Character->GetXMLDoc());
const auto mapID = Game::server->GetZoneID();
const auto& targetSceneName = m_Character->GetTargetScene();
//If we came from another zone, put us in the starting loc
// Exception for Moon Base as you tend to spawn on the roof.
// second exception if we have a specified targetScene since that would only be possible in a test map
if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603 || !targetSceneName.empty()) {
NiPoint3 pos;
NiQuaternion rot = QuatUtils::IDENTITY;
auto* targetScene = Game::entityManager->GetSpawnPointEntity(targetSceneName);
if (m_Character->HasBeenToWorld(mapID) && targetSceneName.empty()) {
pos = m_Character->GetRespawnPoint(mapID);
rot = Game::zoneManager->GetZone()->GetSpawnRot();
} else if (targetScene != nullptr) {
pos = targetScene->GetPosition();
rot = targetScene->GetRotation();
} else {
pos = Game::zoneManager->GetZone()->GetSpawnPos();
rot = Game::zoneManager->GetZone()->GetSpawnRot();
}
controllablePhysics->SetPosition(pos);
controllablePhysics->SetRotation(rot);
}
} else {
controllablePhysics->SetPosition(m_DefaultPosition);
controllablePhysics->SetRotation(m_DefaultRotation);
}
}
break;
}
case eReplicaComponentType::HAVOK_VEHICLE_PHYSICS: {
const auto havokVehiclePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HAVOK_VEHICLE_PHYSICS);
if (havokVehiclePhysicsComponentID > 0) {
auto* havokVehiclePhysicsComponent = AddComponent<HavokVehiclePhysicsComponent>(havokVehiclePhysicsComponentID);
havokVehiclePhysicsComponent->SetPosition(m_DefaultPosition);
havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
}
break;
}
case eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS: {
const auto rigidBodyPhantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS);
if (rigidBodyPhantomPhysicsComponentID > 0) {
AddComponent<RigidbodyPhantomPhysicsComponent>(rigidBodyPhantomPhysicsComponentID);
}
break;
}
case eReplicaComponentType::SIMPLE_PHYSICS: {
const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
if (hasModelBehaviors) {
// LWOSimplePhysicsComponent::Allocator (0x0104ded0): left to the model case
if (simplePhysicsComponentID > 0) modelPhysicsComponentID = simplePhysicsComponentID;
} else if (!markedAsPhantom && simplePhysicsComponentID > 0) {
AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
}
break;
}
case eReplicaComponentType::PHANTOM_PHYSICS: {
const auto phantomPhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS);
if (markedAsPhantom || phantomPhysicsComponentID > 0) {
AddComponent<PhantomPhysicsComponent>(phantomPhysicsComponentID)->SetPhysicsEffectActive(false);
}
break;
}
case eReplicaComponentType::DESTROYABLE: {
/**
* The destroyable component. The client makes one (with a buff component in front of it) for a DESTROYABLE
* registry entry, whose id is the DestructibleComponent row. Collectibles and smashable (is_smashable) objects
* without that entry get one too, with no row.
*/
const auto destroyableComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DESTROYABLE);
if (destroyableComponentID > 0) {
AddComponent<BuffComponent>(destroyableComponentID);
}
bool isSmashable = GetVarAs<int32_t>(u"is_smashable") != 0;
if (destroyableComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
const int32_t componentID = destroyableComponentID > 0 ? destroyableComponentID : -1;
// The row, the level config and a character's save, in the client's order
DestroyableComponent* comp = AddComponent<DestroyableComponent>(componentID);
if (m_Character) comp->LoadFromSaveData(m_Character->GetXMLDoc());
}
break;
}
case eReplicaComponentType::MINIFIG: {
const auto minifigID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINIFIG);
if (minifigID > 0) AddComponent<MinifigComponent>(minifigID);
break;
}
case eReplicaComponentType::CHARACTER: {
const auto characterID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER);
if (characterID > 0 || m_Character) {
// LWOCharacterComponent::Factory (0x0104db40): possession control, mount control, pet creator, level
// progression and forced movement, then the character, all componentID -1
AddComponent<PossessorComponent>(-1);
AddComponent<MountControlComponent>(-1);
AddComponent<PetCreatorComponent>(-1);
AddComponent<LevelProgressionComponent>(-1)->LoadFromSaveData(m_Character->GetXMLDoc());
AddComponent<PlayerForcedMovementComponent>(-1);
auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
AddComponent<CharacterComponent>(-1, m_Character, systemAddress)->LoadFromSaveData(m_Character->GetXMLDoc());
}
break;
}
case eReplicaComponentType::PET: {
if (petComponentID > 0) {
// LWOPetComponent::Factory (0x01031240): a pet that isn't in an inventory gets pathfinding control first
if (!GetVar<bool>(u"inInventory") && !HasComponent(eReplicaComponentType::PATHFINDING)) AddComponent<PathfindingComponent>(-1);
AddComponent<PetComponent>(petComponentID);
}
break;
}
case eReplicaComponentType::INVENTORY: {
const auto inventoryID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY);
if (inventoryID > 0 || m_Character) {
AddComponent<InventoryComponent>(inventoryID);
}
break;
}
case eReplicaComponentType::PROXIMITY_MONITOR: {
const auto proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR);
if (proximityMonitorID > 0) {
auto* const proxCompTable = CDClientManager::GetTable<CDProximityMonitorComponentTable>();
const auto proxCompData = proxCompTable->Query([proximityMonitorID](const CDProximityMonitorComponent& entry) { return (entry.id == proximityMonitorID); });
if (proxCompData.size() > 0) {
// "small,large"; one value (LOT 9833: "4") is both
const auto radii = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
const auto small = radii.empty() ? std::nullopt : GeneralUtils::TryParse<int32_t>(radii[0]);
const auto large = radii.size() > 1 ? GeneralUtils::TryParse<int32_t>(radii[1]) : small;
if (small && large) AddComponent<ProximityMonitorComponent>(proximityMonitorID, *small, *large);
}
}
break;
}
case eReplicaComponentType::MOVEMENT_AI: {
const int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI);
if (movementAIID > 0) {
CDMovementAIComponentTable* moveAITable = CDClientManager::GetTable<CDMovementAIComponentTable>();
std::vector<CDMovementAIComponent> moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); });
if (moveAIComp.size() > 0) {
MovementAIInfo moveInfo{
.movementType = moveAIComp[0].MovementType,
.wanderRadius = moveAIComp[0].WanderRadius,
.wanderSpeed = moveAIComp[0].WanderSpeed,
.wanderChance = moveAIComp[0].WanderChance,
.wanderDelayMin = moveAIComp[0].WanderDelayMin,
.wanderDelayMax = moveAIComp[0].WanderDelayMax,
};
const bool useWanderDB = GetVar<bool>(u"usewanderdb");
if (!useWanderDB) {
const auto wanderOverride = GetVarAs<float>(u"wanderRadius");
if (wanderOverride != 0.0f) {
moveInfo.wanderRadius = wanderOverride;
}
}
AddComponent<MovementAIComponent>(movementAIID, moveInfo);
}
} else if (petComponentID > 0 || combatAiID > 0 && BaseCombatAIComponent::TetherSpeedOf(combatAiID) > 0) {
MovementAIInfo moveInfo{
.movementType = "",
.wanderRadius = 16,
.wanderSpeed = 2.5f,
.wanderChance = 0,
.wanderDelayMin = 2,
.wanderDelayMax = 5,
};
AddComponent<MovementAIComponent>(-1, moveInfo);
}
break;
}
case eReplicaComponentType::SCRIPT: {
