mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
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>
375 lines
13 KiB
C++
375 lines
13 KiB
C++
#include "NsConcertInstrument.h"
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#include "GameMessages.h"
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#include "EffectsMessages.h"
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#include "Item.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "SoundTriggerComponent.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eMissionTaskType.h"
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#include "RenderComponent.h"
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// Constants are at the bottom
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void NsConcertInstrument::OnStartup(Entity* self) {
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self->SetVar<bool>(u"beingPlayed", false);
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
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self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
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}
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void NsConcertInstrument::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
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if (state == eQuickBuildState::RESETTING || state == eQuickBuildState::OPEN) {
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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}
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}
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void NsConcertInstrument::OnQuickBuildComplete(Entity* self, Entity* target) {
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if (!target->GetIsDead()) {
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self->SetVar<LWOOBJID>(u"activePlayer", target->GetObjectID());
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self->AddCallbackTimer(0.2f, [self, target]() {
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RepositionPlayer(self, target);
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if (hideInstrumentOnPlay.at(GetInstrumentLot(self)))
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self->SetNetworkVar<bool>(u"Hide", true);
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});
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self->AddCallbackTimer(0.1f, [self, target]() {
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StartPlayingInstrument(self, target);
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});
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}
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}
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void NsConcertInstrument::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "stopPlaying") {
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const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
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if (activePlayerID == LWOOBJID_EMPTY)
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return;
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const auto activePlayer = Game::entityManager->GetEntity(activePlayerID);
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if (activePlayer == nullptr)
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return;
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StopPlayingInstrument(self, activePlayer);
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}
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}
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void NsConcertInstrument::OnTimerDone(Entity* self, std::string name) {
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const auto activePlayerID = self->GetVar<LWOOBJID>(u"activePlayer");
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if (activePlayerID == LWOOBJID_EMPTY)
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return;
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// If for some reason the player becomes null (for example an unexpected leave), we need to clean up
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const auto activePlayer = Game::entityManager->GetEntity(activePlayerID);
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if (activePlayer == nullptr && name != "cleanupAfterStop") {
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StopPlayingInstrument(self, nullptr);
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return;
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}
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if (activePlayer != nullptr && name == "checkPlayer" && self->GetVar<bool>(u"beingPlayed")) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"checkMovement", 0, 0,
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activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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auto* stats = activePlayer->GetComponent<DestroyableComponent>();
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if (stats) {
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if (stats->GetImagination() > 0) {
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self->AddTimer("checkPlayer", updateFrequency);
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} else {
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StopPlayingInstrument(self, activePlayer);
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}
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}
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} else if (activePlayer != nullptr && name == "deductImagination" && self->GetVar<bool>(u"beingPlayed")) {
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auto* stats = activePlayer->GetComponent<DestroyableComponent>();
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if (stats)
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stats->SetImagination(stats->GetImagination() - instrumentImaginationCost);
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self->AddTimer("deductImagination", instrumentCostFrequency);
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} else if (name == "cleanupAfterStop") {
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if (activePlayer != nullptr) {
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UnEquipInstruments(self, activePlayer);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopPlaying", 0, 0,
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activePlayer->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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}
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (quickBuildComponent != nullptr)
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quickBuildComponent->ResetQuickBuild(false);
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self->Smash(self->GetObjectID(), eKillType::VIOLENT);
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self->SetVar<LWOOBJID>(u"activePlayer", LWOOBJID_EMPTY);
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} else if (activePlayer != nullptr && name == "achievement") {
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auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->ForceProgress(302, 462, self->GetLOT());
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}
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self->AddTimer("achievement2", 10.0f);
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} else if (activePlayer != nullptr && name == "achievement2") {
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auto* missionComponent = activePlayer->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->ForceProgress(602, achievementTaskID.at(GetInstrumentLot(self)), self->GetLOT());
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}
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}
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}
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void NsConcertInstrument::StartPlayingInstrument(Entity* self, Entity* player) {
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const auto instrumentLot = GetInstrumentLot(self);
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self->SetVar<bool>(u"beingPlayed", true);
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// Stuff to notify the player
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EquipInstruments(self, player);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"startPlaying", 0, 0,
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player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::PlayCinematic cinematic;
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cinematic.target = player->GetObjectID();
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cinematic.pathName = cinematics.at(instrumentLot);
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cinematic.Send(UNASSIGNED_SYSTEM_ADDRESS);
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self->AddCallbackTimer(1.0f, [player, instrumentLot]() {
