DarkflameServer/dGame/dComponents/DestroyableComponent.cpp
David Markowitz f0b6ad89d9
chore: Player class removal (#1445)
* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
2024-02-04 06:29:05 -08:00

1033 lines
32 KiB
C++

#include "DestroyableComponent.h"
#include "BitStream.h"
#include "Logger.h"
#include "Game.h"
#include "dConfig.h"
#include "Amf3.h"
#include "AmfSerialize.h"
#include "GameMessages.h"
#include "User.h"
#include "CDClientManager.h"
#include "CDDestructibleComponentTable.h"
#include "EntityManager.h"
#include "QuickBuildComponent.h"
#include "CppScripts.h"
#include "Loot.h"
#include "Character.h"
#include "Spawner.h"
#include "BaseCombatAIComponent.h"
#include "TeamManager.h"
#include "BuffComponent.h"
#include "SkillComponent.h"
#include "Item.h"
#include <sstream>
#include <algorithm>
#include "MissionComponent.h"
#include "CharacterComponent.h"
#include "PossessableComponent.h"
#include "PossessorComponent.h"
#include "InventoryComponent.h"
#include "dZoneManager.h"
#include "WorldConfig.h"
#include "eMissionTaskType.h"
#include "eStateChangeType.h"
#include "eGameActivity.h"
#include "CDComponentsRegistryTable.h"
DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_iArmor = 0;
m_fMaxArmor = 0.0f;
m_iImagination = 0;
m_fMaxImagination = 0.0f;
m_FactionIDs = std::vector<int32_t>();
m_EnemyFactionIDs = std::vector<int32_t>();
m_IsSmashable = false;
m_IsDead = false;
m_IsSmashed = false;
m_IsGMImmune = false;
m_IsShielded = false;
m_DamageToAbsorb = 0;
m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
m_DirtyThreatList = false;
m_HasThreats = false;
m_ExplodeFactor = 1.0f;
m_iHealth = 0;
m_fMaxHealth = 0;
m_AttacksToBlock = 0;
m_LootMatrixID = 0;
m_MinCoins = 0;
m_MaxCoins = 0;
m_DamageReduction = 0;
m_ImmuneToBasicAttackCount = 0;
m_ImmuneToDamageOverTimeCount = 0;
m_ImmuneToKnockbackCount = 0;
m_ImmuneToInterruptCount = 0;
m_ImmuneToSpeedCount = 0;
m_ImmuneToImaginationGainCount = 0;
m_ImmuneToImaginationLossCount = 0;
m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0;
m_DeathBehavior = -1;
m_DamageCooldownTimer = 0.0f;
}
DestroyableComponent::~DestroyableComponent() {
}
void DestroyableComponent::Reinitialize(LOT templateID) {
CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
int32_t componentID = 0;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (componentID > 0) {
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (destCompData.size() > 0) {
SetHealth(destCompData[0].life);
SetImagination(destCompData[0].imagination);
SetArmor(destCompData[0].armor);
SetMaxHealth(destCompData[0].life);
SetMaxImagination(destCompData[0].imagination);
SetMaxArmor(destCompData[0].armor);
SetIsSmashable(destCompData[0].isSmashable);
}
} else {
SetHealth(1);
SetImagination(0);
SetArmor(0);
SetMaxHealth(1);
SetMaxImagination(0);
SetMaxArmor(0);
SetIsSmashable(true);
}
}
void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) {
outBitStream->Write1(); // always write these on construction
outBitStream->Write(m_ImmuneToBasicAttackCount);
outBitStream->Write(m_ImmuneToDamageOverTimeCount);
outBitStream->Write(m_ImmuneToKnockbackCount);
outBitStream->Write(m_ImmuneToInterruptCount);
outBitStream->Write(m_ImmuneToSpeedCount);
outBitStream->Write(m_ImmuneToImaginationGainCount);
outBitStream->Write(m_ImmuneToImaginationLossCount);
outBitStream->Write(m_ImmuneToQuickbuildInterruptCount);
outBitStream->Write(m_ImmuneToPullToPointCount);
}
outBitStream->Write(m_DirtyHealth || bIsInitialUpdate);
if (m_DirtyHealth || bIsInitialUpdate) {
outBitStream->Write(m_iHealth);
outBitStream->Write(m_fMaxHealth);