/**
* This is a bit of a mess
* yep i aint touching this
*/
CDScriptComponentTable* const scriptCompTable = CDClientManager::GetTable<CDScriptComponentTable>();
const int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPT, -1);
std::string scriptName = "";
bool client = false;
if (scriptComponentID > 0 || m_Character) {
std::string clientScriptName;
if (!m_Character) {
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
scriptName = scriptCompData.script_name;
clientScriptName = scriptCompData.client_script_name;
} else {
scriptName = "";
}
if (scriptName != "" || (scriptName == "" && m_Character)) {
} else if (clientScriptName != "") {
client = true;
} else if (!m_Character) {
client = true;
}
}
std::string customScriptServer;
bool hasCustomServerScript = false;
const auto customScriptServerName = GetVarAsString(u"custom_script_server");
const auto customScriptClientName = GetVarAsString(u"custom_script_client");
if (!customScriptServerName.empty()) {
customScriptServer = customScriptServerName;
hasCustomServerScript = true;
}
if (!customScriptClientName.empty()) {
client = true;
}
if (hasCustomServerScript && scriptName.empty()) {
scriptName = customScriptServer;
}
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
AddComponent<ScriptComponent>(scriptComponentID, scriptName, true, client && scriptName.empty());
addProximityAndPathfinding();
}
// ZoneControl script
if (m_TemplateID == 2365) {
const auto& zoneID = Game::zoneManager->GetZoneID();
const CDZoneTable* const zoneData = CDZoneTableTable::Query(zoneID.GetMapID());
if (zoneData != nullptr) {
const int32_t zoneScriptID = zoneData->scriptID;
CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID);
// A server script only: the client has no script component on the zone control object (live sent none)
AddComponent<ScriptComponent>(zoneScriptID, zoneScriptData.script_name, false, false);
}
}
break;
}
case eReplicaComponentType::SKILL: {
const auto skillID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1);
if (skillID > -1 || m_Character) {
auto* const skillComponent = AddComponent<SkillComponent>(skillID);
if (m_Character) skillComponent->LoadFromSaveData(m_Character->GetXMLDoc());
}
break;
}
case eReplicaComponentType::BASE_COMBAT_AI: {
if (combatAiID > 0) {
addProximityAndPathfinding();
AddComponent<BaseCombatAIComponent>(combatAiID);
}
break;
}
case eReplicaComponentType::ITEM: {
// A pet takes the item (and model) component away (LWOPetComponent::Factory); models keep theirs (live: an
// item block before the model's)
PetComponent* petComponent{};
const auto itemID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM);
if (itemID > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent)) {
AddComponent<ItemComponent>(itemID);
}
break;
}
case eReplicaComponentType::BUILD_BORDER: {
const auto buildBorderID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1);
if (buildBorderID > -1) {
AddComponent<BuildBorderComponent>(buildBorderID);
}
break;
}
case eReplicaComponentType::QUICK_BUILD: {
const auto quickBuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
if (quickBuildComponentID > 0) {
AddComponent<QuickBuildComponent>(quickBuildComponentID);
// A quick build without a destroyable gets one (componentID -1) and is smashable, as the client makes it
// (DoObjectComponentLoad); live: health 1 / 1.0, armor 1 / 0, faction -1, smashable (AG LOT 7804)
if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
AddComponent<DestroyableComponent>(-1, true);
}
}
break;
}
case eReplicaComponentType::MISSION_OFFER: {
const auto missionOfferComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER, -1);
if (missionOfferComponentID > -1 || m_Character) {
AddComponent<MissionOfferComponent>(missionOfferComponentID);
}
break;
}
case eReplicaComponentType::VENDOR: {
const auto vendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR);
const auto donationVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1);
const auto achievementVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ACHIEVEMENT_VENDOR, -1);
if (vendorID > 0) {
AddComponent<VendorComponent>(vendorID);
} else if (donationVendorID > -1) {
AddComponent<DonationVendorComponent>(donationVendorID);
} else if (achievementVendorID > -1) {
AddComponent<AchievementVendorComponent>(achievementVendorID);
}
break;
}
case eReplicaComponentType::SHOOTING_GALLERY: {
// Shooting gallery component
const auto shootingGalleryComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY);
if (shootingGalleryComponentID > 0) {
AddComponent<ShootingGalleryComponent>(shootingGalleryComponentID);
}
break;
}
case eReplicaComponentType::SCRIPTED_ACTIVITY: {
// Scripted activity component
const auto scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY, -1);
if (scriptedActivityID > -1) {
AddComponent<ScriptedActivityComponent>(scriptedActivityID);
}
break;
}
case eReplicaComponentType::COLLECTIBLE: {
if (collectibleComponentID > 0) {
AddComponent<CollectibleComponent>(collectibleComponentID, GetVarAs<int32_t>(u"collectible_id"));
}
break;
}
case eReplicaComponentType::MOVING_PLATFORM: {
const std::string pathName = GetVarAsString(u"attached_path");
const Path* const path = Game::zoneManager->GetZone()->GetPath(pathName);
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path) {
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
// The registry component ID picks the subcomponent (a simple mover when it has one), path or not
AddComponent<MovingPlatformComponent>(compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1), pathName);
} else if (path->pathType == PathType::Movement) {
auto* const movementAIcomponent = GetComponent<MovementAIComponent>();
if (movementAIcomponent && combatAiID == 0) {
movementAIcomponent->SetPath(pathName);
} else {
MovementAIInfo moveInfo{
.movementType = "",
.wanderRadius = 16,
.wanderSpeed = 2.5f,
.wanderChance = 0,
.wanderDelayMin = 2,
.wanderDelayMax = 5,
};
AddComponent<MovementAIComponent>(-1, moveInfo);
}
}
} else {
// else we still need to setup moving platform if it has a moving platform comp but no path
const auto movingPlatformComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
if (movingPlatformComponentID >= 0) {
AddComponent<MovingPlatformComponent>(movingPlatformComponentID, pathName);
}
}
break;
}
case eReplicaComponentType::LUP_EXHIBIT: {
const auto lupExhibitID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1);
if (lupExhibitID >= 0) {
AddComponent<LUPExhibitComponent>(lupExhibitID);
}
break;
}
case eReplicaComponentType::PROPERTY: {
const auto propertyID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1);
if (propertyID > -1) {
AddComponent<PropertyComponent>(propertyID);
}
break;
}
case eReplicaComponentType::MODEL: {
const auto modelID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1);
if (modelID > -1 && !GetComponent<PetComponent>()) {
// ObjectLoader2::LoadModelBehaviorsComponent (0x0104d1f0): a model without physics gets it here (BBB models,
// LOT 14, have none in the registry): simple physics 4247 without behaviors; with behaviors controllable
// (4246) for modelType 0, else simple (4247), unless the registry gave an id. modelType 0 also gets
// pathfinding control.
