DarkflameServer/dGame/Entity.cpp
David Markowitz ba91058736
Destroyable: Fix animated deaths (#1227)
Fixes #1222

addresses an issue where the death behavior of a destructible component was not being respected and enemies with destroyable components that had special death animations were not able to play the animation on death.  This pr adds in the hardcoded constant the client uses for the same metric of 12 seconds.

Tested that claiming Nimbus Rock and completing the property guards mission allows him to vacuum away and then network the destruction packet 12 seconds later.
2023-10-18 09:17:57 -05:00

2091 lines
69 KiB
C++

#include "dCommonVars.h"
#include "Entity.h"
#include "CDClientManager.h"
#include "Game.h"
#include "dLogger.h"
#include <PacketUtils.h>
#include <functional>
#include "CDDestructibleComponentTable.h"
#include "CDClientDatabase.h"
#include <sstream>
#include "dServer.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Zone.h"
#include "Spawner.h"
#include "UserManager.h"
#include "dpWorld.h"
#include "Player.h"
#include "LUTriggers.h"
#include "User.h"
#include "EntityTimer.h"
#include "EntityCallbackTimer.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eObjectBits.h"
//Component includes:
#include "Component.h"
#include "ControllablePhysicsComponent.h"
#include "RenderComponent.h"
#include "MultiZoneEntranceComponent.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "BuffComponent.h"
#include "BouncerComponent.h"
#include "InventoryComponent.h"
#include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h"
#include "SkillComponent.h"
#include "SimplePhysicsComponent.h"
#include "SwitchComponent.h"
#include "PhantomPhysicsComponent.h"
#include "RigidbodyPhantomPhysicsComponent.h"
#include "MovingPlatformComponent.h"
#include "MissionComponent.h"
#include "MissionOfferComponent.h"
#include "RebuildComponent.h"
#include "BuildBorderComponent.h"
#include "MovementAIComponent.h"
#include "VendorComponent.h"
#include "DonationVendorComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "PropertyComponent.h"
#include "BaseCombatAIComponent.h"
#include "PropertyManagementComponent.h"
#include "PropertyVendorComponent.h"
#include "ProximityMonitorComponent.h"
#include "PropertyEntranceComponent.h"
#include "ModelComponent.h"
#include "ZCompression.h"
#include "PetComponent.h"
#include "VehiclePhysicsComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "ModuleAssemblyComponent.h"
#include "RacingControlComponent.h"
#include "SoundTriggerComponent.h"
#include "ShootingGalleryComponent.h"
#include "RailActivatorComponent.h"
#include "LUPExhibitComponent.h"
#include "RacingSoundTriggerComponent.h"
#include "TriggerComponent.h"
#include "eGameMasterLevel.h"
#include "eReplicaComponentType.h"
#include "eReplicaPacketType.h"
// Table includes
#include "CDComponentsRegistryTable.h"
#include "CDCurrencyTableTable.h"
#include "CDMovementAIComponentTable.h"
#include "CDProximityMonitorComponentTable.h"
#include "CDRebuildComponentTable.h"
#include "CDObjectSkillsTable.h"
#include "CDObjectsTable.h"
#include "CDScriptComponentTable.h"
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"
Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
m_ParentEntity = parentEntity;
m_Character = nullptr;
m_GMLevel = eGameMasterLevel::CIVILIAN;
m_CollectibleID = 0;
m_NetworkID = 0;
m_Groups = {};
m_OwnerOverride = LWOOBJID_EMPTY;
m_Timers = {};
m_ChildEntities = {};
m_ScheduleKiller = nullptr;
m_TargetsInPhantom = {};
m_Components = {};
m_DieCallbacks = {};
m_PhantomCollisionCallbacks = {};
m_IsParentChildDirty = true;
m_Settings = info.settings;
m_NetworkSettings = info.networkSettings;
m_DefaultPosition = info.pos;
m_DefaultRotation = info.rot;
m_Scale = info.scale;
m_Spawner = info.spawner;
m_SpawnerID = info.spawnerID;
m_HasSpawnerNodeID = info.hasSpawnerNodeID;
m_SpawnerNodeID = info.spawnerNodeID;
if (info.lot != 1) m_PlayerIsReadyForUpdates = true;
}
Entity::~Entity() {
if (m_Character) {
m_Character->SaveXMLToDatabase();
}
CancelAllTimers();
CancelCallbackTimers();
const auto components = m_Components;
for (const auto& pair : components) {
delete pair.second;
m_Components.erase(pair.first);
}
for (auto child : m_ChildEntities) {
if (child) child->RemoveParent();
}
if (m_ParentEntity) {
m_ParentEntity->RemoveChild(this);
}
}
void Entity::Initialize() {
/**
* Setup trigger
*/
const auto triggerInfo = GetVarAsString(u"trigger_id");
if (!triggerInfo.empty()) m_Components.emplace(eReplicaComponentType::TRIGGER, new TriggerComponent(this, triggerInfo));
/**
* Setup groups
*/
const auto groupIDs = GetVarAsString(u"groupID");
if (!groupIDs.empty()) {
m_Groups = GeneralUtils::SplitString(groupIDs, ';');
m_Groups.erase(m_Groups.end() - 1);
}
/**
* Set ourselves as a child of our parent
*/
if (m_ParentEntity != nullptr) {
m_ParentEntity->AddChild(this);
}
// Get the registry table
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
/**
* Special case for BBB models. They have components not corresponding to the registry.
*/
if (m_TemplateID == 14) {
const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
SimplePhysicsComponent* comp = new SimplePhysicsComponent(simplePhysicsComponentID, this);
m_Components.insert(std::make_pair(eReplicaComponentType::SIMPLE_PHYSICS, comp));
ModelComponent* modelcomp = new ModelComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::MODEL, modelcomp));
RenderComponent* render = new RenderComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::RENDER, render));
auto destroyableComponent = new DestroyableComponent(this);
destroyableComponent->SetHealth(1);
destroyableComponent->SetMaxHealth(1.0f);
destroyableComponent->SetFaction(-1, true);
destroyableComponent->SetIsSmashable(true);
m_Components.insert(std::make_pair(eReplicaComponentType::DESTROYABLE, destroyableComponent));
// We have all our components.
return;
}
/**
* Go through all the components and check if this entity has them.
*
* Not all components are implemented. Some are represented by a nullptr, as they hold no data.
*/
if (GetParentUser()) {
auto missions = new MissionComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::MISSION, missions));
missions->LoadFromXml(m_Character->GetXMLDoc());
}
uint32_t petComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PET);
if (petComponentId > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::PET, new PetComponent(this, petComponentId)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ZONE_CONTROL) > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::ZONE_CONTROL, nullptr));
}
uint32_t possessableComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE);
if (possessableComponentId > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::POSSESSABLE, new PossessableComponent(this, possessableComponentId)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODULE_ASSEMBLY) > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::MODULE_ASSEMBLY, new ModuleAssemblyComponent(this)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_STATS) > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::RACING_STATS, nullptr));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::LUP_EXHIBIT, -1) >= 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::LUP_EXHIBIT, new LUPExhibitComponent(this)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL) > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::RACING_CONTROL, new RacingControlComponent(this)));
}
const auto propertyEntranceComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_ENTRANCE);
if (propertyEntranceComponentID > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::PROPERTY_ENTRANCE,
new PropertyEntranceComponent(propertyEntranceComponentID, this)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CONTROLLABLE_PHYSICS) > 0) {
ControllablePhysicsComponent* controllablePhysics = new ControllablePhysicsComponent(this);
if (m_Character) {
controllablePhysics->LoadFromXml(m_Character->GetXMLDoc());
const auto mapID = Game::server->GetZoneID();
//If we came from another zone, put us in the starting loc
if (m_Character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603) { // Exception for Moon Base as you tend to spawn on the roof.
