Files
DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.cpp
Aaron Kimbrell aed16a8c80 fix(stats): RocketsUsed and QuickBuildsCompleted where live sent them
RocketsUsed: live counted the rocket when the client asked to go
(FireEventServerSide "ZonePlayer"), right before TransferToZone (captures:
94 of 117 directly before it). DLU counted it when the launch animation
started, so a launch that never went counted too.

QuickBuildsCompleted: live sent it after RebuildNotifyState(Completed) and
the completion effect (507), before EnableRebuild (218 of 227 samples); DLU
counted it before the notify state.

Check in game: launch a rocket to another world; Rockets Used goes up by 1
as the screen fades out. Finish a quick build: Quick Builds Completed goes
up by 1 as the build finishes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 02:42:02 -05:00

156 lines
4.8 KiB
C++

#include "RocketLaunchpadControlComponent.h"
#include "MasterPackets.h"
#include <sstream>
#include "GameMessages.h"
#include "ObjectMessages.h"
#include "ZoneMessages.h"
#include "CharacterComponent.h"
#include "dZoneManager.h"
#include "EntityManager.h"
#include "Item.h"
#include "Game.h"
#include "Logger.h"
#include "CDClientDatabase.h"
#include "ChatPackets.h"
#include "MissionComponent.h"
#include "PropertyEntranceComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "dServer.h"
#include "BitStreamUtils.h"
#include "eObjectWorldState.h"
#include "ServiceType.h"
#include "MessageType/Master.h"
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT targetZone, defaultZoneID, targetScene, altLandingPrecondition, altLandingSpawnPointName FROM RocketLaunchpadControlComponent WHERE id = ?;");
query.bind(1, componentID);
auto result = query.execQuery();
if (!result.eof() && !result.fieldIsNull("targetZone")) {
m_TargetZone = result.getIntField("targetZone");
m_DefaultZone = result.getIntField("defaultZoneID");
m_TargetScene = result.getStringField("targetScene");
m_AltPrecondition = new PreconditionExpression(result.getStringField("altLandingPrecondition"));
m_AltLandingScene = result.getStringField("altLandingSpawnPointName");
}
result.finalize();
}
RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() {
delete m_AltPrecondition;
}
void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) {
auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId;
if (zone == 0) {
return;
}
// This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready
auto* characterComponent = originator->GetComponent<CharacterComponent>();
auto* character = originator->GetCharacter();
if (!characterComponent || !character) return;
auto* rocket = characterComponent->GetRocket(originator);
if (!rocket) {
LOG("Unable to find rocket!");
return;
}
// we have the ability to launch, so now we prep the zone
TellMasterToPrepZone(zone);
// Achievement unlocked: "All zones unlocked"
if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) {
character->SetTargetScene(m_AltLandingScene);
} else {
character->SetTargetScene(m_TargetScene);
}
character->SaveXMLToDatabase();
SetSelectedMapId(originator->GetObjectID(), zone);
GameMessages::FireEventClientSide(m_Parent->GetObjectID(), u"RocketEquipped", rocket->GetId(), originator->GetObjectID()).SendToClient(originator->GetSystemAddress());
GameMessages::ChangeObjectWorldState worldState;
worldState.target = rocket->GetId();
worldState.newState = eObjectWorldState::ATTACHED;
worldState.Send(UNASSIGNED_SYSTEM_ADDRESS);
Game::entityManager->SerializeEntity(originator);
}
void RocketLaunchpadControlComponent::OnUse(Entity* originator) {
// If we are have the property or the LUP component, we don't want to immediately launch
// instead we let their OnUse handlers do their things
// which components of an Object have their OnUse called when using them
// so we don't need to call it here
auto* propertyEntrance = m_Parent->GetComponent<PropertyEntranceComponent>();
if (propertyEntrance) {
return;
}
auto* rocketLaunchLUP = m_Parent->GetComponent<MultiZoneEntranceComponent>();
if (rocketLaunchLUP) {
return;
}
// No rocket no launch
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) {
return;
}
Launch(originator);
}
void RocketLaunchpadControlComponent::OnProximityUpdate(Entity* entering, std::string name, std::string status) {
// Proximity rockets are handled by item equipment
}
void RocketLaunchpadControlComponent::SetSelectedMapId(LWOOBJID player, LWOMAPID mapID) {
m_SelectedMapIds[player] = mapID;
}
LWOMAPID RocketLaunchpadControlComponent::GetSelectedMapId(LWOOBJID player) const {
const auto index = m_SelectedMapIds.find(player);
if (index == m_SelectedMapIds.end()) return 0;
return index->second;
}
void RocketLaunchpadControlComponent::SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId) {
m_SelectedCloneIds[player] = cloneId;
}
LWOCLONEID RocketLaunchpadControlComponent::GetSelectedCloneId(LWOOBJID player) const {
const auto index = m_SelectedCloneIds.find(player);
if (index == m_SelectedCloneIds.end()) return 0;
return index->second;
}
void RocketLaunchpadControlComponent::TellMasterToPrepZone(int zoneID) {
MasterPackets::PrepZone request;
request.zoneID = zoneID;
MasterPackets::SendToMaster(request);
}
LWOMAPID RocketLaunchpadControlComponent::GetTargetZone() const {
return m_TargetZone;
}
LWOMAPID RocketLaunchpadControlComponent::GetDefaultZone() const {
return m_DefaultZone;
}