const bool hasPhysics = HasComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS) || HasComponent(eReplicaComponentType::SIMPLE_PHYSICS)
|| HasComponent(eReplicaComponentType::PROJECTILE_PHYSICS) || HasComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS)
|| HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS) || HasComponent(eReplicaComponentType::PHANTOM_PHYSICS)
|| HasComponent(eReplicaComponentType::VEHICLE_PHYSICS) || HasComponent(eReplicaComponentType::PHYSICS_SYSTEM);
const int32_t modelType = HasVar(u"modelType") ? GetVarAs<int32_t>(u"modelType") : -1;
if (!hasPhysics) {
if (!hasModelBehaviors) AddComponent<SimplePhysicsComponent>(4247);
else if (modelType == 0) AddComponent<ControllablePhysicsComponent>(modelPhysicsComponentID == -1 ? 4246 : modelPhysicsComponentID);
else AddComponent<SimplePhysicsComponent>(modelPhysicsComponentID == -1 ? 4247 : modelPhysicsComponentID);
}
if (modelType == 0 && !HasComponent(eReplicaComponentType::PATHFINDING)) AddComponent<PathfindingComponent>(-1);
AddComponent<ModelComponent>(modelID)->LoadBehaviors();
if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
AddComponent<DestroyableComponent>(-1, true);
}
}
break;
}
case eReplicaComponentType::PROPERTY_ENTRANCE: {
const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE);
if (propertyEntranceComponentID > 0) {
AddComponent<PropertyEntranceComponent>(propertyEntranceComponentID);
}
break;
}
case eReplicaComponentType::MULTI_ZONE_ENTRANCE: {
// if this component exists, then we initialize it. it's value is always 0
const auto multiZoneEntranceID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1);
if (multiZoneEntranceID > -1) {
AddComponent<MultiZoneEntranceComponent>(multiZoneEntranceID);
}
break;
}
case eReplicaComponentType::PROPERTY_MANAGEMENT: {
const auto propertyManagementID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1);
if (propertyManagementID > -1) {
AddComponent<PropertyManagementComponent>(propertyManagementID);
}
break;
}
case eReplicaComponentType::RAIL_ACTIVATOR: {
const auto railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR);
if (railComponentID > 0) {
AddComponent<RailActivatorComponent>(railComponentID);
}
break;
}
case eReplicaComponentType::BOUNCER: {
const auto bouncerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1);
if (bouncerID > -1) { // you have to determine it like this because all bouncers have a componentID of 0
AddComponent<BouncerComponent>(bouncerID);
}
break;
}
case eReplicaComponentType::SWITCH: {
const auto switchID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1);
if (switchID > -1) {
AddComponent<SwitchComponent>(switchID);
}
break;
}
case eReplicaComponentType::MINI_GAME_CONTROL: {
// The client makes it from the registry (the zone control object's id is 0)
const auto minigameControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL, -1);
if (minigameControlID > -1) {
AddComponent<MiniGameControlComponent>(minigameControlID);
}
break;
}
case eReplicaComponentType::RENDER: {
const auto renderComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER);
if ((renderComponentID > 0 && m_TemplateID != 2365) || m_Character) {
AddComponent<RenderComponent>(renderComponentID);
}
break;
}
case eReplicaComponentType::SOUND_TRIGGER: {
const auto soundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1);
const auto racingSoundTriggerID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1);
if (soundTriggerID > -1) {
AddComponent<SoundTriggerComponent>(soundTriggerID);
} else if (racingSoundTriggerID > -1) {
AddComponent<RacingSoundTriggerComponent>(racingSoundTriggerID);
}
break;
}
case eReplicaComponentType::PROPERTY_VENDOR: {
const auto propertyVendorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1);
if (propertyVendorID > -1) {
AddComponent<PropertyVendorComponent>(propertyVendorID);
}
break;
}
case eReplicaComponentType::ROCKET_LAUNCH: {
const auto rocketID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH);
if ((rocketID > 0)) {
AddComponent<RocketLaunchpadControlComponent>(rocketID);
}
break;
}
case eReplicaComponentType::RACING_CONTROL: {
const auto racingControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL);
if (racingControlID > 0) {
AddComponent<RacingControlComponent>(racingControlID);
}
break;
}
case eReplicaComponentType::SOUND_REPEATER: {
// LWOSoundRepeaterComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_REPEATER, -1);
if (id > -1) AddComponent<SoundRepeaterComponent>(id);
break;
}
case eReplicaComponentType::SOUND_AMBIENT_2D: {
// LWOSoundAmbient2DComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_AMBIENT_2D, -1);
if (id > -1) AddComponent<SoundAmbient2DComponent>(id);
break;
}
case eReplicaComponentType::SOUND_AMBIENT_3D: {
// LWOSoundAmbient3DComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_AMBIENT_3D, -1);
if (id > -1) AddComponent<SoundAmbient3DComponent>(id);
break;
}
case eReplicaComponentType::CULLING_PLANE: {
// LoadCullingPlaneComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CULLING_PLANE, -1);
if (id > -1) AddComponent<CullingPlaneComponent>(id);
break;
}
case eReplicaComponentType::PLATFORM_BOUNDARY: {
// LWOPlatformBoundaryComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PLATFORM_BOUNDARY, -1);
if (id > -1) AddComponent<PlatformBoundaryComponent>(id);
break;
}
case eReplicaComponentType::REBUILD: {
// LWOModularBuildComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::REBUILD, -1);
if (id > -1) AddComponent<ModularBuildComponent>(id);
break;
}
case eReplicaComponentType::REBUILD_START: {
// LWOBuildControllerComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::REBUILD_START, -1);
if (id > -1) AddComponent<BuildControllerComponent>(id);
break;
}
case eReplicaComponentType::REBUILD_ACTIVATOR: {
// LWORebuildActivatorComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::REBUILD_ACTIVATOR, -1);
if (id > -1) AddComponent<RebuildActivatorComponent>(id);
break;
}
case eReplicaComponentType::CHEST: {
// LWOChestComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHEST, -1);
if (id > -1) AddComponent<ChestComponent>(id);
break;
}
case eReplicaComponentType::BLUEPRINT: {
// LWOBlueprintComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BLUEPRINT, -1);
if (id > -1) AddComponent<BlueprintComponent>(id);
break;
}
case eReplicaComponentType::MODULE: {
// LWOModuleComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE, -1);
if (id > -1) AddComponent<ModuleComponent>(id);
break;
}
case eReplicaComponentType::ARCADE: {
// LWOArcadeComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ARCADE, -1);
if (id > -1) AddComponent<ArcadeComponent>(id);
break;
}
case eReplicaComponentType::MODEL_BUILDER: {
// LWOModelBuilderComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL_BUILDER, -1);
if (id > -1) AddComponent<ModelBuilderComponent>(id);
break;
}
case eReplicaComponentType::SPRINGPAD: {
// LWOSpringpadComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SPRINGPAD, -1);
if (id > -1) AddComponent<SpringpadComponent>(id);
break;
}
case eReplicaComponentType::CHANGLING: {
// LWOChangelingComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHANGLING, -1);
if (id > -1) AddComponent<ChangelingComponent>(id);
break;
}
case eReplicaComponentType::CHOICE_BUILD: {
// LWOChoiceBuildComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHOICE_BUILD, -1);
if (id > -1) AddComponent<ChoiceBuildComponent>(id);
break;
}
case eReplicaComponentType::PACKAGE: {
// LWOPackageComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PACKAGE, -1);
if (id > -1) AddComponent<PackageComponent>(id);
break;
}
case eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY: {
// LWOCustomBuildAssemblyComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY, -1);
if (id > -1) AddComponent<CustomBuildAssemblyComponent>(id);
break;
}
case eReplicaComponentType::SHOWCASE_MODEL_HANDLER: {
// LWOShowcaseModelHandlerComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOWCASE_MODEL_HANDLER, -1);
if (id > -1) AddComponent<ShowcaseModelHandlerComponent>(id);
break;
}
case eReplicaComponentType::GENERIC_ACTIVATOR: {
// LWOGenericActivatorComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::GENERIC_ACTIVATOR, -1);
if (id > -1) AddComponent<GenericActivatorComponent>(id);
break;
}
case eReplicaComponentType::PROJECTILE_PHYSICS: {
// LWOProjectilePhysicsComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROJECTILE_PHYSICS, -1);
if (id > -1) AddComponent<ProjectilePhysicsComponent>(id);
break;
}
case eReplicaComponentType::VEHICLE_PHYSICS: {
// LWOVehiclePhysicsComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VEHICLE_PHYSICS, -1);
if (id > -1) AddComponent<VehiclePhysicsComponent>(id);
break;
}
case eReplicaComponentType::PHYSICS_SYSTEM: {
// The client's physics system component: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHYSICS_SYSTEM, -1);
if (id > -1) AddComponent<PhysicsSystemComponent>(id);
break;
}
case eReplicaComponentType::SPAWNER: {
// A spawner object's spawner component, from the registry as the client makes it
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SPAWNER, -1);
if (id > -1) AddComponent<SpawnerComponent>(id);
break;
}
case eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET: {
// The client makes it from the registry (an editor object)
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET, -1);
if (id > -1) AddComponent<HFLightDirectionGadgetComponent>(id);
break;
}
case eReplicaComponentType::PLAYER_FORCED_MOVEMENT: {
// From the registry, as the client makes it (a character got one with its character component)
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PLAYER_FORCED_MOVEMENT, -1);
if (id > -1 && !HasComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT)) AddComponent<PlayerForcedMovementComponent>(id);
break;
}
case eReplicaComponentType::ROCKET_LANDING: {
// LWORocketAnimationControlComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LANDING, -1);
if (id > -1) AddComponent<RocketLandingComponent>(id);
break;
}
case eReplicaComponentType::FACTION_TRIGGER: {
// LWOFactionTriggerComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::FACTION_TRIGGER, -1);
if (id > -1) AddComponent<FactionTriggerComponent>(id);
break;
}
case eReplicaComponentType::GATE_RUSH_CONTROL: {
// LWOGateRushComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::GATE_RUSH_CONTROL, -1);
if (id > -1) AddComponent<GateRushComponent>(id);
break;
}
case eReplicaComponentType::ROLLER: {
// LWORollerComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROLLER, -1);
if (id > -1) AddComponent<RollerComponent>(id);
break;
}
case eReplicaComponentType::PROPERTY_PLAQUE: {
// LoadPropertyPlaqueComponent: the client makes it from the registry
const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_PLAQUE, -1);
if (id > -1) AddComponent<PropertyPlaqueComponent>(id);
break;
}
default:
break;
}
}
/**
* Components DLU has that the client's load order doesn't make
*/
const auto racingStatsID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS);
if (racingStatsID > 0) {
AddComponent<RacingStatsComponent>(racingStatsID);
}
/**
* Added after the walk, as the client does (DoObjectComponentLoad): the ghost of a character (LWOGhostComponent's
* allocator 0x0101c010 makes one for characters with physics; level and plain spawned objects get none), then the
* trigger from the level config
*/
if (m_Character && HasComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS)) {
AddComponent<GhostComponent>(-1)->LoadFromSaveData(m_Character->GetXMLDoc());
}
const auto triggerInfo = GetVarAsString(u"trigger_id");
if (!triggerInfo.empty()) AddComponent<TriggerComponent>(-1, triggerInfo);
// Every component exists: the client's Startup step
for (auto* const component : m_Components | std::views::values) if (component) component->Startup();
m_ComponentsStarted = true;
// Hacky way to trigger these when the object has had a chance to get constructed
AddCallbackTimer(0, [this]() {
this->GetScript()->OnStartup(this);
if (this->m_ParentEntity) {
GameMessages::ChildLoaded childLoaded;
childLoaded.childID = this->m_ObjectID;
childLoaded.templateID = this->GetLOT();
this->m_ParentEntity->OnChildLoaded(childLoaded);
}
});
if (!m_Character && Game::entityManager->GetGhostingEnabled()) {
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
goto no_ghosting;
}
/* Filter for ghosting candidates.
