DarkflameServer/dGame/dComponents/CharacterComponent.cpp
Aaron Kimbre ec207838d4 Proper Rocket Holding
Sanity checks on Prop and LUP launchpads to not open if no valid rocket
Add serialization for sending item configs
so that rockets show for other players
2022-05-08 19:57:36 -05:00

796 lines
25 KiB
C++

#include "CharacterComponent.h"
#include <BitStream.h>
#include "tinyxml2.h"
#include "Game.h"
#include "dLogger.h"
#include "GeneralUtils.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "CDClientManager.h"
#include "InventoryComponent.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "PossessorComponent.h"
#include "VehiclePhysicsComponent.h"
#include "GameMessages.h"
#include "Item.h"
CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
m_Character = character;
m_IsRacing = false;
m_IsGM = false;
m_IsLanding = false;
m_IsLEGOClubMember = true;
m_Level = 1;
m_DirtyCurrentActivity = false;
m_DirtyGMInfo = false;
m_DirtySocialInfo = false;
m_PvpEnabled = false;
m_GMLevel = character->GetGMLevel();
m_EditorEnabled = false;
m_EditorLevel = m_GMLevel;
m_Reputation = 0;
m_CurrentActivity = 0;
m_CountryCode = 0;
m_LastUpdateTimestamp = std::time(nullptr);
LoadFromXML();
//Check to see if we're landing:
if (character->GetZoneID() != Game::server->GetZoneID()) {
m_IsLanding = true;
}
if (LandingAnimDisabled(character->GetZoneID()) || LandingAnimDisabled(Game::server->GetZoneID()) || m_LastRocketConfig.empty()) {
m_IsLanding = false; //Don't make us land on VE/minigames lol
}
}
bool CharacterComponent::LandingAnimDisabled(int zoneID) {
switch (zoneID) {
case 0:
case 556:
case 1001:
case 1101:
case 1202:
case 1203:
case 1204:
case 1301:
case 1302:
case 1303:
case 1401:
case 1402:
case 1403:
case 1603:
case 2001:
return true;
default:
return false;
}
return false;
}
CharacterComponent::~CharacterComponent() {
}
void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(m_IsRacing);
if (m_IsRacing) {
outBitStream->Write1();
outBitStream->Write(m_VehicleObjectID);
outBitStream->Write<uint8_t>(0);
}
outBitStream->Write1();
outBitStream->Write(m_Level);
outBitStream->Write0();
if (bIsInitialUpdate) {
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write0();
outBitStream->Write(m_Character->GetHairColor());
outBitStream->Write(m_Character->GetHairStyle());
outBitStream->Write<uint32_t>(0); //Default "head"
outBitStream->Write(m_Character->GetShirtColor());
outBitStream->Write(m_Character->GetPantsColor());
outBitStream->Write(m_Character->GetShirtStyle());
outBitStream->Write<uint32_t>(0); //Default "head color"
outBitStream->Write(m_Character->GetEyebrows());
outBitStream->Write(m_Character->GetEyes());
outBitStream->Write(m_Character->GetMouth());
outBitStream->Write<uint64_t>(0); //AccountID, trying out if 0 works.
outBitStream->Write(m_Character->GetLastLogin()); //Last login
outBitStream->Write<uint64_t>(0); //"prop mod last display time"
outBitStream->Write<uint64_t>(m_Uscore); //u-score
outBitStream->Write0(); //Not free-to-play (disabled in DLU)
//Stats:
outBitStream->Write(m_CurrencyCollected);
outBitStream->Write(m_BricksCollected);
outBitStream->Write(m_SmashablesSmashed);
outBitStream->Write(m_QuickBuildsCompleted);
outBitStream->Write(m_EnemiesSmashed);
outBitStream->Write(m_RocketsUsed);
outBitStream->Write(m_MissionsCompleted);
outBitStream->Write(m_PetsTamed);
outBitStream->Write(m_ImaginationPowerUpsCollected);
outBitStream->Write(m_LifePowerUpsCollected);
outBitStream->Write(m_ArmorPowerUpsCollected);
outBitStream->Write(m_MetersTraveled);
outBitStream->Write(m_TimesSmashed);
outBitStream->Write(m_TotalDamageTaken);
outBitStream->Write(m_TotalDamageHealed);
outBitStream->Write(m_TotalArmorRepaired);
outBitStream->Write(m_TotalImaginationRestored);
