mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-28 16:37:23 +00:00
35321b22d9
fixes an issue where the sirens would not be destroyed correctly fixes undefined behavior in buff station ok for real this time actual fix for mermaids and for general death_behavior 0 skill stuff
454 lines
11 KiB
C++
454 lines
11 KiB
C++
#include "BehaviorContext.h"
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#include "Behavior.h"
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#include "BehaviorBranchContext.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dServer.h"
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#include "BitStreamUtils.h"
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#include <sstream>
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#include "DestroyableComponent.h"
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#include "EchoSyncSkill.h"
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#include "PhantomPhysicsComponent.h"
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#include "QuickBuildComponent.h"
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#include "eReplicaComponentType.h"
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#include "TeamManager.h"
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#include "eConnectionType.h"
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BehaviorSyncEntry::BehaviorSyncEntry() {
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}
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BehaviorTimerEntry::BehaviorTimerEntry() {
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}
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BehaviorEndEntry::BehaviorEndEntry() {
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}
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uint32_t BehaviorContext::GetUniqueSkillId() const {
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auto* entity = Game::entityManager->GetEntity(this->originator);
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if (entity == nullptr) {
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LOG("Invalid entity for (%llu)!", this->originator);
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return 0;
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}
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auto* component = entity->GetComponent<SkillComponent>();
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if (component == nullptr) {
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LOG("No skill component attached to (%llu)!", this->originator);;
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return 0;
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}
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return component->GetUniqueSkillId();
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}
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void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts) {
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auto entry = BehaviorSyncEntry();
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entry.handle = syncId;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.branchContext.isSync = true;
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entry.ignoreInterrupts = ignoreInterrupts;
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// Add 10 seconds + duration time to account for lag and give clients time to send their syncs to the server.
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constexpr float lagTime = 10.0f;
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entry.time = lagTime + duration;
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this->syncEntries.push_back(entry);
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}
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void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
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BehaviorTimerEntry entry;
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entry.time = branchContext.duration;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.second = second;
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this->timerEntries.push_back(entry);
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}
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void BehaviorContext::RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) {
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BehaviorEndEntry entry;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.second = second;
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entry.start = branchContext.start;
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this->endEntries.push_back(entry);
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}
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void BehaviorContext::ScheduleUpdate(const LWOOBJID id) {
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if (std::find(this->scheduledUpdates.begin(), this->scheduledUpdates.end(), id) != this->scheduledUpdates.end()) {
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return;
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}
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this->scheduledUpdates.push_back(id);
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}
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void BehaviorContext::ExecuteUpdates() {
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for (const auto& id : this->scheduledUpdates) {
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auto* entity = Game::entityManager->GetEntity(id);
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if (entity == nullptr) continue;
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Game::entityManager->SerializeEntity(entity);
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}
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this->scheduledUpdates.clear();
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}
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void BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) {
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BehaviorSyncEntry entry;
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auto found = false;
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/*
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* There may be more than one of each handle
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*/
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for (auto i = 0u; i < this->syncEntries.size(); ++i) {
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const auto syncEntry = this->syncEntries.at(i);
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if (syncEntry.handle == syncId) {
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found = true;
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entry = syncEntry;
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this->syncEntries.erase(this->syncEntries.begin() + i);
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break;
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}
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}
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if (!found) {
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LOG("Failed to find behavior sync entry with sync id (%i)!", syncId);
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return;
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}
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auto* behavior = entry.behavior;
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const auto branch = entry.branchContext;
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if (behavior == nullptr) {
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LOG("Invalid behavior for sync id (%i)!", syncId);
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return;
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}
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behavior->Sync(this, bitStream, branch);
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}
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void BehaviorContext::Update(const float deltaTime) {
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for (auto i = 0u; i < this->timerEntries.size(); ++i) {
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auto entry = this->timerEntries.at(i);
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if (entry.time > 0) {
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entry.time -= deltaTime;
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this->timerEntries[i] = entry;
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}
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if (entry.time > 0) {
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continue;
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}
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entry.behavior->Timer(this, entry.branchContext, entry.second);
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}
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std::vector<BehaviorTimerEntry> valid;
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for (const auto& entry : this->timerEntries) {
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if (entry.time <= 0) {
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continue;
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}
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valid.push_back(entry);
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}
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this->timerEntries = valid;
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}
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void BehaviorContext::SyncCalculation(const uint32_t syncId, const float time, Behavior* behavior, const BehaviorBranchContext& branch, const bool ignoreInterrupts) {
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BehaviorSyncEntry entry;
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entry.behavior = behavior;
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entry.time = time;
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entry.branchContext = branch;
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entry.handle = syncId;
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entry.ignoreInterrupts = ignoreInterrupts;
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this->syncEntries.push_back(entry);
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}
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void BehaviorContext::UpdatePlayerSyncs(float deltaTime) {
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uint32_t i = 0;
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while (i < this->syncEntries.size()) {
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auto& entry = this->syncEntries.at(i);
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entry.time -= deltaTime;
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if (entry.time >= 0.0f) {
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i++;
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continue;
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}
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this->syncEntries.erase(this->syncEntries.begin() + i);
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}
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}
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void BehaviorContext::InvokeEnd(const uint32_t id) {
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std::vector<BehaviorEndEntry> entries;
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for (const auto& entry : this->endEntries) {
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if (entry.start == id) {
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entry.behavior->End(this, entry.branchContext, entry.second);
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continue;
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}
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entries.push_back(entry);
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}
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this->endEntries = entries;
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}
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bool BehaviorContext::CalculateUpdate(const float deltaTime) {
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auto any = false;
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for (auto i = 0u; i < this->syncEntries.size(); ++i) {
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auto entry = this->syncEntries.at(i);
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if (entry.behavior->m_templateId == BehaviorTemplate::ATTACK_DELAY) {
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auto* self = Game::entityManager->GetEntity(originator);
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if (self) {
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auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetHealth() <= 0) {
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continue;
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}
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}
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}
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if (entry.time > 0) {
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entry.time -= deltaTime;
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this->syncEntries[i] = entry;
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}
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if (entry.time > 0) {
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any = true;
