DarkflameServer/dGame/dComponents/RebuildComponent.cpp
EmosewaMC ec00f5fd9d holy mother of const
Use const everywhere that makes sense
return const variables when it makes sense
const functions and variables again, where it makes sense
No raw access and modifications to protected members
Move template definitions to tcc file

idk how I feel about this one
2023-06-09 01:04:42 -07:00

605 lines
17 KiB
C++

#include "RebuildComponent.h"
#include "Entity.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "CharacterComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eTriggerEventType.h"
#include "eQuickBuildFailReason.h"
#include "eTerminateType.h"
#include "eGameActivity.h"
#include "dServer.h"
#include "PacketUtils.h"
#include "Spawner.h"
#include "MovingPlatformComponent.h"
#include "Preconditions.h"
#include "Loot.h"
#include "TeamManager.h"
#include "RenderComponent.h"
#include "CppScripts.h"
RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
if (!checkPreconditions.empty()) {
m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
}
// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
auto positionAsVector = GeneralUtils::SplitString(m_OwningEntity->GetVarAsString(u"rebuild_activators"), 0x1F);
if (positionAsVector.size() == 3 &&
GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
} else {
Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.", m_OwningEntity->GetLOT());
m_ActivatorPosition = m_OwningEntity->GetPosition();
}
SpawnActivator();
}
RebuildComponent::~RebuildComponent() {
delete m_Precondition;
Entity* builder = GetBuilder();
if (builder) {
CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
}
DespawnActivator();
}
void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (!m_OwningEntity->GetComponent<DestroyableComponent>()) {
if (bIsInitialUpdate) {
outBitStream->Write(false);
}
outBitStream->Write(false);
outBitStream->Write(false);
}
// If build state is completed and we've already serialized once in the completed state,
// don't serializing this component anymore as this will cause the build to jump again.
// If state changes, serialization will begin again.
if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
outBitStream->Write0();
outBitStream->Write0();
return;
}
// BEGIN Scripted Activity
outBitStream->Write1();
Entity* builder = GetBuilder();
if (builder) {
outBitStream->Write((uint32_t)1);
outBitStream->Write(builder->GetObjectID());
for (int i = 0; i < 10; i++) {
outBitStream->Write(0.0f);
}
} else {
outBitStream->Write((uint32_t)0);
}
// END Scripted Activity
outBitStream->Write1();
outBitStream->Write(m_State);
outBitStream->Write(m_ShowResetEffect);
outBitStream->Write(m_Activator != nullptr);
outBitStream->Write(m_Timer);
outBitStream->Write(m_TimerIncomplete);
if (bIsInitialUpdate) {
outBitStream->Write(false);
outBitStream->Write(m_ActivatorPosition);
outBitStream->Write(m_RepositionPlayer);
}
m_StateDirty = false;
}
void RebuildComponent::Update(float deltaTime) {
m_Activator = GetActivator();
// Serialize the quickbuild every so often, fixes the odd bug where the quickbuild is not buildable
/*if (m_SoftTimer > 0.0f) {
m_SoftTimer -= deltaTime;
}
else {
m_SoftTimer = 5.0f;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}*/
switch (m_State) {
case eRebuildState::OPEN: {
SpawnActivator();
m_TimeBeforeDrain = 0;
auto* spawner = m_OwningEntity->GetSpawner();
const bool isSmashGroup = spawner != nullptr ? spawner->GetIsSpawnSmashGroup() : false;
if (isSmashGroup) {
m_TimerIncomplete += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
m_ShowResetEffect = true;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::SendDieNoImplCode(m_OwningEntity, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
}
break;
}
case eRebuildState::COMPLETED: {
m_Timer += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_ResetTime > 0) {
if (m_Timer >= m_ResetTime - 4.0f) {
if (!m_ShowResetEffect) {
m_ShowResetEffect = true;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}
}
if (m_Timer >= m_ResetTime) {
GameMessages::SendDieNoImplCode(m_OwningEntity, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
break;
}
case eRebuildState::BUILDING:
{
Entity* builder = GetBuilder();
if (builder == nullptr) {
ResetRebuild(false);
return;
}
m_TimeBeforeDrain -= deltaTime;
m_Timer += deltaTime;
m_TimerIncomplete = 0;
m_ShowResetEffect = false;
if (m_TimeBeforeDrain <= 0.0f) {
m_TimeBeforeDrain = m_CompleteTime / static_cast<float>(m_TakeImagination);
auto destComp = builder->GetComponent<DestroyableComponent>();
if (!destComp) break;
int newImagination = destComp->GetImagination();
if (newImagination <= 0) {
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
break;
}
++m_DrainedImagination;
--newImagination;
destComp->SetImagination(newImagination);
EntityManager::Instance()->SerializeEntity(builder);
}
if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
CompleteRebuild(builder);
}
break;
}
case eRebuildState::INCOMPLETE: {
m_TimerIncomplete += deltaTime;
// For reset times < 0 this has to be handled manually
if (m_TimeBeforeSmash > 0) {
if (m_TimerIncomplete >= m_TimeBeforeSmash - 4.0f) {
m_ShowResetEffect = true;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}
