mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-28 00:17:23 +00:00
d8ac148cee
* Re-write AOE behavior for new filter targets Update Tacarc to use new filter targets Added dev commands for skill and attack debugging * Get all entities by detroyable rather than controllable physics Since destroyables are what can be hit * Re-work filter targets to be 100% live accurate reduce memory usage by only using one vector and removing invalid entries get entities in the proximity rather than all entities with des comps in the instance, as was done in live * remove debuging longs and remove oopsie * address feedback * make log more useful * make filter more flat * Add some more checks to filter targets add pvp checks to isenemy * fix typing * Add filter target to TacArc and update filter target * fix double declaration * Some debugging logs * Update TacArc reading * make log clearer * logs * Update TacArcBehavior.cpp * banana * fix max targets * remove extreanous parenthesesuuesdsds * make behavior slot use a real type --------- Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
635 lines
17 KiB
C++
635 lines
17 KiB
C++
#include "EntityManager.h"
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#include "RakNetTypes.h"
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#include "Game.h"
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#include "User.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "Character.h"
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#include "GeneralUtils.h"
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#include "dServer.h"
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#include "Spawner.h"
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#include "Player.h"
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#include "SkillComponent.h"
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#include "SwitchComponent.h"
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#include "UserManager.h"
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#include "PacketUtils.h"
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#include "Metrics.hpp"
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#include "dZoneManager.h"
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#include "MissionComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "MessageIdentifiers.h"
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#include "dConfig.h"
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#include "eTriggerEventType.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "eReplicaComponentType.h"
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#include "eReplicaPacketType.h"
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// Configure which zones have ghosting disabled, mostly small worlds.
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std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
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// Small zones
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1000,
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// Racing zones
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1203,
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1261,
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1303,
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1403,
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// Property zones
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1150,
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1151,
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1250,
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1251,
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1350,
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1450
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};
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// Configure some exceptions for ghosting, nessesary for some special objects.
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std::vector<LOT> EntityManager::m_GhostingExcludedLOTs = {
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// NT - Pipes
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9524,
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12408,
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// AG - Footrace
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4967
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};
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void EntityManager::Initialize() {
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// Check if this zone has ghosting enabled
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m_GhostingEnabled = std::find(
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m_GhostingExcludedZones.begin(),
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m_GhostingExcludedZones.end(),
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Game::zoneManager->GetZoneID().GetMapID()
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) == m_GhostingExcludedZones.end();
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// grab hardcore mode settings and load them with sane defaults
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auto hcmode = Game::config->GetValue("hardcore_mode");
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m_HardcoreMode = hcmode.empty() ? false : (hcmode == "1");
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auto hcUscorePercent = Game::config->GetValue("hardcore_lose_uscore_on_death_percent");
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m_HardcoreLoseUscoreOnDeathPercent = hcUscorePercent.empty() ? 10 : std::stoi(hcUscorePercent);
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auto hcUscoreMult = Game::config->GetValue("hardcore_uscore_enemies_multiplier");
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m_HardcoreUscoreEnemiesMultiplier = hcUscoreMult.empty() ? 2 : std::stoi(hcUscoreMult);
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auto hcDropInv = Game::config->GetValue("hardcore_dropinventory_on_death");
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m_HardcoreDropinventoryOnDeath = hcDropInv.empty() ? false : (hcDropInv == "1");
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// If cloneID is not zero, then hardcore mode is disabled
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// aka minigames and props
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if (Game::zoneManager->GetZoneID().GetCloneID() != 0) m_HardcoreMode = false;
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}
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Entity* EntityManager::CreateEntity(EntityInfo info, User* user, Entity* parentEntity, const bool controller, const LWOOBJID explicitId) {
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// Determine the objectID for the new entity
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LWOOBJID id;
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// If an explicit ID was provided, use it
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if (explicitId != LWOOBJID_EMPTY) {
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id = explicitId;
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}
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// For non player entites, we'll generate a new ID or set the appropiate flags
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else if (user == nullptr || info.lot != 1) {
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// Entities with no ID already set, often spawned entities, we'll generate a new sequencial ID
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if (info.id == 0) {
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id = ObjectIDManager::Instance()->GenerateObjectID();
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}
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// Entities with an ID already set, often level entities, we'll use that ID as a base
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else {