outBitStream->Write(m_TotalImaginationUsed);
outBitStream->Write(m_DistanceDriven);
outBitStream->Write(m_TimeAirborneInCar);
outBitStream->Write(m_RacingImaginationPowerUpsCollected);
outBitStream->Write(m_RacingImaginationCratesSmashed);
outBitStream->Write(m_RacingCarBoostsActivated);
outBitStream->Write(m_RacingTimesWrecked);
outBitStream->Write(m_RacingSmashablesSmashed);
outBitStream->Write(m_RacesFinished);
outBitStream->Write(m_FirstPlaceRaceFinishes);
outBitStream->Write0();
outBitStream->Write(m_IsLanding);
if (m_IsLanding) {
outBitStream->Write(uint16_t(m_LastRocketConfig.size()));
for (uint16_t character : m_LastRocketConfig) {
outBitStream->Write(character);
}
}
}
outBitStream->Write(m_DirtyGMInfo);
if (m_DirtyGMInfo) {
outBitStream->Write(m_PvpEnabled);
outBitStream->Write(m_IsGM);
outBitStream->Write(m_GMLevel);
outBitStream->Write(m_EditorEnabled);
outBitStream->Write(m_EditorLevel);
}
outBitStream->Write(m_DirtyCurrentActivity);
if (m_DirtyCurrentActivity) outBitStream->Write(m_CurrentActivity);
outBitStream->Write(m_DirtySocialInfo);
if (m_DirtySocialInfo) {
outBitStream->Write(m_GuildID);
outBitStream->Write<unsigned char>(static_cast<unsigned char>(m_GuildName.size()));
if (!m_GuildName.empty())
outBitStream->WriteBits(reinterpret_cast<const unsigned char*>(m_GuildName.c_str()), static_cast<unsigned char>(m_GuildName.size()) * sizeof(wchar_t) * 8);
outBitStream->Write(m_IsLEGOClubMember);
outBitStream->Write(m_CountryCode);
}
}
bool CharacterComponent::GetPvpEnabled() const
{
return m_PvpEnabled;
}
void CharacterComponent::SetPvpEnabled(const bool value)
{
m_DirtyGMInfo = true;
m_PvpEnabled = value;
}
void CharacterComponent::HandleLevelUp()
{
auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* parent = m_Character->GetEntity();
if (parent == nullptr)
{
return;
}
auto* inventoryComponent = parent->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = parent->GetComponent<ControllablePhysicsComponent>();
if (inventoryComponent == nullptr || controllablePhysicsComponent == nullptr)
{
return;
}
// Tell the client we beginning to send level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, rewardingItem);
for (auto* reward : rewards)
{
switch (reward->rewardType)
{
case 0:
inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
break;
case 4:
{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward->value);
}
break;
case 9:
controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, !rewardingItem);
}
void CharacterComponent::SetGMLevel(int gmlevel) {
m_DirtyGMInfo = true;
if (gmlevel > 0) m_IsGM = true;
else m_IsGM = false;
m_GMLevel = gmlevel;
}
void CharacterComponent::LoadFromXML() {
if (!m_Character) return;
tinyxml2::XMLDocument* doc = m_Character->GetXMLDoc();
if (!doc) return;
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("CharacterComponent", "Failed to find char tag while loading XML!\n");
return;
}
if (character->QueryAttribute("rpt", &m_Reputation) == tinyxml2::XML_NO_ATTRIBUTE) {
SetReputation(0);
}
character->QueryInt64Attribute("ls", &m_Uscore);
// Load the statistics
const auto* statisticsAttribute = character->FindAttribute("stt");
if (statisticsAttribute) {
InitializeStatisticsFromString(std::string(statisticsAttribute->Value()));
} else {
InitializeEmptyStatistics();
}
// Load the zone statistics
m_ZoneStatistics = {};
auto zoneStatistics = character->FirstChildElement("zs");
if (zoneStatistics) {
auto child = zoneStatistics->FirstChildElement();
while (child) {
ZoneStatistics statistics = {};
child->QueryUnsigned64Attribute("ac", &statistics.m_AchievementsCollected);
child->QueryUnsigned64Attribute("bc", &statistics.m_BricksCollected);
