Files
DarkflameServer/dGame/dComponents/TriggerComponent.cpp
Aaron Kimbrell dae1925d1a refactor: effects, audio, animation and UI text game messages as structs
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.

No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).

Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:51 -05:00

519 lines
19 KiB
C++

#include "TriggerComponent.h"
#include "dZoneManager.h"
#include "TeamManager.h"
#include "eTriggerCommandType.h"
#include "eMissionTaskType.h"
#include "ePhysicsEffectType.h"
#include "CharacterComponent.h"
#include "ControllablePhysicsComponent.h"
#include "MissionComponent.h"
#include "PhantomPhysicsComponent.h"
#include "QuickBuildComponent.h"
#include "SkillComponent.h"
#include "eEndBehavior.h"
#include "PlayerManager.h"
#include "Game.h"
#include "EntityManager.h"
#include "MovementAIComponent.h"
#include <glm/gtc/quaternion.hpp>
#include "EffectsMessages.h"
TriggerComponent::TriggerComponent(Entity* parent, const int32_t componentID, const std::string triggerInfo) : Component(parent, componentID) {
m_Parent = parent;
m_Trigger = nullptr;
std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value_or(0);
const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value_or(0);
m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
}
void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
if (m_Trigger && m_Trigger->enabled) {
for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
if (triggerEvent->id == event) {
for (LUTriggers::Command* command : triggerEvent->commands) {
HandleTriggerCommand(command, optionalTarget);
}
}
}
}
}
void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
auto argArray = GeneralUtils::SplitString(command->args, ',');
// determine targets
std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);
// if we have no targets, then we are done
if (targetEntities.empty()) return;
for (Entity* targetEntity : targetEntities) {
if (!targetEntity) continue;
switch (command->id) {
case eTriggerCommandType::ZONE_PLAYER: break;
case eTriggerCommandType::FIRE_EVENT:
HandleFireEvent(targetEntity, command->args);
break;
case eTriggerCommandType::DESTROY_OBJ:
HandleDestroyObject(targetEntity, command->args);
break;
case eTriggerCommandType::TOGGLE_TRIGGER:
HandleToggleTrigger(targetEntity, command->args);
break;
case eTriggerCommandType::RESET_REBUILD:
HandleResetRebuild(targetEntity, command->args);
break;
case eTriggerCommandType::SET_PATH:
HandleSetPath(targetEntity, argArray);
break;
case eTriggerCommandType::SET_PICK_TYPE: break;
case eTriggerCommandType::MOVE_OBJECT:
HandleMoveObject(targetEntity, argArray);
break;
case eTriggerCommandType::ROTATE_OBJECT:
HandleRotateObject(targetEntity, argArray);
break;
case eTriggerCommandType::PUSH_OBJECT:
HandlePushObject(targetEntity, argArray);
break;
case eTriggerCommandType::REPEL_OBJECT:
HandleRepelObject(targetEntity, command->args);
break;
case eTriggerCommandType::SET_TIMER:
HandleSetTimer(targetEntity, argArray);
break;
case eTriggerCommandType::CANCEL_TIMER:
HandleCancelTimer(targetEntity, command->args);
break;
case eTriggerCommandType::PLAY_CINEMATIC:
HandlePlayCinematic(targetEntity, argArray);
break;
case eTriggerCommandType::TOGGLE_BBB:
HandleToggleBBB(targetEntity, command->args);
break;
case eTriggerCommandType::UPDATE_MISSION:
HandleUpdateMission(targetEntity, argArray);
break;
case eTriggerCommandType::SET_BOUNCER_STATE: break;
case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
case eTriggerCommandType::TURN_AROUND_ON_PATH:
HandleTurnAroundOnPath(targetEntity);
break;
case eTriggerCommandType::GO_FORWARD_ON_PATH:
HandleGoForwardOnPath(targetEntity);
break;
case eTriggerCommandType::GO_BACKWARD_ON_PATH:
HandleGoBackwardOnPath(targetEntity);
break;
case eTriggerCommandType::STOP_PATHING:
HandleStopPathing(targetEntity);
break;
case eTriggerCommandType::START_PATHING:
HandleStartPathing(targetEntity);
break;
case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
case eTriggerCommandType::PLAY_EFFECT:
HandlePlayEffect(targetEntity, argArray);
break;
case eTriggerCommandType::STOP_EFFECT:
GameMessages::StopFXEffect(targetEntity->GetObjectID(), true, command->args).Send(UNASSIGNED_SYSTEM_ADDRESS);
break;
case eTriggerCommandType::CAST_SKILL:
HandleCastSkill(targetEntity, command->args);
break;
case eTriggerCommandType::DISPLAY_ZONE_SUMMARY:
GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID());
break;
case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
HandleSetPhysicsVolumeEffect(targetEntity, argArray);
break;
case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
HandleSetPhysicsVolumeStatus(targetEntity, command->args);
break;
case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
HandleActivateSpawnerNetwork(command->args);
break;