NiPoint3 pos;
NiQuaternion rot;
const auto& targetSceneName = m_Character->GetTargetScene();
auto* targetScene = Game::entityManager->GetSpawnPointEntity(targetSceneName);
if (m_Character->HasBeenToWorld(mapID) && targetSceneName.empty()) {
pos = m_Character->GetRespawnPoint(mapID);
rot = Game::zoneManager->GetZone()->GetSpawnRot();
} else if (targetScene != nullptr) {
pos = targetScene->GetPosition();
rot = targetScene->GetRotation();
} else {
pos = Game::zoneManager->GetZone()->GetSpawnPos();
rot = Game::zoneManager->GetZone()->GetSpawnRot();
}
controllablePhysics->SetPosition(pos);
controllablePhysics->SetRotation(rot);
}
} else {
controllablePhysics->SetPosition(m_DefaultPosition);
controllablePhysics->SetRotation(m_DefaultRotation);
}
m_Components.insert(std::make_pair(eReplicaComponentType::CONTROLLABLE_PHYSICS, controllablePhysics));
}
// If an entity is marked a phantom, simple physics is made into phantom phyics.
bool markedAsPhantom = GetVar<bool>(u"markedAsPhantom");
const auto simplePhysicsComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SIMPLE_PHYSICS);
if (!markedAsPhantom && simplePhysicsComponentID > 0) {
SimplePhysicsComponent* comp = new SimplePhysicsComponent(simplePhysicsComponentID, this);
m_Components.insert(std::make_pair(eReplicaComponentType::SIMPLE_PHYSICS, comp));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS) > 0) {
RigidbodyPhantomPhysicsComponent* comp = new RigidbodyPhantomPhysicsComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, comp));
}
if (markedAsPhantom || compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PHANTOM_PHYSICS) > 0) {
PhantomPhysicsComponent* phantomPhysics = new PhantomPhysicsComponent(this);
phantomPhysics->SetPhysicsEffectActive(false);
m_Components.insert(std::make_pair(eReplicaComponentType::PHANTOM_PHYSICS, phantomPhysics));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VEHICLE_PHYSICS) > 0) {
VehiclePhysicsComponent* vehiclePhysicsComponent = new VehiclePhysicsComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::VEHICLE_PHYSICS, vehiclePhysicsComponent));
vehiclePhysicsComponent->SetPosition(m_DefaultPosition);
vehiclePhysicsComponent->SetRotation(m_DefaultRotation);
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SOUND_TRIGGER, -1) != -1) {
auto* comp = new SoundTriggerComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::SOUND_TRIGGER, comp));
} else if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_SOUND_TRIGGER, -1) != -1) {
auto* comp = new RacingSoundTriggerComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::RACING_SOUND_TRIGGER, comp));
}
//Also check for the collectible id:
m_CollectibleID = GetVarAs<int32_t>(u"collectible_id");
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF) > 0) {
BuffComponent* comp = new BuffComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::BUFF, comp));
}
int collectibleComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::COLLECTIBLE);
if (collectibleComponentID > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::COLLECTIBLE, nullptr));
}
/**
* Multiple components require the destructible component.
*/
int buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF);
int rebuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
int componentID = 0;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (rebuildComponentID > 0) componentID = rebuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (buffComponentID > 0 || collectibleComponentID > 0) {
DestroyableComponent* comp = new DestroyableComponent(this);
if (m_Character) {
comp->LoadFromXml(m_Character->GetXMLDoc());
} else {
if (componentID > 0) {
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (destCompData.size() > 0) {
if (HasComponent(eReplicaComponentType::RACING_STATS)) {
destCompData[0].imagination = 60;
}
comp->SetHealth(destCompData[0].life);
comp->SetImagination(destCompData[0].imagination);
comp->SetArmor(destCompData[0].armor);
comp->SetMaxHealth(destCompData[0].life);
comp->SetMaxImagination(destCompData[0].imagination);
comp->SetMaxArmor(destCompData[0].armor);
comp->SetDeathBehavior(destCompData[0].death_behavior);
comp->SetIsSmashable(destCompData[0].isSmashable);
comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
// Now get currency information
uint32_t npcMinLevel = destCompData[0].level;
uint32_t currencyIndex = destCompData[0].CurrencyIndex;
CDCurrencyTableTable* currencyTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyValues = currencyTable->Query([=](CDCurrencyTable entry) { return (entry.currencyIndex == currencyIndex && entry.npcminlevel == npcMinLevel); });
if (currencyValues.size() > 0) {
// Set the coins
comp->SetMinCoins(currencyValues[0].minvalue);
comp->SetMaxCoins(currencyValues[0].maxvalue);
}
// extraInfo overrides. Client ORs the database smashable and the luz smashable.
comp->SetIsSmashable(comp->GetIsSmashable() | (GetVarAs<int32_t>(u"is_smashable") != 0));
}
} else {
comp->SetHealth(1);
comp->SetArmor(0);
comp->SetMaxHealth(1);
comp->SetMaxArmor(0);
comp->SetIsSmashable(true);
comp->AddFaction(-1);
comp->AddFaction(6); //Smashables
// A race car has 60 imagination, other entities defaults to 0.
comp->SetImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
comp->SetMaxImagination(HasComponent(eReplicaComponentType::RACING_STATS) ? 60 : 0);
}
}
if (destCompData.size() > 0) {
comp->AddFaction(destCompData[0].faction);
std::stringstream ss(destCompData[0].factionList);
std::string token;
while (std::getline(ss, token, ',')) {
if (std::stoi(token) == destCompData[0].faction) continue;
if (token != "") {
comp->AddFaction(std::stoi(token));
}
}
}
m_Components.insert(std::make_pair(eReplicaComponentType::DESTROYABLE, comp));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER) > 0 || m_Character) {
// Character Component always has a possessor, level, and forced movement components
m_Components.insert(std::make_pair(eReplicaComponentType::POSSESSOR, new PossessorComponent(this)));
// load in the xml for the level
auto* levelComp = new LevelProgressionComponent(this);
levelComp->LoadFromXml(m_Character->GetXMLDoc());
m_Components.insert(std::make_pair(eReplicaComponentType::LEVEL_PROGRESSION, levelComp));
m_Components.insert(std::make_pair(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, new PlayerForcedMovementComponent(this)));
CharacterComponent* charComp = new CharacterComponent(this, m_Character);
charComp->LoadFromXml(m_Character->GetXMLDoc());
m_Components.insert(std::make_pair(eReplicaComponentType::CHARACTER, charComp));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY) > 0 || m_Character) {
InventoryComponent* comp = nullptr;
if (m_Character) comp = new InventoryComponent(this, m_Character->GetXMLDoc());
else comp = new InventoryComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::INVENTORY, comp));
}
// if this component exists, then we initialize it. it's value is always 0
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MULTI_ZONE_ENTRANCE, -1) != -1) {
auto comp = new MultiZoneEntranceComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::MULTI_ZONE_ENTRANCE, comp));
}
/**
* This is a bit of a mess
*/
CDScriptComponentTable* scriptCompTable = CDClientManager::Instance().GetTable<CDScriptComponentTable>();
int32_t scriptComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPT, -1);
std::string scriptName = "";
bool client = false;
if (scriptComponentID > 0 || m_Character) {
std::string clientScriptName;
if (!m_Character) {
CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID);
scriptName = scriptCompData.script_name;
clientScriptName = scriptCompData.client_script_name;
} else {
scriptName = "";
}
if (scriptName != "" || (scriptName == "" && m_Character)) {
} else if (clientScriptName != "") {
client = true;
} else if (!m_Character) {
client = true;
}
}
std::string customScriptServer;
bool hasCustomServerScript = false;