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continue;
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}
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// Echo sync
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EchoSyncSkill echo;
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echo.bDone = true;
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echo.uiBehaviorHandle = entry.handle;
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echo.uiSkillHandle = this->skillUId;
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RakNet::BitStream bitStream{};
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// Calculate sync
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entry.behavior->SyncCalculation(this, bitStream, entry.branchContext);
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if (!clientInitalized) {
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echo.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
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// Write message
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RakNet::BitStream message;
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BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG);
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message.Write(this->originator);
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echo.Serialize(message);
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Game::server->Send(message, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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ExecuteUpdates();
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}
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std::vector<BehaviorSyncEntry> valid;
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for (const auto& entry : this->syncEntries) {
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if (entry.time <= 0) {
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continue;
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}
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valid.push_back(entry);
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}
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this->syncEntries = valid;
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return any;
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}
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void BehaviorContext::Interrupt() {
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std::vector<BehaviorSyncEntry> keptSync{};
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for (const auto& entry : this->syncEntries) {
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if (!entry.ignoreInterrupts) continue;
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keptSync.push_back(entry);
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}
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this->syncEntries = keptSync;
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}
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void BehaviorContext::Reset() {
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for (const auto& entry : this->timerEntries) {
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entry.behavior->Timer(this, entry.branchContext, entry.second);
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}
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for (const auto& entry : this->endEntries) {
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entry.behavior->End(this, entry.branchContext, entry.second);
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}
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this->endEntries.clear();
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this->timerEntries.clear();
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this->syncEntries.clear();
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this->scheduledUpdates.clear();
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}
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void BehaviorContext::FilterTargets(std::vector<Entity*>& targets, std::forward_list<int32_t>& ignoreFactionList, std::forward_list<int32_t>& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const {
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// if we aren't targeting anything, then clear the targets vector
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if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) {
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targets.clear();
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return;
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}
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// if the caster is not there, return empty targets list
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auto* caster = Game::entityManager->GetEntity(this->caster);
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if (!caster) {
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LOG_DEBUG("Invalid caster for (%llu)!", this->originator);
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targets.clear();
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return;
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}
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auto index = targets.begin();
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while (index != targets.end()) {
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auto candidate = *index;
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// make sure we don't have a nullptr
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if (!candidate) {
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index = targets.erase(index);
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continue;
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}
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// handle targeting the caster
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if (candidate == caster) {
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// if we aren't targeting self, erase, otherise increment and continue
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if (!targetSelf) index = targets.erase(index);
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else index++;
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continue;
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}
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// make sure that the entity is targetable
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if (!CheckTargetingRequirements(candidate)) {
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index = targets.erase(index);
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continue;
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}
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// get factions to check against
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// CheckTargetingRequirements checks for a destroyable component
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// but we check again because bounds check are necessary
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auto candidateDestroyableComponent = candidate->GetComponent<DestroyableComponent>();
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if (!candidateDestroyableComponent) {
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index = targets.erase(index);
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continue;
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}
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// if they are dead, then earse and continue
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if (candidateDestroyableComponent->GetIsDead()) {
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index = targets.erase(index);
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continue;
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}
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// if their faction is explicitly included, increment and continue
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auto candidateFactions = candidateDestroyableComponent->GetFactionIDs();
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if (CheckFactionList(includeFactionList, candidateFactions)) {
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index++;
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continue;
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}
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// check if they are a team member
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if (targetTeam) {
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auto* team = TeamManager::Instance()->GetTeam(this->caster);
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if (team) {
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// if we find a team member keep it and continue to skip enemy checks
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if (std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()) {
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index++;
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continue;
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}
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}
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}
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// if the caster doesn't have a destroyable component, return an empty targets list
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auto* casterDestroyableComponent = caster->GetComponent<DestroyableComponent>();
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if (!casterDestroyableComponent) {
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targets.clear();
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return;
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}
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// if we arent targeting a friend, and they are a friend OR
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// if we are not targeting enemies and they are an enemy OR.
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// if we are ignoring their faction is explicitly ignored
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// erase and continue
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auto isEnemy = casterDestroyableComponent->IsEnemy(candidate);
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if ((!targetFriend && !isEnemy) ||
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(!targetEnemy && isEnemy) ||
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CheckFactionList(ignoreFactionList, candidateFactions)) {
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index = targets.erase(index);
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continue;
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}
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index++;
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}
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return;
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}
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// some basic checks as well as the check that matters for this: if the quickbuild is complete
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bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
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// if the target is a nullptr, then it's not valid
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if (!target) return false;
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// ignore quickbuilds that aren't completed
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auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
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if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
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return true;
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}
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// returns true if any of the object factions are in the faction list
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bool BehaviorContext::CheckFactionList(std::forward_list<int32_t>& factionList, std::vector<int32_t>& objectsFactions) const {
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if (factionList.empty() || objectsFactions.empty()) return false;
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for (auto faction : factionList) {
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if (std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true;
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}
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return false;
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}
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BehaviorContext::BehaviorContext(const LWOOBJID originator, const bool calculation) {
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this->originator = originator;
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this->syncEntries = {};
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this->timerEntries = {};
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if (calculation) {
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this->skillUId = GetUniqueSkillId();
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} else {
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this->skillUId = 0;
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}
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}
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BehaviorContext::~BehaviorContext() {
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Reset();
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}
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