mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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15954413ae
* rename rebuild to quickbuild * fix includes
577 lines
14 KiB
C++
577 lines
14 KiB
C++
#ifndef CHARACTERCOMPONENT_H
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#define CHARACTERCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "Character.h"
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#include "Component.h"
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#include "Item.h"
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#include <string>
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#include "CDMissionsTable.h"
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#include "tinyxml2.h"
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#include "eReplicaComponentType.h"
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#include <array>
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enum class eGameActivity : uint32_t;
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/**
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* The statistics that can be achieved per zone
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*/
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struct ZoneStatistics {
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uint64_t m_AchievementsCollected;
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int64_t m_BricksCollected;
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uint64_t m_CoinsCollected;
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uint64_t m_EnemiesSmashed;
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uint64_t m_QuickBuildsCompleted;
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};
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/**
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* The IDs of each of the possible statistics
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*/
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enum StatisticID {
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CurrencyCollected = 1,
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BricksCollected,
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SmashablesSmashed,
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QuickBuildsCompleted,
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EnemiesSmashed,
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RocketsUsed,
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MissionsCompleted,
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PetsTamed,
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ImaginationPowerUpsCollected,
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LifePowerUpsCollected,
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ArmorPowerUpsCollected,
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MetersTraveled,
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TimesSmashed,
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TotalDamageTaken,
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TotalDamageHealed,
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TotalArmorRepaired,
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TotalImaginationRestored,
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TotalImaginationUsed,
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DistanceDriven,
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TimeAirborneInCar,
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RacingImaginationPowerUpsCollected,
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RacingImaginationCratesSmashed,
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RacingCarBoostsActivated,
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RacingTimesWrecked,
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RacingSmashablesSmashed,
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RacesFinished,
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FirstPlaceRaceFinishes,
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};
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/**
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* Represents a character, including their rockets and stats
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*/
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class CharacterComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CHARACTER;
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CharacterComponent(Entity* parent, Character* character);
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~CharacterComponent() override;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Updates the rocket configuration using a LOT string separated by commas
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* @param config the rocket config to use
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*/
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void SetLastRocketConfig(std::u16string config);
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/**
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* Find a player's rocket
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* @param player the entity that triggered the event
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* @return rocket
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*/
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Item* GetRocket(Entity* player);
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/**
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* Equip a player's rocket
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* @param player the entity that triggered the event
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* @return rocket
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*/
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Item* RocketEquip(Entity* player);
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/**
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* Find a player's rocket and unequip it
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* @param player the entity that triggered the event
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*/
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void RocketUnEquip(Entity* player);
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/**
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* Gets the universe score of the entity
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* @return the universe score of the entity
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*/
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const int64_t GetUScore() const { return m_Uscore; }
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/**
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* Sets the universe score for this entity
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* @param uscore the universe score to set
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*/
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void SetUScore(int64_t uscore) { m_Uscore = uscore; }
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/**
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* Gets the current activity that the character is partaking in, see ScriptedActivityComponent for more details
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* @return the current activity that the character is partaking in
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*/
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const eGameActivity GetCurrentActivity() const { return m_CurrentActivity; }
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/**
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* Set the current activity of the character, see ScriptedActivityComponent for more details
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* @param currentActivity the activity to set
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*/
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void SetCurrentActivity(eGameActivity currentActivity) { m_CurrentActivity = currentActivity; m_DirtyCurrentActivity = true; }
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/**
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* Gets if the entity is currently racing
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* @return whether the entity is currently racing
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*/
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const bool GetIsRacing() const { return m_IsRacing; }
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/**
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* Sets the state of whether the character is racing
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* @param isRacing whether the character is racing
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*/
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void SetIsRacing(bool isRacing) { m_IsRacing = isRacing; }
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/**
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* Gets whether this character has PvP enabled, allowing combat between players
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* @return
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*/
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bool GetPvpEnabled() const;
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/**
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* Returns the characters lifetime reputation
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* @return The lifetime reputation of this character.
