mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
444 lines
16 KiB
C++
444 lines
16 KiB
C++
#include "TriggerComponent.h"
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#include "dZoneManager.h"
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#include "TeamManager.h"
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#include "eTriggerCommandType.h"
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#include "eMissionTaskType.h"
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#include "ePhysicsEffectType.h"
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#include "CharacterComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "MissionComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "QuickBuildComponent.h"
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#include "SkillComponent.h"
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#include "eEndBehavior.h"
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#include "PlayerManager.h"
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TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) {
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m_Parent = parent;
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m_Trigger = nullptr;
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std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
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uint32_t sceneID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
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uint32_t triggerID;
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GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
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m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
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if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
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}
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void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
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if (m_Trigger && m_Trigger->enabled) {
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for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
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if (triggerEvent->id == event) {
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for (LUTriggers::Command* command : triggerEvent->commands) {
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HandleTriggerCommand(command, optionalTarget);
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}
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}
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}
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}
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}
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void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
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auto argArray = GeneralUtils::SplitString(command->args, ',');
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// determine targets
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std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);
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// if we have no targets, then we are done
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if (targetEntities.empty()) return;
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for (Entity* targetEntity : targetEntities) {
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if (!targetEntity) continue;
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switch (command->id) {
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case eTriggerCommandType::ZONE_PLAYER: break;
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case eTriggerCommandType::FIRE_EVENT:
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HandleFireEvent(targetEntity, command->args);
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break;
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case eTriggerCommandType::DESTROY_OBJ:
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HandleDestroyObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::TOGGLE_TRIGGER:
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HandleToggleTrigger(targetEntity, command->args);
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break;
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case eTriggerCommandType::RESET_REBUILD:
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HandleResetRebuild(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_PATH: break;
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case eTriggerCommandType::SET_PICK_TYPE: break;
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case eTriggerCommandType::MOVE_OBJECT:
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HandleMoveObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::ROTATE_OBJECT:
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HandleRotateObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::PUSH_OBJECT:
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HandlePushObject(targetEntity, argArray);
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break;
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case eTriggerCommandType::REPEL_OBJECT:
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HandleRepelObject(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_TIMER:
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HandleSetTimer(targetEntity, argArray);
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break;
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case eTriggerCommandType::CANCEL_TIMER:
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HandleCancelTimer(targetEntity, command->args);
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break;
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case eTriggerCommandType::PLAY_CINEMATIC:
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HandlePlayCinematic(targetEntity, argArray);
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break;
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case eTriggerCommandType::TOGGLE_BBB:
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HandleToggleBBB(targetEntity, command->args);
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break;
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case eTriggerCommandType::UPDATE_MISSION:
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HandleUpdateMission(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_BOUNCER_STATE: break;
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case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
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case eTriggerCommandType::TURN_AROUND_ON_PATH: break;
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case eTriggerCommandType::GO_FORWARD_ON_PATH: break;
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case eTriggerCommandType::GO_BACKWARD_ON_PATH: break;
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case eTriggerCommandType::STOP_PATHING: break;
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case eTriggerCommandType::START_PATHING: break;
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case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
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case eTriggerCommandType::PLAY_EFFECT:
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HandlePlayEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::STOP_EFFECT:
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GameMessages::SendStopFXEffect(targetEntity, true, command->args);
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break;
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case eTriggerCommandType::CAST_SKILL:
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HandleCastSkill(targetEntity, command->args);
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break;
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case eTriggerCommandType::DISPLAY_ZONE_SUMMARY:
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GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID());
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break;
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case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
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HandleSetPhysicsVolumeEffect(targetEntity, argArray);
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break;
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case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
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HandleSetPhysicsVolumeStatus(targetEntity, command->args);
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break;
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case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
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case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
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case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
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HandleActivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
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HandleDeactivateSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::RESET_SPAWNER_NETWORK:
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HandleResetSpawnerNetwork(command->args);
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break;
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case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
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HandleDestroySpawnerNetworkObjects(command->args);
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break;
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case eTriggerCommandType::GO_TO_WAYPOINT: break;
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case eTriggerCommandType::ACTIVATE_PHYSICS:
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HandleActivatePhysics(targetEntity, command->args);
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break;
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// DEPRECATED BLOCK START
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case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
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case eTriggerCommandType::FLASH_MUSIC_CUE: break;
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case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
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case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
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case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
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case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
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case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
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// DEPRECATED BLOCK END
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default:
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LOG_DEBUG("Event %i was not handled!", command->id);
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break;
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}
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}
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}
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std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
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std::vector<Entity*> entities = {};
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if (command->target == "self") entities.push_back(m_Parent);
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else if (command->target == "zone") { /*TODO*/ }
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else if (command->target == "target" && optionalTarget) entities.push_back(optionalTarget);
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else if (command->target == "targetTeam" && optionalTarget) {
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auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
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for (const auto memberId : team->members) {
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auto* member = Game::entityManager->GetEntity(memberId);
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if (member) entities.push_back(member);
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}
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} else if (command->target == "objGroup") entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
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else if (command->target == "allPlayers") {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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entities.push_back(player);
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}
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} else if (command->target == "allNPCs") { /*UNUSED*/ }
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return entities;
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}
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void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(targetEntity)) {
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script->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
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}
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}
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void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
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uint32_t killType;
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GeneralUtils::TryParse<uint32_t>(args, killType);
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targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
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}
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void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
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auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
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if (!triggerComponent) {
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LOG_DEBUG("Trigger component not found!");
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return;
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}
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triggerComponent->SetTriggerEnabled(args == "1");
