DarkflameServer/dGame/dComponents/PropertyEntranceComponent.cpp
David Markowitz bf61ae8984 remove complex queries and move logic to dDatabase
remove unused code

Use correct id

fix arrows

use correct parameter

fix queries

Update Property.cpp

remove unused header

remove extra include
2024-11-17 19:36:02 -08:00

179 lines
6.7 KiB
C++

#include "PropertyEntranceComponent.h"
#include "CDPropertyEntranceComponentTable.h"
#include "Character.h"
#include "Database.h"
#include "GameMessages.h"
#include "PropertyManagementComponent.h"
#include "PropertySelectQueryProperty.h"
#include "RocketLaunchpadControlComponent.h"
#include "CharacterComponent.h"
#include "UserManager.h"
#include "Logger.h"
#include "Amf3.h"
#include "eObjectBits.h"
#include "eGameMasterLevel.h"
#include "ePropertySortType.h"
#include "User.h"
PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, uint32_t componentID) : Component(parent) {
this->propertyQueries = {};
auto table = CDClientManager::GetTable<CDPropertyEntranceComponentTable>();
const auto& entry = table->GetByID(componentID);
this->m_MapID = entry.mapID;
this->m_PropertyName = entry.propertyName;
}
void PropertyEntranceComponent::OnUse(Entity* entity) {
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto* rocket = entity->GetComponent<CharacterComponent>()->RocketEquip(entity);
if (!rocket) return;
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), entity->GetSystemAddress());
AMFArrayValue args;
args.Insert("state", "property_menu");
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args);
}
void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr) {
LWOCLONEID cloneId = 0;
if (index == -1 && !returnToZone) {
cloneId = entity->GetCharacter()->GetPropertyCloneID();
} else if (index == -1 && returnToZone) {
cloneId = 0;
} else if (index >= 0) {
// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
index++;
const auto& pair = propertyQueries.find(entity->GetObjectID());
if (pair == propertyQueries.end()) return;
const auto& query = pair->second;
if (index >= query.size()) return;
cloneId = query[index].CloneId;
}
auto* launcher = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
if (launcher == nullptr) {
return;
}
launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId);
launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
}
void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
const auto* const character = entity->GetCharacter();
if (!character) return;
const auto* const user = character->GetParentUser();
if (!user) return;
auto& entries = propertyQueries[entity->GetObjectID()];
entries.clear();
// Player property goes in index 1 of the vector. This is how the client expects it.
const auto playerProperty = Database::Get()->GetPropertyInfo(m_MapID, character->GetPropertyCloneID());
// If the player has a property this query will have a single result.
auto& playerEntry = entries.emplace_back();
if (playerProperty.has_value()) {
playerEntry.OwnerName = character->GetName();
playerEntry.IsBestFriend = true;
playerEntry.IsFriend = true;
playerEntry.IsAlt = true;
playerEntry.IsOwned = true;
playerEntry.CloneId = playerProperty->cloneId;
playerEntry.Name = playerProperty->name;
playerEntry.Description = playerProperty->description;
playerEntry.AccessType = playerProperty->privacyOption;
playerEntry.IsModeratorApproved = playerProperty->modApproved;
playerEntry.DateLastPublished = playerProperty->lastUpdatedTime;
playerEntry.Reputation = playerProperty->reputation;
playerEntry.PerformanceCost = playerProperty->performanceCost;
auto& entry = playerEntry;
} else {
playerEntry.OwnerName = character->GetName();
playerEntry.IsBestFriend = true;
playerEntry.IsFriend = true;
playerEntry.IsAlt = false;
playerEntry.IsOwned = false;
playerEntry.CloneId = character->GetPropertyCloneID();
playerEntry.Name = "";
playerEntry.Description = "";
playerEntry.AccessType = 0;
playerEntry.IsModeratorApproved = false;
playerEntry.DateLastPublished = 0;
playerEntry.Reputation = 0;
playerEntry.PerformanceCost = 0.0f;
}
IProperty::PropertyLookup propertyLookup;
propertyLookup.mapId = m_MapID;
propertyLookup.searchString = filterText;
propertyLookup.sortChoice = static_cast<ePropertySortType>(sortMethod);
propertyLookup.playerSort = static_cast<uint32_t>(sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? PropertyPrivacyOption::Friends : PropertyPrivacyOption::Public);
propertyLookup.playerId = character->GetID();
propertyLookup.numResults = numResults;
propertyLookup.startIndex = startIndex;
const auto lookupResult = Database::Get()->GetProperties(propertyLookup);
for (const auto& propertyEntry : lookupResult->entries) {
const auto owner = propertyEntry.ownerId;
const auto otherCharacter = Database::Get()->GetCharacterInfo(owner);
if (!otherCharacter.has_value()) {
LOG("Failed to find property owner name for %u!", owner);
continue;
}
auto& entry = entries.emplace_back();
entry.IsOwned = entry.CloneId == otherCharacter->cloneId;
entry.OwnerName = otherCharacter->name;
entry.CloneId = propertyEntry.cloneId;
entry.Name = propertyEntry.name;
entry.Description = propertyEntry.description;
entry.AccessType = propertyEntry.privacyOption;
entry.IsModeratorApproved = propertyEntry.modApproved;
entry.DateLastPublished = propertyEntry.lastUpdatedTime;
entry.Reputation = propertyEntry.reputation;
entry.PerformanceCost = propertyEntry.performanceCost;
entry.IsBestFriend = false;
entry.IsFriend = false;
// Query to get friend and best friend fields
const auto friendCheck = Database::Get()->GetBestFriendStatus(character->GetID(), owner);
// If we got a result than the two players are friends.
if (friendCheck.has_value()) {
entry.IsFriend = true;
entry.IsBestFriend = friendCheck->bestFriendStatus == 3;
}
if (!entry.IsModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
entry.Name = "[AWAITING APPROVAL]";
entry.Description = "[AWAITING APPROVAL]";
entry.IsModeratorApproved = true;
}
// Query to determine whether this property is an alt character of the entity.
for (const auto charid : Database::Get()->GetAccountCharacterIds(user->GetAccountID())) {
entry.IsAlt = charid == owner;
if (entry.IsAlt) break;
}
}
// Query here is to figure out whether or not to display the button to go to the next page or not.
GameMessages::SendPropertySelectQuery(m_Parent->GetObjectID(), startIndex, lookupResult->totalEntriesMatchingQuery - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
}