const auto customScriptServerName = GetVarAsString(u"custom_script_server");
const auto customScriptClientName = GetVarAsString(u"custom_script_client");
if (!customScriptServerName.empty()) {
customScriptServer = customScriptServerName;
hasCustomServerScript = true;
}
if (!customScriptClientName.empty()) {
client = true;
}
if (hasCustomServerScript && scriptName.empty()) {
scriptName = customScriptServer;
}
if (!scriptName.empty() || client || m_Character || scriptComponentID >= 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::SCRIPT, new ScriptComponent(this, scriptName, true, client && scriptName.empty())));
}
// ZoneControl script
if (m_TemplateID == 2365) {
CDZoneTableTable* zoneTable = CDClientManager::Instance().GetTable<CDZoneTableTable>();
const auto zoneID = Game::zoneManager->GetZoneID();
const CDZoneTable* zoneData = zoneTable->Query(zoneID.GetMapID());
if (zoneData != nullptr) {
int zoneScriptID = zoneData->scriptID;
CDScriptComponent zoneScriptData = scriptCompTable->GetByID(zoneScriptID);
ScriptComponent* comp = new ScriptComponent(this, zoneScriptData.script_name, true);
m_Components.insert(std::make_pair(eReplicaComponentType::SCRIPT, comp));
}
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SKILL, -1) != -1 || m_Character) {
SkillComponent* comp = new SkillComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::SKILL, comp));
}
const auto combatAiId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BASE_COMBAT_AI);
if (combatAiId > 0) {
BaseCombatAIComponent* comp = new BaseCombatAIComponent(this, combatAiId);
m_Components.insert(std::make_pair(eReplicaComponentType::BASE_COMBAT_AI, comp));
}
if (int componentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD) > 0) {
RebuildComponent* comp = new RebuildComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::QUICK_BUILD, comp));
CDRebuildComponentTable* rebCompTable = CDClientManager::Instance().GetTable<CDRebuildComponentTable>();
std::vector<CDRebuildComponent> rebCompData = rebCompTable->Query([=](CDRebuildComponent entry) { return (entry.id == rebuildComponentID); });
if (rebCompData.size() > 0) {
comp->SetResetTime(rebCompData[0].reset_time);
comp->SetCompleteTime(rebCompData[0].complete_time);
comp->SetTakeImagination(rebCompData[0].take_imagination);
comp->SetInterruptible(rebCompData[0].interruptible);
comp->SetSelfActivator(rebCompData[0].self_activator);
comp->SetActivityId(rebCompData[0].activityID);
comp->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
comp->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
if (rebuildResetTime != 0.0f) {
comp->SetResetTime(rebuildResetTime);
if (m_TemplateID == 9483) // Look away!
{
comp->SetResetTime(comp->GetResetTime() + 25);
}
}
const auto activityID = GetVar<int32_t>(u"activityID");
if (activityID > 0) {
comp->SetActivityId(activityID);
Loot::CacheMatrix(activityID);
}
const auto compTime = GetVar<float>(u"compTime");
if (compTime > 0) {
comp->SetCompleteTime(compTime);
}
}
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SWITCH, -1) != -1) {
SwitchComponent* comp = new SwitchComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::SWITCH, comp));
}
if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::VENDOR) > 0)) {
VendorComponent* comp = new VendorComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::VENDOR, comp));
} else if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::DONATION_VENDOR, -1) != -1)) {
DonationVendorComponent* comp = new DonationVendorComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::DONATION_VENDOR, comp));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_VENDOR, -1) != -1) {
auto* component = new PropertyVendorComponent(this);
m_Components.insert_or_assign(eReplicaComponentType::PROPERTY_VENDOR, component);
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY_MANAGEMENT, -1) != -1) {
auto* component = new PropertyManagementComponent(this);
m_Components.insert_or_assign(eReplicaComponentType::PROPERTY_MANAGEMENT, component);
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BOUNCER, -1) != -1) { // you have to determine it like this because all bouncers have a componentID of 0
BouncerComponent* comp = new BouncerComponent(this);
m_Components.insert(std::make_pair(eReplicaComponentType::BOUNCER, comp));
}
int32_t renderComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RENDER);
if ((renderComponentId > 0 && m_TemplateID != 2365) || m_Character) {
RenderComponent* render = new RenderComponent(this, renderComponentId);
m_Components.insert(std::make_pair(eReplicaComponentType::RENDER, render));
}
if ((compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MISSION_OFFER) > 0) || m_Character) {
m_Components.insert(std::make_pair(eReplicaComponentType::MISSION_OFFER, new MissionOfferComponent(this, m_TemplateID)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUILD_BORDER, -1) != -1) {
m_Components.insert(std::make_pair(eReplicaComponentType::BUILD_BORDER, new BuildBorderComponent(this)));
}
// Scripted activity component
int scriptedActivityID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SCRIPTED_ACTIVITY);
if ((scriptedActivityID > 0)) {
m_Components.insert(std::make_pair(eReplicaComponentType::SCRIPTED_ACTIVITY, new ScriptedActivityComponent(this, scriptedActivityID)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MODEL, -1) != -1 && !GetComponent<PetComponent>()) {
m_Components.insert(std::make_pair(eReplicaComponentType::MODEL, new ModelComponent(this)));
if (m_Components.find(eReplicaComponentType::DESTROYABLE) == m_Components.end()) {
auto destroyableComponent = new DestroyableComponent(this);
destroyableComponent->SetHealth(1);
destroyableComponent->SetMaxHealth(1.0f);
destroyableComponent->SetFaction(-1, true);
destroyableComponent->SetIsSmashable(true);
m_Components.insert(std::make_pair(eReplicaComponentType::DESTROYABLE, destroyableComponent));
}
}
PetComponent* petComponent;
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ITEM) > 0 && !TryGetComponent(eReplicaComponentType::PET, petComponent) && !HasComponent(eReplicaComponentType::MODEL)) {
m_Components.insert(std::make_pair(eReplicaComponentType::ITEM, nullptr));
}
// Shooting gallery component
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY) > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::SHOOTING_GALLERY, new ShootingGalleryComponent(this)));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1) != -1) {
m_Components.insert(std::make_pair(eReplicaComponentType::PROPERTY, new PropertyComponent(this)));
}
const int rocketId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LAUNCH);
if ((rocketId > 0)) {
m_Components.insert(std::make_pair(eReplicaComponentType::ROCKET_LAUNCH, new RocketLaunchpadControlComponent(this, rocketId)));
}
const int32_t railComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RAIL_ACTIVATOR);
if (railComponentID > 0) {
m_Components.insert(std::make_pair(eReplicaComponentType::RAIL_ACTIVATOR, new RailActivatorComponent(this, railComponentID)));
}
int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI);
if (movementAIID > 0) {
CDMovementAIComponentTable* moveAITable = CDClientManager::Instance().GetTable<CDMovementAIComponentTable>();
std::vector<CDMovementAIComponent> moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); });
if (moveAIComp.size() > 0) {
MovementAIInfo moveInfo = MovementAIInfo();
moveInfo.movementType = moveAIComp[0].MovementType;
moveInfo.wanderChance = moveAIComp[0].WanderChance;
moveInfo.wanderRadius = moveAIComp[0].WanderRadius;
moveInfo.wanderSpeed = moveAIComp[0].WanderSpeed;
moveInfo.wanderDelayMax = moveAIComp[0].WanderDelayMax;
moveInfo.wanderDelayMin = moveAIComp[0].WanderDelayMin;
bool useWanderDB = GetVar<bool>(u"usewanderdb");
if (!useWanderDB) {
const auto wanderOverride = GetVarAs<float>(u"wanderRadius");
if (wanderOverride != 0.0f) {
moveInfo.wanderRadius = wanderOverride;
}
}
