Files
DarkflameServer/dGame/dComponents/QuickBuildComponent.cpp
Aaron Kimbrell b2a1e9e0b8 refactor: remaining game messages as structs, switch removed
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
  angle, node rotation lock, gravity scale, jetpack mode, control scheme,
  respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
  inventory ID, dismount complete, possession ack, ghost reference override
  and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
  updates, player ready, restore to post load stats, server done loading,
  invalid zone transfer list, zone summary display/dismissed, level
  processing complete, object world state, and the localized announcement
  WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
  GM invis, pickup currency, zone and player statistics, chat commands, bug
  reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
  (zone) object, notify object, script network vars, failed preconditions,
  terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
  and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.

Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).

Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:56 -05:00

677 lines
21 KiB
C++

#include "QuickBuildComponent.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EffectsMessages.h"
#include "CombatMessages.h"
#include "ObjectMessages.h"
#include "QuickBuildMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eQuickBuildFailReason.h"
#include "eTerminateType.h"
#include "eGameActivity.h"
#include "dServer.h"
#include "Spawner.h"
#include "MovingPlatformComponent.h"
#include "Preconditions.h"
#include "Loot.h"
#include "TeamManager.h"
#include "RenderComponent.h"
#include "CppScripts.h"
#include "StringifiedEnum.h"
#include "Amf3.h"
#include "EconomyLedger.h"
QuickBuildComponent::QuickBuildComponent(Entity* const entity, const int32_t componentID) : Component{ entity, componentID } {
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
if (!checkPreconditions.empty()) {
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
}
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
const auto activatorPositionValid = GeneralUtils::TryParse<NiPoint3>(positionAsVector);
if (positionAsVector.size() == 3 && activatorPositionValid) {
m_ActivatorPosition = activatorPositionValid.value();
} else {
LOG("Failed to find activator position for lot %i. Defaulting to parents position.", m_Parent->GetLOT());
m_ActivatorPosition = m_Parent->GetPosition();
}
SpawnActivator();
RegisterMsg(&QuickBuildComponent::OnGetObjectReportInfo);
}
QuickBuildComponent::~QuickBuildComponent() {
delete m_Precondition;
Entity* builder = GetBuilder();
if (builder) {
CancelQuickBuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
}
DespawnActivator();
}
void QuickBuildComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (m_Parent->GetComponent(eReplicaComponentType::DESTROYABLE) == nullptr) {
if (bIsInitialUpdate) {
outBitStream.Write(false);
}
outBitStream.Write(false);
outBitStream.Write(false);
}
// BEGIN Scripted Activity
outBitStream.Write1();
Entity* builder = GetBuilder();
if (builder) {
outBitStream.Write<uint32_t>(1);
outBitStream.Write(builder->GetObjectID());
for (int i = 0; i < 10; i++) {
outBitStream.Write(0.0f);
}
} else {
outBitStream.Write<uint32_t>(0);
}
// END Scripted Activity
outBitStream.Write(m_StateDirty || bIsInitialUpdate);
if (m_StateDirty || bIsInitialUpdate) {
outBitStream.Write(m_State);
outBitStream.Write(m_ShowResetEffect);
outBitStream.Write(m_Activator != nullptr);
outBitStream.Write(m_Timer);
outBitStream.Write(m_TimerIncomplete);
if (bIsInitialUpdate) {
outBitStream.Write(false); // IsChoiceBuild
outBitStream.Write(m_ActivatorPosition);
outBitStream.Write(m_RepositionPlayer);
}
m_StateDirty = false;
}
}
void QuickBuildComponent::Update(float deltaTime) {
SetActivator(GetActivator());
switch (m_State) {
case eQuickBuildState::OPEN: {
SpawnActivator();
m_TimeBeforeDrain = 0;
auto* spawner = m_Parent->GetSpawner();
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
if (isSmashGroup) {
ModifyIncompleteTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::Die die;
die.target = m_Parent->GetObjectID();
die.bClientDeath = false;
die.bSpawnLoot = true;
die.killerID = LWOOBJID_EMPTY;
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
ResetQuickBuild(false);
}
}
}
break;
}
case eQuickBuildState::COMPLETED: {
ModifyTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_ResetTime > 0) {
if (m_Timer >= m_ResetTime - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_Timer >= m_ResetTime) {
GameMessages::Die die;
die.target = m_Parent->GetObjectID();
die.bClientDeath = false;
die.bSpawnLoot = true;
die.directionRelative_Force = 7.0f;
die.killerID = LWOOBJID_EMPTY;