*
* Don't ghost moving platforms, until we've got proper syncing for those.
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
* Don't ghost property related objects, as the client expects those to always be loaded.
*/
if (
!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
!HasComponent(eReplicaComponentType::PROPERTY) &&
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
!HasComponent(eReplicaComponentType::HAVOK_VEHICLE_PHYSICS)
)
//if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI))
{
m_IsGhostingCandidate = true;
}
if (GetLOT() == 6368) {
m_IsGhostingCandidate = true;
}
// Special case for collectibles in Ninjago
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
m_IsGhostingCandidate = true;
}
}
no_ghosting:
TriggerEvent(eTriggerEventType::CREATE, this);
if (m_Character) {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
auto* levelComponent = GetComponent<LevelProgressionComponent>();
if (controllablePhysicsComponent && levelComponent) {
controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f);
}
}
}
void Entity::OnEnterScope(Entity& player) {
for (auto* const component : m_Components | std::views::values) if (component) component->OnEnterScope(player);
}
void Entity::OnLeaveScope(Entity& player) {
for (auto* const component : m_Components | std::views::values) if (component) component->OnLeaveScope(player);
}
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
bool Entity::operator!=(const Entity& other) const {
return !operator==(other);
}
Component* Entity::GetComponent(eReplicaComponentType componentID) const {
const auto& index = m_Components.find(componentID);
return index != m_Components.end() ? index->second : nullptr;
}
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.contains(componentId);
}
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
} else if (notificationName == "PlayerResurrectionFinished") {
LOG("Subscribing to PlayerResurrectionFinished");
m_Subscriptions[scriptObjId][notificationName] = scriptToAdd;
}
}
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Unsubscribe(scriptObjId);
} else if (notificationName == "PlayerResurrectionFinished") {
LOG("Unsubscribing from PlayerResurrectionFinished");
m_Subscriptions[scriptObjId].erase(notificationName);
}
}
void Entity::SetProximityRadius(float proxRadius, std::string name, uint32_t collisionGroup) {
auto* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) proxMon = AddComponent<ProximityMonitorComponent>(-1);
proxMon->SetProximityRadius(proxRadius, name, collisionGroup);
}
void Entity::SetProximityRadius(dpEntity* entity, std::string name) {
auto* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) proxMon = AddComponent<ProximityMonitorComponent>(-1);
proxMon->SetProximityRadius(entity, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
if (m_Character) m_Character->SetGMLevel(value);
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->SetGMLevel(value);
GameMessages::SetGMLevel setGMLevel;
setGMLevel.target = m_ObjectID;
setGMLevel.level = value;
setGMLevel.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Update the chat server of our GM Level
{
ChatPackets::GMLevelUpdate update;
update.playerID = m_ObjectID;
update.gmLevel = m_GMLevel;
ChatServerLink::Send(update);
}
}
void Entity::WriteLDFData(const LwoNameValue& ldf, RakNet::BitStream& outBitStream) const {
RakNet::BitStream settingStream;
int32_t numberOfValidKeys = ldf.values.size();
// Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior,
// so we need to filter out any keys that are not valid and fix the number of valid keys to be correct.
for (const auto& data : ldf.values | std::views::values) {
if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) {
data->WriteToPacket(settingStream);
} else {
numberOfValidKeys--;
}
}
// Now write it to the main bitstream
outBitStream.Write<uint32_t>(settingStream.GetNumberOfBytesUsed() + 1 + sizeof(uint32_t));
outBitStream.Write<uint8_t>(0); //no compression used
outBitStream.Write(numberOfValidKeys);
outBitStream.Write(settingStream);
}
void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) {
if (packetType == eReplicaPacketType::CONSTRUCTION) {
outBitStream.Write(m_ObjectID);
outBitStream.Write(m_TemplateID);
const auto& name = GeneralUtils::ASCIIToUTF16(IsPlayer() ?
m_Character ? m_Character->GetName() : "Invalid"
: GetVar<std::string>(u"npcName"));
outBitStream.Write<uint8_t>(name.size());
outBitStream.Write(name);
// Live sent the object's age on this server in milliseconds: 0 for an object constructed as it is created
// (a player's own construction on load), the time since load for zone objects.
outBitStream.Write<uint32_t>(GetTimeSinceCreatedMs());
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
// Only sync for models.
if (!m_Settings.values.empty() && (GetComponent<ModelComponent>() && !GetComponent<PetComponent>())) {
outBitStream.Write1(); // Has ldf data
WriteLDFData(m_Settings, outBitStream);
} else if (!syncLDF.empty()) {
// Find all the ldf data we need to write
LwoNameValue ldfData;
for (const auto& data : syncLDF) {
const auto* toInsert = GetVarData(data);
if (toInsert) ldfData.values.insert_or_assign(data, toInsert->Copy());
}
outBitStream.Write1(); // Has ldf data
WriteLDFData(ldfData, outBitStream);
} else {
outBitStream.Write0(); // No ldf data
}
const auto* const triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) {
// Has trigger component, check to see if we have events to handle
auto* trigger = triggerComponent->GetTrigger();
outBitStream.Write<bool>(trigger && !trigger->events.empty());
} else { // No trigger componenet, so definitely no triggers
outBitStream.Write0();
}
const bool hasParent = m_ParentEntity != nullptr || m_SpawnerID != 0;
outBitStream.Write(hasParent);
if (hasParent) {
// 触るな!
if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID);
else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
}
outBitStream.Write(m_HasSpawnerNodeID);
if (m_HasSpawnerNodeID) outBitStream.Write(m_SpawnerNodeID);
// This zero check should not be here?
