mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
607 lines
20 KiB
C++
607 lines
20 KiB
C++
#include "ActivityComponent.h"
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#include "GameMessages.h"
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#include "CDClientManager.h"
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#include "MissionComponent.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "ZoneInstanceManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "WorldPackets.h"
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#include "EntityManager.h"
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#include "ChatPackets.h"
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#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "dConfig.h"
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#include "InventoryComponent.h"
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#include "DestroyableComponent.h"
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#include "Loot.h"
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#include "eMissionTaskType.h"
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#include "eMatchUpdate.h"
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#include "eConnectionType.h"
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#include "MessageType/Chat.h"
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#include "CDCurrencyTableTable.h"
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#include "CDActivityRewardsTable.h"
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#include "CDActivitiesTable.h"
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#include "LeaderboardManager.h"
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ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Component(parent) {
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/*
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* This is precisely what the client does functionally
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* Use the component id as the default activity id and load its data from the database
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* if activityID is specified and if that column exists in the activities table, update the activity info with that data.
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*/
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m_ActivityID = activityID;
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LoadActivityData(activityID);
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if (m_Parent->HasVar(u"activityID")) {
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m_ActivityID = parent->GetVar<int32_t>(u"activityID");
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LoadActivityData(m_ActivityID);
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}
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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// First lookup the loot matrix id for this component id.
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
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uint32_t startingLMI = 0;
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// If we have one, set the starting loot matrix id to that.
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if (activityRewards.size() > 0) {
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startingLMI = activityRewards[0].LootMatrixIndex;
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}
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if (startingLMI > 0) {
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// We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity.
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// So this logic will get the rest of the loot matrix indices for this activity.
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std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
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for (const auto& item : objectTemplateActivities) {
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if (item.activityRating > 0 && item.activityRating < 5) {
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m_ActivityLootMatrices.insert({ item.activityRating, item.LootMatrixIndex });
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}
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}
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}
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}
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}
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void ActivityComponent::LoadActivityData(const int32_t activityId) {
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CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([activityId](CDActivities entry) {return (entry.ActivityID == activityId); });
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bool soloRacing = Game::config->GetValue("solo_racing") == "1";
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for (CDActivities activity : activities) {
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m_ActivityInfo = activity;
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if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && soloRacing) {
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m_ActivityInfo.minTeamSize = 1;
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m_ActivityInfo.minTeams = 1;
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}
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if (m_ActivityInfo.instanceMapID == -1) {
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const auto& transferOverride = m_Parent->GetVarAsString(u"transferZoneID");
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if (!transferOverride.empty()) {
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m_ActivityInfo.instanceMapID =
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GeneralUtils::TryParse<uint32_t>(transferOverride).value_or(m_ActivityInfo.instanceMapID);
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}
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}
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}
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}
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void ActivityComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyActivityInfo);
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if (m_DirtyActivityInfo) {
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outBitStream.Write<uint32_t>(m_ActivityPlayers.size());
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if (!m_ActivityPlayers.empty()) {
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for (const auto& activityPlayer : m_ActivityPlayers) {
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outBitStream.Write<LWOOBJID>(activityPlayer->playerID);
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for (const auto& activityValue : activityPlayer->values) {
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outBitStream.Write<float_t>(activityValue);
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}
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}
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}
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if (!bIsInitialUpdate) m_DirtyActivityInfo = false;
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}
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}
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void ActivityComponent::ReloadConfig() {