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id = info.id;
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}
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// Exclude the zone control object from any flags
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if (!controller && info.lot != 14) {
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// The client flags means the client should render the entity
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GeneralUtils::SetBit(id, eObjectBits::CLIENT);
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// Spawned entities require the spawned flag to render
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if (info.spawnerID != 0) {
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GeneralUtils::SetBit(id, eObjectBits::SPAWNED);
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}
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}
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}
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// For players, we'll use the persistent ID for that character
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else {
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id = user->GetLastUsedChar()->GetObjectID();
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}
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info.id = id;
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Entity* entity;
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// Check if the entitty if a player, in case use the extended player entity class
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if (user != nullptr) {
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entity = new Player(id, info, user, parentEntity);
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} else {
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entity = new Entity(id, info, parentEntity);
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}
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// Initialize the entity
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entity->Initialize();
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// Add the entity to the entity map
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m_Entities.insert_or_assign(id, entity);
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// Set the zone control entity if the entity is a zone control object, this should only happen once
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if (controller) {
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m_ZoneControlEntity = entity;
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}
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// Check if this entity is a respawn point, if so add it to the registry
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const auto& spawnName = entity->GetVar<std::u16string>(u"respawnname");
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if (!spawnName.empty()) {
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m_SpawnPoints.insert_or_assign(GeneralUtils::UTF16ToWTF8(spawnName), entity->GetObjectID());
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}
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return entity;
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}
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void EntityManager::DestroyEntity(const LWOOBJID& objectID) {
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DestroyEntity(GetEntity(objectID));
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}
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void EntityManager::DestroyEntity(Entity* entity) {
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if (!entity) return;
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entity->TriggerEvent(eTriggerEventType::DESTROY, entity);
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const auto id = entity->GetObjectID();
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if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), id)) {
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return;
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}
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// Destruct networked entities
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if (entity->GetNetworkId() != 0) {
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DestructEntity(entity);
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}
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// Delete this entity at the end of the frame
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ScheduleForDeletion(id);
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}
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void EntityManager::SerializeEntities() {
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for (auto entry = m_EntitiesToSerialize.begin(); entry != m_EntitiesToSerialize.end(); entry++) {
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auto* entity = GetEntity(*entry);
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if (!entity) continue;
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_SERIALIZE));
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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entity->WriteBaseReplicaData(&stream, eReplicaPacketType::SERIALIZATION);
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entity->WriteComponents(&stream, eReplicaPacketType::SERIALIZATION);
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if (entity->GetIsGhostingCandidate()) {
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for (auto* player : Player::GetAllPlayers()) {
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if (player->IsObserved(*entry)) {
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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}
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}
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} else {
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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}
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m_EntitiesToSerialize.clear();
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}
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void EntityManager::KillEntities() {
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for (auto entry = m_EntitiesToKill.begin(); entry != m_EntitiesToKill.end(); entry++) {
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auto* entity = GetEntity(*entry);
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if (!entity) {
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Game::logger->Log("EntityManager", "Attempting to kill null entity %llu", *entry);
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continue;
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}
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if (entity->GetScheduledKiller()) {
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entity->Smash(entity->GetScheduledKiller()->GetObjectID(), eKillType::SILENT);
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} else {
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entity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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}
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}
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m_EntitiesToKill.clear();
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}
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void EntityManager::DeleteEntities() {
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for (auto entry = m_EntitiesToDelete.begin(); entry != m_EntitiesToDelete.end(); entry++) {
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auto entityToDelete = GetEntity(*entry);
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if (entityToDelete) {
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// Get all this info first before we delete the player.