m_Components.insert(std::make_pair(eReplicaComponentType::MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
}
} else if (petComponentId > 0 || combatAiId > 0 && GetComponent<BaseCombatAIComponent>()->GetTetherSpeed() > 0) {
MovementAIInfo moveInfo = MovementAIInfo();
moveInfo.movementType = "";
moveInfo.wanderChance = 0;
moveInfo.wanderRadius = 16;
moveInfo.wanderSpeed = 2.5f;
moveInfo.wanderDelayMax = 5;
moveInfo.wanderDelayMin = 2;
m_Components.insert(std::make_pair(eReplicaComponentType::MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
}
std::string pathName = GetVarAsString(u"attached_path");
const Path* path = Game::zoneManager->GetZone()->GetPath(pathName);
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path) {
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
m_Components.insert(std::make_pair(eReplicaComponentType::MOVING_PLATFORM, plat));
// else if we are a movement path
} /*else if (path->pathType == PathType::Movement) {
auto movementAIcomp = GetComponent<MovementAIComponent>();
if (movementAIcomp){
// TODO: set path in existing movementAIComp
} else {
// TODO: create movementAIcomp and set path
}
}*/
} else {
// else we still need to setup moving platform if it has a moving platform comp but no path
int32_t movingPlatformComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
if (movingPlatformComponentId >= 0) {
MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
m_Components.insert(std::make_pair(eReplicaComponentType::MOVING_PLATFORM, plat));
}
}
int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR);
if (proximityMonitorID > 0) {
CDProximityMonitorComponentTable* proxCompTable = CDClientManager::Instance().GetTable<CDProximityMonitorComponentTable>();
std::vector<CDProximityMonitorComponent> proxCompData = proxCompTable->Query([=](CDProximityMonitorComponent entry) { return (entry.id == proximityMonitorID); });
if (proxCompData.size() > 0) {
std::vector<std::string> proximityStr = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
ProximityMonitorComponent* comp = new ProximityMonitorComponent(this, std::stoi(proximityStr[0]), std::stoi(proximityStr[1]));
m_Components.insert(std::make_pair(eReplicaComponentType::PROXIMITY_MONITOR, comp));
}
}
// Hacky way to trigger these when the object has had a chance to get constructed
AddCallbackTimer(0, [this]() {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnStartup(this);
}
});
if (!m_Character && Game::entityManager->GetGhostingEnabled()) {
// Don't ghost what is likely large scene elements
if (HasComponent(eReplicaComponentType::SIMPLE_PHYSICS) && HasComponent(eReplicaComponentType::RENDER) && (m_Components.size() == 2 || (HasComponent(eReplicaComponentType::TRIGGER) && m_Components.size() == 3))) {
goto no_ghosting;
}
/* Filter for ghosting candidates.
*
* Don't ghost moving platforms, until we've got proper syncing for those.
* Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions.
* Don't ghost property related objects, as the client expects those to always be loaded.
*/
if (
!EntityManager::IsExcludedFromGhosting(GetLOT()) &&
!HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) &&
!HasComponent(eReplicaComponentType::MOVING_PLATFORM) &&
!HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) &&
!HasComponent(eReplicaComponentType::PROPERTY) &&
!HasComponent(eReplicaComponentType::RACING_CONTROL) &&
!HasComponent(eReplicaComponentType::VEHICLE_PHYSICS)
)
//if (HasComponent(eReplicaComponentType::BASE_COMBAT_AI))
{
m_IsGhostingCandidate = true;
}
if (GetLOT() == 6368) {
m_IsGhostingCandidate = true;
}
// Special case for collectibles in Ninjago
if (HasComponent(eReplicaComponentType::COLLECTIBLE) && Game::server->GetZoneID() == 2000) {
m_IsGhostingCandidate = true;
}
}
no_ghosting:
TriggerEvent(eTriggerEventType::CREATE, this);
if (m_Character) {
auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
auto* levelComponent = GetComponent<LevelProgressionComponent>();
if (controllablePhysicsComponent && levelComponent) {
controllablePhysicsComponent->SetSpeedMultiplier(levelComponent->GetSpeedBase() / 500.0f);
}
}
}
bool Entity::operator==(const Entity& other) const {
return other.m_ObjectID == m_ObjectID;
}
bool Entity::operator!=(const Entity& other) const {
return other.m_ObjectID != m_ObjectID;
}
User* Entity::GetParentUser() const {
if (!IsPlayer()) {
return nullptr;
}
return static_cast<const Player*>(this)->GetParentUser();
}
Component* Entity::GetComponent(eReplicaComponentType componentID) const {
const auto& index = m_Components.find(componentID);
if (index == m_Components.end()) {
return nullptr;
}
return index->second;
}
bool Entity::HasComponent(const eReplicaComponentType componentId) const {
return m_Components.find(componentId) != m_Components.end();
}
void Entity::AddComponent(const eReplicaComponentType componentId, Component* component) {
if (HasComponent(componentId)) {
return;
}
m_Components.insert_or_assign(componentId, component);
}
std::vector<ScriptComponent*> Entity::GetScriptComponents() {
std::vector<ScriptComponent*> comps;
for (std::pair<eReplicaComponentType, void*> p : m_Components) {
if (p.first == eReplicaComponentType::SCRIPT) {
comps.push_back(static_cast<ScriptComponent*>(p.second));
}
}
return comps;
}
void Entity::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Subscribe(scriptObjId, scriptToAdd);
}
}
void Entity::Unsubscribe(LWOOBJID scriptObjId, const std::string& notificationName) {
if (notificationName == "HitOrHealResult" || notificationName == "Hit") {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (!destroyableComponent) return;
destroyableComponent->Unsubscribe(scriptObjId);
}
}
void Entity::SetProximityRadius(float proxRadius, std::string name) {
ProximityMonitorComponent* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) {
proxMon = new ProximityMonitorComponent(this);
m_Components.insert_or_assign(eReplicaComponentType::PROXIMITY_MONITOR, proxMon);
}
proxMon->SetProximityRadius(proxRadius, name);
}
void Entity::SetProximityRadius(dpEntity* entity, std::string name) {
ProximityMonitorComponent* proxMon = GetComponent<ProximityMonitorComponent>();
if (!proxMon) {
proxMon = new ProximityMonitorComponent(this);
m_Components.insert_or_assign(eReplicaComponentType::PROXIMITY_MONITOR, proxMon);
}
proxMon->SetProximityRadius(entity, name);
}
void Entity::SetGMLevel(eGameMasterLevel value) {
m_GMLevel = value;
if (GetParentUser()) {
Character* character = GetParentUser()->GetLastUsedChar();
if (character) {
character->SetGMLevel(value);
}
}
CharacterComponent* character = GetComponent<CharacterComponent>();
if (character) character->SetGMLevel(value);
GameMessages::SendGMLevelBroadcast(m_ObjectID, value);
}
void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, eReplicaPacketType packetType) {
if (packetType == eReplicaPacketType::CONSTRUCTION) {
outBitStream->Write(m_ObjectID);
outBitStream->Write(m_TemplateID);
if (IsPlayer()) {
std::string name = m_Character != nullptr ? m_Character->GetName() : "Invalid";
outBitStream->Write<uint8_t>(uint8_t(name.size()));
for (size_t i = 0; i < name.size(); ++i) {
outBitStream->Write<uint16_t>(name[i]);
}
} else {
const auto& name = GetVar<std::string>(u"npcName");
outBitStream->Write<uint8_t>(uint8_t(name.size()));
for (size_t i = 0; i < name.size(); ++i) {
outBitStream->Write<uint16_t>(name[i]);
}
}
outBitStream->Write<uint32_t>(0); //Time since created on server
const auto& syncLDF = GetVar<std::vector<std::u16string>>(u"syncLDF");
// Only sync for models.
if (m_Settings.size() > 0 && (GetComponent<ModelComponent>() && !GetComponent<PetComponent>())) {
outBitStream->Write1(); //ldf data
RakNet::BitStream settingStream;
int32_t numberOfValidKeys = m_Settings.size();
// Writing keys value pairs the client does not expect to receive or interpret will result in undefined behavior,
// so we need to filter out any keys that are not valid and fix the number of valid keys to be correct.