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*/
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int64_t GetReputation() { return m_Reputation; };
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/**
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* Sets the lifetime reputation of the character to newValue
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* @param newValue the value to set reputation to
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*/
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void SetReputation(int64_t newValue) { m_Reputation = newValue; };
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/**
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* Sets the current value of PvP combat being enabled
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* @param value whether to enable PvP combat
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*/
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void SetPvpEnabled(bool value);
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/**
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* Gets the object ID of the rocket that was last used, allowing it to be rendered on launch pads
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* @return the object ID of the rocket that was last used, if available
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*/
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LWOOBJID GetLastRocketItemID() const { return m_LastRocketItemID; }
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/**
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* Sets the object ID of the last used rocket
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* @param lastRocketItemID the object ID of the last used rocket
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*/
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void SetLastRocketItemID(LWOOBJID lastRocketItemID) { m_LastRocketItemID = lastRocketItemID; }
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/**
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* Gets the name of this character
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* @return the name of this character
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*/
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std::string GetName() const { return m_Character->GetName(); }
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/**
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* Sets the GM level of the character, should be called in the entity. Here it's set for serialization
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* @param gmlevel the gm level to set
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*/
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void SetGMLevel(eGameMasterLevel gmlevel);
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/**
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* Initializes the player statistics from the string stored in the XML
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* @param statisticsString the string to parse
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*/
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void InitializeStatisticsFromString(const std::string& statisticsString);
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/**
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* Initializes all the statistics with empty stats when there's no stats available up until that point
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*/
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void InitializeEmptyStatistics();
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/**
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* Turns character statistics into a stats string
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* @return the statistics of the character as a string, in order, split by semicolon (;)
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*/
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std::string StatisticsToString() const;
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/**
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* Updates the statistics for when a user completes a mission
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* @param mission the mission info to track
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*/
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void TrackMissionCompletion(bool isAchievement);
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/**
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* Handles statistics related to collecting heart flags and imagination bricks
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* @param lot the lot of the object that was collected
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*/
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void TrackLOTCollection(LOT lot);
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/**
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* Handles a change in health and updates the statistics
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* @param health the health delta
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*/
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void TrackHealthDelta(int32_t health);
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/**
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* Handles a change in imagination and updates the statistics
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* @param imagination the imagination delta
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*/
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void TrackImaginationDelta(int32_t imagination);
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/**
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* Handles a change in armor and updates the statistics
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* @param armor the armor delta
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*/
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void TrackArmorDelta(int32_t armor);
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/**
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* Handles completing a rebuild by updating the statistics
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*/
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void TrackQuickBuildComplete();
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/**
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* Tracks a player completing the race, also updates stats
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* @param won whether the player won the race
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*/
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void TrackRaceCompleted(bool won);
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/**
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* Tracks an updated position for a player
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*/
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void TrackPositionUpdate(const NiPoint3& newPosition);
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/**
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* Handles a zone statistic update
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* @param zoneID the zone that the stat belongs to
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* @param name the name of the stat
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* @param value the delta update for the stat
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*/
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void HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string& name, int32_t value);
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/**
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* Allows one to generically update a statistic
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* @param updateID the 1-indexed ID of the statistic in the order of definition below
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* @param updateValue the value to update the statistic with
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*/
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void UpdatePlayerStatistic(StatisticID updateID, uint64_t updateValue = 1);
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/**
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* Add a venture vision effect to the player minimap.
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*/
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void AddVentureVisionEffect(std::string ventureVisionType);
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/**
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* Remove a venture vision effect from the player minimap.
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* When an effect hits 0 active effects, it is deactivated.
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*/
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void RemoveVentureVisionEffect(std::string ventureVisionType);
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/**
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* Update the client minimap to reveal the specified factions
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*/
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void UpdateClientMinimap(bool showFaction, std::string ventureVisionType) const;
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void SetCurrentInteracting(LWOOBJID objectID) {m_CurrentInteracting = objectID;};
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LWOOBJID GetCurrentInteracting() {return m_CurrentInteracting;};
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/**
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* Character info regarding this character, including clothing styles, etc.
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*/
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Character* m_Character;
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private:
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/**
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* The map of active venture vision effects
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*/
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std::map<std::string, uint32_t> m_ActiveVentureVisionEffects;
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/**
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* Whether this character is racing
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*/
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bool m_IsRacing;
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/**
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* Possessible type, used by the shooting gallery
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*/
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uint8_t m_PossessableType = 1;
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/**
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* Universe score of the entity
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*/
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int64_t m_Uscore;
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/**
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* The lifetime reputation earned by the entity
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*/
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int64_t m_Reputation;
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/**
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* Whether the character is landing by rocket
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*/
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bool m_IsLanding;
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/**
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* The configuration of the last used rocket, essentially a string of LOTs separated by commas
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*/
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std::u16string m_LastRocketConfig;
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/**
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* Whether the GM info has been changed
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*/
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bool m_DirtyGMInfo = false;
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/**
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* Whether PvP is enabled for this entity
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*/
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bool m_PvpEnabled;
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/**
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* Whether this entity is a GM
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*/
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bool m_IsGM;
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/**
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* The current GM level of this character (anything > 0 counts as a GM)
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*/
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eGameMasterLevel m_GMLevel;
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/**
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* Whether the character has HF enabled
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*/
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bool m_EditorEnabled;
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/**
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* The level of the character in HF
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*/
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eGameMasterLevel m_EditorLevel;
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/**
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* Whether the currently active activity has been changed