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auto networkIdToErase = entityToDelete->GetNetworkId();
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const auto& ghostingToDelete = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entityToDelete);
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delete entityToDelete;
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entityToDelete = nullptr;
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if (networkIdToErase != 0) m_LostNetworkIds.push(networkIdToErase);
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if (ghostingToDelete != m_EntitiesToGhost.end()) m_EntitiesToGhost.erase(ghostingToDelete);
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} else {
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Game::logger->Log("EntityManager", "Attempted to delete non-existent entity %llu", *entry);
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}
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m_Entities.erase(*entry);
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}
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m_EntitiesToDelete.clear();
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}
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void EntityManager::UpdateEntities(const float deltaTime) {
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for (const auto& e : m_Entities) {
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e.second->Update(deltaTime);
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}
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SerializeEntities();
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KillEntities();
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DeleteEntities();
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}
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Entity* EntityManager::GetEntity(const LWOOBJID& objectId) const {
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const auto& index = m_Entities.find(objectId);
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if (index == m_Entities.end()) {
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return nullptr;
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}
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return index->second;
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}
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std::vector<Entity*> EntityManager::GetEntitiesInGroup(const std::string& group) {
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std::vector<Entity*> entitiesInGroup;
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for (const auto& entity : m_Entities) {
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for (const auto& entityGroup : entity.second->GetGroups()) {
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if (entityGroup == group) {
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entitiesInGroup.push_back(entity.second);
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}
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}
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}
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return entitiesInGroup;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByComponent(const eReplicaComponentType componentType) const {
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std::vector<Entity*> withComp;
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for (const auto& entity : m_Entities) {
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if (componentType != eReplicaComponentType::INVALID && !entity.second->HasComponent(componentType)) continue;
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withComp.push_back(entity.second);
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}
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return withComp;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByLOT(const LOT& lot) const {
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std::vector<Entity*> entities;
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for (const auto& entity : m_Entities) {
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if (entity.second->GetLOT() == lot)
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entities.push_back(entity.second);
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}
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return entities;
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}
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std::vector<Entity*> EntityManager::GetEntitiesByProximity(NiPoint3 reference, float radius) const{
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std::vector<Entity*> entities = {};
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if (radius > 1000.0f) return entities;
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for (const auto& entity : m_Entities) {
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if (NiPoint3::Distance(reference, entity.second->GetPosition()) <= radius) entities.push_back(entity.second);
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}
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return entities;
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}
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Entity* EntityManager::GetZoneControlEntity() const {
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return m_ZoneControlEntity;
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}
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Entity* EntityManager::GetSpawnPointEntity(const std::string& spawnName) const {
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// Lookup the spawn point entity in the map
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const auto& spawnPoint = m_SpawnPoints.find(spawnName);
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if (spawnPoint == m_SpawnPoints.end()) {
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return nullptr;
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}
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// Check if the spawn point entity is valid just in case
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return GetEntity(spawnPoint->second);
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}
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const std::unordered_map<std::string, LWOOBJID>& EntityManager::GetSpawnPointEntities() const {
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return m_SpawnPoints;
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}
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void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr, const bool skipChecks) {
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if (!entity) {
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Game::logger->Log("EntityManager", "Attempted to construct null entity");
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return;
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}
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if (entity->GetNetworkId() == 0) {