// TODO should make this more efficient so that we dont waste loops evaluating the same condition twice
for (LDFBaseData* data : m_Settings) {
if (!data || data->GetValueType() == eLDFType::LDF_TYPE_UNKNOWN) {
numberOfValidKeys--;
}
}
settingStream.Write<uint32_t>(numberOfValidKeys);
for (LDFBaseData* data : m_Settings) {
if (data && data->GetValueType() != eLDFType::LDF_TYPE_UNKNOWN) {
data->WriteToPacket(&settingStream);
}
}
outBitStream->Write(settingStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); //no compression used
outBitStream->Write(settingStream);
} else if (!syncLDF.empty()) {
std::vector<LDFBaseData*> ldfData;
for (const auto& data : syncLDF) {
ldfData.push_back(GetVarData(data));
}
outBitStream->Write1(); //ldf data
RakNet::BitStream settingStream;
settingStream.Write<uint32_t>(ldfData.size());
for (LDFBaseData* data : ldfData) {
if (data) {
data->WriteToPacket(&settingStream);
}
}
outBitStream->Write(settingStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); //no compression used
outBitStream->Write(settingStream);
} else {
outBitStream->Write0(); //No ldf data
}
TriggerComponent* triggerComponent;
if (TryGetComponent(eReplicaComponentType::TRIGGER, triggerComponent)) {
// has trigger component, check to see if we have events to handle
auto* trigger = triggerComponent->GetTrigger();
outBitStream->Write<bool>(trigger && trigger->events.size() > 0);
} else { // no trigger componenet, so definitely no triggers
outBitStream->Write0();
}
if (m_ParentEntity != nullptr || m_SpawnerID != 0) {
outBitStream->Write1();
if (m_ParentEntity != nullptr) outBitStream->Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream->Write(m_SpawnerID);
else outBitStream->Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
} else outBitStream->Write0();
outBitStream->Write(m_HasSpawnerNodeID);
if (m_HasSpawnerNodeID) outBitStream->Write(m_SpawnerNodeID);
//outBitStream->Write0(); //Spawner node id
if (m_Scale == 1.0f || m_Scale == 0.0f) outBitStream->Write0();
else {
outBitStream->Write1();
outBitStream->Write(m_Scale);
}
outBitStream->Write0(); //ObjectWorldState
if (m_GMLevel != eGameMasterLevel::CIVILIAN) {
outBitStream->Write1();
outBitStream->Write(m_GMLevel);
} else outBitStream->Write0(); //No GM Level
}
// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
outBitStream->Write(m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION);
if (m_IsParentChildDirty || packetType == eReplicaPacketType::CONSTRUCTION) {
m_IsParentChildDirty = false;
outBitStream->Write(m_ParentEntity != nullptr);
if (m_ParentEntity) {
outBitStream->Write(m_ParentEntity->GetObjectID());
outBitStream->Write0();
}
outBitStream->Write(m_ChildEntities.size() > 0);
if (m_ChildEntities.size() > 0) {
outBitStream->Write((uint16_t)m_ChildEntities.size());
for (Entity* child : m_ChildEntities) {
outBitStream->Write((uint64_t)child->GetObjectID());
}
}
}
}
void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType packetType) {
/**
* This has to be done in a specific order.
*/
bool destroyableSerialized = false;
bool bIsInitialUpdate = packetType == eReplicaPacketType::CONSTRUCTION;
PossessableComponent* possessableComponent;
if (TryGetComponent(eReplicaComponentType::POSSESSABLE, possessableComponent)) {
possessableComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ModuleAssemblyComponent* moduleAssemblyComponent;
if (TryGetComponent(eReplicaComponentType::MODULE_ASSEMBLY, moduleAssemblyComponent)) {
moduleAssemblyComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ControllablePhysicsComponent* controllablePhysicsComponent;
if (TryGetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS, controllablePhysicsComponent)) {
controllablePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
}
SimplePhysicsComponent* simplePhysicsComponent;
if (TryGetComponent(eReplicaComponentType::SIMPLE_PHYSICS, simplePhysicsComponent)) {
simplePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
}
RigidbodyPhantomPhysicsComponent* rigidbodyPhantomPhysics;
if (TryGetComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS, rigidbodyPhantomPhysics)) {
rigidbodyPhantomPhysics->Serialize(outBitStream, bIsInitialUpdate);
}
VehiclePhysicsComponent* vehiclePhysicsComponent;
if (TryGetComponent(eReplicaComponentType::VEHICLE_PHYSICS, vehiclePhysicsComponent)) {
vehiclePhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
}
PhantomPhysicsComponent* phantomPhysicsComponent;
if (TryGetComponent(eReplicaComponentType::PHANTOM_PHYSICS, phantomPhysicsComponent)) {
phantomPhysicsComponent->Serialize(outBitStream, bIsInitialUpdate);
}
SoundTriggerComponent* soundTriggerComponent;
if (TryGetComponent(eReplicaComponentType::SOUND_TRIGGER, soundTriggerComponent)) {
soundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
}
RacingSoundTriggerComponent* racingSoundTriggerComponent;
if (TryGetComponent(eReplicaComponentType::RACING_SOUND_TRIGGER, racingSoundTriggerComponent)) {
racingSoundTriggerComponent->Serialize(outBitStream, bIsInitialUpdate);
}
BuffComponent* buffComponent;
if (TryGetComponent(eReplicaComponentType::BUFF, buffComponent)) {
buffComponent->Serialize(outBitStream, bIsInitialUpdate);
DestroyableComponent* destroyableComponent;
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
}
destroyableSerialized = true;
}
if (HasComponent(eReplicaComponentType::COLLECTIBLE)) {
DestroyableComponent* destroyableComponent;
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
}
destroyableSerialized = true;
outBitStream->Write(m_CollectibleID); // Collectable component
}
PetComponent* petComponent;
if (TryGetComponent(eReplicaComponentType::PET, petComponent)) {
petComponent->Serialize(outBitStream, bIsInitialUpdate);
}
CharacterComponent* characterComponent;
if (TryGetComponent(eReplicaComponentType::CHARACTER, characterComponent)) {
PossessorComponent* possessorComponent;
if (TryGetComponent(eReplicaComponentType::POSSESSOR, possessorComponent)) {
possessorComponent->Serialize(outBitStream, bIsInitialUpdate);
} else {
// Should never happen, but just to be safe
outBitStream->Write0();
}
LevelProgressionComponent* levelProgressionComponent;
if (TryGetComponent(eReplicaComponentType::LEVEL_PROGRESSION, levelProgressionComponent)) {
levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate);
} else {
// Should never happen, but just to be safe
outBitStream->Write0();
}
PlayerForcedMovementComponent* playerForcedMovementComponent;
if (TryGetComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) {
playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate);
} else {
// Should never happen, but just to be safe
outBitStream->Write0();
}
characterComponent->Serialize(outBitStream, bIsInitialUpdate);
}
if (HasComponent(eReplicaComponentType::ITEM)) {
outBitStream->Write0();
}
InventoryComponent* inventoryComponent;
if (TryGetComponent(eReplicaComponentType::INVENTORY, inventoryComponent)) {
inventoryComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ScriptComponent* scriptComponent;
if (TryGetComponent(eReplicaComponentType::SCRIPT, scriptComponent)) {
scriptComponent->Serialize(outBitStream, bIsInitialUpdate);
}
SkillComponent* skillComponent;
if (TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
skillComponent->Serialize(outBitStream, bIsInitialUpdate);
}
BaseCombatAIComponent* baseCombatAiComponent;
if (TryGetComponent(eReplicaComponentType::BASE_COMBAT_AI, baseCombatAiComponent)) {