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RenderComponent::PlayAnimation(player, animations.at(instrumentLot), 2.0f);
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});
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for (auto* soundBox : Game::entityManager->GetEntitiesInGroup("Audio-Concert")) {
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auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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if (soundTrigger != nullptr) {
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soundTrigger->ActivateMusicCue(music.at(instrumentLot));
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}
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}
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// Add timers for deducting imagination and checking if the instruments can still be played
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self->AddTimer("checkPlayer", updateFrequency);
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self->AddTimer("deductImagination", instrumentCostFrequency);
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self->AddTimer("achievement", 20.0f);
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}
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void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
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// No use in stopping twice
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if (!self->GetVar<bool>(u"beingPlayed"))
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return;
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const auto instrumentLot = GetInstrumentLot(self);
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// Player might be null if they left
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if (player != nullptr) {
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auto* missions = player->GetComponent<MissionComponent>();
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if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
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missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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GameMessages::EndCinematic endCinematic;
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endCinematic.target = player->GetObjectID();
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endCinematic.pathName = cinematics.at(instrumentLot);
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endCinematic.leadOut = 1.0f;
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endCinematic.Send(UNASSIGNED_SYSTEM_ADDRESS);
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RenderComponent::PlayAnimation(player, smashAnimations.at(instrumentLot), 2.0f);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"stopCheckingMovement", 0, 0,
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player->GetObjectID(), "", UNASSIGNED_SYSTEM_ADDRESS);
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}
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self->SetVar<bool>(u"beingPlayed", false);
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for (auto* soundBox : Game::entityManager->GetEntitiesInGroup("Audio-Concert")) {
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auto* soundTrigger = soundBox->GetComponent<SoundTriggerComponent>();
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if (soundTrigger != nullptr) {
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soundTrigger->DeactivateMusicCue(music.at(instrumentLot));
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}
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}
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self->CancelAllTimers();
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self->AddTimer("cleanupAfterStop", instrumentSmashAnimationTime.at(instrumentLot));
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}
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void NsConcertInstrument::EquipInstruments(Entity* self, Entity* player) {
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auto* inventory = player->GetComponent<InventoryComponent>();
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if (inventory != nullptr) {
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auto equippedItems = inventory->GetEquippedItems();
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// Un equip the current left item
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const auto equippedLeftItem = equippedItems.find("special_l");
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if (equippedLeftItem != equippedItems.end()) {
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auto* leftItem = inventory->FindItemById(equippedLeftItem->second.id);
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if (leftItem != nullptr) {
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leftItem->UnEquip();
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self->SetVar<LWOOBJID>(u"oldItemLeft", leftItem->GetId());
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}
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}
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// Un equip the current right item
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const auto equippedRightItem = equippedItems.find("special_r");
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if (equippedRightItem != equippedItems.end()) {
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auto* rightItem = inventory->FindItemById(equippedRightItem->second.id);
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if (rightItem != nullptr) {
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rightItem->UnEquip();
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self->SetVar<LWOOBJID>(u"oldItemRight", rightItem->GetId());
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}
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}
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// Equip the left hand instrument
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const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
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if (leftInstrumentLot != LOT_NULL) {
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inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
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leftInstrument->Equip();
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}
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// Equip the right hand instrument
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const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
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if (rightInstrumentLot != LOT_NULL) {
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inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::NONE, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
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auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
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rightInstrument->Equip();
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}
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}
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}
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void NsConcertInstrument::UnEquipInstruments(Entity* self, Entity* player) {
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auto* inventory = player->GetComponent<InventoryComponent>();
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if (inventory != nullptr) {
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auto equippedItems = inventory->GetEquippedItems();
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// Un equip the current left instrument
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const auto equippedInstrumentLeft = equippedItems.find("special_l");
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if (equippedInstrumentLeft != equippedItems.end()) {
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auto* leftItem = inventory->FindItemById(equippedInstrumentLeft->second.id);
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if (leftItem != nullptr) {
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leftItem->UnEquip();
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inventory->RemoveItem(leftItem->GetLot(), 1, TEMP_ITEMS);
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}
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}
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// Un equip the current right instrument
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const auto equippedInstrumentRight = equippedItems.find("special_r");
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if (equippedInstrumentRight != equippedItems.end()) {
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auto* rightItem = inventory->FindItemById(equippedInstrumentRight->second.id);
