mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 22:17:31 +00:00
b713b94841
Added functions and methods to support the pickup radius. Functionality includes: Corrected serialization for ControllablePhysicsComponent which correctly serializes the pickup radius to the client. A method to add the pickup radius to the list of active pickup radii the component has. A method to remove and re-calculate the largest active radii the component currently has. Tested equipping all variations of the LootBuff behavior (passive skills, items, item skills) and all functioned as intended. Tested equipping multiple items with a loot buff and then unequipping them in different orders. Tested adding pickup radii of different values and the server correctly adjusted the pickup radius to the largest one currently equipped.
554 lines
15 KiB
C++
554 lines
15 KiB
C++
#include <sstream>
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#include <algorithm>
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#include "Behavior.h"
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#include "CDActivitiesTable.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorBranchContext.h"
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/*
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* Behavior includes
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*/
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#include "AirMovementBehavior.h"
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#include "EmptyBehavior.h"
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#include "MovementSwitchBehavior.h"
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#include "AndBehavior.h"
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#include "AreaOfEffectBehavior.h"
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#include "DurationBehavior.h"
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#include "TacArcBehavior.h"
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#include "LootBuffBehavior.h"
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#include "AttackDelayBehavior.h"
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#include "BasicAttackBehavior.h"
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#include "ChainBehavior.h"
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#include "ChargeUpBehavior.h"
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#include "GameMessages.h"
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#include "HealBehavior.h"
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#include "ImaginationBehavior.h"
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#include "KnockbackBehavior.h"
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#include "NpcCombatSkillBehavior.h"
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#include "StartBehavior.h"
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#include "StunBehavior.h"
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#include "ProjectileAttackBehavior.h"
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#include "RepairBehavior.h"
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#include "SwitchBehavior.h"
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#include "SwitchMultipleBehavior.h"
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#include "TargetCasterBehavior.h"
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#include "VerifyBehavior.h"
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#include "BuffBehavior.h"
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#include "TauntBehavior.h"
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#include "SkillCastFailedBehavior.h"
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#include "SpawnBehavior.h"
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#include "ForceMovementBehavior.h"
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#include "ImmunityBehavior.h"
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#include "InterruptBehavior.h"
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#include "PlayEffectBehavior.h"
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#include "DamageAbsorptionBehavior.h"
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#include "BlockBehavior.h"
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#include "ClearTargetBehavior.h"
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#include "PullToPointBehavior.h"
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#include "EndBehavior.h"
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#include "ChangeOrientationBehavior.h"
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#include "OverTimeBehavior.h"
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#include "ApplyBuffBehavior.h"
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#include "CarBoostBehavior.h"
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#include "SkillEventBehavior.h"
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#include "SpeedBehavior.h"
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#include "DamageReductionBehavior.h"
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#include "JetPackBehavior.h"
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//CDClient includes
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#include "CDBehaviorParameterTable.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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//Other includes
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "DestroyableComponent.h"
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std::map<uint32_t, Behavior*> Behavior::Cache = {};
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CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
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Behavior* Behavior::GetBehavior(const uint32_t behaviorId)
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{
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if (BehaviorParameterTable == nullptr)
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{
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BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
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}
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const auto pair = Cache.find(behaviorId);
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if (pair == Cache.end())
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{
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return nullptr;
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}
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return static_cast<Behavior*>(pair->second);
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}
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Behavior* Behavior::CreateBehavior(const uint32_t behaviorId)
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{
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auto* cached = GetBehavior(behaviorId);
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if (cached != nullptr)
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{
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return cached;
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}
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if (behaviorId == 0)
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{
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return new EmptyBehavior(0);
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}
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const auto templateId = GetBehaviorTemplate(behaviorId);
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Behavior* behavior = nullptr;
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switch (templateId)
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{
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case BehaviorTemplates::BEHAVIOR_EMPTY: break;
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case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
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behavior = new BasicAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAC_ARC:
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behavior = new TacArcBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AND:
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behavior = new AndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
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behavior = new ProjectileAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_HEAL:
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behavior = new HealBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
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behavior = new MovementSwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
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behavior = new AreaOfEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
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behavior = new PlayEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMMUNITY:
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behavior = new ImmunityBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
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behavior = new DamageAbsorptionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_OVER_TIME:
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behavior = new OverTimeBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMAGINATION:
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behavior = new ImaginationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
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behavior = new TargetCasterBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_STUN:
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behavior = new StunBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DURATION:
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behavior = new DurationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
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behavior = new KnockbackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
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behavior = new AttackDelayBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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behavior = new CarBoostBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED: break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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behavior = new RepairBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPEED:
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behavior = new SpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break;
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case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
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behavior = new LootBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VENTURE_VISION: break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
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case BehaviorTemplates::BEHAVIOR_SWITCH:
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behavior = new SwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BUFF:
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behavior = new BuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_JETPACK:
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behavior = new JetPackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
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behavior = new SkillEventBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
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behavior = new SkillCastFailedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: break;
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case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
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behavior = new ApplyBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHAIN:
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behavior = new ChainBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
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behavior = new ChangeOrientationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
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behavior = new ForceMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_INTERRUPT:
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behavior = new InterruptBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
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case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
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behavior = new ChargeUpBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
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behavior = new SwitchMultipleBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_START:
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behavior = new StartBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_END:
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behavior = new EndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
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case BehaviorTemplates::BEHAVIOR_CAMERA: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_GRAB: break;
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case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
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case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
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behavior = new NpcCombatSkillBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BLOCK:
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behavior = new BlockBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VERIFY:
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behavior = new VerifyBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAUNT:
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behavior = new TauntBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
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behavior = new AirMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
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behavior = new PullToPointBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
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behavior = new DamageReductionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
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behavior = new ClearTargetBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
