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ec501831e6
* remove complex queries and move logic to dDatabase remove unused code Use correct id fix arrows use correct parameter fix queries Update Property.cpp remove unused header remove extra include * fix tests * Update dGame/dComponents/PropertyEntranceComponent.h Co-authored-by: jadebenn <jadebenn@users.noreply.github.com> * Update dGame/User.h Co-authored-by: jadebenn <jadebenn@users.noreply.github.com> --------- Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>
179 lines
6.7 KiB
C++
179 lines
6.7 KiB
C++
#include "PropertyEntranceComponent.h"
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#include "CDPropertyEntranceComponentTable.h"
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#include "Character.h"
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#include "Database.h"
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#include "GameMessages.h"
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#include "PropertyManagementComponent.h"
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#include "PropertySelectQueryProperty.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "CharacterComponent.h"
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#include "UserManager.h"
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#include "Logger.h"
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#include "Amf3.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "ePropertySortType.h"
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#include "User.h"
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PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, uint32_t componentID) : Component(parent) {
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this->propertyQueries = {};
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auto table = CDClientManager::GetTable<CDPropertyEntranceComponentTable>();
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const auto& entry = table->GetByID(componentID);
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this->m_MapID = entry.mapID;
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this->m_PropertyName = entry.propertyName;
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}
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void PropertyEntranceComponent::OnUse(Entity* entity) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* rocket = entity->GetComponent<CharacterComponent>()->RocketEquip(entity);
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if (!rocket) return;
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GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), entity->GetSystemAddress());
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AMFArrayValue args;
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args.Insert("state", "property_menu");
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GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args);
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}
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void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr) {
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LWOCLONEID cloneId = 0;
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if (index == -1 && !returnToZone) {
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cloneId = entity->GetCharacter()->GetPropertyCloneID();
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} else if (index == -1 && returnToZone) {
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cloneId = 0;
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} else if (index >= 0) {
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// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
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index++;
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const auto& pair = propertyQueries.find(entity->GetObjectID());
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if (pair == propertyQueries.end()) return;
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const auto& query = pair->second;
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if (index >= query.size()) return;
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cloneId = query[index].CloneId;
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}
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auto* launcher = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
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if (launcher == nullptr) {
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return;
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}
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launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId);
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launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
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}
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void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
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const auto* const character = entity->GetCharacter();
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if (!character) return;
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const auto* const user = character->GetParentUser();
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if (!user) return;
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auto& entries = propertyQueries[entity->GetObjectID()];
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entries.clear();
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// Player property goes in index 1 of the vector. This is how the client expects it.
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const auto playerProperty = Database::Get()->GetPropertyInfo(m_MapID, character->GetPropertyCloneID());
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// If the player has a property this query will have a single result.
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auto& playerEntry = entries.emplace_back();
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if (playerProperty.has_value()) {
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playerEntry.OwnerName = character->GetName();
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playerEntry.IsBestFriend = true;
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playerEntry.IsFriend = true;
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playerEntry.IsAlt = true;
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playerEntry.IsOwned = true;
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playerEntry.CloneId = playerProperty->cloneId;
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playerEntry.Name = playerProperty->name;
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playerEntry.Description = playerProperty->description;
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playerEntry.AccessType = playerProperty->privacyOption;
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playerEntry.IsModeratorApproved = playerProperty->modApproved;
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playerEntry.DateLastPublished = playerProperty->lastUpdatedTime;
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playerEntry.Reputation = playerProperty->reputation;
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playerEntry.PerformanceCost = playerProperty->performanceCost;
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auto& entry = playerEntry;
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} else {
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playerEntry.OwnerName = character->GetName();
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playerEntry.IsBestFriend = true;
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playerEntry.IsFriend = true;
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playerEntry.IsAlt = false;
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playerEntry.IsOwned = false;
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playerEntry.CloneId = character->GetPropertyCloneID();
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playerEntry.Name = "";
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playerEntry.Description = "";
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playerEntry.AccessType = 0;
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playerEntry.IsModeratorApproved = false;
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playerEntry.DateLastPublished = 0;
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playerEntry.Reputation = 0;
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playerEntry.PerformanceCost = 0.0f;
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}
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IProperty::PropertyLookup propertyLookup;
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propertyLookup.mapId = m_MapID;
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propertyLookup.searchString = filterText;
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propertyLookup.sortChoice = static_cast<ePropertySortType>(sortMethod);
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propertyLookup.playerSort = static_cast<uint32_t>(sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? PropertyPrivacyOption::Friends : PropertyPrivacyOption::Public);
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propertyLookup.playerId = character->GetID();
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propertyLookup.numResults = numResults;
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propertyLookup.startIndex = startIndex;
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const auto lookupResult = Database::Get()->GetProperties(propertyLookup);
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for (const auto& propertyEntry : lookupResult->entries) {
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const auto owner = propertyEntry.ownerId;
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const auto otherCharacter = Database::Get()->GetCharacterInfo(owner);
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if (!otherCharacter.has_value()) {
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LOG("Failed to find property owner name for %u!", owner);
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continue;
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}
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auto& entry = entries.emplace_back();
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entry.IsOwned = entry.CloneId == otherCharacter->cloneId;
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entry.OwnerName = otherCharacter->name;
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entry.CloneId = propertyEntry.cloneId;
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entry.Name = propertyEntry.name;
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entry.Description = propertyEntry.description;
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entry.AccessType = propertyEntry.privacyOption;
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entry.IsModeratorApproved = propertyEntry.modApproved;
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entry.DateLastPublished = propertyEntry.lastUpdatedTime;
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entry.Reputation = propertyEntry.reputation;
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entry.PerformanceCost = propertyEntry.performanceCost;
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entry.IsBestFriend = false;
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entry.IsFriend = false;
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// Query to get friend and best friend fields
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const auto friendCheck = Database::Get()->GetBestFriendStatus(character->GetID(), owner);
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// If we got a result than the two players are friends.
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if (friendCheck.has_value()) {
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entry.IsFriend = true;
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entry.IsBestFriend = friendCheck->bestFriendStatus == 3;
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}
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if (!entry.IsModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
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entry.Name = "[AWAITING APPROVAL]";
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entry.Description = "[AWAITING APPROVAL]";
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entry.IsModeratorApproved = true;
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}
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// Query to determine whether this property is an alt character of the entity.
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for (const auto charid : Database::Get()->GetAccountCharacterIds(user->GetAccountID())) {
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entry.IsAlt = charid == owner;
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if (entry.IsAlt) break;
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}
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}
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// Query here is to figure out whether or not to display the button to go to the next page or not.
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GameMessages::SendPropertySelectQuery(m_Parent->GetObjectID(), startIndex, lookupResult->totalEntriesMatchingQuery - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
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}
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