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if (rightItem != nullptr) {
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rightItem->UnEquip();
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inventory->RemoveItem(rightItem->GetLot(), 1, TEMP_ITEMS);
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}
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}
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// Equip the old left hand item
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const auto leftItemID = self->GetVar<LWOOBJID>(u"oldItemLeft");
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if (leftItemID != LWOOBJID_EMPTY) {
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auto* item = inventory->FindItemById(leftItemID);
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if (item != nullptr)
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item->Equip();
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self->SetVar<LWOOBJID>(u"oldItemLeft", LWOOBJID_EMPTY);
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}
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// Equip the old right hand item
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const auto rightItemID = self->GetVar<LWOOBJID>(u"oldItemRight");
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if (rightItemID != LWOOBJID_EMPTY) {
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auto* item = inventory->FindItemById(rightItemID);
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if (item != nullptr)
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item->Equip();
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self->SetVar<LWOOBJID>(u"oldItemRight", LWOOBJID_EMPTY);
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}
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}
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}
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void NsConcertInstrument::RepositionPlayer(Entity* self, Entity* player) {
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auto position = self->GetPosition();
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auto rotation = self->GetRotation();
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position.SetY(0.0f);
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switch (GetInstrumentLot(self)) {
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case Bass:
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case Guitar:
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position.SetX(position.GetX() + 5.0f);
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break;
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case Keyboard:
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position.SetX(position.GetX() - 0.45f);
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position.SetZ(position.GetZ() + 0.75f);
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rotation = QuatUtils::AxisAngle(position, -0.8f); // Slight rotation to make the animation sensible
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break;
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case Drum:
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position.SetZ(position.GetZ() - 0.5f);
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break;
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}
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GameMessages::SendTeleport(player->GetObjectID(), position, rotation, player->GetSystemAddress());
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}
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InstrumentLot NsConcertInstrument::GetInstrumentLot(Entity* self) {
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return static_cast<const InstrumentLot>(self->GetLOT());
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}
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// Static stuff needed for script execution
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const std::map<InstrumentLot, std::u16string> NsConcertInstrument::animations{
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{ Guitar, u"guitar"},
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{ Bass, u"bass"},
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{ Keyboard, u"keyboard"},
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{ Drum, u"drums"}
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};
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const std::map<InstrumentLot, std::u16string> NsConcertInstrument::smashAnimations{
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{Guitar, u"guitar-smash"},
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{Bass, u"bass-smash"},
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{Keyboard, u"keyboard-smash"},
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{Drum, u"keyboard-smash"}
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};
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const std::map<InstrumentLot, float> NsConcertInstrument::instrumentSmashAnimationTime{
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{Guitar, 2.167f},
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{Bass, 1.167f},
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{Keyboard, 1.0f},
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{Drum, 1.0f}
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};
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const std::map<InstrumentLot, std::string> NsConcertInstrument::music{
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{Guitar, "Concert_Guitar"},
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{Bass, "Concert_Bass"},
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{Keyboard, "Concert_Keys"},
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{Drum, "Concert_Drums"},
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};
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const std::map<InstrumentLot, std::u16string> NsConcertInstrument::cinematics{
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{Guitar, u"Concert_Cam_G"},
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{Bass, u"Concert_Cam_B"},
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{Keyboard, u"Concert_Cam_K"},
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{Drum, u"Concert_Cam_D"},
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};
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const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotLeft{
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{Guitar, 4991},
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{Bass, 4992},
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{Keyboard, LOT_NULL},
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{Drum, 4995},
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};
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const std::map<InstrumentLot, LOT> NsConcertInstrument::instrumentLotRight{
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{Guitar, LOT_NULL},
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{Bass, LOT_NULL},
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{Keyboard, LOT_NULL},
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{Drum, 4996},
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};
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const std::map<InstrumentLot, bool> NsConcertInstrument::hideInstrumentOnPlay{
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{Guitar, true},
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{Bass, true},
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{Keyboard, false},
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{Drum, false},
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};
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const std::map<InstrumentLot, float> NsConcertInstrument::instrumentEquipTime{
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{Guitar, 1.033},
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{Bass, 0.75},
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{Keyboard, -1},
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{Drum, 0},
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};
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const std::map<InstrumentLot, uint32_t> NsConcertInstrument::achievementTaskID{
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{Guitar, 911},
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{Bass, 912},
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{Keyboard, 913},
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{Drum, 914},
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};
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const uint32_t NsConcertInstrument::instrumentImaginationCost = 2;
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const float NsConcertInstrument::instrumentCostFrequency = 4.0f;
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const float NsConcertInstrument::updateFrequency = 1.0f;
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