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}
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void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
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auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
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if (!quickBuildComponent) {
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LOG_DEBUG("Rebuild component not found!");
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return;
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}
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quickBuildComponent->ResetQuickBuild(args == "1");
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}
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void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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auto position = targetEntity->GetPosition();
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NiPoint3 offset = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
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position += offset;
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targetEntity->SetPosition(position);
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}
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void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() <= 2) return;
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NiPoint3 vector = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
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NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
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targetEntity->SetRotation(rotation);
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}
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void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() < 3) return;
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
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phantomPhysicsComponent->SetDirectionalMultiplier(1);
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NiPoint3 direction = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
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auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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float forceMultiplier;
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GeneralUtils::TryParse<float>(args, forceMultiplier);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
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phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
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auto triggerPos = m_Parent->GetPosition();
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auto targetPos = targetEntity->GetPosition();
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// normalize the vectors to get the direction
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auto delta = targetPos - triggerPos;
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auto length = delta.Length();
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NiPoint3 direction = delta / length;
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phantomPhysicsComponent->SetDirection(direction);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
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if (argArray.size() != 2) {
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LOG_DEBUG("Not ehought variables!");
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return;
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}
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float time = 0.0;
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GeneralUtils::TryParse<float>(argArray.at(1), time);
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m_Parent->AddTimer(argArray.at(0), time);
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}
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void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args){
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m_Parent->CancelTimer(args);
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}
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void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
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float leadIn = -1.0;
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auto wait = eEndBehavior::RETURN;
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bool unlock = true;
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bool leaveLocked = false;
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bool hidePlayer = false;
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if (argArray.size() >= 2) {
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GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
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if (argArray.size() >= 3 && argArray.at(2) == "wait") {
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wait = eEndBehavior::WAIT;
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if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
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unlock = false;
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if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
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leaveLocked = true;
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if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
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hidePlayer = true;
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}
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}
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}
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}
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}
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GameMessages::SendPlayCinematic(targetEntity->GetObjectID(), GeneralUtils::UTF8ToUTF16(argArray.at(0)), targetEntity->GetSystemAddress(), true, true, false, false, wait, hidePlayer, leadIn, leaveLocked, unlock);
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}
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void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
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auto* character = targetEntity->GetCharacter();
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if (!character) {
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LOG_DEBUG("Character was not found!");
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return;
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}
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bool buildMode = !(character->GetBuildMode());
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if (args == "enter") buildMode = true;
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else if (args == "exit") buildMode = false;
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character->SetBuildMode(buildMode);
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}
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void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
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// there are only explore tasks used
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// If others need to be implemented for modding
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// then we need a good way to convert this from a string to that enum
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if (argArray.at(0) != "exploretask") return;
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MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
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if (!missionComponent){
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LOG_DEBUG("Mission component not found!");
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return;
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}
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missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
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}
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void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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if (argArray.size() < 3) return;
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int32_t effectID = 0;
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if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
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std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
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float priority = 1;
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if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
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GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
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}
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void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
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auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
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if (!skillComponent) {
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LOG_DEBUG("Skill component not found!");
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return;
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}
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uint32_t skillId;
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GeneralUtils::TryParse<uint32_t>(args, skillId);
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skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
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}
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void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
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std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
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if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
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else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
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else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
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else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
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else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;
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phantomPhysicsComponent->SetEffectType(effectType);
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phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
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if (argArray.size() > 4) {
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NiPoint3 direction = NiPoint3Constant::ZERO;
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GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
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phantomPhysicsComponent->SetDirection(direction);
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}
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if (argArray.size() > 5) {
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uint32_t min;
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GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
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phantomPhysicsComponent->SetMin(min);
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uint32_t max;
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GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
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phantomPhysicsComponent->SetMax(max);
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}
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Game::entityManager->SerializeEntity(targetEntity);
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}
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void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
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auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
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if (!phantomPhysicsComponent) {
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LOG_DEBUG("Phantom Physics component not found!");
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return;
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}
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phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
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Game::entityManager->SerializeEntity(targetEntity);
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}
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void TriggerComponent::HandleActivateSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Activate();
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}
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}
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void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Deactivate();
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}
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}
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void TriggerComponent::HandleResetSpawnerNetwork(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->Reset();
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}
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}
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void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args){
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for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
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if (spawner) spawner->DestroyAllEntities();
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}
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}
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void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
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if (args == "true") {
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// TODO add physics entity if there isn't one
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} else if (args == "false"){
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// TODO remove Phsyics entity if there is one
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} else {
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LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
|
|
}
|
|
}
|