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CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([this](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
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for (auto activity : activities) {
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auto mapID = m_ActivityInfo.instanceMapID;
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if (static_cast<Leaderboard::Type>(activity.leaderboardType) == Leaderboard::Type::Racing && Game::config->GetValue("solo_racing") == "1") {
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m_ActivityInfo.minTeamSize = 1;
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m_ActivityInfo.minTeams = 1;
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} else {
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m_ActivityInfo.minTeamSize = activity.minTeamSize;
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m_ActivityInfo.minTeams = activity.minTeams;
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}
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}
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}
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void ActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
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if (id == "LobbyExit") {
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PlayerLeave(player->GetObjectID());
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} else if (id == "PlayButton") {
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PlayerJoin(player);
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}
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}
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void ActivityComponent::PlayerJoin(Entity* player) {
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if (PlayerIsInQueue(player)) return;
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// If we have a lobby, queue the player and allow others to join, otherwise spin up an instance on the spot
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if (HasLobby()) {
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PlayerJoinLobby(player);
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} else if (!IsPlayedBy(player)) {
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auto* instance = NewInstance();
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instance->AddParticipant(player);
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}
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}
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void ActivityComponent::PlayerJoinLobby(Entity* player) {
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if (!m_Parent->HasComponent(eReplicaComponentType::QUICK_BUILD))
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GameMessages::SendMatchResponse(player, player->GetSystemAddress(), 0); // tell the client they joined a lobby
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LobbyPlayer* newLobbyPlayer = new LobbyPlayer();
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newLobbyPlayer->entityID = player->GetObjectID();
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Lobby* playerLobby = nullptr;
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auto* character = player->GetCharacter();
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if (character != nullptr)
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character->SetLastNonInstanceZoneID(Game::zoneManager->GetZone()->GetWorldID());
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for (Lobby* lobby : m_Queue) {
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if (lobby->players.size() < m_ActivityInfo.maxTeamSize || m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() < m_ActivityInfo.maxTeams) {
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// If an empty slot in an existing lobby is found
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lobby->players.push_back(newLobbyPlayer);
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playerLobby = lobby;
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// Update the joining player on players already in the lobby, and update players already in the lobby on the joining player
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std::string matchUpdateJoined = "player=9:" + std::to_string(player->GetObjectID()) + "\nplayerName=0:" + player->GetCharacter()->GetName();
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for (LobbyPlayer* joinedPlayer : lobby->players) {
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auto* entity = joinedPlayer->GetEntity();
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if (entity == nullptr) {
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continue;
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}
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std::string matchUpdate = "player=9:" + std::to_string(entity->GetObjectID()) + "\nplayerName=0:" + entity->GetCharacter()->GetName();
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GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::PLAYER_ADDED);
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PlayerReady(entity, joinedPlayer->ready);
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GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::PLAYER_ADDED);
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}
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}
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}
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if (!playerLobby) {
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// If all lobbies are full
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playerLobby = new Lobby();
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playerLobby->players.push_back(newLobbyPlayer);
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playerLobby->timer = m_ActivityInfo.waitTime / 1000;
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m_Queue.push_back(playerLobby);
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}
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if (m_ActivityInfo.maxTeamSize != 1 && playerLobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && playerLobby->players.size() >= m_ActivityInfo.minTeams) {
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// Update the joining player on the match timer
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std::string matchTimerUpdate = "time=3:" + std::to_string(playerLobby->timer);
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GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY);
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}
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}
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void ActivityComponent::PlayerLeave(LWOOBJID playerID) {
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// Removes the player from a lobby and notifies the others, not applicable for non-lobby instances
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for (Lobby* lobby : m_Queue) {
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for (int i = 0; i < lobby->players.size(); ++i) {
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if (lobby->players[i]->entityID == playerID) {
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std::string matchUpdateLeft = "player=9:" + std::to_string(playerID);
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for (LobbyPlayer* lobbyPlayer : lobby->players) {