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*/
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bool m_DirtyCurrentActivity = false;
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/**
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* The ID of the curently active activity
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*/
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eGameActivity m_CurrentActivity;
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/**
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* Whether the social info has been changed
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*/
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bool m_DirtySocialInfo = false;
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/**
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* The guild this character is in
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*/
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LWOOBJID m_GuildID;
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/**
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* The name of the guild this character is in
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*/
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std::u16string m_GuildName;
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/**
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* Whether this character is a lego club member
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*/
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bool m_IsLEGOClubMember;
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/**
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* The country code that the character is from
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*/
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int m_CountryCode;
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/**
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* Returns whether the landing animation is enabled for a certain zone
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* @param zoneID the zone to check for
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* @return whether the landing animation is enabled for that zone
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*/
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bool LandingAnimDisabled(int zoneID);
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/**
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* Returns the statistics for a certain statistics ID, from a statistics string
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* @param split the statistics string to look in
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* @param index the statistics ID in the string
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* @return the integer value of this statistic, parsed from the string
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*/
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static uint64_t GetStatisticFromSplit(std::vector<std::string> split, uint32_t index);
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/**
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* Gets all the statistics for a certain map, if it doesn't exist, it creates empty stats
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* @param mapID the ID of the zone to get statistics for
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* @return the statistics for the zone
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*/
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ZoneStatistics& GetZoneStatisticsForMap(const LWOMAPID mapID);
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/**
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* The last time we saved this character, used to update the total time played
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*/
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time_t m_LastUpdateTimestamp;
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/**
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* The total time the character has played, in MS
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*/
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uint64_t m_TotalTimePlayed;
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/**
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* The total amount of currency collected by this character
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*/
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uint64_t m_CurrencyCollected;
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/**
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* The total amount of bricks collected by this character
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*/
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int64_t m_BricksCollected;
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/**
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* The total amount of entities smashed by this character
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*/
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uint64_t m_SmashablesSmashed;
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/**
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* The total amount of quickbuilds completed by this character
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*/
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uint64_t m_QuickBuildsCompleted;
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/**
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* The total amount of enemies killd by this character
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*/
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uint64_t m_EnemiesSmashed;
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/**
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* The total amount of rockets used by this character
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*/
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uint64_t m_RocketsUsed;
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/**
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* The total amount of missions completed by this character
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*/
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uint64_t m_MissionsCompleted;
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/**
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* The total number of pets tamed by this character
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*/
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uint64_t m_PetsTamed;
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/**
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* The total amount of imagination powerups collected by this character, this includes the ones in racing
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*/
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uint64_t m_ImaginationPowerUpsCollected;
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/**
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* The total amount of life powerups collected (note: not the total amount of life gained)
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*/
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uint64_t m_LifePowerUpsCollected;
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/**
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* The total amount of armor powerups collected (note: not the total amount of armor gained)
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*/
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uint64_t m_ArmorPowerUpsCollected;
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/**
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* Total amount of meters traveled by this character
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*/
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uint64_t m_MetersTraveled;
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/**
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* Total amount of times this character was smashed, either by other entities or by going out of bounds
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*/
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uint64_t m_TimesSmashed;
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/**
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* The total amount of damage inflicted on this character
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*/
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uint64_t m_TotalDamageTaken;
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/**
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* The total amount of damage healed by this character (excludes armor polish, etc)
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*/
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uint64_t m_TotalDamageHealed;
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/**
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* Total amount of armor repaired by this character
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*/
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uint64_t m_TotalArmorRepaired;
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/**
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* Total amount of imagination resored by this character
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*/
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uint64_t m_TotalImaginationRestored;
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/**
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* Total amount of imagination used by this character
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*/
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uint64_t m_TotalImaginationUsed;
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/**
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* Amount of distance driven, mutually exclusively tracked to meters travelled based on whether the charcter
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* is currently driving
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*/
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uint64_t m_DistanceDriven;
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/**
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* Time airborne in a car, currently untracked.
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* Honestly, who even cares about this.
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*/
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uint64_t m_TimeAirborneInCar;
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/**
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* Amount of imagination powerups found on racing tracks being collected, generally triggered by scripts
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*/
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uint64_t m_RacingImaginationPowerUpsCollected;
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/**
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* Total amount of racing imagination crates smashed, generally tracked by scripts
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*/
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uint64_t m_RacingImaginationCratesSmashed;
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/**
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* The amount of times this character triggered a car boost
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*/
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uint64_t m_RacingCarBoostsActivated;
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/**
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* The amount of times a car of this character was wrecked
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*/
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uint64_t m_RacingTimesWrecked;
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/**
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* The amount of entities smashed by the character while driving
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*/
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uint64_t m_RacingSmashablesSmashed;
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/**
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* The total amount of races completed by this character
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*/
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uint64_t m_RacesFinished;
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/**
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* The total amount of races won by this character
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*/
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uint64_t m_FirstPlaceRaceFinishes;
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/**
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* Special stats which are tracked per zone
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*/
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std::map<LWOMAPID, ZoneStatistics> m_ZoneStatistics{};
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/**
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* ID of the last rocket used
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*/
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LWOOBJID m_LastRocketItemID = LWOOBJID_EMPTY;
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LWOOBJID m_CurrentInteracting = LWOOBJID_EMPTY;
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std::array<uint64_t, 4> m_ClaimCodes{};
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void AwardClaimCodes();
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};
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#endif // CHARACTERCOMPONENT_H
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