mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
529 lines
15 KiB
C++
529 lines
15 KiB
C++
#include "NejlikaHooks.h"
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#include "SlashCommandHandler.h"
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#include <InventoryComponent.h>
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#include <Item.h>
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#include <ChatPackets.h>
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#include <Amf3.h>
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#include <iomanip>
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#include <dConfig.h>
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#include <magic_enum.hpp>
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#include <GeneralUtils.h>
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#include <LevelProgressionComponent.h>
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#include <DestroyableComponent.h>
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#include <unordered_set>
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#include <BaseCombatAIComponent.h>
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#include <PlayerManager.h>
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#include <eGameMessageType.h>
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#include <dServer.h>
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#include <Item.h>
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#include "NejlikaData.h"
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using namespace nejlika;
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using namespace nejlika::NejlikaData;
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void nejlika::NejlikaHooks::InstallHooks()
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{
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Command itemDescriptionCommand{
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.help = "Special UI command, does nothing when used in chat.",
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.info = "Special UI command, does nothing when used in chat.",
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.aliases = {"d"},
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.handle = ItemDescription,
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.requiredLevel = eGameMasterLevel::CIVILIAN
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};
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SlashCommandHandler::RegisterCommand(itemDescriptionCommand);
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LoadNejlikaData();
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InventoryComponent::OnItemCreated += [](InventoryComponent* component, Item* item) {
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const auto& itemType = static_cast<eItemType>(item->GetInfo().itemType);
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/*
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static const std::unordered_set<eItemType> listOfHandledItems {
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eItemType::HAT,
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eItemType::CHEST,
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eItemType::LEGS,
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eItemType::NECK,
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eItemType::LEFT_HAND,
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eItemType::RIGHT_HAND
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};
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if (listOfHandledItems.find(itemType) == listOfHandledItems.end()) {
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return;
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}
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*/
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// No to the Thinking Hat
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if (item->GetLot() == 6086) {
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return;
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}
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auto* levelProgressionComponent = component->GetParent()->GetComponent<LevelProgressionComponent>();
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if (!levelProgressionComponent) {
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return;
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}
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auto additionalData = AdditionalItemData(item);
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LOG("Rolling modifiers for item: %d", item->GetLot());
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additionalData.RollModifiers(item, levelProgressionComponent->GetLevel());
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SetAdditionalItemData(item->GetId(), additionalData);
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auto entityDataOpt = GetAdditionalEntityData(component->GetParent()->GetObjectID());
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if (!entityDataOpt.has_value()) {
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return;
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}
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auto& entityData = *entityDataOpt.value();
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auto upgradeTemplateOpt = GetUpgradeTemplate(item->GetLot());
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if (!upgradeTemplateOpt.has_value()) {
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return;
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}
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auto& upgradeTemplate = *upgradeTemplateOpt.value();
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entityData.AddUpgradeItem(item->GetId());
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entityData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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};
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EntityManager::OnEntityCreated += [](Entity* entity) {
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auto* destroyable = entity->GetComponent<DestroyableComponent>();
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if (!destroyable) {
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return;
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}
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SetAdditionalEntityData(entity->GetObjectID(), AdditionalEntityData(entity->GetObjectID(), entity->GetLOT()));
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auto additionalDataOpt = GetAdditionalEntityData(entity->GetObjectID());
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if (!additionalDataOpt.has_value()) {
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return;
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}
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auto& additionalData = *additionalDataOpt.value();
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additionalData.ApplyToEntity();
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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return;
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}
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// Loop through all items and check if they are upgrade items
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const auto& inventories = inventoryComponent->GetInventories();
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for (const auto& [type, inventory] : inventories) {
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for (const auto& [id, item] : inventory->GetItems()) {
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const auto upgradeTemplateOpt = GetUpgradeTemplate(item->GetLot());
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if (!upgradeTemplateOpt.has_value()) {
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continue;
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}
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const auto& upgradeTemplate = *upgradeTemplateOpt.value();
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additionalData.AddUpgradeItem(id);
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}
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}
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additionalData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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};
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EntityManager::OnEntityDestroyed += [](Entity* entity) {
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UnsetAdditionalEntityData(entity->GetObjectID());
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};
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InventoryComponent::OnItemLoaded += [](InventoryComponent* component, Item* item) {
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SetAdditionalItemData(item->GetId(), AdditionalItemData(item));
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};
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InventoryComponent::OnItemDestroyed += [](InventoryComponent* component, Item* item) {