child->QueryUnsigned64Attribute("cc", &statistics.m_CoinsCollected);
child->QueryUnsigned64Attribute("es", &statistics.m_EnemiesSmashed);
child->QueryUnsigned64Attribute("qbc", &statistics.m_QuickBuildsCompleted);
uint32_t mapID;
child->QueryAttribute("map", &mapID);
m_ZoneStatistics.insert({ (LWOMAPID) mapID, statistics });
child = child->NextSiblingElement();
}
}
const tinyxml2::XMLAttribute *rocketConfig = character->FindAttribute("lcbp");
if (rocketConfig) {
m_LastRocketConfig = GeneralUtils::ASCIIToUTF16(std::string(rocketConfig->Value()));
}
else
{
m_LastRocketConfig = u"";
}
//
// Begin custom attributes
//
// Load the last rocket item ID
const tinyxml2::XMLAttribute *lastRocketItemID = character->FindAttribute("lrid");
if (lastRocketItemID) {
m_LastRocketItemID = lastRocketItemID->Int64Value();
}
//
// End custom attributes
//
if (m_GMLevel > 0) {
m_IsGM = true;
m_DirtyGMInfo = true;
m_EditorLevel = m_GMLevel;
m_EditorEnabled = false; //We're not currently in HF if we're loading in
}
//Annoying guild bs:
const tinyxml2::XMLAttribute *guildName = character->FindAttribute("gn");
if (guildName) {
const char* gn = guildName->Value();
int64_t gid = 0;
character->QueryInt64Attribute("gid", &gid);
if (gid != 0) {
std::string guildname(gn);
m_GuildName = GeneralUtils::ASCIIToUTF16(guildname);
m_GuildID = gid;
m_DirtySocialInfo = true;
}
}
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("CharacterComponent", "Failed to find lvl tag while loading XML!\n");
return;
}
level->QueryAttribute("l", &m_Level);
if (character->FindAttribute("time")) {
character->QueryUnsigned64Attribute("time", &m_TotalTimePlayed);
} else {
m_TotalTimePlayed = 0;
}
}
void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* minifig = doc->FirstChildElement("obj")->FirstChildElement("mf");
if (!minifig) {
Game::logger->Log("CharacterComponent", "Failed to find mf tag while updating XML!\n");
return;
}
// write minifig information that might have been changed by commands
minifig->SetAttribute("es", m_Character->GetEyebrows());
minifig->SetAttribute("ess", m_Character->GetEyes());
minifig->SetAttribute("hc", m_Character->GetHairColor());
minifig->SetAttribute("hs", m_Character->GetHairStyle());
minifig->SetAttribute("l", m_Character->GetPantsColor());
minifig->SetAttribute("lh", m_Character->GetLeftHand());
minifig->SetAttribute("ms", m_Character->GetMouth());
minifig->SetAttribute("rh", m_Character->GetRightHand());
minifig->SetAttribute("t", m_Character->GetShirtColor());
// done with minifig
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("CharacterComponent", "Failed to find char tag while updating XML!\n");
return;
}
character->SetAttribute("ls", m_Uscore);
// Custom attribute to keep track of reputation.
character->SetAttribute("rpt", GetReputation());
character->SetAttribute("stt", StatisticsToString().c_str());
// Set the zone statistics of the form <zs><s/> ... <s/></zs>
auto zoneStatistics = character->FirstChildElement("zs");
if (!zoneStatistics) zoneStatistics = doc->NewElement("zs");
zoneStatistics->DeleteChildren();
for (auto pair : m_ZoneStatistics) {
auto zoneStatistic = doc->NewElement("s");
zoneStatistic->SetAttribute("map", pair.first);
zoneStatistic->SetAttribute("ac", pair.second.m_AchievementsCollected);
zoneStatistic->SetAttribute("bc", pair.second.m_BricksCollected);
zoneStatistic->SetAttribute("cc", pair.second.m_CoinsCollected);
zoneStatistic->SetAttribute("es", pair.second.m_EnemiesSmashed);
zoneStatistic->SetAttribute("qbc", pair.second.m_QuickBuildsCompleted);
zoneStatistics->LinkEndChild(zoneStatistic);
}
character->LinkEndChild(zoneStatistics);
if (!m_LastRocketConfig.empty()) {
std::string config = GeneralUtils::UTF16ToWTF8(m_LastRocketConfig);
