DarkflameServer/dGame/dComponents/TriggerComponent.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

444 lines
16 KiB
C++

#include "TriggerComponent.h"
#include "dZoneManager.h"
#include "TeamManager.h"
#include "eTriggerCommandType.h"
#include "eMissionTaskType.h"
#include "ePhysicsEffectType.h"
#include "CharacterComponent.h"
#include "ControllablePhysicsComponent.h"
#include "MissionComponent.h"
#include "PhantomPhysicsComponent.h"
#include "QuickBuildComponent.h"
#include "SkillComponent.h"
#include "eEndBehavior.h"
#include "PlayerManager.h"
TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo): Component(parent) {
m_Parent = parent;
m_Trigger = nullptr;
std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');
uint32_t sceneID;
GeneralUtils::TryParse<uint32_t>(tokens.at(0), sceneID);
uint32_t triggerID;
GeneralUtils::TryParse<uint32_t>(tokens.at(1), triggerID);
m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);
if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
}
void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
if (m_Trigger && m_Trigger->enabled) {
for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
if (triggerEvent->id == event) {
for (LUTriggers::Command* command : triggerEvent->commands) {
HandleTriggerCommand(command, optionalTarget);
}
}
}
}
}
void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
auto argArray = GeneralUtils::SplitString(command->args, ',');
// determine targets
std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);
// if we have no targets, then we are done
if (targetEntities.empty()) return;
for (Entity* targetEntity : targetEntities) {
if (!targetEntity) continue;
switch (command->id) {
case eTriggerCommandType::ZONE_PLAYER: break;
case eTriggerCommandType::FIRE_EVENT:
HandleFireEvent(targetEntity, command->args);
break;
case eTriggerCommandType::DESTROY_OBJ:
HandleDestroyObject(targetEntity, command->args);
break;
case eTriggerCommandType::TOGGLE_TRIGGER:
HandleToggleTrigger(targetEntity, command->args);
break;
case eTriggerCommandType::RESET_REBUILD:
HandleResetRebuild(targetEntity, command->args);
break;
case eTriggerCommandType::SET_PATH: break;
case eTriggerCommandType::SET_PICK_TYPE: break;
case eTriggerCommandType::MOVE_OBJECT:
HandleMoveObject(targetEntity, argArray);
break;
case eTriggerCommandType::ROTATE_OBJECT:
HandleRotateObject(targetEntity, argArray);
break;
case eTriggerCommandType::PUSH_OBJECT:
HandlePushObject(targetEntity, argArray);
break;
case eTriggerCommandType::REPEL_OBJECT:
HandleRepelObject(targetEntity, command->args);
break;
case eTriggerCommandType::SET_TIMER:
HandleSetTimer(targetEntity, argArray);
break;
case eTriggerCommandType::CANCEL_TIMER:
HandleCancelTimer(targetEntity, command->args);
break;
case eTriggerCommandType::PLAY_CINEMATIC:
HandlePlayCinematic(targetEntity, argArray);
break;
case eTriggerCommandType::TOGGLE_BBB:
HandleToggleBBB(targetEntity, command->args);
break;
case eTriggerCommandType::UPDATE_MISSION:
HandleUpdateMission(targetEntity, argArray);
break;
case eTriggerCommandType::SET_BOUNCER_STATE: break;
case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
case eTriggerCommandType::TURN_AROUND_ON_PATH: break;
case eTriggerCommandType::GO_FORWARD_ON_PATH: break;
case eTriggerCommandType::GO_BACKWARD_ON_PATH: break;
case eTriggerCommandType::STOP_PATHING: break;
case eTriggerCommandType::START_PATHING: break;
case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
case eTriggerCommandType::PLAY_EFFECT:
HandlePlayEffect(targetEntity, argArray);
break;
case eTriggerCommandType::STOP_EFFECT:
GameMessages::SendStopFXEffect(targetEntity, true, command->args);
break;
case eTriggerCommandType::CAST_SKILL:
HandleCastSkill(targetEntity, command->args);
break;
case eTriggerCommandType::DISPLAY_ZONE_SUMMARY:
GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID());
break;
case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
HandleSetPhysicsVolumeEffect(targetEntity, argArray);
break;
case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
HandleSetPhysicsVolumeStatus(targetEntity, command->args);
break;
case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
HandleActivateSpawnerNetwork(command->args);
break;
case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
HandleDeactivateSpawnerNetwork(command->args);
break;
case eTriggerCommandType::RESET_SPAWNER_NETWORK:
HandleResetSpawnerNetwork(command->args);
break;
case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
HandleDestroySpawnerNetworkObjects(command->args);
break;
case eTriggerCommandType::GO_TO_WAYPOINT: break;
case eTriggerCommandType::ACTIVATE_PHYSICS:
HandleActivatePhysics(targetEntity, command->args);
break;
// DEPRECATED BLOCK START
case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
case eTriggerCommandType::FLASH_MUSIC_CUE: break;
case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
// DEPRECATED BLOCK END
default:
LOG_DEBUG("Event %i was not handled!", command->id);
break;
}
}
}
std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
std::vector<Entity*> entities = {};
if (command->target == "self") entities.push_back(m_Parent);
else if (command->target == "zone") { /*TODO*/ }
else if (command->target == "target" && optionalTarget) entities.push_back(optionalTarget);
else if (command->target == "targetTeam" && optionalTarget) {
auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
for (const auto memberId : team->members) {
auto* member = Game::entityManager->GetEntity(memberId);
if (member) entities.push_back(member);
}
} else if (command->target == "objGroup") entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
else if (command->target == "allPlayers") {
for (auto* player : PlayerManager::GetAllPlayers()) {
entities.push_back(player);
}
} else if (command->target == "allNPCs") { /*UNUSED*/ }
return entities;
}
void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
for (CppScripts::Script* script : CppScripts::GetEntityScripts(targetEntity)) {
script->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
}
}
void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args){
uint32_t killType;
GeneralUtils::TryParse<uint32_t>(args, killType);
targetEntity->Smash(m_Parent->GetObjectID(), static_cast<eKillType>(killType));
}
void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args){
auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
if (!triggerComponent) {