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UnsetAdditionalItemData(item->GetId());
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auto entityDataOpt = GetAdditionalEntityData(component->GetParent()->GetObjectID());
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if (!entityDataOpt.has_value()) {
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return;
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}
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auto& entityData = *entityDataOpt.value();
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entityData.RemoveUpgradeItem(item->GetId());
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};
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LevelProgressionComponent::OnLevelUp += [](LevelProgressionComponent* component) {
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auto* parent = component->GetParent();
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auto entityDataOpt = GetAdditionalEntityData(parent->GetObjectID());
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if (!entityDataOpt.has_value()) {
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return;
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}
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auto& entityData = *entityDataOpt.value();
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entityData.ApplyToEntity();
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auto* inventoryComponent = parent->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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return;
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}
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inventoryComponent->AddItem(2097253, 1, eLootSourceType::LEVEL_REWARD);
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};
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InventoryComponent::OnItemEquipped += [](InventoryComponent* component, Item* item) {
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std::cout << "Item equipped: " << item->GetId() << std::endl;
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const auto entityDataOpt = GetAdditionalEntityData(component->GetParent()->GetObjectID());
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if (!entityDataOpt.has_value()) {
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std::cout << "No entity data found for entity." << std::endl;
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return;
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}
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auto& entityData = *entityDataOpt.value();
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entityData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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entityData.ApplyToEntity();
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const auto itemDataOpt = GetAdditionalItemData(item->GetId());
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if (!itemDataOpt.has_value()) {
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std::cout << "No item data found for item." << std::endl;
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return;
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}
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const auto& itemData = *itemDataOpt.value();
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const auto itemId = item->GetId();
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std::cout << "Sending effects for item: " << itemId << " with " << itemData.GetModifierInstances().size() << " modifiers." << std::endl;
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for (const auto& modifier : itemData.GetModifierInstances()) {
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const auto effectID = modifier.GetEffectID();
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const auto effectType = modifier.GetEffectType();
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component->GetParent()->AddCallbackTimer(0.1f, [itemId, effectID, effectType]() {
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std::cout << "Sending effect: " << effectID << " - " << effectType << std::endl;
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GameMessages::SendPlayFXEffect(
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itemId,
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static_cast<int32_t>(effectID),
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GeneralUtils::UTF8ToUTF16(effectType),
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std::to_string(GeneralUtils::GenerateRandomNumber<uint32_t>())
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);
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});
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}
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};
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InventoryComponent::OnItemUnequipped += [](InventoryComponent* component, Item* item) {
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const auto entityDataOpt = GetAdditionalEntityData(component->GetParent()->GetObjectID());
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if (!entityDataOpt.has_value()) {
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return;
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}
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auto& entityData = *entityDataOpt.value();
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entityData.TriggerUpgradeItems(UpgradeTriggerType::UnEquip);
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entityData.ApplyToEntity();
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};
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DestroyableComponent::OnDamageCalculation += [](Entity* damaged, LWOOBJID offender, uint32_t skillID, uint32_t& damage) {
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std::cout << "Calculating damage with skill: " << skillID << std::endl;
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const auto damagedEntityOpt = GetAdditionalEntityData(damaged->GetObjectID());
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if (!damagedEntityOpt.has_value()) {
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std::cout << "No entity data found for damaged entity." << std::endl;
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return;
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}
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auto& damagedEntity = *damagedEntityOpt.value();
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const auto offenderEntityOpt = GetAdditionalEntityData(offender);
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if (!offenderEntityOpt.has_value()) {
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std::cout << "No entity data found for offender entity." << std::endl;
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return;
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}
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auto& offenderEntity = *offenderEntityOpt.value();
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auto* baseCombatAIComponent = damaged->GetComponent<BaseCombatAIComponent>();
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if (baseCombatAIComponent) {
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baseCombatAIComponent->SetThreat(offender, 1);
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}
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damagedEntity.CheckForRescale(&offenderEntity);
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offenderEntity.CheckForRescale(&damagedEntity);
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int32_t level = offenderEntity.GetLevel();
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auto* offfendEntity = Game::entityManager->GetEntity(offender);
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if (offfendEntity == nullptr) {
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std::cout << "Offender entity not found." << std::endl;
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return;
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}
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auto* levelProgressionComponent = offfendEntity->GetComponent<LevelProgressionComponent>();
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if (levelProgressionComponent) {
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level = levelProgressionComponent->GetLevel();
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}
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LOT itemLot = 0;
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LWOOBJID itemId = 0;
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auto* inventoryComponent = offfendEntity->GetComponent<InventoryComponent>();
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if (inventoryComponent) {
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const auto& skills = inventoryComponent->GetSkills();
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std::cout << "Found " << skills.size() << " skills." << std::endl;
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// omg...