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
ResetQuickBuild(false);
}
}
break;
}
case eQuickBuildState::BUILDING:
{
Entity* builder = GetBuilder();
if (!builder) {
ResetQuickBuild(false);
return;
}
m_TimeBeforeDrain -= deltaTime;
ModifyTimer(deltaTime);
SetIncompleteTimer(0.0f);
SetShowResetEffect(false);
if (m_TimeBeforeDrain <= 0.0f) {
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
if (!destComp) break;
++m_DrainedImagination;
const int32_t imaginationCostRemaining = m_TakeImagination - m_DrainedImagination;
const int32_t newImagination = destComp->GetImagination() - 1;
destComp->SetImagination(newImagination);
Game::entityManager->SerializeEntity(builder);
if (newImagination <= 0 && imaginationCostRemaining > 0) {
CancelQuickBuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
break;
}
}
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
CompleteQuickBuild(builder);
}
break;
}
case eQuickBuildState::INCOMPLETE: {
ModifyIncompleteTimer(deltaTime);
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f && !m_ShowResetEffect) {
SetShowResetEffect(true);
Game::entityManager->SerializeEntity(m_Parent);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::Die die;
die.target = m_Parent->GetObjectID();
die.bClientDeath = false;
die.bSpawnLoot = true;
die.killerID = LWOOBJID_EMPTY;
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
ResetQuickBuild(false);
}
}
break;
}
case eQuickBuildState::RESETTING: break;
}
}
void QuickBuildComponent::OnUse(Entity* originator) {
if (GetBuilder() != nullptr || m_State == eQuickBuildState::COMPLETED) {
return;
}
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
return;
}
StartQuickBuild(originator);
}
void QuickBuildComponent::SpawnActivator() {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3Constant::ZERO) {
if (!m_Activator) {
EntityInfo info;
info.lot = 6604;
info.spawnerID = m_Parent->GetObjectID();
info.pos = m_ActivatorPosition == NiPoint3Constant::ZERO ? m_Parent->GetPosition() : m_ActivatorPosition;
SetActivator(Game::entityManager->CreateEntity(info, nullptr, m_Parent));
if (m_Activator) {
m_ActivatorId = m_Activator->GetObjectID();
Game::entityManager->ConstructEntity(m_Activator);
}
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
void QuickBuildComponent::DespawnActivator() {
if (m_Activator) {
Game::entityManager->DestructEntity(m_Activator);
m_Activator->ScheduleKillAfterUpdate();
SetActivator(nullptr);
m_ActivatorId = LWOOBJID_EMPTY;
}
}
Entity* QuickBuildComponent::GetActivator() const {
return Game::entityManager->GetEntity(m_ActivatorId);
}
NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept {
return m_ActivatorPosition;
}
float QuickBuildComponent::GetResetTime() const noexcept {
return m_ResetTime;
}
float QuickBuildComponent::GetCompleteTime() const noexcept {
return m_CompleteTime;
}
int32_t QuickBuildComponent::GetTakeImagination() const noexcept {
return m_TakeImagination;
}
bool QuickBuildComponent::GetInterruptible() const noexcept {
return m_Interruptible;
}
bool QuickBuildComponent::GetSelfActivator() const noexcept {
return m_SelfActivator;
}
std::vector<int32_t> QuickBuildComponent::GetCustomModules() const noexcept {
return m_CustomModules;
}
int32_t QuickBuildComponent::GetActivityId() const noexcept {
return m_ActivityId;
}
int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept {
return m_PostImaginationCost;
}
float QuickBuildComponent::GetTimeBeforeSmash() const noexcept {
return m_TimeBeforeSmash;
}
eQuickBuildState QuickBuildComponent::GetState() const noexcept {
return m_State;
}
Entity* QuickBuildComponent::GetBuilder() const {
auto* const builder = Game::entityManager->GetEntity(m_Builder);
return builder;
}
bool QuickBuildComponent::GetRepositionPlayer() const noexcept {
return m_RepositionPlayer;
}
void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept {
m_ActivatorPosition = value;
}
void QuickBuildComponent::SetResetTime(const float value) noexcept {
m_ResetTime = value;
}
void QuickBuildComponent::SetCompleteTime(const float value) noexcept {
if (value < 0) {
m_CompleteTime = 4.5f;
} else {
m_CompleteTime = value;
}
}
void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept {
m_TakeImagination = value;
}
void QuickBuildComponent::SetInterruptible(const bool value) noexcept {
m_Interruptible = value;
}
void QuickBuildComponent::SetSelfActivator(const bool value) noexcept {
m_SelfActivator = value;
}
void QuickBuildComponent::SetCustomModules(const std::vector<int32_t>& value) noexcept {
m_CustomModules = value;
}
void QuickBuildComponent::SetActivityId(const int32_t value) noexcept {
m_ActivityId = value;
}
void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept {
m_PostImaginationCost = value;
}