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uint16_t networkId;
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if (!m_LostNetworkIds.empty()) {
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networkId = m_LostNetworkIds.top();
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m_LostNetworkIds.pop();
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} else {
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networkId = ++m_NetworkIdCounter;
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}
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entity->SetNetworkId(networkId);
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}
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const auto checkGhosting = entity->GetIsGhostingCandidate();
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if (checkGhosting) {
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const auto& iter = std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity);
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if (iter == m_EntitiesToGhost.end()) {
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m_EntitiesToGhost.push_back(entity);
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}
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}
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if (checkGhosting && sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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CheckGhosting(entity);
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return;
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}
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m_SerializationCounter++;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_CONSTRUCTION));
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stream.Write(true);
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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entity->WriteBaseReplicaData(&stream, eReplicaPacketType::CONSTRUCTION);
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entity->WriteComponents(&stream, eReplicaPacketType::CONSTRUCTION);
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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if (skipChecks) {
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Game::server->Send(&stream, UNASSIGNED_SYSTEM_ADDRESS, true);
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} else {
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for (auto* player : Player::GetAllPlayers()) {
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if (player->GetPlayerReadyForUpdates()) {
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Game::server->Send(&stream, player->GetSystemAddress(), false);
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} else {
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player->AddLimboConstruction(entity->GetObjectID());
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}
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}
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}
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} else {
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Game::server->Send(&stream, sysAddr, false);
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}
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// PacketUtils::SavePacket("[24]_"+std::to_string(entity->GetObjectID()) + "_" + std::to_string(m_SerializationCounter) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
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if (entity->IsPlayer()) {
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if (entity->GetGMLevel() > eGameMasterLevel::CIVILIAN) {
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GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
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}
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}
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}
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void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
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//ZoneControl is special:
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ConstructEntity(m_ZoneControlEntity, sysAddr);
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for (const auto& e : m_Entities) {
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if (e.second && (e.second->GetSpawnerID() != 0 || e.second->GetLOT() == 1) && !e.second->GetIsGhostingCandidate()) {
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ConstructEntity(e.second, sysAddr);
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}
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}
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UpdateGhosting(Player::GetPlayer(sysAddr));
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}
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void EntityManager::DestructEntity(Entity* entity, const SystemAddress& sysAddr) {
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if (!entity || entity->GetNetworkId() == 0) return;
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RakNet::BitStream stream;
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stream.Write(static_cast<char>(ID_REPLICA_MANAGER_DESTRUCTION));
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stream.Write(static_cast<unsigned short>(entity->GetNetworkId()));
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Game::server->Send(&stream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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for (auto* player : Player::GetAllPlayers()) {
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if (!player->GetPlayerReadyForUpdates()) {
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player->RemoveLimboConstruction(entity->GetObjectID());
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}
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}
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}
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void EntityManager::SerializeEntity(Entity* entity) {
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if (!entity || entity->GetNetworkId() == 0) return;
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if (std::find(m_EntitiesToSerialize.begin(), m_EntitiesToSerialize.end(), entity->GetObjectID()) == m_EntitiesToSerialize.end()) {
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m_EntitiesToSerialize.push_back(entity->GetObjectID());
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}
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//PacketUtils::SavePacket(std::to_string(m_SerializationCounter) + "_[27]_"+std::to_string(entity->GetObjectID()) + ".bin", (char*)stream.GetData(), stream.GetNumberOfBytesUsed());
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}
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void EntityManager::DestructAllEntities(const SystemAddress& sysAddr) {
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for (const auto& e : m_Entities) {