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for (const auto& [slot, skill] : skills) {
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std::cout << "Found skill: " << skill << std::endl;
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if (skill != skillID) {
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continue;
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}
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const auto& equipped = inventoryComponent->GetEquippedItems();
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for (const auto& [equippedSlot, itemDetails] : equipped) {
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std::cout << "Found equipped item: " << itemDetails.lot << std::endl;
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const auto info = Inventory::FindItemComponent(itemDetails.lot);
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const auto itemBehaviorSlot = InventoryComponent::FindBehaviorSlot(static_cast<eItemType>(info.itemType));
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std::cout << "Comparing slots: " << static_cast<int32_t>(itemBehaviorSlot) << " - " << static_cast<int32_t>(slot) << std::endl;
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if (itemBehaviorSlot == slot) {
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itemLot = itemDetails.lot;
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itemId = itemDetails.id;
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std::cout << "Found item: " << itemLot << std::endl;
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break;
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}
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}
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}
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}
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const auto& skillTemplates = GetModifierNameTemplates(ModifierNameType::Skill);
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const auto& skillTemplateIt = std::find_if(skillTemplates.begin(), skillTemplates.end(), [skillID](const auto& it) {
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return it.GetLOT() == skillID;
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});
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std::vector<ModifierInstance> modifiers;
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if (skillTemplateIt != skillTemplates.end()) {
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const auto& skillTemplate = *skillTemplateIt;
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const auto skillModifiers = skillTemplate.GenerateModifiers(level);
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modifiers.insert(modifiers.end(), skillModifiers.begin(), skillModifiers.end());
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}
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// Upgrades
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const auto upgradeModifiers = offenderEntity.TriggerUpgradeItems(UpgradeTriggerType::OnHit);
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modifiers.insert(modifiers.end(), upgradeModifiers.begin(), upgradeModifiers.end());
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std::unordered_set<ModifierType> damageTypes;
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for (const auto& modifier : modifiers) {
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damageTypes.insert(modifier.GetType());
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}
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const auto itemDataOpt = GetAdditionalItemData(itemId);
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if (itemDataOpt.has_value()) {
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const auto& itemData = *itemDataOpt.value();
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for (const auto& modifier : itemData.GetModifierInstances()) {
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damageTypes.insert(modifier.GetType());
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}
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}
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// Remove the following: Offensive, Defensive, Health, Armor, Imagination
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damageTypes.erase(ModifierType::Offensive);
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damageTypes.erase(ModifierType::Defensive);
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damageTypes.erase(ModifierType::Health);
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damageTypes.erase(ModifierType::Armor);
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damageTypes.erase(ModifierType::Imagination);
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damageTypes.erase(ModifierType::Damage);
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damageTypes.erase(ModifierType::Invalid);
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uint32_t totalDamage = 0;
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for (const auto& type : damageTypes) {
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float damageValue = offenderEntity.CalculateModifier(type, modifiers, level);
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// Calculate resistance, can't go below 20% of the original damage
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const auto resistance = std::max(1 - (damagedEntity.CalculateResistance(type) / 100), 0.2f);
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float reductedDamage = damageValue * resistance;
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totalDamage += static_cast<uint32_t>(reductedDamage);
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std::cout << "Damage type: " << magic_enum::enum_name(type) << " - " << damageValue << std::endl;
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std::cout << "Resistance: " << resistance << " - " << reductedDamage << std::endl;
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std::cout << "Heath left: " << damaged->GetComponent<DestroyableComponent>()->GetHealth() << std::endl;
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}
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// Get the offenders Offensive modifier
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auto offenderModifiers = offenderEntity.CalculateModifier(ModifierType::Offensive, level);
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// Get the defenders Defensive modifier
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auto defensiveModifiers = damagedEntity.CalculateModifier(ModifierType::Defensive, level);
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if (offenderModifiers == 0) offenderModifiers = 1;
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if (defensiveModifiers == 0) defensiveModifiers = 1;
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auto ratio = offenderModifiers / defensiveModifiers;
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// Ratio can not ge below 1.05
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ratio = std::max(ratio, 1.05f);
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// Roll a number between 0 and ratio