case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
HandleDeactivateSpawnerNetwork(command->args);
break;
case eTriggerCommandType::RESET_SPAWNER_NETWORK:
HandleResetSpawnerNetwork(command->args);
break;
case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
HandleDestroySpawnerNetworkObjects(command->args);
break;
case eTriggerCommandType::GO_TO_WAYPOINT: break;
case eTriggerCommandType::ACTIVATE_PHYSICS:
HandleActivatePhysics(targetEntity, command->args);
break;
// DEPRECATED BLOCK START
case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
case eTriggerCommandType::FLASH_MUSIC_CUE: break;
case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
// DEPRECATED BLOCK END
default:
LOG_DEBUG("Event %i was not handled!", command->id);
break;
}
}
}
std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
std::vector<Entity*> entities = {};
if (command->target == "self") entities.push_back(m_Parent);
else if (command->target == "zone") {
// The zone itself is represented by the zone control object.
auto* const zoneControl = Game::zoneManager->GetZoneControlObject();
if (zoneControl) entities.push_back(zoneControl);
} else if (command->target == "target" && optionalTarget) {
entities.push_back(optionalTarget);
} else if (command->target == "targetTeam" && optionalTarget) {
auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member) entities.push_back(member);
}
} else if (command->target == "objGroup") {
entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
} else if (command->target == "allPlayers") {
for (auto* player : PlayerManager::GetAllPlayers()) {
entities.push_back(player);
}
} else if (command->target == "allNPCs") {
/*UNUSED*/
}
return entities;
}
void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
targetEntity->GetScript()->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
}
void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args) {
const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::VIOLENT);
targetEntity->Smash(m_Parent->GetObjectID(), killType);
}
void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args) {
auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
if (!triggerComponent) {
LOG_DEBUG("Trigger component not found!");
return;
}
triggerComponent->SetTriggerEnabled(args == "1");
}
void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args) {
auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
if (!quickBuildComponent) {
LOG_DEBUG("Rebuild component not found!");
return;
}
quickBuildComponent->ResetQuickBuild(args == "1");
}
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() <= 2) return;
NiPoint3 position = targetEntity->GetPosition();
const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
position += offset;
targetEntity->SetPosition(position);
}
void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() <= 2) return;
const auto vector = GeneralUtils::TryParse<glm::vec3>(argArray).value_or(glm::zero<glm::vec3>());
targetEntity->SetRotation(glm::quat(vector));
}
void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return;
auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(1);
const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
}
void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args) {
auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
const float forceMultiplier = GeneralUtils::TryParse<float>(args).value_or(1.0f);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
auto triggerPos = m_Parent->GetPosition();
auto targetPos = targetEntity->GetPosition();
// normalize the vectors to get the direction
auto delta = targetPos - triggerPos;
auto length = delta.Length();
NiPoint3 direction = delta / length;
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
}
void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() != 2) {
LOG_DEBUG("Not enough variables!");
return;
}
const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
m_Parent->AddTimer(argArray.at(0), time);
}
void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args) {
m_Parent->CancelTimer(args);
}
void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
float leadIn = -1.0;
auto wait = eEndBehavior::RETURN;
bool unlock = true;
bool leaveLocked = false;
bool hidePlayer = false;
if (argArray.size() >= 2) {
leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
if (argArray.size() >= 3 && argArray.at(2) == "wait") {
wait = eEndBehavior::WAIT;
if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
unlock = false;
if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
leaveLocked = true;
if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
hidePlayer = true;
}
}
}
}
}
GameMessages::PlayCinematic cinematic;
cinematic.target = targetEntity->GetObjectID();
cinematic.pathName = GeneralUtils::UTF8ToUTF16(argArray.at(0));
cinematic.allowGhostUpdates = true;