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DestructEntity(e.second, sysAddr);
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}
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}
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void EntityManager::SetGhostDistanceMax(float value) {
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m_GhostDistanceMaxSquared = value * value;
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}
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float EntityManager::GetGhostDistanceMax() const {
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return std::sqrt(m_GhostDistanceMaxSquared);
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}
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void EntityManager::SetGhostDistanceMin(float value) {
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m_GhostDistanceMinSqaured = value * value;
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}
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float EntityManager::GetGhostDistanceMin() const {
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return std::sqrt(m_GhostDistanceMinSqaured);
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}
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void EntityManager::QueueGhostUpdate(LWOOBJID playerID) {
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const auto& iter = std::find(m_PlayersToUpdateGhosting.begin(), m_PlayersToUpdateGhosting.end(), playerID);
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if (iter == m_PlayersToUpdateGhosting.end()) {
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m_PlayersToUpdateGhosting.push_back(playerID);
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}
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}
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void EntityManager::UpdateGhosting() {
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for (const auto playerID : m_PlayersToUpdateGhosting) {
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auto* player = Player::GetPlayer(playerID);
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if (player == nullptr) {
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continue;
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}
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UpdateGhosting(player);
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}
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m_PlayersToUpdateGhosting.clear();
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}
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void EntityManager::UpdateGhosting(Player* player) {
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if (player == nullptr) {
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return;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) {
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return;
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}
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const auto& referencePoint = player->GetGhostReferencePoint();
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const auto isOverride = player->GetGhostOverride();
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for (auto* entity : m_EntitiesToGhost) {
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const auto isAudioEmitter = entity->GetLOT() == 6368;
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const auto& entityPoint = entity->GetPosition();
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const int32_t id = entity->GetObjectID();
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|
const auto observed = player->IsObserved(id);
|
|
|
|
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
|
|
|
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
|
|
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
|
|
|
|
if (isAudioEmitter) {
|
|
ghostingDistanceMax = ghostingDistanceMin;
|
|
}
|
|
|
|
if (observed && distance > ghostingDistanceMax && !isOverride) {
|
|
player->GhostEntity(id);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
} else if (!observed && ghostingDistanceMin > distance) {
|
|
// Check collectables, don't construct if it has been collected
|
|
uint32_t collectionId = entity->GetCollectibleID();
|
|
|
|
if (collectionId != 0) {
|
|
collectionId = static_cast<uint32_t>(collectionId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
|
|
|
|
if (missionComponent->HasCollectible(collectionId)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
player->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void EntityManager::CheckGhosting(Entity* entity) {
|
|
if (entity == nullptr) {
|
|
return;
|
|
}
|
|
|
|
const auto& referencePoint = entity->GetPosition();
|
|
|
|
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
|
|
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
|
|
|
|
const auto isAudioEmitter = entity->GetLOT() == 6368;
|
|
|
|
for (auto* player : Player::GetAllPlayers()) {
|
|
const auto& entityPoint = player->GetGhostReferencePoint();
|
|
|
|
const int32_t id = entity->GetObjectID();
|
|
|
|
const auto observed = player->IsObserved(id);
|
|
|
|
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
|
|
|
if (observed && distance > ghostingDistanceMax) {
|
|
player->GhostEntity(id);
|
|
|
|
DestructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() - 1);
|
|
} else if (!observed && ghostingDistanceMin > distance) {
|
|
player->ObserveEntity(id);
|
|
|
|
ConstructEntity(entity, player->GetSystemAddress());
|
|
|
|
entity->SetObservers(entity->GetObservers() + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
Entity* EntityManager::GetGhostCandidate(int32_t id) {
|
|
for (auto* entity : m_EntitiesToGhost) {
|
|
if (entity->GetObjectID() == id) {
|
|
return entity;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool EntityManager::GetGhostingEnabled() const {
|
|
return m_GhostingEnabled;
|
|
}
|
|
|
|
void EntityManager::ScheduleForKill(Entity* entity) {
|
|
// Deactivate switches if they die
|
|
if (!entity)
|
|
return;
|
|
|
|
SwitchComponent* switchComp = entity->GetComponent<SwitchComponent>();
|
|
if (switchComp) {
|
|
entity->TriggerEvent(eTriggerEventType::DEACTIVATED, entity);
|
|
}
|
|
|
|
const auto objectId = entity->GetObjectID();
|
|
|
|
if (std::count(m_EntitiesToKill.begin(), m_EntitiesToKill.end(), objectId)) {
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToKill.push_back(objectId);
|
|
}
|
|
|
|
void EntityManager::ScheduleForDeletion(LWOOBJID entity) {
|
|
if (std::count(m_EntitiesToDelete.begin(), m_EntitiesToDelete.end(), entity)) {
|
|
return;
|
|
}
|
|
|
|
m_EntitiesToDelete.push_back(entity);
|
|
}
|
|
|
|
|
|
void EntityManager::FireEventServerSide(Entity* origin, std::string args) {
|
|
for (std::pair<LWOOBJID, Entity*> e : m_Entities) {
|
|
if (e.second) {
|
|
e.second->OnFireEventServerSide(origin, args);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool EntityManager::IsExcludedFromGhosting(LOT lot) {
|
|
return std::find(m_GhostingExcludedLOTs.begin(), m_GhostingExcludedLOTs.end(), lot) != m_GhostingExcludedLOTs.end();
|
|
}
|