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case BehaviorTemplates::BEHAVIOR_MOUNT: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
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default:
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//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!\n", templateId);
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break;
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}
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if (behavior == nullptr)
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{
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//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!\n", templateId);
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behavior = new EmptyBehavior(behaviorId);
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}
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behavior->Load();
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return behavior;
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}
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BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId)
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{
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std::stringstream query;
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query << "SELECT templateID FROM BehaviorTemplate WHERE behaviorID = " << std::to_string(behaviorId);
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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// Make sure we do not proceed if we are trying to load an invalid behavior
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if (result.eof())
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{
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if (behaviorId != 0)
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{
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Game::logger->Log("Behavior::GetBehaviorTemplate", "Failed to load behavior template with id (%i)!\n", behaviorId);
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}
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return BehaviorTemplates::BEHAVIOR_EMPTY;
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}
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const auto id = static_cast<BehaviorTemplates>(result.getIntField(0));
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result.finalize();
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return id;
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}
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// For use with enemies, to display the correct damage animations on the players
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void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID secondary)
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{
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auto* targetEntity = EntityManager::Instance()->GetEntity(target);
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if (targetEntity == nullptr)
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{
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return;
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}
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const auto effectId = this->m_effectId;
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if (effectId == 0)
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{
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GameMessages::SendPlayFXEffect(targetEntity, -1, type, "", secondary, 1, 1, true);
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return;
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}
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auto* renderComponent = targetEntity->GetComponent<RenderComponent>();
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const auto typeString = GeneralUtils::UTF16ToWTF8(type);
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if (m_effectNames == nullptr)
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{
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m_effectNames = new std::unordered_map<std::string, std::string>();
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}
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else
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{
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const auto pair = m_effectNames->find(typeString);
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if (type.empty())
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{
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type = GeneralUtils::ASCIIToUTF16(*m_effectType);
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}
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if (pair != m_effectNames->end())
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{
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if (renderComponent == nullptr)
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{
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, pair->second, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, pair->second, secondary);
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return;
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}
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}
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std::stringstream query;
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if (!type.empty())
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{
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query << "SELECT effectName FROM BehaviorEffect WHERE effectType = '" << typeString << "' AND effectID = " << std::to_string(effectId) << ";";
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}
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else
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{
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query << "SELECT effectName, effectType FROM BehaviorEffect WHERE effectID = " << std::to_string(effectId) << ";";
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}
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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if (result.eof() || result.fieldIsNull(0))
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{
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return;
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}
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const auto name = std::string(result.getStringField(0));
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if (type.empty())
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{
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const auto typeResult = result.getStringField(1);
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type = GeneralUtils::ASCIIToUTF16(typeResult);
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m_effectType = new std::string(typeResult);
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}
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result.finalize();
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m_effectNames->insert_or_assign(typeString, name);
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if (renderComponent == nullptr)
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{
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, name, secondary);
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}
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Behavior::Behavior(const uint32_t behaviorId)
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{
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this->m_behaviorId = behaviorId;
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// Add to cache
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Cache.insert_or_assign(behaviorId, this);
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if (behaviorId == 0) {
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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}
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/*
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* Get standard info
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*/
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std::stringstream query;
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query << "SELECT templateID, effectID, effectHandle FROM BehaviorTemplate WHERE behaviorID = " << std::to_string(behaviorId);
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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// Make sure we do not proceed if we are trying to load an invalid behavior
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if (result.eof())
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{
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Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!\n", behaviorId);
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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return;
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}
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this->m_templateId = static_cast<BehaviorTemplates>(result.getIntField(0));
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this->m_effectId = result.getIntField(1);
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if (!result.fieldIsNull(2))
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{
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const std::string effectHandle = result.getStringField(2);
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if (effectHandle == "")
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{
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this->m_effectHandle = nullptr;
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}
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else
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{
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this->m_effectHandle = new std::string(effectHandle);
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}
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}
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else
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{
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this->m_effectHandle = nullptr;
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}
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result.finalize();
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}
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float Behavior::GetFloat(const std::string& name, const float defaultValue) const
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{
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return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue);
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}
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bool Behavior::GetBoolean(const std::string& name, const bool defaultValue) const
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{
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return GetFloat(name, defaultValue) > 0;
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}
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int32_t Behavior::GetInt(const std::string& name, const int defaultValue) const
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{
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return static_cast<int32_t>(GetFloat(name, defaultValue));
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}
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Behavior* Behavior::GetAction(const std::string& name) const
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{
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const auto id = GetInt(name);
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return CreateBehavior(id);
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}
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Behavior* Behavior::GetAction(float value) const
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{
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return CreateBehavior(static_cast<int32_t>(value));
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}
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std::map<std::string, float> Behavior::GetParameterNames() const
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{
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std::map<std::string, float> parameters;
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std::stringstream query;
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query << "SELECT parameterID, value FROM BehaviorParameter WHERE behaviorID = " << std::to_string(this->m_behaviorId);
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auto tableData = CDClientDatabase::ExecuteQuery(query.str());
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while (!tableData.eof())
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{
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parameters.insert_or_assign(tableData.getStringField(0, ""), tableData.getFloatField(1, 0));
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tableData.nextRow();
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}
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tableData.finalize();
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return parameters;
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}
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void Behavior::Load()
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{
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}
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void Behavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void Behavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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}
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void Behavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch)
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{
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}
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|
|
|
void Behavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
|
|
{
|
|
}
|
|
|
|
void Behavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
|
|
{
|
|
}
|
|
|
|
void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
Behavior::~Behavior()
|
|
{
|
|
delete m_effectNames;
|
|
delete m_effectType;
|
|
delete m_effectHandle;
|
|
}
|