const bool hasDefaultScale = m_Scale != 1.0f && m_Scale != 0.0f;
outBitStream.Write(hasDefaultScale);
if (hasDefaultScale) outBitStream.Write(m_Scale);
outBitStream.Write0(); //ObjectWorldState
const bool hasGMLevel = m_GMLevel != eGameMasterLevel::CIVILIAN;
outBitStream.Write(hasGMLevel);
if (hasGMLevel) outBitStream.Write(m_GMLevel);
}
// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
const bool writeParentChild = m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION;
outBitStream.Write(writeParentChild);
if (writeParentChild) {
m_IsParentChildDirty = false;
outBitStream.Write(m_ParentEntity != nullptr);
if (m_ParentEntity) {
outBitStream.Write(m_ParentEntity->GetObjectID());
outBitStream.Write0(); // Updates position with parent, usually false in live. Haven't seen a case where its supposed to be true
}
outBitStream.Write(!m_ChildEntities.empty());
if (!m_ChildEntities.empty()) {
outBitStream.Write<uint16_t>(m_ChildEntities.size());
for (const auto* const child : m_ChildEntities) {
if (child) outBitStream.Write<LWOOBJID>(child->GetObjectID());
}
}
}
}
namespace {
/**
* The order the client reads components in (it builds an object's component list in this order in
* ObjectLoader2::DoObjectComponentLoad). CHARACTER is preceded by POSSESSOR, LEVEL_PROGRESSION and
* PLAYER_FORCED_MOVEMENT, which WriteComponents writes with it.
*/
constexpr auto SERIALIZATION_ORDER = [] {
using enum eReplicaComponentType;
return std::array{
POSSESSABLE, MODULE_ASSEMBLY, CONTROLLABLE_PHYSICS, SIMPLE_PHYSICS, RIGID_BODY_PHANTOM_PHYSICS, HAVOK_VEHICLE_PHYSICS,
PHANTOM_PHYSICS, SOUND_TRIGGER, RACING_SOUND_TRIGGER, BUFF, DESTROYABLE, COLLECTIBLE, PET, PLAYER_FORCED_MOVEMENT, CHARACTER,
INVENTORY,
SCRIPT, SKILL, BASE_COMBAT_AI, ITEM, QUICK_BUILD, MOVING_PLATFORM, SWITCH, VENDOR, DONATION_VENDOR, ACHIEVEMENT_VENDOR,
BOUNCER, SCRIPTED_ACTIVITY, SHOOTING_GALLERY, RACING_CONTROL, LUP_EXHIBIT, MODEL, RENDER, MINI_GAME_CONTROL,
};
}();
// The component in SERIALIZATION_ORDER the destroyable is written in front of (DESTROYABLE: at its own place)
eReplicaComponentType DestroyableSerializationSlot(const Entity& entity) {
using enum eReplicaComponentType;
// A DESTROYABLE registry entry puts the destroyable (with the buff in front of it) at its own place. Collectibles
// and quick builds without one get theirs right before themselves, which for a collectible is the same place.
if (entity.HasComponent(BUFF) || entity.HasComponent(COLLECTIBLE)) return DESTROYABLE;
if (entity.HasComponent(QUICK_BUILD)) return QUICK_BUILD;
// Anything else that has one (is_smashable objects, models) writes it after the others
return MINI_GAME_CONTROL;
}
}
void Entity::WriteComponents(RakNet::BitStream& outBitStream, eReplicaPacketType packetType) const {
const bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
auto* const destroyableComponent = GetComponent<DestroyableComponent>();
const auto destroyableSlot = DestroyableSerializationSlot(*this);
using enum eReplicaComponentType;
for (const auto type : SERIALIZATION_ORDER) {
if (type == destroyableSlot && destroyableComponent) destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
if (type == DESTROYABLE) continue;
auto* const component = GetComponent(type);
if (!component) continue;
// A character writes its forced movement with its other parts (below); an object without one (the registry
// gives it, LOT 16684) writes it on its own, where the client reads it
if (type == PLAYER_FORCED_MOVEMENT && HasComponent(CHARACTER)) continue;
if (type == CHARACTER) {
// Written with the character component; every character has them, a 0 bit stands in should one be missing
for (const auto characterPart : { POSSESSOR, LEVEL_PROGRESSION, PLAYER_FORCED_MOVEMENT }) {
auto* const part = GetComponent(characterPart);
if (part) part->Serialize(outBitStream, bIsInitialUpdate);
else outBitStream.Write0();
}
}
component->Serialize(outBitStream, bIsInitialUpdate);
}
// BBB Component, unused currently
// Need to to write0 so that is serialized correctly
// TODO: Implement BBB Component
outBitStream.Write0();
}
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument& doc) {
//This function should only ever be called from within Character, meaning doc should always exist when this is called.
//Naturally, we don't include any non-player components in this update function.
for (const auto& component : m_Components | std::views::values) {
if (!component) continue;
component->WriteSaveData(doc);
}
}
void Entity::Update(const float deltaTime) {
uint32_t timerPosition;
for (timerPosition = 0; timerPosition < m_Timers.size();) {
auto& timer = m_Timers[timerPosition];
timer.Update(deltaTime);
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
// After: [0, 1, 3, ..., n]
// timerPosition ^
if (timer.GetTime() <= 0) {
// Remove the timer from the list of timers first so that scripts and events can remove timers without causing iterator invalidation
auto timerName = timer.GetName();
m_Timers.erase(m_Timers.begin() + timerPosition);
Profiler::Scope profile("Script timer", Profiler::Phase::SCRIPTS);
GetScript()->OnTimerDone(this, timerName);
VanityUtilities::OnTimerDone(this, timerName);
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
} else {
// If the timer isnt expired, go to the next timer.
timerPosition++;
}
}
for (timerPosition = 0; timerPosition < m_CallbackTimers.size(); ) {
// If the timer is expired, erase it and dont increment the position because the next timer will be at the same position.
// Before: [0, 1, 2, 3, ..., n]
// timerPosition ^
// After: [0, 1, 3, ..., n]
// timerPosition ^
auto& callbackTimer = m_CallbackTimers[timerPosition];
callbackTimer.Update(deltaTime);
if (callbackTimer.GetTime() <= 0) {
// Remove the timer from the list of timers first so that callbacks can remove timers without causing iterator invalidation
auto callback = callbackTimer.GetCallback();
m_CallbackTimers.erase(m_CallbackTimers.begin() + timerPosition);
callback();
} else {
timerPosition++;
}
}
// Add pending timers to the list of timers so they start next tick.