outBitStream->Write(m_iArmor);
outBitStream->Write(m_fMaxArmor);
outBitStream->Write(m_iImagination);
outBitStream->Write(m_fMaxImagination);
outBitStream->Write(m_DamageToAbsorb);
outBitStream->Write(IsImmune());
outBitStream->Write(m_IsGMImmune);
outBitStream->Write(m_IsShielded);
outBitStream->Write(m_fMaxHealth);
outBitStream->Write(m_fMaxArmor);
outBitStream->Write(m_fMaxImagination);
outBitStream->Write<uint32_t>(m_FactionIDs.size());
for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
outBitStream->Write(m_FactionIDs[i]);
}
outBitStream->Write(m_IsSmashable);
if (bIsInitialUpdate) {
outBitStream->Write(m_IsDead);
outBitStream->Write(m_IsSmashed);
if (m_IsSmashable) {
outBitStream->Write(m_IsModuleAssembly);
outBitStream->Write(m_ExplodeFactor != 1.0f);
if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
}
}
m_DirtyHealth = false;
}
outBitStream->Write(m_DirtyThreatList || bIsInitialUpdate);
if (m_DirtyThreatList || bIsInitialUpdate) {
outBitStream->Write(m_HasThreats);
m_DirtyThreatList = false;
}
}
void DestroyableComponent::Update(float deltaTime) {
m_DamageCooldownTimer -= deltaTime;
}
void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
LOG("Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->LoadFromXml(doc);
}
dest->QueryAttribute("hc", &m_iHealth);
dest->QueryAttribute("hm", &m_fMaxHealth);
dest->QueryAttribute("im", &m_fMaxImagination);
dest->QueryAttribute("ic", &m_iImagination);
dest->QueryAttribute("ac", &m_iArmor);
dest->QueryAttribute("am", &m_fMaxArmor);
m_DirtyHealth = true;
}
void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) {
LOG("Failed to find dest tag!");
return;
}
auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
if (buffComponent != nullptr) {
buffComponent->UpdateXml(doc);
}
dest->SetAttribute("hc", m_iHealth);
dest->SetAttribute("hm", m_fMaxHealth);
dest->SetAttribute("im", m_fMaxImagination);
dest->SetAttribute("ic", m_iImagination);
dest->SetAttribute("ac", m_iArmor);
dest->SetAttribute("am", m_fMaxArmor);
}
void DestroyableComponent::SetHealth(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackHealthDelta(value - m_iHealth);
}
m_iHealth = value;
}
void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
m_DirtyHealth = true;
// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
m_fMaxHealth = value;
if (m_iHealth > m_fMaxHealth) {
m_iHealth = m_fMaxHealth;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "health");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetArmor(int32_t value) {
m_DirtyHealth = true;
// If Destroyable Component already has zero armor do not trigger the passive ability again.
bool hadArmor = m_iArmor > 0;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackArmorDelta(value - m_iArmor);
}
m_iArmor = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
}
}
void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
m_DirtyHealth = true;
m_fMaxArmor = value;
if (m_iArmor > m_fMaxArmor) {
m_iArmor = m_fMaxArmor;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(value));
args.Insert("type", "armor");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetImagination(int32_t value) {
m_DirtyHealth = true;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackImaginationDelta(value - m_iImagination);
}
m_iImagination = value;
auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
if (m_iImagination == 0 && inventroyComponent != nullptr) {
inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
}
}
void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
m_DirtyHealth = true;
// Used for playAnim if opted in for.