baseCombatAiComponent->Serialize(outBitStream, bIsInitialUpdate);
}
RebuildComponent* rebuildComponent;
if (TryGetComponent(eReplicaComponentType::QUICK_BUILD, rebuildComponent)) {
DestroyableComponent* destroyableComponent;
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
}
destroyableSerialized = true;
rebuildComponent->Serialize(outBitStream, bIsInitialUpdate);
}
MovingPlatformComponent* movingPlatformComponent;
if (TryGetComponent(eReplicaComponentType::MOVING_PLATFORM, movingPlatformComponent)) {
movingPlatformComponent->Serialize(outBitStream, bIsInitialUpdate);
}
SwitchComponent* switchComponent;
if (TryGetComponent(eReplicaComponentType::SWITCH, switchComponent)) {
switchComponent->Serialize(outBitStream, bIsInitialUpdate);
}
VendorComponent* vendorComponent;
if (TryGetComponent(eReplicaComponentType::VENDOR, vendorComponent)) {
vendorComponent->Serialize(outBitStream, bIsInitialUpdate);
}
DonationVendorComponent* donationVendorComponent;
if (TryGetComponent(eReplicaComponentType::DONATION_VENDOR, donationVendorComponent)) {
donationVendorComponent->Serialize(outBitStream, bIsInitialUpdate);
}
BouncerComponent* bouncerComponent;
if (TryGetComponent(eReplicaComponentType::BOUNCER, bouncerComponent)) {
bouncerComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ScriptedActivityComponent* scriptedActivityComponent;
if (TryGetComponent(eReplicaComponentType::SCRIPTED_ACTIVITY, scriptedActivityComponent)) {
scriptedActivityComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ShootingGalleryComponent* shootingGalleryComponent;
if (TryGetComponent(eReplicaComponentType::SHOOTING_GALLERY, shootingGalleryComponent)) {
shootingGalleryComponent->Serialize(outBitStream, bIsInitialUpdate);
}
RacingControlComponent* racingControlComponent;
if (TryGetComponent(eReplicaComponentType::RACING_CONTROL, racingControlComponent)) {
racingControlComponent->Serialize(outBitStream, bIsInitialUpdate);
}
LUPExhibitComponent* lupExhibitComponent;
if (TryGetComponent(eReplicaComponentType::LUP_EXHIBIT, lupExhibitComponent)) {
lupExhibitComponent->Serialize(outBitStream, bIsInitialUpdate);
}
ModelComponent* modelComponent;
if (TryGetComponent(eReplicaComponentType::MODEL, modelComponent)) {
modelComponent->Serialize(outBitStream, bIsInitialUpdate);
}
RenderComponent* renderComponent;
if (TryGetComponent(eReplicaComponentType::RENDER, renderComponent)) {
renderComponent->Serialize(outBitStream, bIsInitialUpdate);
}
if (modelComponent) {
DestroyableComponent* destroyableComponent;
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);
destroyableSerialized = true;
}
}
if (HasComponent(eReplicaComponentType::ZONE_CONTROL)) {
outBitStream->Write<uint32_t>(0x40000000);
}
// BBB Component, unused currently
// Need to to write0 so that is serialized correctly
// TODO: Implement BBB Component
outBitStream->Write0();
}
void Entity::UpdateXMLDoc(tinyxml2::XMLDocument* doc) {
//This function should only ever be called from within Character, meaning doc should always exist when this is called.
//Naturally, we don't include any non-player components in this update function.
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
pair.second->UpdateXml(doc);
}
}
void Entity::Update(const float deltaTime) {
uint32_t timerPosition;
timerPosition = 0;
while (timerPosition < m_Timers.size()) {
m_Timers[timerPosition]->Update(deltaTime);
if (m_Timers[timerPosition]->GetTime() <= 0) {
const auto timerName = m_Timers[timerPosition]->GetName();
delete m_Timers[timerPosition];
m_Timers.erase(m_Timers.begin() + timerPosition);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnTimerDone(this, timerName);
}
TriggerEvent(eTriggerEventType::TIMER_DONE, this);
} else {
timerPosition++;
}
}
for (int i = 0; i < m_CallbackTimers.size(); i++) {
m_CallbackTimers[i]->Update(deltaTime);
if (m_CallbackTimers[i]->GetTime() <= 0) {
m_CallbackTimers[i]->GetCallback()();
delete m_CallbackTimers[i];
m_CallbackTimers.erase(m_CallbackTimers.begin() + i);
}
}
// Add pending timers to the list of timers so they start next tick.
if (m_PendingTimers.size() > 0) {
for (auto namedTimer : m_PendingTimers) {
m_Timers.push_back(namedTimer);
}
m_PendingTimers.clear();
}
if (IsSleeping()) {
Sleep();
return;
} else {
Wake();
}
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnUpdate(this);
}
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
pair.second->Update(deltaTime);
}
if (m_ShouldDestroyAfterUpdate) {
Game::entityManager->DestroyEntity(this->GetObjectID());
}
}
void Entity::OnCollisionProximity(LWOOBJID otherEntity, const std::string& proxName, const std::string& status) {
Entity* other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnProximityUpdate(this, other, proxName, status);
}
RocketLaunchpadControlComponent* rocketComp = GetComponent<RocketLaunchpadControlComponent>();
if (!rocketComp) return;
rocketComp->OnProximityUpdate(other, proxName, status);
}
void Entity::OnCollisionPhantom(const LWOOBJID otherEntity) {
auto* other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnCollisionPhantom(this, other);
}
for (const auto& callback : m_PhantomCollisionCallbacks) {
callback(other);
}
SwitchComponent* switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityEnter(other);
}
TriggerEvent(eTriggerEventType::ENTER, other);
// POI system
const auto& poi = GetVar<std::u16string>(u"POI");
if (!poi.empty()) {
auto* missionComponent = other->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, GeneralUtils::UTF16ToWTF8(poi));
}
}
if (!other->GetIsDead()) {
auto* combat = GetComponent<BaseCombatAIComponent>();
if (combat != nullptr) {
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
if (index != m_TargetsInPhantom.end()) return;
const auto valid = combat->IsEnemy(otherEntity);
if (!valid) return;
m_TargetsInPhantom.push_back(otherEntity);
}
}
}
void Entity::OnCollisionLeavePhantom(const LWOOBJID otherEntity) {
auto* other = Game::entityManager->GetEntity(otherEntity);
if (!other) return;
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnOffCollisionPhantom(this, other);
}
TriggerEvent(eTriggerEventType::EXIT, other);
SwitchComponent* switchComp = GetComponent<SwitchComponent>();
if (switchComp) {
switchComp->EntityLeave(other);
}
const auto index = std::find(m_TargetsInPhantom.begin(), m_TargetsInPhantom.end(), otherEntity);
if (index == m_TargetsInPhantom.end()) return;
m_TargetsInPhantom.erase(index);
}
void Entity::OnFireEventServerSide(Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnFireEventServerSide(this, sender, args, param1, param2, param3);
}
}
void Entity::OnActivityStateChangeRequest(LWOOBJID senderID, int32_t value1, int32_t value2, const std::u16string& stringValue) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnActivityStateChangeRequest(this, senderID, value1, value2, stringValue);
}
}
void Entity::OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
float_t pathTime, float_t totalTime, int32_t waypoint) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnCinematicUpdate(self, sender, event, pathName, pathTime, totalTime, waypoint);
}
}
void Entity::NotifyObject(Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
GameMessages::SendNotifyObject(GetObjectID(), sender->GetObjectID(), GeneralUtils::ASCIIToUTF16(name), UNASSIGNED_SYSTEM_ADDRESS);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnNotifyObject(this, sender, name, param1, param2);
}
}
void Entity::OnEmoteReceived(const int32_t emote, Entity* target) {