if (!m_PendingTimers.empty()) {
m_Timers.reserve(m_Timers.size() + m_PendingTimers.size());
m_Timers.insert(m_Timers.end(), m_PendingTimers.begin(), m_PendingTimers.end());
m_PendingTimers.clear();
}
if (!m_PendingCallbackTimers.empty()) {
m_CallbackTimers.reserve(m_CallbackTimers.size() + m_PendingCallbackTimers.size());
m_CallbackTimers.insert(m_CallbackTimers.end(), m_PendingCallbackTimers.begin(), m_PendingCallbackTimers.end());
m_PendingCallbackTimers.clear();
}
if (IsSleeping()) {
if (!m_IsSleeping) {
Sleep();
m_IsSleeping = true;
}
return;
} else {
if (m_IsSleeping) {
m_IsSleeping = false;
Wake();
}
}
GetScript()->OnUpdate(this);
for (const auto& component : m_Components | std::views::values) {
if (!component) continue;
component->Run(deltaTime);
}
if (m_ShouldDestroyAfterUpdate) {
Game::entityManager->DestroyEntity(this->GetObjectID());
}
}
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
Entity* const other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnProximityUpdate(this, other, proxName, status);
VanityUtilities::OnProximityUpdate(this, other, proxName, status);
auto* const rocketComp = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketComp) return;
rocketComp->OnProximityUpdate(other, proxName, status);
}
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
auto* other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnCollisionPhantom(this, other);
for (const auto& callback : m_PhantomCollisionCallbacks) {
callback(other);
}
SwitchComponent* const switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EnterIfResponding(other);
}
TriggerEvent(eTriggerEventType::ENTER, other);
// POI system
const auto& poi = GetVar<std::u16string>(u"POI");
if (!poi.empty()) {
auto* missionComponent = other->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi));
}
}
if (!other->GetIsDead()) {
if (GetComponent<BaseCombatAIComponent>() != nullptr) {
const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity);
if (index != m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.push_back(otherEntity);
}
}
}
void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
auto* const other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
GetScript()->OnOffCollisionPhantom(this, other);
TriggerEvent(eTriggerEventType::EXIT, other);
SwitchComponent* const switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityLeave(other);
}
const auto index = std::ranges::find(m_TargetsInPhantom, otherEntity);
if (index == m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.erase(index);
}
void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
GetScript()->OnFireEventServerSide(this, sender, args, param1, param2, param3);
}
void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) {
GetScript()->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue);
}
void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
float_t pathTime, float_t totalTime, int32_t waypoint) {
GetScript()->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
}
void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
GameMessages::NotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name)).Send(UNASSIGNED_SYSTEM_ADDRESS);
GetScript()->OnNotifyObject(this, sender, name, param1, param2);
}
void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
GetScript()->OnEmoteReceived(this, emote, target);
}
void Entity::RequestUse(const GameMessages::RequestUse& msg, Entity& user) {
if (!msg.IsMissionChoice()) {
TriggerEvent(eTriggerEventType::INTERACT, &user);
GetScript()->OnUse(this, &user);
}
GameMessages::RequestUseEvent event(msg, user);
HandleMsg(event);
}
void Entity::OnUse(Entity* originator) {
GameMessages::RequestUse msg;
msg.target = originator->GetObjectID();
msg.object = m_ObjectID;
RequestUse(msg, *originator);
}
void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
GetScript()->OnHitOrHealResult(this, attacker, damage);
}
void Entity::OnHit(Entity* attacker) {
TriggerEvent(eTriggerEventType::HIT, attacker);
GetScript()->OnHit(this, attacker);
}
void Entity::OnZonePropertyEditBegin() {
GetScript()->OnZonePropertyEditBegin(this);
}
void Entity::OnZonePropertyEditEnd() {
GetScript()->OnZonePropertyEditEnd(this);
}
void Entity::OnZonePropertyModelEquipped() {
GetScript()->OnZonePropertyModelEquipped(this);
}
void Entity::OnZonePropertyModelPlaced(Entity* player) {
GetScript()->OnZonePropertyModelPlaced(this, player);
}
void Entity::OnZonePropertyModelPickedUp(Entity* player) {
GetScript()->OnZonePropertyModelPickedUp(this, player);
}
void Entity::OnZonePropertyModelRemoved(Entity* player) {
GetScript()->OnZonePropertyModelRemoved(this, player);
}
void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) {
GetScript()->OnZonePropertyModelRemovedWhileEquipped(this, player);
}
void Entity::OnZonePropertyModelRotated(Entity* player) {
GetScript()->OnZonePropertyModelRotated(this, player);
}
void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
GetScript()->OnMessageBoxResponse(this, sender, button, identifier, userData);
}
void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
GetScript()->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier);
}
void Entity::OnActivityNotify(GameMessages::ActivityNotify& notify) {
GetScript()->OnActivityNotify(this, notify);
}
void Entity::OnShootingGalleryFire(GameMessages::ShootingGalleryFire& fire) {
GetScript()->OnShootingGalleryFire(*this, fire);
}
void Entity::OnChildLoaded(GameMessages::ChildLoaded& childLoaded) {
GetScript()->OnChildLoaded(*this, childLoaded);
}
void Entity::NotifyPlayerResurrectionFinished(GameMessages::PlayerResurrectionFinished& msg) {
for (const auto& scriptList : m_Subscriptions | std::views::values) {
auto it = scriptList.find("PlayerResurrectionFinished");
if (it == scriptList.end()) continue;
it->second->NotifyPlayerResurrectionFinished(*this, msg);
}
}
void Entity::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) {
GetScript()->OnRequestActivityExit(sender, player, canceled);
}
CppScripts::Script* const Entity::GetScript() const {
auto* scriptComponent = GetComponent<ScriptComponent>();
auto* script = scriptComponent ? scriptComponent->GetScript() : CppScripts::GetInvalidScript();
DluAssert(script != nullptr);
return script;
}
void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) {
if (!m_PlayerIsReadyForUpdates) return;
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
Kill(Game::entityManager->GetEntity(source));
return;
}
auto* possessorComponent = GetComponent<PossessorComponent>();
if (possessorComponent) {
if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) {
auto* mount = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (mount) possessorComponent->Dismount(mount, true);
}
}
destroyableComponent->Smash(source, killType, deathType);
}
void Entity::Kill(Entity* murderer, const eKillType killType) {
if (!m_PlayerIsReadyForUpdates) return;
for (const auto& cb : m_DieCallbacks) {
cb();
}
m_DieCallbacks.clear();
//お前はもう死んでいる
GetScript()->OnDie(this, murderer);
if (m_Spawner != nullptr) {
m_Spawner->NotifyOfEntityDeath(m_ObjectID);
}
if (!IsPlayer()) {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
bool waitForDeathAnimation = false;
if (destroyableComponent) {
waitForDeathAnimation = !destroyableComponent->GetIsSmashable() && destroyableComponent->GetDeathBehavior() == 0 && killType != eKillType::SILENT;
}
// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
constexpr float DelayDeathTime = 12.0f;
if (waitForDeathAnimation) AddCallbackTimer(DelayDeathTime, [this]() { Game::entityManager->DestroyEntity(this); });
else Game::entityManager->DestroyEntity(this);
}
const auto& grpNameQBShowBricks = GetVarAsString(u"grpNameQBShowBricks");
if (!grpNameQBShowBricks.empty()) {
for (auto* const spawner : Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks)) if (spawner) spawner->Spawn();
for (auto* const spawner : Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks)) if (spawner) spawner->Spawn();
}
// Track a player being smashed
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
}
void Entity::AddDieCallback(const std::function<void()>& callback) {
m_DieCallbacks.push_back(callback);
}
void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) {
m_PhantomCollisionCallbacks.push_back(callback);
}
void Entity::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
auto* quickBuildComponent = GetComponent<QuickBuildComponent>();
if (quickBuildComponent != nullptr) {
quickBuildComponent->AddQuickBuildCompleteCallback(callback);
}
}
bool Entity::GetIsDead() const {
DestroyableComponent* dest = GetComponent<DestroyableComponent>();
return dest && dest->GetArmor() == 0 && dest->GetHealth() == 0;
}
void Entity::AddLootItem(const Loot::Info& info) const {
if (!IsPlayer()) return;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
LOG("Player %llu has been allowed to pickup %i with id %llu", m_ObjectID, info.lot, info.id);
auto& droppedLoot = characterComponent->GetDroppedLoot();