LOG_DEBUG("Trigger component not found!");
return;
}
triggerComponent->SetTriggerEnabled(args == "1");
}
void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args){
auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
if (!quickBuildComponent) {
LOG_DEBUG("Rebuild component not found!");
return;
}
quickBuildComponent->ResetQuickBuild(args == "1");
}
void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
auto position = targetEntity->GetPosition();
NiPoint3 offset = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), offset);
position += offset;
targetEntity->SetPosition(position);
}
void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() <= 2) return;
NiPoint3 vector = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), vector);
NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
targetEntity->SetRotation(rotation);
}
void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() < 3) return;
auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
phantomPhysicsComponent->SetDirectionalMultiplier(1);
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(0), argArray.at(1), argArray.at(2), direction);
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
}
void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args){
auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
float forceMultiplier;
GeneralUtils::TryParse<float>(args, forceMultiplier);
phantomPhysicsComponent->SetPhysicsEffectActive(true);
phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);
auto triggerPos = m_Parent->GetPosition();
auto targetPos = targetEntity->GetPosition();
// normalize the vectors to get the direction
auto delta = targetPos - triggerPos;
auto length = delta.Length();
NiPoint3 direction = delta / length;
phantomPhysicsComponent->SetDirection(direction);
Game::entityManager->SerializeEntity(m_Parent);
}
void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray){
if (argArray.size() != 2) {
LOG_DEBUG("Not ehought variables!");
return;
}
float time = 0.0;
GeneralUtils::TryParse<float>(argArray.at(1), time);
m_Parent->AddTimer(argArray.at(0), time);
}
void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args){
m_Parent->CancelTimer(args);
}
void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
float leadIn = -1.0;
auto wait = eEndBehavior::RETURN;
bool unlock = true;
bool leaveLocked = false;
bool hidePlayer = false;
if (argArray.size() >= 2) {
GeneralUtils::TryParse<float>(argArray.at(1), leadIn);
if (argArray.size() >= 3 && argArray.at(2) == "wait") {
wait = eEndBehavior::WAIT;
if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
unlock = false;
if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
leaveLocked = true;
if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
hidePlayer = true;
}
}
}
}
}
GameMessages::SendPlayCinematic(targetEntity->GetObjectID(), GeneralUtils::UTF8ToUTF16(argArray.at(0)), targetEntity->GetSystemAddress(), true, true, false, false, wait, hidePlayer, leadIn, leaveLocked, unlock);
}
void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
auto* character = targetEntity->GetCharacter();
if (!character) {
LOG_DEBUG("Character was not found!");
return;
}
bool buildMode = !(character->GetBuildMode());
if (args == "enter") buildMode = true;
else if (args == "exit") buildMode = false;
character->SetBuildMode(buildMode);
}
void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
// there are only explore tasks used
// If others need to be implemented for modding
// then we need a good way to convert this from a string to that enum
if (argArray.at(0) != "exploretask") return;
MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
if (!missionComponent){
LOG_DEBUG("Mission component not found!");
return;
}
missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
}
void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
if (argArray.size() < 3) return;
int32_t effectID = 0;
if (!GeneralUtils::TryParse<int32_t>(argArray.at(1), effectID)) return;
std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));
float priority = 1;
if (argArray.size() == 4) GeneralUtils::TryParse<float>(argArray.at(3), priority);
GameMessages::SendPlayFXEffect(targetEntity, effectID, effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
}
void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args){
auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
if (!skillComponent) {
LOG_DEBUG("Skill component not found!");
return;
}
uint32_t skillId;
GeneralUtils::TryParse<uint32_t>(args, skillId);
skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
}
void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(true);
ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;
phantomPhysicsComponent->SetEffectType(effectType);
phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
if (argArray.size() > 4) {
NiPoint3 direction = NiPoint3Constant::ZERO;
GeneralUtils::TryParse(argArray.at(2), argArray.at(3), argArray.at(4), direction);
phantomPhysicsComponent->SetDirection(direction);
}
if (argArray.size() > 5) {
uint32_t min;
GeneralUtils::TryParse<uint32_t>(argArray.at(6), min);
phantomPhysicsComponent->SetMin(min);
uint32_t max;
GeneralUtils::TryParse<uint32_t>(argArray.at(7), max);
phantomPhysicsComponent->SetMax(max);
}
Game::entityManager->SerializeEntity(targetEntity);
}
void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
if (!phantomPhysicsComponent) {
LOG_DEBUG("Phantom Physics component not found!");
return;
}
phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
Game::entityManager->SerializeEntity(targetEntity);
}
void TriggerComponent::HandleActivateSpawnerNetwork(std::string args){
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Activate();
}
}
void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args){
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Deactivate();
}
}
void TriggerComponent::HandleResetSpawnerNetwork(std::string args){
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->Reset();
}
}
void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args){
for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
if (spawner) spawner->DestroyAllEntities();
}
}
void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
if (args == "true") {
// TODO add physics entity if there isn't one
} else if (args == "false"){
// TODO remove Phsyics entity if there is one
} else {
LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
}
}