character->SetAttribute("lcbp", config.c_str());
}
else
{
character->DeleteAttribute("lcbp");
}
//
// Begin custom attributes
//
// Store last rocket item ID
character->SetAttribute("lrid", m_LastRocketItemID);
//
// End custom attributes
//
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("CharacterComponent", "Failed to find lvl tag while updating XML!\n");
return;
}
level->SetAttribute("l", m_Level);
auto newUpdateTimestamp = std::time(nullptr);
Game::logger->Log("TotalTimePlayed", "Time since last save: %d\n", newUpdateTimestamp - m_LastUpdateTimestamp);
m_TotalTimePlayed += newUpdateTimestamp - m_LastUpdateTimestamp;
character->SetAttribute("time", m_TotalTimePlayed);
m_LastUpdateTimestamp = newUpdateTimestamp;
}
void CharacterComponent::SetLastRocketConfig(std::u16string config) {
m_IsLanding = !config.empty();
m_LastRocketConfig = config;
}
Item* CharacterComponent::GetRocket(Entity* player) {
Item* rocket = nullptr;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return rocket;
// Select the rocket
if (!rocket){
rocket = inventoryComponent->FindItemById(GetLastRocketItemID());
}
if (!rocket) {
rocket = inventoryComponent->FindItemByLot(6416);
}
if (!rocket) {
Game::logger->Log("CharacterComponent", "Unable to find rocket to equip!\n");
return rocket;
}
return rocket;
}
Item* CharacterComponent::RocketEquip(Entity* player) {
Item* rocket = GetRocket(player);
if (!rocket) return rocket;
// build and define the rocket config
for (LDFBaseData* data : rocket->GetConfig()) {
if (data->GetKey() == u"assemblyPartLOTs") {
std::string newRocketStr = data->GetValueAsString() + ";";
GeneralUtils::ReplaceInString(newRocketStr, "+", ";");
SetLastRocketConfig(GeneralUtils::ASCIIToUTF16(newRocketStr));
}
}
// Store the last used rocket item's ID
SetLastRocketItemID(rocket->GetId());
// carry the rocket
rocket->Equip(true);
return rocket;
}
void CharacterComponent::RocketUnEquip(Entity* player) {
Item* rocket = GetRocket(player);
if (!rocket) return;
// We don't want to carry it anymore
rocket->UnEquip();
}
void CharacterComponent::TrackMissionCompletion(bool isAchievement) {
UpdatePlayerStatistic(MissionsCompleted);
// Achievements are tracked separately for the zone
if (isAchievement) {
const auto mapID = dZoneManager::Instance()->GetZoneID().GetMapID();
GetZoneStatisticsForMap(mapID).m_AchievementsCollected++;
}
}
void CharacterComponent::TrackLOTCollection(LOT lot) {
switch (lot) {
// Handle all the imagination powerup lots
case 935: // 1 point
case 4035: // 2 points
case 11910: // 3 points
case 11911: // 5 points
case 11918: // 10 points
UpdatePlayerStatistic(ImaginationPowerUpsCollected);
break;
// Handle all the armor powerup lots
case 6431: // 1 point
case 11912: // 2 points
case 11913: // 3 points
case 11914: // 5 points
case 11919: // 10 points
UpdatePlayerStatistic(ArmorPowerUpsCollected);
break;
// Handle all the life powerup lots
case 177: // 1 point
case 11915: // 2 points
case 11916: // 3 points
case 11917: // 5 points
case 11920: // 10 points
UpdatePlayerStatistic(LifePowerUpsCollected);
break;
default:
break;
}
}
void CharacterComponent::TrackHealthDelta(int32_t health) {
if (health > 0) {
UpdatePlayerStatistic(TotalDamageHealed, health);
} else {
UpdatePlayerStatistic(TotalDamageTaken, -health);
}
}
void CharacterComponent::TrackImaginationDelta(int32_t imagination) {
if (imagination > 0) {
UpdatePlayerStatistic(TotalImaginationRestored, imagination);
} else {
UpdatePlayerStatistic(TotalImaginationUsed, -imagination);
}
}
void CharacterComponent::TrackArmorDelta(int32_t armor) {
if (armor > 0) {
UpdatePlayerStatistic(TotalArmorRepaired, armor);
}
}
void CharacterComponent::TrackRebuildComplete() {
UpdatePlayerStatistic(QuickBuildsCompleted);