droppedLoot[info.id] = info;
}
void Entity::PickupItem(const LWOOBJID& objectID) const {
if (!IsPlayer()) return;
auto* const inv = GetComponent<InventoryComponent>();
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!inv || !characterComponent) return;
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
auto& droppedLoot = characterComponent->GetDroppedLoot();
const auto itr = droppedLoot.find(objectID);
if (itr != droppedLoot.end()) {
const auto& info = itr->second;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackLOTCollection(info.lot);
}
const CDObjects& object = objectsTable->GetByID(info.lot);
if (object.id != 0 && object.type == "Powerup") {
auto* const skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
const auto skills = skillsTable->Query([&info](CDObjectSkills entry) {return (entry.objectTemplate == info.lot); });
for (const auto& skill : skills) {
const auto [skillComponent, missionComponent] = GetComponentsMut<SkillComponent, MissionComponent>();
if (skillComponent) skillComponent->CastSkill(skill.skillID, GetObjectID(), GetObjectID(), skill.castOnType);
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
}
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::POWERUP_PICKUPS, info.lot, GetPosition(), 1, this);
} else {
// Live told the client which object the item dropped from (all 2,344 live pickups of a dropped item)
LootMetrics metrics{};
if (info.sourceLot != 0) metrics.sourceLot = info.sourceLot;
inv->AddItem(info.lot, info.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1, false, -1, metrics);
}
droppedLoot.erase(objectID);
}
}
bool Entity::PickupCoins(uint64_t count) const {
if (!IsPlayer()) return false;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return false;
const auto droppedCoins = characterComponent->GetDroppedCoins();
if (count > droppedCoins) {
return false;
} else {
characterComponent->SetDroppedCoins(droppedCoins - count);
return true;
}
}
void Entity::RegisterCoinDrop(uint64_t count) const {
if (!IsPlayer()) return;
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return;
characterComponent->SetDroppedCoins(characterComponent->GetDroppedCoins() + count);
}
void Entity::AddChild(Entity* child) {
m_IsParentChildDirty = true;
m_ChildEntities.push_back(child);
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
while (entityPosition < m_ChildEntities.size()) {
auto* const childEntity = m_ChildEntities[entityPosition];
if (!childEntity || childEntity->GetObjectID() == child->GetObjectID()) {
m_IsParentChildDirty = true;
m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition);
} else {
entityPosition++;
}
}
}
void Entity::RemoveParent() {
this->m_ParentEntity = nullptr;
m_IsParentChildDirty = true;
}
void Entity::AddTimer(const std::string& name, float time) {
m_PendingTimers.emplace_back(name, time);
}
void Entity::AddCallbackTimer(float time, const std::function<void()> callback) {
m_PendingCallbackTimers.emplace_back(time, callback);
}
bool Entity::HasTimer(const std::string& name) {
return std::find(m_Timers.begin(), m_Timers.end(), name) != m_Timers.end();
}
void Entity::CancelCallbackTimers() {
m_CallbackTimers.clear();
m_PendingCallbackTimers.clear();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
Game::entityManager->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
void Entity::CancelTimer(const std::string& name) {
for (int i = 0; i < m_Timers.size(); i++) {
if (m_Timers[i] == name) {
m_Timers.erase(m_Timers.begin() + i);
return;
}
}
}
void Entity::CancelAllTimers() {
m_Timers.clear();
m_PendingTimers.clear();
m_CallbackTimers.clear();
m_PendingCallbackTimers.clear();
}
bool Entity::IsPlayer() const {
return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS;
}
void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) const {
auto* const triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget);
}
Entity* Entity::GetOwner() const {
if (m_OwnerOverride != LWOOBJID_EMPTY) {
auto* other = Game::entityManager->GetEntity(m_OwnerOverride);
if (other != nullptr) {
return other->GetOwner();
}
}
return const_cast<Entity*>(this);
}
const NiPoint3& Entity::GetDefaultPosition() const {
return m_DefaultPosition;
}
const NiQuaternion& Entity::GetDefaultRotation() const {
return m_DefaultRotation;
}
float Entity::GetDefaultScale() const {
return m_Scale;
}
void Entity::SetOwnerOverride(const LWOOBJID value) {
m_OwnerOverride = value;
}
bool Entity::GetIsGhostingCandidate() const {
return m_IsGhostingCandidate;
}
int8_t Entity::GetObservers() const {
return m_Observers;
}
void Entity::SetObservers(int8_t value) {
if (value < 0) {
value = 0;
}
m_Observers = value;
}
void Entity::Sleep() const {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Sleep();
}
}
void Entity::Wake() const {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Wake();
}
}
bool Entity::IsSleeping() const {
return m_IsGhostingCandidate && m_Observers == 0;
}
NiPoint3 Entity::GetPosition() const {
GameMessages::GetPosition posMsg{};
posMsg.pos = NiPoint3Constant::ZERO;
HandleMsg(posMsg);
return posMsg.pos;
}
const NiQuaternion& Entity::GetRotation() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetRotation();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetRotation();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetRotation();
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
return vehicel->GetRotation();
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
return rigidBodyPhantomPhysicsComponent->GetRotation();
}
return QuatUtils::IDENTITY;
}
void Entity::SetPosition(const NiPoint3& position) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetPosition(position);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetPosition(position);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetPosition(position);
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetPosition(position);
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
rigidBodyPhantomPhysicsComponent->SetPosition(position);
}
Game::entityManager->SerializeEntity(this);
}
void Entity::SetRotation(const NiQuaternion& rotation) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetRotation(rotation);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetRotation(rotation);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetRotation(rotation);
}
auto* vehicel = GetComponent<HavokVehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetRotation(rotation);
}
auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
if (rigidBodyPhantomPhysicsComponent != nullptr) {
rigidBodyPhantomPhysicsComponent->SetRotation(rotation);
}
Game::entityManager->SerializeEntity(this);
}
void Entity::SetVelocity(const NiPoint3& velocity) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetVelocity(velocity);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetVelocity(velocity);
}
Game::entityManager->SerializeEntity(this);
}
const NiPoint3& Entity::GetVelocity() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetVelocity();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetVelocity();
}
return NiPoint3Constant::ZERO;
}
bool Entity::GetBoolean(const std::u16string& name) const {
return GetVar<bool>(name);
}
int32_t Entity::GetI32(const std::u16string& name) const {
return GetVar<int32_t>(name);
}
int64_t Entity::GetI64(const std::u16string& name) const {
return GetVar<int64_t>(name);
}
void Entity::SetBoolean(const std::u16string& name, const bool value) {
SetVar(name, value);
}
void Entity::SetI32(const std::u16string& name, const int32_t value) {
SetVar(name, value);
}
void Entity::SetI64(const std::u16string& name, const int64_t value) {
SetVar(name, value);
}
bool Entity::HasVar(const std::u16string& name) const {
return m_Settings.values.contains(name);
}
uint16_t Entity::GetNetworkId() const {
return m_NetworkID;
}
void Entity::SetNetworkId(const uint16_t id) {
m_NetworkID = id;
}
std::vector<LWOOBJID> Entity::GetTargetsInPhantom() {
// Clean up invalid targets, like disconnected players
m_TargetsInPhantom.erase(std::ranges::remove_if(m_TargetsInPhantom, [](const LWOOBJID id) {
return !Game::entityManager->GetEntity(id);
}).begin(), m_TargetsInPhantom.end());
std::vector<LWOOBJID> enemies;
for (const auto id : m_TargetsInPhantom) {
const auto* const combat = GetComponent<BaseCombatAIComponent>();
if (!combat || !combat->IsEnemy(id)) continue;
enemies.push_back(id);
}
return enemies;
}
void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) {
GameMessages::ScriptNetworkVarUpdate scriptVar;
scriptVar.target = this->GetObjectID();
scriptVar.tableOfVars = GeneralUtils::ASCIIToUTF16(data);
scriptVar.Send(sysAddr);
}
const LDFBaseData* const Entity::GetVarData(const std::u16string& name) const {
const auto itr = m_Settings.values.find(name);
return itr != m_Settings.values.cend() ? itr->second.get() : nullptr;
}
std::string Entity::GetVarAsString(const std::u16string& name) const {