for (auto* script : CppScripts::GetEntityScripts(this)) {
script->OnEmoteReceived(this, emote, target);
}
}
void Entity::OnUse(Entity* originator) {
TriggerEvent(eTriggerEventType::INTERACT, originator);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnUse(this, originator);
}
// component base class when
for (const auto& pair : m_Components) {
if (pair.second == nullptr) continue;
pair.second->OnUse(originator);
}
}
void Entity::OnHitOrHealResult(Entity* attacker, int32_t damage) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnHitOrHealResult(this, attacker, damage);
}
}
void Entity::OnHit(Entity* attacker) {
TriggerEvent(eTriggerEventType::HIT, attacker);
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnHit(this, attacker);
}
}
void Entity::OnZonePropertyEditBegin() {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyEditBegin(this);
}
}
void Entity::OnZonePropertyEditEnd() {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyEditEnd(this);
}
}
void Entity::OnZonePropertyModelEquipped() {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelEquipped(this);
}
}
void Entity::OnZonePropertyModelPlaced(Entity* player) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelPlaced(this, player);
}
}
void Entity::OnZonePropertyModelPickedUp(Entity* player) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelPickedUp(this, player);
}
}
void Entity::OnZonePropertyModelRemoved(Entity* player) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelRemoved(this, player);
}
}
void Entity::OnZonePropertyModelRemovedWhileEquipped(Entity* player) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelRemovedWhileEquipped(this, player);
}
}
void Entity::OnZonePropertyModelRotated(Entity* player) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnZonePropertyModelRotated(this, player);
}
}
void Entity::OnMessageBoxResponse(Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnMessageBoxResponse(this, sender, button, identifier, userData);
}
}
void Entity::OnChoiceBoxResponse(Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnChoiceBoxResponse(this, sender, button, buttonIdentifier, identifier);
}
}
void Entity::RequestActivityExit(Entity* sender, LWOOBJID player, bool canceled) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnRequestActivityExit(sender, player, canceled);
}
}
void Entity::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType) {
if (!m_PlayerIsReadyForUpdates) return;
auto* destroyableComponent = GetComponent<DestroyableComponent>();
if (destroyableComponent == nullptr) {
Kill(Game::entityManager->GetEntity(source));
return;
}
auto* possessorComponent = GetComponent<PossessorComponent>();
if (possessorComponent) {
if (possessorComponent->GetPossessable() != LWOOBJID_EMPTY) {
auto* mount = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
if (mount) possessorComponent->Dismount(mount, true);
}
}
destroyableComponent->Smash(source, killType, deathType);
}
void Entity::Kill(Entity* murderer) {
if (!m_PlayerIsReadyForUpdates) return;
for (const auto& cb : m_DieCallbacks) {
cb();
}
m_DieCallbacks.clear();
//OMAI WA MOU, SHINDERIU
for (CppScripts::Script* script : CppScripts::GetEntityScripts(this)) {
script->OnDie(this, murderer);
}
if (m_Spawner != nullptr) {
m_Spawner->NotifyOfEntityDeath(m_ObjectID);
}
if (!IsPlayer()) {
auto* destroyableComponent = GetComponent<DestroyableComponent>();
bool waitForDeathAnimation = false;
if (destroyableComponent) {
waitForDeathAnimation = destroyableComponent->GetDeathBehavior() == 0;
}
// Live waited a hard coded 12 seconds for death animations of type 0 before networking destruction!
constexpr float DelayDeathTime = 12.0f;
if (waitForDeathAnimation) AddCallbackTimer(DelayDeathTime, [this]() { Game::entityManager->DestroyEntity(this); });
else Game::entityManager->DestroyEntity(this);
}
const auto& grpNameQBShowBricks = GetVar<std::string>(u"grpNameQBShowBricks");
if (!grpNameQBShowBricks.empty()) {
auto spawners = Game::zoneManager->GetSpawnersByName(grpNameQBShowBricks);
Spawner* spawner = nullptr;
if (!spawners.empty()) {
spawner = spawners[0];
} else {
spawners = Game::zoneManager->GetSpawnersInGroup(grpNameQBShowBricks);
if (!spawners.empty()) {
spawner = spawners[0];
}
}
if (spawner != nullptr) {
spawner->Spawn();
}
}
// Track a player being smashed
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(TimesSmashed);
}
// Track a player smashing something else
if (murderer != nullptr) {
auto* murdererCharacterComponent = murderer->GetComponent<CharacterComponent>();
if (murdererCharacterComponent != nullptr) {
murdererCharacterComponent->UpdatePlayerStatistic(SmashablesSmashed);
}
}
}
void Entity::AddDieCallback(const std::function<void()>& callback) {
m_DieCallbacks.push_back(callback);
}
void Entity::AddCollisionPhantomCallback(const std::function<void(Entity* target)>& callback) {
m_PhantomCollisionCallbacks.push_back(callback);
}
void Entity::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) const {
auto* rebuildComponent = GetComponent<RebuildComponent>();
if (rebuildComponent != nullptr) {
rebuildComponent->AddRebuildCompleteCallback(callback);
}
}
bool Entity::GetIsDead() const {
DestroyableComponent* dest = GetComponent<DestroyableComponent>();
if (dest && dest->GetArmor() == 0 && dest->GetHealth() == 0) return true;
return false;
}
void Entity::AddLootItem(const Loot::Info& info) {
if (!IsPlayer()) return;
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
droppedLoot.insert(std::make_pair(info.id, info));
}
void Entity::PickupItem(const LWOOBJID& objectID) {
if (!IsPlayer()) return;
InventoryComponent* inv = GetComponent<InventoryComponent>();
if (!inv) return;
CDObjectsTable* objectsTable = CDClientManager::Instance().GetTable<CDObjectsTable>();
auto& droppedLoot = static_cast<Player*>(this)->GetDroppedLoot();
for (const auto& p : droppedLoot) {
if (p.first == objectID) {
auto* characterComponent = GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackLOTCollection(p.second.lot);
}
const CDObjects& object = objectsTable->GetByID(p.second.lot);
if (object.id != 0 && object.type == "Powerup") {
CDObjectSkillsTable* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
std::vector<CDObjectSkills> skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == p.second.lot); });
for (CDObjectSkills skill : skills) {
CDSkillBehaviorTable* skillBehTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
CDSkillBehavior behaviorData = skillBehTable->GetSkillByID(skill.skillID);
SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
auto* missionComponent = GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(eMissionTaskType::POWERUP, skill.skillID);
}
}
} else {
inv->AddItem(p.second.lot, p.second.count, eLootSourceType::PICKUP, eInventoryType::INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, eInventoryType::INVALID, 1);
}
}
}
droppedLoot.erase(objectID);
}
bool Entity::CanPickupCoins(uint64_t count) {
if (!IsPlayer()) return false;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
if (count > droppedCoins) {
return false;
} else {
player->SetDroppedCoins(droppedCoins - count);
return true;
}
}
void Entity::RegisterCoinDrop(uint64_t count) {
if (!IsPlayer()) return;
auto* player = static_cast<Player*>(this);
auto droppedCoins = player->GetDroppedCoins();
droppedCoins += count;
player->SetDroppedCoins(droppedCoins);
}
void Entity::AddChild(Entity* child) {