int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
m_fMaxImagination = value;
if (m_iImagination > m_fMaxImagination) {
m_iImagination = m_fMaxImagination;
}
if (playAnim) {
// Now update the player bar
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("amount", std::to_string(difference));
args.Insert("type", "imagination");
GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
}
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
m_DirtyHealth = true;
m_DamageToAbsorb = value;
}
void DestroyableComponent::SetDamageReduction(int32_t value) {
m_DirtyHealth = true;
m_DamageReduction = value;
}
void DestroyableComponent::SetIsImmune(bool value) {
m_DirtyHealth = true;
m_ImmuneToBasicAttackCount = value ? 1 : 0;
}
void DestroyableComponent::SetIsGMImmune(bool value) {
m_DirtyHealth = true;
m_IsGMImmune = value;
}
void DestroyableComponent::SetIsShielded(bool value) {
m_DirtyHealth = true;
m_IsShielded = value;
}
void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
// Ignore factionID -1
if (factionID == -1 && !ignoreChecks) return;
// if we already have that faction, don't add it again
if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
m_FactionIDs.push_back(factionID);
m_DirtyHealth = true;
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT enemyList FROM Factions WHERE faction = ?;");
query.bind(1, static_cast<int>(factionID));
auto result = query.execQuery();
if (result.eof()) return;
if (result.fieldIsNull(0)) return;
const auto* list_string = result.getStringField(0);
std::stringstream ss(list_string);
std::string token;
while (std::getline(ss, token, ',')) {
if (token.empty()) continue;
auto id = std::stoi(token);
auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
if (!exclude) {
exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
}
if (exclude) {
continue;
}
AddEnemyFaction(id);
}
result.finalize();
}
bool DestroyableComponent::IsEnemy(const Entity* other) const {
if (m_Parent->IsPlayer() && other->IsPlayer()) {
auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!thisCharacterComponent) return false;
auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
if (!otherCharacterComponent) return false;
if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
return false;
}
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return true;
}
}
}
return false;
}
bool DestroyableComponent::IsFriend(const Entity* other) const {
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
if (enemyFaction == otherFaction)
return false;
}
}
return true;
}
return false;
}
void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
m_EnemyFactionIDs.push_back(factionID);
}
void DestroyableComponent::SetIsSmashable(bool value) {
m_DirtyHealth = true;
m_IsSmashable = value;
}
void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
m_AttacksToBlock = value;
}
bool DestroyableComponent::IsImmune() const {
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
}
bool DestroyableComponent::IsCooldownImmune() const {
return m_DamageCooldownTimer > 0.0f;
}
bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
const auto hasPassive = inventoryComponent->HasAnyPassive({
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
}, 5);
if (hasPassive) {
return true;
}
}
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
}
bool DestroyableComponent::HasFaction(int32_t factionID) const {
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
}
LWOOBJID DestroyableComponent::GetKillerID() const {
return m_KillerID;
}
Entity* DestroyableComponent::GetKiller() const {
return Game::entityManager->GetEntity(m_KillerID);
}
void DestroyableComponent::Heal(const uint32_t health) {
auto current = static_cast<uint32_t>(GetHealth());
const auto max = static_cast<uint32_t>(GetMaxHealth());
current += health;
current = std::min(current, max);
SetHealth(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
auto current = static_cast<int32_t>(GetImagination());
const auto max = static_cast<int32_t>(GetMaxImagination());
current += deltaImagination;
current = std::min(current, max);
if (current < 0) {
current = 0;
}
SetImagination(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Repair(const uint32_t armor) {
auto current = static_cast<uint32_t>(GetArmor());
const auto max = static_cast<uint32_t>(GetMaxArmor());
current += armor;
current = std::min(current, max);
SetArmor(current);
Game::entityManager->SerializeEntity(m_Parent);
}
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
if (GetHealth() <= 0) {
return;
}
if (IsImmune() || IsCooldownImmune()) {
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
return;
}
if (m_AttacksToBlock > 0) {
m_AttacksToBlock--;
return;
}
// If this entity has damage reduction, reduce the damage to a minimum of 1
if (m_DamageReduction > 0 && damage > 0) {
if (damage > m_DamageReduction) {
damage -= m_DamageReduction;
} else {
damage = 1;
}
}
const auto sourceDamage = damage;
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
auto armor = static_cast<uint32_t>(GetArmor());
auto health = static_cast<uint32_t>(GetHealth());
const auto absorbDamage = std::min(damage, absorb);
damage -= absorbDamage;