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float roll = GeneralUtils::GenerateRandomNumber<size_t>() / static_cast<float>(std::numeric_limits<size_t>::max());
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roll *= ratio;
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std::cout << "Offensive: " << offenderModifiers << " Defensive: " << defensiveModifiers << " Ratio: " << ratio << " Roll: " << roll << std::endl;
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// If the roll is above 1, the damage is increased by 1+roll, to a maximum of 5x the damage
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if (roll > 1) {
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roll = std::min(roll, 5.0f);
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totalDamage += static_cast<uint32_t>(totalDamage * roll);
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const auto effectName = std::to_string(GeneralUtils::GenerateRandomNumber<uint32_t>());
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const auto damagedID = damaged->GetObjectID();
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GameMessages::SendPlayFXEffect(
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damagedID,
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1531,
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u"create",
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effectName
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);
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damaged->AddCallbackTimer(0.5f, [damaged, effectName] () {
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GameMessages::SendStopFXEffect(
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damaged,
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true,
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effectName
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);
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});
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}
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// Add a random +10% to the damage
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totalDamage += static_cast<uint32_t>(totalDamage * (GeneralUtils::GenerateRandomNumber<int32_t>(0, 10) / 100.0f));
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damage = totalDamage;
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if (offfendEntity->IsPlayer()) {
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offfendEntity->AddCallbackTimer(0.0f, [offfendEntity, skillID]() {
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CBITSTREAM;
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CMSGHEADER;
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const auto entity = offfendEntity->GetObjectID();
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bitStream.Write(entity);
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bitStream.Write(eGameMessageType::MODIFY_SKILL_COOLDOWN);
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bitStream.Write1();
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bitStream.Write<float>(-10.0f);
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bitStream.Write<int32_t>(static_cast<int32_t>(skillID));
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LOG("Sending cooldown reduction for skill: %d", skillID);
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SEND_PACKET_BROADCAST;
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});
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}
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};
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}
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void nejlika::NejlikaHooks::ItemDescription(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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auto splitArgs = GeneralUtils::SplitString(args, ' ');
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if (splitArgs.size() < 2) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid arguments.");
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return;
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}
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auto requestId = GeneralUtils::TryParse<int32_t>(splitArgs[0]).value_or(-1);
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if (requestId == -1) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid item ID.");
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return;
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}
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std::cout << "Request ID: " << requestId << std::endl;
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auto itemId = GeneralUtils::TryParse<LWOOBJID>(splitArgs[1]).value_or(LWOOBJID_EMPTY);
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if (itemId == LWOOBJID_EMPTY) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid item ID.");
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return;
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}
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const auto itemDataOpt = GetAdditionalItemData(itemId);
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if (!itemDataOpt.has_value()) {
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return;
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}
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auto& itemDetails = *itemDataOpt.value();
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const auto& modifiers = itemDetails.GetModifierInstances();
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const auto& names = itemDetails.GetModifierNames();
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if (modifiers.empty() && names.empty()) {
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return;
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}
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std::stringstream name;
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std::stringstream desc;
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name << "NAME";
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desc << ModifierName::GenerateHtmlString(names) << "\n";
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desc << ModifierInstance::GenerateHtmlString(modifiers);
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std::cout << "Sending item name: " << name.str() << std::endl;
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std::cout << "Sending item desc: " << desc.str() << std::endl;
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std::stringstream messageName;
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messageName << "desc" << requestId;
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AMFArrayValue amfArgs;
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amfArgs.Insert("t", true);
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amfArgs.Insert("d", desc.str());
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amfArgs.Insert("n", name.str());
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GameMessages::SendUIMessageServerToSingleClient(entity, sysAddr, messageName.str(), amfArgs);
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std::cout << "Sent item description." << std::endl;
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} |