DarkflameServer/dGame/dComponents/RebuildComponent.cpp
jadebenn ef6f2f133e
chore: Eradicate C-style casts and further clean up some code (#1361)
* cast and code cleanup

* cast cleanup

* bug fixes and improvements

* no getBoolField method exists

* fixes

* unbroke sg cannon scoring

* removing comments

* Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation)

* (Hopefully) fix MacOS compilation error

* partially-implemented feedback

* more updates to account for feedback

* change bool default

---------

Co-authored-by: jadebenn <jonahebenn@yahoo.com>
2023-12-27 22:18:20 -06:00

604 lines
17 KiB
C++

#include "RebuildComponent.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eQuickBuildFailReason.h"
#include "eTerminateType.h"
#include "eGameActivity.h"
#include "dServer.h"
#include "PacketUtils.h"
#include "Spawner.h"
#include "MovingPlatformComponent.h"
#include "Preconditions.h"
#include "Loot.h"
#include "TeamManager.h"
#include "RenderComponent.h"
#include "CppScripts.h"
RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
if (!checkPreconditions.empty()) {
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
}
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
if (positionAsVector.size() == 3 &&
GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
} else {
LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
m_ActivatorPosition = m_Parent->GetPosition();
}
SpawnActivator();
}
RebuildComponent::~RebuildComponent() {
delete m_Precondition;
Entity* builder = GetBuilder();
if (builder) {
CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
}
DespawnActivator();
}
void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
if (bIsInitialUpdate) {
outBitStream->Write(false);
}
outBitStream->Write(false);
outBitStream->Write(false);
}
// If build state is completed and we've already serialized once in the completed state,
// don't serializing this component anymore as this will cause the build to jump again.
// If state changes, serialization will begin again.
if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
outBitStream->Write0();
outBitStream->Write0();
return;
}
// BEGIN Scripted Activity
outBitStream->Write1();
Entity* builder = GetBuilder();
if (builder) {
outBitStream->Write<uint32_t>(1);
outBitStream->Write(builder->GetObjectID());
for (int i = 0; i < 10; i++) {
outBitStream->Write(0.0f);
}
} else {
outBitStream->Write<uint32_t>(0);
}
// END Scripted Activity
outBitStream->Write1();
outBitStream->Write(m_State);
outBitStream->Write(m_ShowResetEffect);
outBitStream->Write(m_Activator != nullptr);
outBitStream->Write(m_Timer);
outBitStream->Write(m_TimerIncomplete);
if (bIsInitialUpdate) {
outBitStream->Write(false);
outBitStream->Write(m_ActivatorPosition);
outBitStream->Write(m_RepositionPlayer);
}
m_StateDirty = false;
}
void RebuildComponent::Update(float deltaTime) {
m_Activator = GetActivator();
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
/*if (m_SoftTimer > 0.0f) {
m_SoftTimer -= deltaTime;
}
else {
m_SoftTimer = 5.0f;
Game::entityManager->SerializeEntity(m_Parent);
}*/
switch (m_State) {
case eRebuildState::OPEN: {
SpawnActivator();
m_TimeBeforeDrain = 0;
auto* spawner = m_Parent->GetSpawner();
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
if (isSmashGroup) {
m_TimerIncomplete += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
m_ShowResetEffect = true;
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
}
break;
}
case eRebuildState::COMPLETED: {
m_Timer += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_ResetTime > 0) {
if (m_Timer >= m_ResetTime - 4.0f) {
if (!m_ShowResetEffect) {
m_ShowResetEffect = true;
Game::entityManager->SerializeEntity(m_Parent);
}
}
if (m_Timer >= m_ResetTime) {
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
break;
}
case eRebuildState::BUILDING:
{
Entity* builder = GetBuilder();
if (!builder) {
ResetRebuild(false);
return;
}
m_TimeBeforeDrain -= deltaTime;
m_Timer += deltaTime;
m_TimerIncomplete = 0;
m_ShowResetEffect = false;
if (m_TimeBeforeDrain <= 0.0f) {
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
if (!destComp) break;
++m_DrainedImagination;
const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
const int32_t newImagination = destComp->GetImagination() - 1;
destComp->SetImagination(newImagination);
Game::entityManager->SerializeEntity(builder);
if (newImagination <= 0 && imaginationCostRemaining > 0) {
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
break;
}
}
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
CompleteRebuild(builder);
}
break;
}
case eRebuildState::INCOMPLETE: {
m_TimerIncomplete += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
m_ShowResetEffect = true;
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
break;
}
case eRebuildState::RESETTING: break;
}
}
void RebuildComponent::OnUse(Entity* originator) {
if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
return;
}
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
return;
}
StartRebuild(originator);
}
void RebuildComponent::SpawnActivator() {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
if (!m_Activator) {
EntityInfo info;
info.lot = 6604;
info.spawnerID = m_Parent->GetObjectID();
info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
m_Activator = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
if (m_Activator) {
m_ActivatorId = m_Activator->GetObjectID();
Game::entityManager->ConstructEntity(m_Activator);
}
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
void RebuildComponent::DespawnActivator() {
if (m_Activator) {
Game::entityManager->DestructEntity(m_Activator);
m_Activator->ScheduleKillAfterUpdate();
m_Activator = nullptr;
m_ActivatorId = LWOOBJID_EMPTY;
}
}
Entity* RebuildComponent::GetActivator() {
return Game::entityManager->GetEntity(m_ActivatorId);
}
NiPoint3 RebuildComponent::GetActivatorPosition() {
return m_ActivatorPosition;
}
float RebuildComponent::GetResetTime() {
return m_ResetTime;
}
float RebuildComponent::GetCompleteTime() {
return m_CompleteTime;
}
int RebuildComponent::GetTakeImagination() {
return m_TakeImagination;
}
bool RebuildComponent::GetInterruptible() {
return m_Interruptible;
}
bool RebuildComponent::GetSelfActivator() {
return m_SelfActivator;
}
std::vector<int> RebuildComponent::GetCustomModules() {