m_IsParentChildDirty = true;
m_ChildEntities.push_back(child);
}
void Entity::RemoveChild(Entity* child) {
if (!child) return;
uint32_t entityPosition = 0;
while (entityPosition < m_ChildEntities.size()) {
if (!m_ChildEntities[entityPosition] || (m_ChildEntities[entityPosition])->GetObjectID() == child->GetObjectID()) {
m_IsParentChildDirty = true;
m_ChildEntities.erase(m_ChildEntities.begin() + entityPosition);
} else {
entityPosition++;
}
}
}
void Entity::RemoveParent() {
this->m_ParentEntity = nullptr;
}
void Entity::AddTimer(std::string name, float time) {
EntityTimer* timer = new EntityTimer(name, time);
m_PendingTimers.push_back(timer);
}
void Entity::AddCallbackTimer(float time, std::function<void()> callback) {
EntityCallbackTimer* timer = new EntityCallbackTimer(time, callback);
m_CallbackTimers.push_back(timer);
}
bool Entity::HasTimer(const std::string& name) {
for (auto* timer : m_Timers) {
if (timer->GetName() == name) {
return true;
}
}
return false;
}
void Entity::CancelCallbackTimers() {
for (auto* callback : m_CallbackTimers) {
delete callback;
}
m_CallbackTimers.clear();
}
void Entity::ScheduleKillAfterUpdate(Entity* murderer) {
//if (m_Info.spawner) m_Info.spawner->ScheduleKill(this);
Game::entityManager->ScheduleForKill(this);
if (murderer) m_ScheduleKiller = murderer;
}
void Entity::CancelTimer(const std::string& name) {
for (int i = 0; i < m_Timers.size(); i++) {
if (m_Timers[i]->GetName() == name) {
delete m_Timers[i];
m_Timers.erase(m_Timers.begin() + i);
return;
}
}
}
void Entity::CancelAllTimers() {
/*for (auto timer : m_Timers) {
if (timer) delete timer;
}*/
for (auto* timer : m_Timers) {
delete timer;
}
m_Timers.clear();
for (auto* callBackTimer : m_CallbackTimers) {
delete callBackTimer;
}
m_CallbackTimers.clear();
}
bool Entity::IsPlayer() const {
return m_TemplateID == 1 && GetSystemAddress() != UNASSIGNED_SYSTEM_ADDRESS;
}
void Entity::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
auto* triggerComponent = GetComponent<TriggerComponent>();
if (triggerComponent) triggerComponent->TriggerEvent(event, optionalTarget);
}
Entity* Entity::GetOwner() const {
if (m_OwnerOverride != LWOOBJID_EMPTY) {
auto* other = Game::entityManager->GetEntity(m_OwnerOverride);
if (other != nullptr) {
return other->GetOwner();
}
}
return const_cast<Entity*>(this);
}
const NiPoint3& Entity::GetDefaultPosition() const {
return m_DefaultPosition;
}
const NiQuaternion& Entity::GetDefaultRotation() const {
return m_DefaultRotation;
}
float Entity::GetDefaultScale() const {
return m_Scale;
}
void Entity::SetOwnerOverride(const LWOOBJID value) {
m_OwnerOverride = value;
}
bool Entity::GetIsGhostingCandidate() const {
return m_IsGhostingCandidate;
}
int8_t Entity::GetObservers() const {
return m_Observers;
}
void Entity::SetObservers(int8_t value) {
if (value < 0) {
value = 0;
}
m_Observers = value;
}
void Entity::Sleep() {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Sleep();
}
}
void Entity::Wake() {
auto* baseCombatAIComponent = GetComponent<BaseCombatAIComponent>();
if (baseCombatAIComponent != nullptr) {
baseCombatAIComponent->Wake();
}
}
bool Entity::IsSleeping() const {
return m_IsGhostingCandidate && m_Observers == 0;
}
const NiPoint3& Entity::GetPosition() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetPosition();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetPosition();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetPosition();
}
auto* vehicel = GetComponent<VehiclePhysicsComponent>();
if (vehicel != nullptr) {
return vehicel->GetPosition();
}
return NiPoint3::ZERO;
}
const NiQuaternion& Entity::GetRotation() const {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
return controllable->GetRotation();
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
return phantom->GetRotation();
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
return simple->GetRotation();
}
auto* vehicel = GetComponent<VehiclePhysicsComponent>();
if (vehicel != nullptr) {
return vehicel->GetRotation();
}
return NiQuaternion::IDENTITY;
}
void Entity::SetPosition(NiPoint3 position) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetPosition(position);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetPosition(position);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetPosition(position);
}
auto* vehicel = GetComponent<VehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetPosition(position);
}
Game::entityManager->SerializeEntity(this);
}
void Entity::SetRotation(NiQuaternion rotation) {
auto* controllable = GetComponent<ControllablePhysicsComponent>();
if (controllable != nullptr) {
controllable->SetRotation(rotation);
}
auto* phantom = GetComponent<PhantomPhysicsComponent>();
if (phantom != nullptr) {
phantom->SetRotation(rotation);
}
auto* simple = GetComponent<SimplePhysicsComponent>();
if (simple != nullptr) {
simple->SetRotation(rotation);
}
auto* vehicel = GetComponent<VehiclePhysicsComponent>();
if (vehicel != nullptr) {
vehicel->SetRotation(rotation);
}
Game::entityManager->SerializeEntity(this);
}
bool Entity::GetBoolean(const std::u16string& name) const {
return GetVar<bool>(name);
}
int32_t Entity::GetI32(const std::u16string& name) const {
return GetVar<int32_t>(name);
}
int64_t Entity::GetI64(const std::u16string& name) const {
return GetVar<int64_t>(name);
}
void Entity::SetBoolean(const std::u16string& name, const bool value) {
SetVar(name, value);
}
void Entity::SetI32(const std::u16string& name, const int32_t value) {
SetVar(name, value);
}
void Entity::SetI64(const std::u16string& name, const int64_t value) {
SetVar(name, value);
}
bool Entity::HasVar(const std::u16string& name) const {
for (auto* data : m_Settings) {
if (data->GetKey() == name) {
return true;
}
}
return false;
}
uint16_t Entity::GetNetworkId() const {
return m_NetworkID;
}
void Entity::SetNetworkId(const uint16_t id) {
m_NetworkID = id;
}
std::vector<LWOOBJID>& Entity::GetTargetsInPhantom() {
std::vector<LWOOBJID> valid;
// Clean up invalid targets, like disconnected players
for (auto i = 0u; i < m_TargetsInPhantom.size(); ++i) {
const auto id = m_TargetsInPhantom.at(i);
auto* entity = Game::entityManager->GetEntity(id);
if (entity == nullptr) {
continue;
}
valid.push_back(id);
}
m_TargetsInPhantom = valid;
return m_TargetsInPhantom;
}
void Entity::SendNetworkVar(const std::string& data, const SystemAddress& sysAddr) {
GameMessages::SendSetNetworkScriptVar(this, sysAddr, data);
}
LDFBaseData* Entity::GetVarData(const std::u16string& name) const {
for (auto* data : m_Settings) {
if (data == nullptr) {
continue;
}
if (data->GetKey() != name) {
continue;
}
return data;
}
return nullptr;
}
std::string Entity::GetVarAsString(const std::u16string& name) const {
auto* data = GetVarData(name);
if (data == nullptr) {
return "";
}
return data->GetValueAsString();
}
void Entity::Resurrect() {
if (IsPlayer()) {
GameMessages::SendResurrect(this);
}
}
void Entity::AddToGroup(const std::string& group) {
if (std::find(m_Groups.begin(), m_Groups.end(), group) == m_Groups.end()) {
m_Groups.push_back(group);
}
}
void Entity::RetroactiveVaultSize() {
auto inventoryComponent = GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto itemsVault = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
auto modelVault = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
if (itemsVault->GetSize() == modelVault->GetSize()) return;
modelVault->SetSize(itemsVault->GetSize());
}