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auto* entity = lobbyPlayer->GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft, eMatchUpdate::PLAYER_REMOVED);
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}
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delete lobby->players[i];
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lobby->players[i] = nullptr;
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lobby->players.erase(lobby->players.begin() + i);
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return;
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}
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}
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}
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}
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void ActivityComponent::Update(float deltaTime) {
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std::vector<Lobby*> lobbiesToRemove{};
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// Ticks all the lobbies, not applicable for non-instance activities
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* player : lobby->players) {
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auto* entity = player->GetEntity();
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if (entity == nullptr) {
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PlayerLeave(player->entityID);
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return;
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}
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}
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if (lobby->players.empty()) {
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lobbiesToRemove.push_back(lobby);
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continue;
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}
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// Update the match time for all players
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if (m_ActivityInfo.maxTeamSize != 1 && lobby->players.size() >= m_ActivityInfo.minTeamSize
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|| m_ActivityInfo.maxTeamSize == 1 && lobby->players.size() >= m_ActivityInfo.minTeams) {
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if (lobby->timer == m_ActivityInfo.waitTime / 1000) {
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for (LobbyPlayer* joinedPlayer : lobby->players) {
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auto* entity = joinedPlayer->GetEntity();
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if (entity == nullptr)
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continue;
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std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer);
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GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY);
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}
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}
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lobby->timer -= deltaTime;
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}
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bool lobbyReady = true;
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for (LobbyPlayer* player : lobby->players) {
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if (player->ready) continue;
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lobbyReady = false;
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}
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// If everyone's ready, jump the timer
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if (lobbyReady && lobby->timer > m_ActivityInfo.startDelay / 1000) {
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lobby->timer = m_ActivityInfo.startDelay / 1000;
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// Update players in lobby on switch to start delay
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std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer);
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for (LobbyPlayer* player : lobby->players) {
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auto* entity = player->GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_START);
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}
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}
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// The timer has elapsed, start the instance
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if (lobby->timer <= 0.0f) {
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LOG("Setting up instance.");
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ActivityInstance* instance = NewInstance();
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LoadPlayersIntoInstance(instance, lobby->players);
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instance->StartZone();
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lobbiesToRemove.push_back(lobby);
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}
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}
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while (!lobbiesToRemove.empty()) {
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RemoveLobby(lobbiesToRemove.front());
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lobbiesToRemove.erase(lobbiesToRemove.begin());
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}
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}
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void ActivityComponent::RemoveLobby(Lobby* lobby) {
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for (int i = 0; i < m_Queue.size(); ++i) {
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if (m_Queue[i] == lobby) {
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m_Queue.erase(m_Queue.begin() + i);
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return;
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}
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}
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}
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bool ActivityComponent::HasLobby() const {
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// If the player is not in the world he has to be, create a lobby for the transfer
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return m_ActivityInfo.instanceMapID != UINT_MAX && m_ActivityInfo.instanceMapID != Game::server->GetZoneID();
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}
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bool ActivityComponent::PlayerIsInQueue(Entity* player) {
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* lobbyPlayer : lobby->players) {
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if (player->GetObjectID() == lobbyPlayer->entityID) return true;
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}
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}
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return false;
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}
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bool ActivityComponent::IsPlayedBy(Entity* player) const {
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for (const auto* instance : this->m_Instances) {
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for (const auto* instancePlayer : instance->GetParticipants()) {
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if (instancePlayer != nullptr && instancePlayer->GetObjectID() == player->GetObjectID())