return m_CustomModules;
}
int RebuildComponent::GetActivityId() {
return m_ActivityId;
}
int RebuildComponent::GetPostImaginationCost() {
return m_PostImaginationCost;
}
float RebuildComponent::GetTimeBeforeSmash() {
return m_TimeBeforeSmash;
}
eRebuildState RebuildComponent::GetState() {
return m_State;
}
Entity* RebuildComponent::GetBuilder() const {
auto* builder = Game::entityManager->GetEntity(m_Builder);
return builder;
}
bool RebuildComponent::GetRepositionPlayer() const {
return m_RepositionPlayer;
}
void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
m_ActivatorPosition = value;
}
void RebuildComponent::SetResetTime(float value) {
m_ResetTime = value;
}
void RebuildComponent::SetCompleteTime(float value) {
if (value < 0) {
m_CompleteTime = 4.5f;
} else {
m_CompleteTime = value;
}
}
void RebuildComponent::SetTakeImagination(int value) {
m_TakeImagination = value;
}
void RebuildComponent::SetInterruptible(bool value) {
m_Interruptible = value;
}
void RebuildComponent::SetSelfActivator(bool value) {
m_SelfActivator = value;
}
void RebuildComponent::SetCustomModules(std::vector<int> value) {
m_CustomModules = value;
}
void RebuildComponent::SetActivityId(int value) {
m_ActivityId = value;
}
void RebuildComponent::SetPostImaginationCost(int value) {
m_PostImaginationCost = value;
}
void RebuildComponent::SetTimeBeforeSmash(float value) {
if (value < 0) {
m_TimeBeforeSmash = 10.0f;
} else {
m_TimeBeforeSmash = value;
}
}
void RebuildComponent::SetRepositionPlayer(bool value) {
m_RepositionPlayer = value;
}
void RebuildComponent::StartRebuild(Entity* user) {
if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
m_Builder = user->GetObjectID();
auto* character = user->GetComponent<CharacterComponent>();
character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
Game::entityManager->SerializeEntity(user);
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::BUILDING, user->GetObjectID());
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
m_State = eRebuildState::BUILDING;
m_StateDirty = true;
Game::entityManager->SerializeEntity(m_Parent);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnRebuildInitilized();
}
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
script->OnRebuildStart(m_Parent, user);
}
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
script->OnRebuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
}
}
void RebuildComponent::CompleteRebuild(Entity* user) {
if (user == nullptr) {
return;
}
auto* characterComponent = user->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
characterComponent->TrackRebuildComplete();
} else {
LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
return;
}
Game::entityManager->SerializeEntity(user);
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::COMPLETED, user->GetObjectID());
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
m_State = eRebuildState::COMPLETED;
m_StateDirty = true;
m_Timer = 0.0f;
m_DrainedImagination = 0;
Game::entityManager->SerializeEntity(m_Parent);
// Removes extra item requirements, isn't live accurate.
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
// TODO: fix?
if (m_Precondition != nullptr) {
m_Precondition->Check(user, true);
}
DespawnActivator();
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
m_Parent->SetOwnerOverride(user->GetObjectID());
auto* builder = GetBuilder();
if (builder) {
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
if (team) {
for (const auto memberId : team->members) { // progress missions for all team members
auto* member = Game::entityManager->GetEntity(memberId);
if (member) {
auto* missionComponent = member->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
}
} else {
auto* missionComponent = builder->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
}
// Notify scripts
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
script->OnRebuildComplete(m_Parent, user);
script->OnRebuildNotifyState(m_Parent, m_State);
}
// Notify subscribers
for (const auto& callback : m_RebuildStateCallbacks)
callback(m_State);
for (const auto& callback : m_RebuildCompleteCallbacks)
callback(user);
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnCompleteRebuild();
}
// Set flag
auto* character = user->GetCharacter();
if (character != nullptr) {
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
if (flagNumber != 0) {
character->SetPlayerFlag(flagNumber, true);
}
}
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
}
void RebuildComponent::ResetRebuild(bool failed) {
Entity* builder = GetBuilder();
if (m_State == eRebuildState::BUILDING && builder) {
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
if (failed) {
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
}
}
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
m_State = eRebuildState::RESETTING;
m_StateDirty = true;
m_Timer = 0.0f;
m_TimerIncomplete = 0.0f;
m_ShowResetEffect = false;
m_DrainedImagination = 0;
Game::entityManager->SerializeEntity(m_Parent);
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
script->OnRebuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
m_Parent->ScheduleKillAfterUpdate();
if (m_Activator) {
m_Activator->ScheduleKillAfterUpdate();
}
}
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
if (m_State != eRebuildState::COMPLETED || skipChecks) {
m_Builder = LWOOBJID_EMPTY;
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
// Notify the client that a state has changed
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::INCOMPLETE, entityID);
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
// Now terminate any interaction with the rebuild
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
// Now update the component itself
m_State = eRebuildState::INCOMPLETE;
m_StateDirty = true;
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_Parent))
script->OnRebuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
Game::entityManager->SerializeEntity(m_Parent);
}
if (entity == nullptr) {
return;
}
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(entity);
}
}
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
m_RebuildCompleteCallbacks.push_back(callback);
}
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
m_RebuildStateCallbacks.push_back(callback);
}