const auto mapID = dZoneManager::Instance()->GetZoneID().GetMapID();
GetZoneStatisticsForMap(mapID).m_QuickBuildsCompleted++;
}
void CharacterComponent::TrackRaceCompleted(bool won) {
m_RacesFinished++;
if (won)
m_FirstPlaceRaceFinishes++;
}
void CharacterComponent::TrackPositionUpdate(const NiPoint3& newPosition) {
const auto distance = NiPoint3::Distance(newPosition, m_Parent->GetPosition());
if (m_IsRacing) {
UpdatePlayerStatistic(DistanceDriven, (uint64_t) distance);
} else {
UpdatePlayerStatistic(MetersTraveled, (uint64_t) distance);
}
}
void CharacterComponent::HandleZoneStatisticsUpdate(LWOMAPID zoneID, const std::u16string &name, int32_t value) {
auto zoneStatistics = &GetZoneStatisticsForMap(zoneID);
if (name == u"BricksCollected") {
m_BricksCollected += value;
zoneStatistics->m_BricksCollected += value;
} else if (name == u"CoinsCollected") {
m_CurrencyCollected += value;
zoneStatistics->m_CoinsCollected += value;
} else if (name == u"EnemiesSmashed") {
m_EnemiesSmashed += value;
zoneStatistics->m_EnemiesSmashed += value;
}
}
void CharacterComponent::UpdatePlayerStatistic(StatisticID updateID, uint64_t updateValue) {
switch (updateID) {
case CurrencyCollected:
m_CurrencyCollected += updateValue;
break;
case BricksCollected:
m_BricksCollected += updateValue;
break;
case SmashablesSmashed:
m_SmashablesSmashed += updateValue;
break;
case QuickBuildsCompleted:
m_QuickBuildsCompleted += updateValue;
break;
case EnemiesSmashed:
m_EnemiesSmashed += updateValue;
break;
case RocketsUsed:
m_RocketsUsed += updateValue;
break;
case MissionsCompleted:
m_MissionsCompleted += updateValue;
break;
case PetsTamed:
m_PetsTamed += updateValue;
break;
case ImaginationPowerUpsCollected:
m_ImaginationPowerUpsCollected += updateValue;
break;
case LifePowerUpsCollected:
m_LifePowerUpsCollected += updateValue;
break;
case ArmorPowerUpsCollected:
m_ArmorPowerUpsCollected += updateValue;
break;
case MetersTraveled:
m_MetersTraveled += updateValue;
break;
case TimesSmashed:
m_TimesSmashed += updateValue;
break;
case TotalDamageTaken:
m_TotalDamageTaken += updateValue;
break;
case TotalDamageHealed:
m_TotalDamageHealed += updateValue;
break;
case TotalArmorRepaired:
m_TotalArmorRepaired += updateValue;
break;
case TotalImaginationRestored:
m_TotalImaginationRestored += updateValue;
break;
case TotalImaginationUsed:
m_TotalImaginationUsed += updateValue;
break;
case DistanceDriven:
m_DistanceDriven += updateValue;
break;
case TimeAirborneInCar:
m_TimeAirborneInCar += updateValue;
break;
case RacingImaginationPowerUpsCollected:
m_RacingImaginationPowerUpsCollected += updateValue;
break;
case RacingImaginationCratesSmashed:
m_RacingImaginationCratesSmashed += updateValue;
break;
case RacingCarBoostsActivated:
m_RacingCarBoostsActivated += updateValue;
break;
case RacingTimesWrecked:
m_RacingTimesWrecked += updateValue;
break;
case RacingSmashablesSmashed:
m_RacingSmashablesSmashed += updateValue;
break;
case RacesFinished:
m_RacesFinished += updateValue;
break;
case FirstPlaceRaceFinishes:
m_FirstPlaceRaceFinishes += updateValue;
break;
default:
break;
}
}
void CharacterComponent::InitializeStatisticsFromString(const std::string &statisticsString) {
auto split = GeneralUtils::SplitString(statisticsString, ';');
m_CurrencyCollected = GetStatisticFromSplit(split, 0);
m_BricksCollected = GetStatisticFromSplit(split, 1);
m_SmashablesSmashed = GetStatisticFromSplit(split, 2);
m_QuickBuildsCompleted = GetStatisticFromSplit(split, 3);
m_EnemiesSmashed = GetStatisticFromSplit(split, 4);
m_RocketsUsed = GetStatisticFromSplit(split, 5);
m_MissionsCompleted = GetStatisticFromSplit(split, 6);
m_PetsTamed = GetStatisticFromSplit(split, 7);