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return true;
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}
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}
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return false;
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}
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bool ActivityComponent::IsPlayedBy(LWOOBJID playerID) const {
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for (const auto* instance : this->m_Instances) {
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for (const auto* instancePlayer : instance->GetParticipants()) {
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if (instancePlayer != nullptr && instancePlayer->GetObjectID() == playerID)
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return true;
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}
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}
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return false;
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}
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bool ActivityComponent::TakeCost(Entity* player) const {
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if (m_ActivityInfo.optionalCostLOT <= 0 || m_ActivityInfo.optionalCostCount <= 0)
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return true;
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr)
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return false;
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if (inventoryComponent->GetLotCount(m_ActivityInfo.optionalCostLOT) < m_ActivityInfo.optionalCostCount)
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return false;
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inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount);
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return true;
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}
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void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
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for (Lobby* lobby : m_Queue) {
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for (LobbyPlayer* lobbyPlayer : lobby->players) {
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if (lobbyPlayer->entityID == player->GetObjectID()) {
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lobbyPlayer->ready = bReady;
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// Update players in lobby on player being ready
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std::string matchReadyUpdate = "player=9:" + std::to_string(player->GetObjectID());
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eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
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if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
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for (LobbyPlayer* otherPlayer : lobby->players) {
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auto* entity = otherPlayer->GetEntity();
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if (entity == nullptr)
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continue;
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GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchReadyUpdate, readyStatus);
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}
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}
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}
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}
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}
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ActivityInstance* ActivityComponent::NewInstance() {
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auto* instance = new ActivityInstance(m_Parent, m_ActivityInfo);
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m_Instances.push_back(instance);
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return instance;
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}
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void ActivityComponent::LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const {
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for (LobbyPlayer* player : lobby) {
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auto* entity = player->GetEntity();
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if (entity == nullptr || !TakeCost(entity)) {
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continue;
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}
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instance->AddParticipant(entity);
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}
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}
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const std::vector<ActivityInstance*>& ActivityComponent::GetInstances() const {
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return m_Instances;
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}
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ActivityInstance* ActivityComponent::GetInstance(const LWOOBJID playerID) {
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for (const auto* instance : GetInstances()) {
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for (const auto* participant : instance->GetParticipants()) {
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if (participant->GetObjectID() == playerID)
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return const_cast<ActivityInstance*>(instance);
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}
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}
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return nullptr;
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}
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void ActivityComponent::ClearInstances() {
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for (ActivityInstance* instance : m_Instances) {
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delete instance;
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}
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m_Instances.clear();
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}
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ActivityPlayer* ActivityComponent::GetActivityPlayerData(LWOOBJID playerID) {
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for (auto* activityData : m_ActivityPlayers) {
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if (activityData->playerID == playerID) {
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return activityData;
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}
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}
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return nullptr;
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}
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void ActivityComponent::RemoveActivityPlayerData(LWOOBJID playerID) {
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for (size_t i = 0; i < m_ActivityPlayers.size(); i++) {
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if (m_ActivityPlayers[i]->playerID == playerID) {
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delete m_ActivityPlayers[i];
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m_ActivityPlayers[i] = nullptr;
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m_ActivityPlayers.erase(m_ActivityPlayers.begin() + i);