cinematic.bCloseMultiInteract = true;
cinematic.bSendServerNotify = false;
cinematic.bUseControlledObjectForAudioListener = false;
cinematic.endBehavior = wait;
cinematic.hidePlayerDuringCine = hidePlayer;
cinematic.leadIn = leadIn;
cinematic.leavePlayerLockedWhenFinished = leaveLocked;
cinematic.lockPlayer = unlock;
cinematic.Send(targetEntity->GetSystemAddress());
}
void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
auto* character = targetEntity->GetCharacter();
if (!character) {
LOG_DEBUG("Character was not found!");
return;
}
bool buildMode = !(character->GetBuildMode());
if (args == "enter") buildMode = true;
else if (args == "exit") buildMode = false;
character->SetBuildMode(buildMode);
}
void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
// there are only explore tasks used
// If others need to be implemented for modding
// then we need a good way to convert this from a string to that enum
if (argArray.at(0) != "exploretask") return;
MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
if (!missionComponent) {
LOG_DEBUG("Mission component not found!");
return;
}
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
}
void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return;
const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
if (!effectID) return;
std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
float priority = 1;
if (argArray.size() == 4) {
priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
}
GameMessages::PlayFXEffect fx(targetEntity->GetObjectID(), effectID.value(), effectType, argArray.at(0));
fx.priority = priority;
fx.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args) {
auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
if (!skillComponent) {
LOG_DEBUG("Skill component not found!");
return;
}
const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value_or(0);
skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
}
void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(true);
ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
if (!argArray.empty()) {
std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;
}
phantomPhysicsComponent->SetEffectType(effectType);
if (argArray.size() > 1) {
phantomPhysicsComponent->SetDirectionalMultiplier(GeneralUtils::TryParse(argArray.at(1), 0.0f));
}
if (argArray.size() > 4) {
const NiPoint3 direction =
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), NiPoint3Constant::ZERO);
phantomPhysicsComponent->SetDirection(direction);
}
if (argArray.size() > 6) {
const uint32_t min = GeneralUtils::TryParse(argArray.at(6), 0);
phantomPhysicsComponent->SetMin(min);
const uint32_t max = GeneralUtils::TryParse(argArray.at(7), 0);
phantomPhysicsComponent->SetMax(max);
}
Game::entityManager->SerializeEntity(targetEntity);
}
void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
Game::entityManager->SerializeEntity(targetEntity);
}
void TriggerComponent::HandleActivateSpawnerNetwork(std::string args) {
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Activate();
}
}
void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args) {
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Deactivate();
}
}
void TriggerComponent::HandleResetSpawnerNetwork(std::string args) {
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Reset();
}
}
void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args) {
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->DestroyAllEntities();
}
}
void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
if (args == "true") {
// TODO add physics entity if there isn't one
} else if (args == "false") {
// TODO remove Phsyics entity if there is one
} else {
LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
}
}
void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
// movementAIComponent->SetupPath(argArray.at(0));
if (argArray.size() >= 2) {
auto index = GeneralUtils::TryParse<int32_t>(argArray.at(1));
if (!index) return;
// movementAIComponent->SetPathStartingWaypointIndex(index.value());
}
if (argArray.size() >= 3 && argArray.at(2) == "1") {
// movementAIComponent->ReversePath();
}
}
void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
// if (movementAIComponent) movementAIComponent->ReversePath();
}
void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
// if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}
void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
// if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}
void TriggerComponent::HandleStopPathing(Entity* targetEntity) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
// if (movementAIComponent) movementAIComponent->Pause();
}
void TriggerComponent::HandleStartPathing(Entity* targetEntity) {
auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
// if (movementAIComponent) movementAIComponent->Resume();
}