const auto* const data = GetVarData(name);
return data ? data->GetValueAsString() : "";
}
void Entity::Resurrect() {
if (IsPlayer()) {
DestroyableComponent::Resurrect(*this);
}
}
void Entity::AddToGroup(const std::string& group) {
if (std::ranges::find(m_Groups, group) == m_Groups.end()) {
m_Groups.push_back(group);
}
}
void Entity::RemoveFromGroup(const std::string& group) {
std::erase(m_Groups, group);
}
void Entity::RetroactiveVaultSize() const {
auto* const inventoryComponent = GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
if (itemsVault->GetSize() == modelVault->GetSize()) return;
modelVault->SetSize(itemsVault->GetSize());
}
uint8_t Entity::GetCollectibleID() const {
auto* collectible = GetComponent<CollectibleComponent>();
return collectible ? collectible->GetCollectibleId() : 0;
}
void Entity::ProcessPositionUpdate(PositionUpdate& update) {
if (!IsPlayer()) return;
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
if (!controllablePhysicsComponent) return;
auto* possessorComponent = GetComponent<PossessorComponent>();
bool updateChar = true;
if (possessorComponent) {
auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (possassableEntity) {
auto* possessableComponent = possassableEntity->GetComponent<PossessableComponent>();
// While possessing something, only update char if we are attached to the thing we are possessing
updateChar = possessableComponent && possessableComponent->GetPossessionType() == ePossessionType::ATTACHED_VISIBLE;
auto* havokVehiclePhysicsComponent = possassableEntity->GetComponent<HavokVehiclePhysicsComponent>();
if (havokVehiclePhysicsComponent) {
havokVehiclePhysicsComponent->SetPosition(update.position);
havokVehiclePhysicsComponent->SetRotation(update.rotation);
havokVehiclePhysicsComponent->SetIsOnGround(update.onGround);
havokVehiclePhysicsComponent->SetIsOnRail(update.onRail);
havokVehiclePhysicsComponent->SetVelocity(update.velocity);
havokVehiclePhysicsComponent->SetAngularVelocity(update.angularVelocity);
havokVehiclePhysicsComponent->SetRemoteInputInfo(update.remoteInputInfo);
} else {
// Need to get the mount's controllable physics
auto* possessedControllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
if (!possessedControllablePhysicsComponent) return;
possessedControllablePhysicsComponent->SetPosition(update.position);
possessedControllablePhysicsComponent->SetRotation(update.rotation);
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
}
Game::entityManager->SerializeEntity(possassableEntity);
}
}
if (!updateChar) {
update.velocity = NiPoint3Constant::ZERO;
update.angularVelocity = NiPoint3Constant::ZERO;
}
// Handle statistics
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->TrackPositionUpdate(update.position);
}
controllablePhysicsComponent->SetPosition(update.position);
controllablePhysicsComponent->SetRotation(update.rotation);
controllablePhysicsComponent->SetIsOnGround(update.onGround);
controllablePhysicsComponent->SetIsOnRail(update.onRail);
controllablePhysicsComponent->SetVelocity(update.velocity);
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
auto* ghostComponent = GetComponent<GhostComponent>();
if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
Game::entityManager->QueueGhostUpdate(GetObjectID());
if (updateChar) Game::entityManager->SerializeEntity(this);
OnPlayerPositionUpdate.Notify(this, update);
}
const SystemAddress& Entity::GetSystemAddress() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
}
const NiPoint3& Entity::GetRespawnPosition() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnPosition() : NiPoint3Constant::ZERO;
}
const NiQuaternion& Entity::GetRespawnRotation() const {
auto* characterComponent = GetComponent<CharacterComponent>();
return characterComponent ? characterComponent->GetRespawnRotation() : QuatUtils::IDENTITY;
}
void Entity::SetRespawnPos(const NiPoint3& position) const {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnPos(position);
}
void Entity::SetRespawnRot(const NiQuaternion& rotation) const {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetRespawnRot(rotation);
}
int32_t Entity::GetCollisionGroup() const {
for (const auto* component : m_Components | std::views::values) {
auto* compToCheck = dynamic_cast<const PhysicsComponent*>(component);
if (compToCheck) {
return compToCheck->GetCollisionGroup();
}
}
return 0;
}
bool Entity::HandleMsg(GameMessages::GameMsg& msg) const {
bool handled = false;
auto [beg, end] = m_MsgHandlers.equal_range(msg.msgId);
for (auto& it = beg; it != end; ++it) {
if (it->second) handled |= it->second(msg);
}
return handled;
}
void Entity::RegisterMsg(const MessageType::Game msgId, std::function<bool(GameMessages::GameMsg&)> handler) {
m_MsgHandlers.emplace(msgId, handler);
}
bool Entity::MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfoEvent& event) {
const auto& requestInfo = event.msg;
AMFArrayValue response;
response.Insert("visible", true);
response.Insert("objectID", std::to_string(m_ObjectID));
response.Insert("serverInfo", true);
GameMessages::GetObjectReportInfo info{};
info.clientID = requestInfo.clientId;
info.bVerbose = requestInfo.bVerbose;
info.info = response.InsertArray("data");
auto& objectInfo = info.info->PushDebug("Object Details");
auto* table = CDClientManager::GetTable<CDObjectsTable>();
const auto& objTableInfo = table->GetByID(GetLOT());
objectInfo.PushDebug<AMFStringValue>("Name", "name") = objTableInfo.name;
objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)", "LOT") = GetLOT();
objectInfo.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(GetObjectID());
objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID", "LWOOBJID") = std::to_string(GetSpawnerID());
objectInfo.PushDebug<AMFStringValue>("Owner override", "LWOOBJID") = std::to_string(m_OwnerOverride);
auto& children = objectInfo.PushDebug("Child Objects");
int i = 1;
for (const auto* child : m_ChildEntities) {
if (child) children.PushDebug<AMFStringValue>("Child " + std::to_string(i++), "LWOOBJID") = std::to_string(child->GetObjectID());
}
auto& componentDetails = objectInfo.PushDebug("Component Information");
for (const auto [id, component] : m_Components) {
componentDetails.PushDebug(StringifiedEnum::ToString(id));
}
auto& configData = objectInfo.PushDebug("Config Data");
for (const auto& config : m_Settings.values | std::views::values) {
configData.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(config->GetKey())) = config->GetValueAsString();
}
HandleMsg(info);
auto* client = Game::entityManager->GetEntity(requestInfo.clientId);
if (client) {
GameMessages::UIMessageServerToAllClients uiMessage;
uiMessage.strMessageName = "ToggleObjectDebugger";
uiMessage.args = std::move(response);
uiMessage.SendToClient(client->GetSystemAddress());
}
return true;
}
bool Entity::MsgDropClientLoot(GameMessages::DropClientLootEvent& event) {
const auto& dropLootMsg = event.msg;
if (dropLootMsg.item != LOT_NULL && dropLootMsg.item != 0) {
const auto* const source = Game::entityManager->GetEntity(dropLootMsg.sourceID);
Loot::Info info{
.id = dropLootMsg.lootID,
.lot = dropLootMsg.item,
.count = dropLootMsg.count,
.sourceLot = source ? source->GetLOT() : 0,
};
AddLootItem(info);
}
if (dropLootMsg.item == LOT_NULL && dropLootMsg.currency != 0) {
RegisterCoinDrop(dropLootMsg.currency);
}
return true;
}
bool Entity::MsgGetFlag(GameMessages::GetFlag& flagMsg) {
if (m_Character) flagMsg.flag = m_Character->GetPlayerFlag(flagMsg.flagID);
return true;
}
bool Entity::MsgGetFactionTokenType(GameMessages::GetFactionTokenType& tokenMsg) {
GameMessages::GetFlag getFlagMsg{};
getFlagMsg.flagID = ePlayerFlag::ASSEMBLY_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8318;
getFlagMsg.flagID = ePlayerFlag::SENTINEL_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8319;
getFlagMsg.flagID = ePlayerFlag::PARADOX_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8320;
getFlagMsg.flagID = ePlayerFlag::VENTURE_FACTION;
MsgGetFlag(getFlagMsg);
if (getFlagMsg.flag) tokenMsg.tokenType = 8321;
LOG("Returning token type %i", tokenMsg.tokenType);
return tokenMsg.tokenType != LOT_NULL;
}
bool Entity::MsgPickupItem(GameMessages::PickupItemEvent& event) {
const auto& pickupItemMsg = event.msg;
if (GetObjectID() == pickupItemMsg.lootOwnerID) {
PickupItem(pickupItemMsg.lootID);
} else {
auto* const characterComponent = GetComponent<CharacterComponent>();
if (!characterComponent) return false;
auto& droppedLoot = characterComponent->GetDroppedLoot();
const auto it = droppedLoot.find(pickupItemMsg.lootID);
if (it != droppedLoot.end()) {
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
const CDObjects& object = objectsTable->GetByID(it->second.lot);
if (object.id != 0 && object.type == "Powerup") {
return false; // Let powerups be duplicated
}
}
droppedLoot.erase(pickupItemMsg.lootID);
}
return true;
}
bool Entity::MsgChildRemoved(GameMessages::ChildRemoved& msg) {
GetScript()->OnChildRemoved(*this, msg);
return true;
}