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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}
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}
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ActivityPlayer* ActivityComponent::AddActivityPlayerData(LWOOBJID playerID) {
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auto* data = GetActivityPlayerData(playerID);
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if (data != nullptr)
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return data;
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m_ActivityPlayers.push_back(new ActivityPlayer{ playerID, {} });
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return GetActivityPlayerData(playerID);
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}
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float_t ActivityComponent::GetActivityValue(LWOOBJID playerID, uint32_t index) {
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auto value = -1.0f;
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auto* data = GetActivityPlayerData(playerID);
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if (data != nullptr) {
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value = data->values[std::min(index, static_cast<uint32_t>(9))];
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}
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return value;
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}
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void ActivityComponent::SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value) {
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auto* data = AddActivityPlayerData(playerID);
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if (data != nullptr) {
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data->values[std::min(index, static_cast<uint32_t>(9))] = value;
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}
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m_DirtyActivityInfo = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ActivityComponent::PlayerRemove(LWOOBJID playerID) {
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for (auto* instance : GetInstances()) {
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auto participants = instance->GetParticipants();
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for (const auto* participant : participants) {
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if (participant != nullptr && participant->GetObjectID() == playerID) {
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instance->RemoveParticipant(participant);
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RemoveActivityPlayerData(playerID);
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// If the instance is empty after the delete of the participant, delete the instance too
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if (instance->GetParticipants().empty()) {
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m_Instances.erase(std::find(m_Instances.begin(), m_Instances.end(), instance));
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delete instance;
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}
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return;
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}
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}
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|
}
|
|
}
|
|
|
|
void ActivityInstance::StartZone() {
|
|
if (m_Participants.empty())
|
|
return;
|
|
|
|
const auto& participants = GetParticipants();
|
|
if (participants.empty())
|
|
return;
|
|
|
|
auto* leader = participants[0];
|
|
LWOZONEID zoneId = LWOZONEID(m_ActivityInfo.instanceMapID, 0, leader->GetCharacter()->GetPropertyCloneID());
|
|
|
|
// only make a team if we have more than one participant
|
|
if (participants.size() > 1) {
|
|
CBITSTREAM;
|
|
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT, MessageType::Chat::CREATE_TEAM);
|
|
|
|
bitStream.Write(leader->GetObjectID());
|
|
bitStream.Write(m_Participants.size());
|
|
|
|
for (const auto& participant : m_Participants) {
|
|
bitStream.Write(participant);
|
|
}
|
|
|
|
bitStream.Write(zoneId);
|
|
|
|
Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
|
|
}
|
|
|
|
const auto cloneId = GeneralUtils::GenerateRandomNumber<uint32_t>(1, UINT32_MAX);
|
|
for (Entity* player : participants) {
|
|
const auto objid = player->GetObjectID();
|
|
ZoneInstanceManager::Instance()->RequestZoneTransfer(Game::server, m_ActivityInfo.instanceMapID, cloneId, false, [objid](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string serverIP, uint16_t serverPort) {
|
|
|
|
auto* player = Game::entityManager->GetEntity(objid);
|
|
if (player == nullptr)
|
|
return;
|
|
|
|
LOG("Transferring %s to Zone %i (Instance %i | Clone %i | Mythran Shift: %s) with IP %s and Port %i", player->GetCharacter()->GetName().c_str(), zoneID, zoneInstance, zoneClone, mythranShift == true ? "true" : "false", serverIP.c_str(), serverPort);
|
|
if (player->GetCharacter()) {
|
|
player->GetCharacter()->SetZoneID(zoneID);
|
|
player->GetCharacter()->SetZoneInstance(zoneInstance);
|
|
player->GetCharacter()->SetZoneClone(zoneClone);
|
|
}
|
|
|
|
WorldPackets::SendTransferToWorld(player->GetSystemAddress(), serverIP, serverPort, mythranShift);
|
|
return;
|
|
});
|
|
}
|
|
|
|
m_NextZoneCloneID++;
|
|
}
|
|
|
|
void ActivityInstance::RewardParticipant(Entity* participant) {
|
|
auto* missionComponent = participant->GetComponent<MissionComponent>();
|
|
if (missionComponent) {
|
|
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityInfo.ActivityID);
|
|
}
|
|
|
|
// First, get the activity data
|
|
auto* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
|
|
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([this](CDActivityRewards entry) { return (entry.objectTemplate == m_ActivityInfo.ActivityID); });
|
|
|
|
if (!activityRewards.empty()) {
|
|
uint32_t minCoins = 0;
|
|
uint32_t maxCoins = 0;
|
|
|
|
auto* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
|
|
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == activityRewards[0].CurrencyIndex && entry.npcminlevel == 1); });
|
|
|
|
if (!currencyTable.empty()) {
|
|
minCoins = currencyTable[0].minvalue;
|
|
maxCoins = currencyTable[0].maxvalue;
|
|
}
|
|
|
|
Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
|
|
}
|
|
}
|
|
|
|
std::vector<Entity*> ActivityInstance::GetParticipants() const {
|
|
std::vector<Entity*> entities;
|
|
entities.reserve(m_Participants.size());
|
|
|
|
for (const auto& id : m_Participants) {
|
|
auto* entity = Game::entityManager->GetEntity(id);
|
|
if (entity != nullptr)
|
|
entities.push_back(entity);
|
|
}
|
|
|
|
return entities;
|
|
}
|
|
|
|
void ActivityInstance::AddParticipant(Entity* participant) {
|
|
const auto id = participant->GetObjectID();
|
|
if (std::count(m_Participants.begin(), m_Participants.end(), id))
|
|
return;
|
|
|
|
m_Participants.push_back(id);
|
|
}
|
|
|
|
void ActivityInstance::RemoveParticipant(const Entity* participant) {
|
|
const auto loadedParticipant = std::find(m_Participants.begin(), m_Participants.end(), participant->GetObjectID());
|
|
if (loadedParticipant != m_Participants.end()) {
|
|
m_Participants.erase(loadedParticipant);
|
|
}
|
|
}
|
|
|
|
uint32_t ActivityInstance::GetScore() const {
|
|
return score;
|
|
}
|
|
|
|
void ActivityInstance::SetScore(uint32_t score) {
|
|
this->score = score;
|
|
}
|
|
|
|
Entity* LobbyPlayer::GetEntity() const {
|
|
return Game::entityManager->GetEntity(entityID);
|
|
}
|