absorb -= absorbDamage;
const auto armorDamage = std::min(damage, armor);
damage -= armorDamage;
armor -= armorDamage;
health -= std::min(damage, health);
SetDamageToAbsorb(absorb);
SetArmor(armor);
SetHealth(health);
SetIsShielded(absorb > 0);
// Dismount on the possessable hit
auto possessable = m_Parent->GetComponent<PossessableComponent>();
if (possessable && possessable->GetDepossessOnHit()) {
possessable->Dismount();
}
// Dismount on the possessor hit
auto possessor = m_Parent->GetComponent<PossessorComponent>();
if (possessor) {
auto possessableId = possessor->GetPossessable();
if (possessableId != LWOOBJID_EMPTY) {
auto possessable = Game::entityManager->GetEntity(possessableId);
if (possessable) {
possessor->Dismount(possessable);
}
}
}
if (m_Parent->GetLOT() != 1) {
echo = true;
}
if (echo) {
Game::entityManager->SerializeEntity(m_Parent);
}
auto* attacker = Game::entityManager->GetEntity(source);
m_Parent->OnHit(attacker);
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
NotifySubscribers(attacker, sourceDamage);
for (const auto& cb : m_OnHitCallbacks) {
cb(attacker);
}
if (health != 0) {
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
if (combatComponent != nullptr) {
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
}
return;
}
//check if hardcore mode is enabled
if (Game::entityManager->GetHardcoreMode()) {
DoHardcoreModeDrops(source);
}
Smash(source, eKillType::VIOLENT, u"", skillID);
}
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
auto foundScript = m_SubscribedScripts.find(scriptObjId);
if (foundScript != m_SubscribedScripts.end()) {
m_SubscribedScripts.erase(foundScript);
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
} else {
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
}
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
}
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
for (auto script : m_SubscribedScripts) {
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
}
}
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
if (m_iHealth > 0) {
SetArmor(0);
SetHealth(0);
Game::entityManager->SerializeEntity(m_Parent);
}
m_KillerID = source;
auto* owner = Game::entityManager->GetEntity(source);
if (owner != nullptr) {
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr && isEnemy) {
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
}
auto* missions = owner->GetComponent<MissionComponent>();
if (missions != nullptr) {
if (team != nullptr) {
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
auto* memberMissions = member->GetComponent<MissionComponent>();
if (memberMissions == nullptr) continue;
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
} else {
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
}
}
}
const auto isPlayer = m_Parent->IsPlayer();
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
//NANI?!
if (!isPlayer) {
if (owner != nullptr) {
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr) {
LWOOBJID specificOwner = LWOOBJID_EMPTY;
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
uint32_t teamSize = team->members.size();
uint32_t lootMatrixId = GetLootMatrixID();
if (scriptedActivityComponent) {
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
}
if (team->lootOption == 0) { // Round robin
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
auto* member = Game::entityManager->GetEntity(specificOwner);
if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
} else {
for (const auto memberId : team->members) { // Free for all
auto* member = Game::entityManager->GetEntity(memberId);
if (member == nullptr) continue;
Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
}
}
} else { // drop loot for non team user
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
}
}
} else {
//Check if this zone allows coin drops
if (Game::zoneManager->GetPlayerLoseCoinOnDeath()) {
auto* character = m_Parent->GetCharacter();
uint64_t coinsTotal = character->GetCoins();
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMin;
if (coinsTotal >= minCoinsToLose) {
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMax;
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathPercent;
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
coinsTotal -= coinsToLose;
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
}
}
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
script->OnPlayerDied(zoneControl, m_Parent);
}
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
for (Entity* scriptEntity : scriptedActs) {
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
script->OnPlayerDied(scriptEntity, m_Parent);
}
}
}
}
m_Parent->Kill(owner, killType);
}
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
m_FactionIDs.clear();
m_EnemyFactionIDs.clear();
AddFaction(factionID, ignoreChecks);
}
void DestroyableComponent::SetStatusImmunity(
const eStateChangeType state,
const bool bImmuneToBasicAttack,
const bool bImmuneToDamageOverTime,
const bool bImmuneToKnockback,
const bool bImmuneToInterrupt,
const bool bImmuneToSpeed,
const bool bImmuneToImaginationGain,
const bool bImmuneToImaginationLoss,
const bool bImmuneToQuickbuildInterrupt,