void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept {
if (value < 0) {
m_TimeBeforeSmash = 10.0f;
} else {
m_TimeBeforeSmash = value;
}
}
void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept {
m_RepositionPlayer = value;
}
void QuickBuildComponent::StartQuickBuild(Entity* const user) {
if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
m_Builder = user->GetObjectID();
auto* character = user->GetComponent<CharacterComponent>();
if (character) character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
Game::entityManager->SerializeEntity(user);
GameMessages::RebuildNotifyState notifyState;
notifyState.target = m_Parent->GetObjectID();
notifyState.prevState = m_State;
notifyState.state = eQuickBuildState::BUILDING;
notifyState.player = user->GetObjectID();
notifyState.Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::EnableRebuild enableRebuild;
enableRebuild.target = m_Parent->GetObjectID();
enableRebuild.bEnable = true;
enableRebuild.bFail = false;
enableRebuild.bSuccess = false;
enableRebuild.eFailReason = eQuickBuildFailReason::NOT_GIVEN;
enableRebuild.fDuration = 0.0f;
enableRebuild.user = user->GetObjectID();
enableRebuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
SetState(eQuickBuildState::BUILDING);
Game::entityManager->SerializeEntity(m_Parent);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnQuickBuildInitilized();
}
auto* script = m_Parent->GetScript();
script->OnQuickBuildStart(m_Parent, user);
// Notify scripts and possible subscribers
script->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
}
}
void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
if (!user) return;
auto* characterComponent = user->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
characterComponent->TrackQuickBuildComplete();
EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::QUICKBUILDS_COMPLETED, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, user);
} else {
LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
return;
}
Game::entityManager->SerializeEntity(user);
GameMessages::RebuildNotifyState notifyState;
notifyState.target = m_Parent->GetObjectID();
notifyState.prevState = m_State;
notifyState.state = eQuickBuildState::COMPLETED;
notifyState.player = user->GetObjectID();
notifyState.Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::PlayFXEffect fx(m_Parent->GetObjectID(), 507, u"create", "BrickFadeUpVisCompleteEffect");
fx.priority = 0.4f;
fx.Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::EnableRebuild enableRebuild;
enableRebuild.target = m_Parent->GetObjectID();
enableRebuild.bEnable = false;
enableRebuild.bFail = false;
enableRebuild.bSuccess = true;
enableRebuild.eFailReason = eQuickBuildFailReason::NOT_GIVEN;
enableRebuild.fDuration = m_ResetTime;
enableRebuild.user = user->GetObjectID();
enableRebuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::TerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()).Send(UNASSIGNED_SYSTEM_ADDRESS);
SetState(eQuickBuildState::COMPLETED);
SetTimer(0.0f);
m_DrainedImagination = 0;
Game::entityManager->SerializeEntity(m_Parent);
// Removes extra item requirements, isn't live accurate.
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
// TODO: fix?
if (m_Precondition != nullptr) {
m_Precondition->Check(user, true);
}
DespawnActivator();
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
m_Parent->SetOwnerOverride(user->GetObjectID());
auto* builder = GetBuilder();
if (builder) {
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
if (team) {
for (const auto memberId : team->members) { // progress missions for all team members
auto* member = Game::entityManager->GetEntity(memberId);
if (member) {
auto* missionComponent = member->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
}
} else {
auto* missionComponent = builder->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
Loot::DropActivityLoot(builder, m_Parent->GetObjectID(), m_ActivityId, 1);
}
// Notify scripts
auto* script = m_Parent->GetScript();
script->OnQuickBuildComplete(m_Parent, user);
script->OnQuickBuildNotifyState(m_Parent, m_State);
// Notify subscribers
for (const auto& callback : m_QuickBuildStateCallbacks)
callback(m_State);
for (const auto& callback : m_QuickBuildCompleteCallbacks)
callback(user);
m_Parent->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnCompleteQuickBuild();
}
// Set flag
auto* character = user->GetCharacter();
if (character != nullptr) {
const auto flagNumber = m_Parent->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
if (flagNumber != 0) {
character->SetPlayerFlag(flagNumber, true);
}
}
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
}
void QuickBuildComponent::ResetQuickBuild(const bool failed) {
Entity* builder = GetBuilder();