m_ImaginationPowerUpsCollected = GetStatisticFromSplit(split, 8);
m_LifePowerUpsCollected = GetStatisticFromSplit(split, 9);
m_ArmorPowerUpsCollected = GetStatisticFromSplit(split, 10);
m_MetersTraveled = GetStatisticFromSplit(split, 11);
m_TimesSmashed = GetStatisticFromSplit(split, 12);
m_TotalDamageTaken = GetStatisticFromSplit(split, 13);
m_TotalDamageHealed = GetStatisticFromSplit(split, 14);
m_TotalArmorRepaired = GetStatisticFromSplit(split, 15);
m_TotalImaginationRestored = GetStatisticFromSplit(split, 16);
m_TotalImaginationUsed = GetStatisticFromSplit(split, 17);
m_DistanceDriven = GetStatisticFromSplit(split, 18);
m_TimeAirborneInCar = GetStatisticFromSplit(split, 19); // WONTFIX
m_RacingImaginationPowerUpsCollected = GetStatisticFromSplit(split, 20);
m_RacingImaginationCratesSmashed = GetStatisticFromSplit(split, 21);
m_RacingCarBoostsActivated = GetStatisticFromSplit(split, 22);
m_RacingTimesWrecked = GetStatisticFromSplit(split, 23);
m_RacingSmashablesSmashed = GetStatisticFromSplit(split, 24);
m_RacesFinished = GetStatisticFromSplit(split, 25);
m_FirstPlaceRaceFinishes = GetStatisticFromSplit(split, 26);
}
void CharacterComponent::InitializeEmptyStatistics() {
m_CurrencyCollected = 0;
m_BricksCollected = 0;
m_SmashablesSmashed = 0;
m_QuickBuildsCompleted = 0;
m_EnemiesSmashed = 0;
m_RocketsUsed = 0;
m_MissionsCompleted = 0;
m_PetsTamed = 0;
m_ImaginationPowerUpsCollected = 0;
m_LifePowerUpsCollected = 0;
m_ArmorPowerUpsCollected = 0;
m_MetersTraveled = 0;
m_TimesSmashed = 0;
m_TotalDamageTaken = 0;
m_TotalDamageHealed = 0;
m_TotalArmorRepaired = 0;
m_TotalImaginationRestored = 0;
m_TotalImaginationUsed = 0;
m_DistanceDriven = 0;
m_TimeAirborneInCar = 0;
m_RacingImaginationPowerUpsCollected = 0;
m_RacingImaginationCratesSmashed = 0;
m_RacingCarBoostsActivated = 0;
m_RacingTimesWrecked = 0;
m_RacingSmashablesSmashed = 0;
m_RacesFinished = 0;
m_FirstPlaceRaceFinishes = 0;
}
std::string CharacterComponent::StatisticsToString() const {
std::stringstream result;
result << std::to_string(m_CurrencyCollected) << ';'
<< std::to_string(m_BricksCollected) << ';'
<< std::to_string(m_SmashablesSmashed) << ';'
<< std::to_string(m_QuickBuildsCompleted) << ';'
<< std::to_string(m_EnemiesSmashed) << ';'
<< std::to_string(m_RocketsUsed) << ';'
<< std::to_string(m_MissionsCompleted) << ';'
<< std::to_string(m_PetsTamed) << ';'
<< std::to_string(m_ImaginationPowerUpsCollected) << ';'
<< std::to_string(m_LifePowerUpsCollected) << ';'
<< std::to_string(m_ArmorPowerUpsCollected) << ';'
<< std::to_string(m_MetersTraveled) << ';'
<< std::to_string(m_TimesSmashed) << ';'
<< std::to_string(m_TotalDamageTaken) << ';'
<< std::to_string(m_TotalDamageHealed) << ';'
<< std::to_string(m_TotalArmorRepaired) << ';'
<< std::to_string(m_TotalImaginationRestored) << ';'
<< std::to_string(m_TotalImaginationUsed) << ';'
<< std::to_string(m_DistanceDriven) << ';'
<< std::to_string(m_TimeAirborneInCar) << ';'
<< std::to_string(m_RacingImaginationPowerUpsCollected) << ';'
<< std::to_string(m_RacingImaginationCratesSmashed) << ';'
<< std::to_string(m_RacingCarBoostsActivated) << ';'
<< std::to_string(m_RacingTimesWrecked) << ';'
<< std::to_string(m_RacingSmashablesSmashed) << ';'
<< std::to_string(m_RacesFinished) << ';'
<< std::to_string(m_FirstPlaceRaceFinishes) << ';';
return result.str();
}
uint64_t CharacterComponent::GetStatisticFromSplit(std::vector<std::string> split, uint32_t index) {
return split.size() > index ? std::stoul(split.at(index)) : 0;
}
ZoneStatistics& CharacterComponent::GetZoneStatisticsForMap(LWOMAPID mapID) {
auto stats = m_ZoneStatistics.find(mapID);
if (stats == m_ZoneStatistics.end())
m_ZoneStatistics.insert({ mapID, {0, 0, 0, 0, 0 } });
return m_ZoneStatistics.at(mapID);
}