const bool bImmuneToPullToPoint) {
if (state == eStateChangeType::POP) {
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
}
GameMessages::SendSetStatusImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
bImmuneToBasicAttack,
bImmuneToDamageOverTime,
bImmuneToKnockback,
bImmuneToInterrupt,
bImmuneToSpeed,
bImmuneToImaginationGain,
bImmuneToImaginationLoss,
bImmuneToQuickbuildInterrupt,
bImmuneToPullToPoint
);
}
void DestroyableComponent::FixStats() {
auto* entity = GetParent();
if (entity == nullptr) return;
// Reset skill component and buff component
auto* skillComponent = entity->GetComponent<SkillComponent>();
auto* buffComponent = entity->GetComponent<BuffComponent>();
auto* missionComponent = entity->GetComponent<MissionComponent>();
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
// If any of the components are nullptr, return
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
return;
}
// Save the current stats
int32_t currentHealth = destroyableComponent->GetHealth();
int32_t currentArmor = destroyableComponent->GetArmor();
int32_t currentImagination = destroyableComponent->GetImagination();
// Unequip all items
auto equipped = inventoryComponent->GetEquippedItems();
for (auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
if (item == nullptr) {
continue;
}
// Unequip the item
item->UnEquip();
}
// Base stats
int32_t maxHealth = 4;
int32_t maxArmor = 0;
int32_t maxImagination = 0;
// Go through all completed missions and add the reward stats
for (auto& pair : missionComponent->GetMissions()) {
auto* mission = pair.second;
if (!mission->IsComplete()) {
continue;
}
// Add the stats
const auto& info = mission->GetClientInfo();
maxHealth += info.reward_maxhealth;
maxImagination += info.reward_maximagination;
}
// Set the base stats
destroyableComponent->SetMaxHealth(maxHealth);
destroyableComponent->SetMaxArmor(maxArmor);
destroyableComponent->SetMaxImagination(maxImagination);
// Re-apply all buffs
buffComponent->ReApplyBuffs();
// Requip all items
for (auto& equippedItem : equipped) {
// Get the item with the item ID
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
if (item == nullptr) {
continue;
}
// Equip the item
item->Equip();
}
// Fetch correct max stats after everything is done
maxHealth = destroyableComponent->GetMaxHealth();
maxArmor = destroyableComponent->GetMaxArmor();
maxImagination = destroyableComponent->GetMaxImagination();
// If any of the current stats are more than their max, set them to the max
if (currentHealth > maxHealth) currentHealth = maxHealth;
if (currentArmor > maxArmor) currentArmor = maxArmor;
if (currentImagination > maxImagination) currentImagination = maxImagination;
// Restore current stats
destroyableComponent->SetHealth(currentHealth);
destroyableComponent->SetArmor(currentArmor);
destroyableComponent->SetImagination(currentImagination);
// Serialize the entity
Game::entityManager->SerializeEntity(entity);
}
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
m_OnHitCallbacks.push_back(callback);
}
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
//check if this is a player:
if (m_Parent->IsPlayer()) {
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
auto* character = m_Parent->GetComponent<CharacterComponent>();
auto uscore = character->GetUScore();
auto uscoreToLose = uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100);
character->SetUScore(uscore - uscoreToLose);
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
//drop all items from inventory:
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
if (inventory) {
//get the items inventory:
auto items = inventory->GetInventory(eInventoryType::ITEMS);
if (items) {
auto itemMap = items->GetItems();
if (!itemMap.empty()) {
for (const auto& item : itemMap) {
//drop the item:
if (!item.second) continue;
// don't drop the thinkng cap
if (item.second->GetLot() == 6086) continue;
GameMessages::SendDropClientLoot(m_Parent, source, item.second->GetLot(), 0, m_Parent->GetPosition(), item.second->GetCount());
item.second->SetCount(0, false, false);
}
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
}
//get character:
auto* chars = m_Parent->GetCharacter();
if (chars) {
auto coins = chars->GetCoins();
//lose all coins:
chars->SetCoins(0, eLootSourceType::NONE);
//drop all coins:
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
}
// Reload the player since we can't normally reduce uscore from the server and we want the UI to update
// do this last so we don't get killed.... again
Game::entityManager->DestructEntity(m_Parent);
Game::entityManager->ConstructEntity(m_Parent);
return;
}
//award the player some u-score:
auto* player = Game::entityManager->GetEntity(source);
if (player && player->IsPlayer()) {
auto* playerStats = player->GetComponent<CharacterComponent>();
if (playerStats) {
//get the maximum health from this enemy:
auto maxHealth = GetMaxHealth();
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
playerStats->SetUScore(playerStats->GetUScore() + uscore);
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
Game::entityManager->SerializeEntity(m_Parent);
}
}
}