if (m_State == eQuickBuildState::BUILDING && builder) {
GameMessages::EnableRebuild enableRebuild;
enableRebuild.target = m_Parent->GetObjectID();
enableRebuild.bEnable = false;
enableRebuild.bFail = false;
enableRebuild.bSuccess = failed;
enableRebuild.eFailReason = eQuickBuildFailReason::NOT_GIVEN;
enableRebuild.fDuration = m_ResetTime;
enableRebuild.user = builder->GetObjectID();
enableRebuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
if (failed) {
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
}
}
GameMessages::RebuildNotifyState notifyState;
notifyState.target = m_Parent->GetObjectID();
notifyState.prevState = m_State;
notifyState.state = eQuickBuildState::RESETTING;
notifyState.player = LWOOBJID_EMPTY;
notifyState.Send(UNASSIGNED_SYSTEM_ADDRESS);
SetState(eQuickBuildState::RESETTING);
SetTimer(0.0f);
SetIncompleteTimer(0.0f);
SetShowResetEffect(false);
m_DrainedImagination = 0;
Game::entityManager->SerializeEntity(m_Parent);
// Notify scripts and possible subscribers
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
m_Parent->ScheduleKillAfterUpdate();
if (m_Activator) {
m_Activator->ScheduleKillAfterUpdate();
}
}
void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) {
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
m_Builder = LWOOBJID_EMPTY;
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
// Notify the client that a state has changed
GameMessages::RebuildNotifyState notifyState;
notifyState.target = m_Parent->GetObjectID();
notifyState.prevState = m_State;
notifyState.state = eQuickBuildState::INCOMPLETE;
notifyState.player = entityID;
notifyState.Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::EnableRebuild enableRebuild;
enableRebuild.target = m_Parent->GetObjectID();
enableRebuild.bEnable = false;
enableRebuild.bFail = true;
enableRebuild.bSuccess = false;
enableRebuild.eFailReason = failReason;
enableRebuild.fDuration = m_Timer;
enableRebuild.user = entityID;
enableRebuild.Send(UNASSIGNED_SYSTEM_ADDRESS);
// Now terminate any interaction with the rebuild
GameMessages::TerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()).Send(UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::TerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()).Send(UNASSIGNED_SYSTEM_ADDRESS);
// Now update the component itself
SetState(eQuickBuildState::INCOMPLETE);
// Notify scripts and possible subscribers
m_Parent->GetScript()->OnQuickBuildNotifyState(m_Parent, m_State);
for (const auto& cb : m_QuickBuildStateCallbacks)
cb(m_State);
Game::entityManager->SerializeEntity(m_Parent);
}
if (!entity) return;
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(entity);
}
}
void QuickBuildComponent::AddQuickBuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
m_QuickBuildCompleteCallbacks.push_back(callback);
}
void QuickBuildComponent::AddQuickBuildStateCallback(const std::function<void(eQuickBuildState state)>& callback) {
m_QuickBuildStateCallbacks.push_back(callback);
}
bool QuickBuildComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& quickbuild = reportInfo.info->PushDebug("Quick Build");
quickbuild.PushDebug<AMFStringValue>("State") = StringifiedEnum::ToString(m_State).data();
quickbuild.PushDebug<AMFDoubleValue>("Timer") = m_Timer;
quickbuild.PushDebug<AMFDoubleValue>("Timer Incomplete") = m_TimerIncomplete;
quickbuild.PushDebug("Activator Position").PushDebug(m_ActivatorPosition);
quickbuild.PushDebug<AMFStringValue>("Activator ID", "LWOOBJID") = std::to_string(m_ActivatorId);
quickbuild.PushDebug<AMFBoolValue>("Show Reset Effect") = m_ShowResetEffect;
quickbuild.PushDebug<AMFDoubleValue>("Taken") = m_Taken;
quickbuild.PushDebug<AMFDoubleValue>("Reset Time") = m_ResetTime;
quickbuild.PushDebug<AMFDoubleValue>("Complete Time") = m_CompleteTime;
quickbuild.PushDebug<AMFIntValue>("Take Imagination") = m_TakeImagination;
quickbuild.PushDebug<AMFBoolValue>("Interruptible") = m_Interruptible;
quickbuild.PushDebug<AMFBoolValue>("Self Activator") = m_SelfActivator;
auto& modules = quickbuild.PushDebug("Custom Modules");
for (const auto cmodule : m_CustomModules) modules.PushDebug<AMFIntValue>("Module") = cmodule;
quickbuild.PushDebug<AMFIntValue>("Activity Id") = m_ActivityId;
quickbuild.PushDebug<AMFIntValue>("Post Imagination Cost") = m_PostImaginationCost;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Smash") = m_TimeBeforeSmash;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Drain") = m_TimeBeforeDrain;
quickbuild.PushDebug<AMFIntValue>("Drained Imagination") = m_DrainedImagination;
quickbuild.PushDebug<AMFBoolValue>("Reposition Player") = m_RepositionPlayer;
quickbuild.PushDebug<AMFDoubleValue>("Soft Timer") = m_SoftTimer;
quickbuild.PushDebug<AMFStringValue>("Builder", "LWOOBJID") = std::to_string(m_Builder);
return true;
}