if (m_TimerIncomplete >= m_TimeBeforeSmash) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::SendDieNoImplCode(m_OwningEntity, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
ResetRebuild(false);
}
}
break;
}
case eRebuildState::RESETTING: break;
}
}
void RebuildComponent::OnUse(Entity* originator) {
if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
return;
}
if (m_Precondition != nullptr && !m_Precondition->Check(originator)) {
return;
}
StartRebuild(originator);
}
void RebuildComponent::SpawnActivator() {
if (!m_SelfActivator || m_ActivatorPosition != NiPoint3::ZERO) {
if (!m_Activator) {
EntityInfo info;
info.lot = 6604;
info.spawnerID = m_OwningEntity->GetObjectID();
info.pos = m_ActivatorPosition == NiPoint3::ZERO ? m_OwningEntity->GetPosition() : m_ActivatorPosition;
m_Activator = EntityManager::Instance()->CreateEntity(info, nullptr, m_OwningEntity);
if (m_Activator) {
m_ActivatorId = m_Activator->GetObjectID();
EntityManager::Instance()->ConstructEntity(m_Activator);
}
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}
}
}
void RebuildComponent::DespawnActivator() {
if (m_Activator) {
EntityManager::Instance()->DestructEntity(m_Activator);
m_Activator->ScheduleKillAfterUpdate();
m_Activator = nullptr;
m_ActivatorId = LWOOBJID_EMPTY;
}
}
Entity* RebuildComponent::GetActivator() {
return EntityManager::Instance()->GetEntity(m_ActivatorId);
}
NiPoint3 RebuildComponent::GetActivatorPosition() {
return m_ActivatorPosition;
}
float RebuildComponent::GetResetTime() {
return m_ResetTime;
}
float RebuildComponent::GetCompleteTime() {
return m_CompleteTime;
}
int RebuildComponent::GetTakeImagination() {
return m_TakeImagination;
}
bool RebuildComponent::GetInterruptible() {
return m_Interruptible;
}
bool RebuildComponent::GetSelfActivator() {
return m_SelfActivator;
}
std::vector<int> RebuildComponent::GetCustomModules() {
return m_CustomModules;
}
int RebuildComponent::GetActivityId() {
return m_ActivityId;
}
int RebuildComponent::GetPostImaginationCost() {
return m_PostImaginationCost;
}
float RebuildComponent::GetTimeBeforeSmash() {
return m_TimeBeforeSmash;
}
eRebuildState RebuildComponent::GetState() {
return m_State;
}
Entity* RebuildComponent::GetBuilder() const {
auto* builder = EntityManager::Instance()->GetEntity(m_Builder);
return builder;
}
bool RebuildComponent::GetRepositionPlayer() const {
return m_RepositionPlayer;
}
void RebuildComponent::SetActivatorPosition(NiPoint3 value) {
m_ActivatorPosition = value;
}
void RebuildComponent::SetResetTime(float value) {
m_ResetTime = value;
}
void RebuildComponent::SetCompleteTime(float value) {
if (value < 0) {
m_CompleteTime = 4.5f;
} else {
m_CompleteTime = value;
}
}
void RebuildComponent::SetTakeImagination(int value) {
m_TakeImagination = value;
}
void RebuildComponent::SetInterruptible(bool value) {
m_Interruptible = value;
}
void RebuildComponent::SetSelfActivator(bool value) {
m_SelfActivator = value;
}
void RebuildComponent::SetCustomModules(std::vector<int> value) {
m_CustomModules = value;
}
void RebuildComponent::SetActivityId(int value) {
m_ActivityId = value;
}
void RebuildComponent::SetPostImaginationCost(int value) {
m_PostImaginationCost = value;
}
void RebuildComponent::SetTimeBeforeSmash(float value) {
if (value < 0) {
m_TimeBeforeSmash = 10.0f;
} else {
m_TimeBeforeSmash = value;
}
}
void RebuildComponent::SetRepositionPlayer(bool value) {
m_RepositionPlayer = value;
}
void RebuildComponent::StartRebuild(Entity* user) {
if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
m_Builder = user->GetObjectID();
auto character = user->GetComponent<CharacterComponent>();
character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
EntityManager::Instance()->SerializeEntity(user);
GameMessages::SendRebuildNotifyState(m_OwningEntity, m_State, eRebuildState::BUILDING, user->GetObjectID());
GameMessages::SendEnableRebuild(m_OwningEntity, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
m_State = eRebuildState::BUILDING;
m_StateDirty = true;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
auto movingPlatform = m_OwningEntity->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnRebuildInitilized();
}
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity)) {
script->OnRebuildStart(m_OwningEntity, user);
}
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity))
script->OnRebuildNotifyState(m_OwningEntity, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
}
}
void RebuildComponent::CompleteRebuild(Entity* user) {
if (user == nullptr) {
return;
}
auto characterComponent = user->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
characterComponent->TrackRebuildComplete();
} else {
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
return;
}
EntityManager::Instance()->SerializeEntity(user);
GameMessages::SendRebuildNotifyState(m_OwningEntity, m_State, eRebuildState::COMPLETED, user->GetObjectID());
GameMessages::SendPlayFXEffect(m_OwningEntity, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
GameMessages::SendEnableRebuild(m_OwningEntity, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_OwningEntity->GetObjectID());
m_State = eRebuildState::COMPLETED;
m_StateDirty = true;
m_Timer = 0.0f;
m_DrainedImagination = 0;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
// Removes extra item requirements, isn't live accurate.
// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
// TODO: fix?
if (m_Precondition != nullptr) {
m_Precondition->Check(user, true);
}
DespawnActivator();
// Set owner override so that entities smashed by this quickbuild will result in the builder getting rewards.
m_OwningEntity->SetOwnerOverride(user->GetObjectID());
auto* builder = GetBuilder();
if (builder) {
auto* team = TeamManager::Instance()->GetTeam(builder->GetObjectID());
if (team) {
for (const auto memberId : team->members) { // progress missions for all team members
auto* member = EntityManager::Instance()->GetEntity(memberId);
if (member) {
auto missionComponent = member->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
}
} else{
auto missionComponent = builder->GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ACTIVITY, m_ActivityId);
}
LootGenerator::Instance().DropActivityLoot(builder, m_OwningEntity, m_ActivityId, 1);
}
// Notify scripts
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity)) {
script->OnRebuildComplete(m_OwningEntity, user);
script->OnRebuildNotifyState(m_OwningEntity, m_State);
}
// Notify subscribers
for (const auto& callback : m_RebuildStateCallbacks)
callback(m_State);
for (const auto& callback : m_RebuildCompleteCallbacks)
callback(user);
m_OwningEntity->TriggerEvent(eTriggerEventType::REBUILD_COMPLETE, user);
auto movingPlatform = m_OwningEntity->GetComponent<MovingPlatformComponent>();
if (movingPlatform != nullptr) {
movingPlatform->OnCompleteRebuild();
}
// Set flag
auto* character = user->GetCharacter();
if (character != nullptr) {
const auto flagNumber = m_OwningEntity->GetVar<int32_t>(u"quickbuild_single_build_player_flag");
if (flagNumber != 0) {
character->SetPlayerFlag(flagNumber, true);
}
}
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
}
void RebuildComponent::ResetRebuild(bool failed) {
Entity* builder = GetBuilder();
if (m_State == eRebuildState::BUILDING && builder) {
GameMessages::SendEnableRebuild(m_OwningEntity, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
if (failed) {
RenderComponent::PlayAnimation(builder, u"rebuild-fail");
}
}
GameMessages::SendRebuildNotifyState(m_OwningEntity, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
m_State = eRebuildState::RESETTING;
m_StateDirty = true;
m_Timer = 0.0f;
m_TimerIncomplete = 0.0f;
m_ShowResetEffect = false;
m_DrainedImagination = 0;
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity))
script->OnRebuildNotifyState(m_OwningEntity, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
m_OwningEntity->ScheduleKillAfterUpdate();
if (m_Activator) {
m_Activator->ScheduleKillAfterUpdate();
}
}
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
if (m_State != eRebuildState::COMPLETED || skipChecks) {
m_Builder = LWOOBJID_EMPTY;
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
// Notify the client that a state has changed
GameMessages::SendRebuildNotifyState(m_OwningEntity, m_State, eRebuildState::INCOMPLETE, entityID);
GameMessages::SendEnableRebuild(m_OwningEntity, false, true, false, failReason, m_Timer, entityID);
// Now terminate any interaction with the rebuild
GameMessages::SendTerminateInteraction(entityID, eTerminateType::FROM_INTERACTION, m_OwningEntity->GetObjectID());
GameMessages::SendTerminateInteraction(m_OwningEntity->GetObjectID(), eTerminateType::FROM_INTERACTION, m_OwningEntity->GetObjectID());
// Now update the component itself
m_State = eRebuildState::INCOMPLETE;
m_StateDirty = true;
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_OwningEntity))
script->OnRebuildNotifyState(m_OwningEntity, m_State);
for (const auto& cb : m_RebuildStateCallbacks)
cb(m_State);
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
}
if (entity == nullptr) {
return;
}
auto characterComponent = entity->GetComponent<CharacterComponent>();
if (characterComponent) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
EntityManager::Instance()->SerializeEntity(entity);
}
}
void RebuildComponent::AddRebuildCompleteCallback(const std::function<void(Entity* user)>& callback) {
m_RebuildCompleteCallbacks.push_back(callback);
}
void RebuildComponent::AddRebuildStateCallback(const std::function<void(eRebuildState state)>& callback) {
m_RebuildStateCallbacks.push_back(callback);
}