mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
7671cc6865
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
382 lines
9.5 KiB
C++
382 lines
9.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "CDClientManager.h"
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#ifndef SCRIPTEDACTIVITYCOMPONENT_H
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#define SCRIPTEDACTIVITYCOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "CDActivitiesTable.h"
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/**
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* Represents an instance of an activity, having participants and score
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*/
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class ActivityInstance {
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public:
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ActivityInstance(Entity* parent, CDActivities activityInfo) { m_Parent = parent; m_ActivityInfo = activityInfo; };
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//~ActivityInstance();
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/**
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* Adds an entity to this activity
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* @param participant the entity to add
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*/
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void AddParticipant(Entity* participant);
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/**
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* Removes all the participants from this activity
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*/
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void ClearParticipants() { m_Participants.clear(); };
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/**
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* Starts the instance world for this activity and sends all participants there
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*/
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void StartZone();
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/**
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* Gives the rewards for completing this activity to some participant
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* @param participant the participant to give rewards to
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*/
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void RewardParticipant(Entity* participant);
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/**
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* Removes a participant from this activity
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* @param participant the participant to remove
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*/
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void RemoveParticipant(const Entity* participant);
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/**
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* Returns all the participants of this activity
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* @return all the participants of this activity
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*/
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std::vector<Entity*> GetParticipants() const;
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/**
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* Currently unused
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*/
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uint32_t GetScore() const;
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/**
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* Currently unused
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*/
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void SetScore(uint32_t score);
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private:
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/**
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* Currently unused
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*/
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uint32_t score = 0;
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/**
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* The instance ID of this activity
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*/
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uint32_t m_NextZoneCloneID = 0;
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/**
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* The database information for this activity
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*/
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CDActivities m_ActivityInfo;
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/**
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* The entity that owns this activity (the entity that has the ScriptedActivityComponent)
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*/
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Entity* m_Parent;
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/**
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* All the participants of this activity
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*/
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std::vector<LWOOBJID> m_Participants;
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};
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/**
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* Represents an entity in a lobby
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*/
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struct LobbyPlayer {
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/**
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* The ID of the entity that is in the lobby
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*/
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LWOOBJID entityID;
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/**
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* Whether or not the entity is ready
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*/
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bool ready = false;
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/**
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* Returns the entity that is in the lobby
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* @return the entity that is in the lobby
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*/
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Entity* GetEntity() const;
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};
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/**
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* Represents a lobby of players with a timer until it should start the activity
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*/
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struct Lobby {
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/**
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* The lobby of players
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*/
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std::vector<LobbyPlayer*> players;
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/**
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* The timer that determines when the activity should start
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*/
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float timer;
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};
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/**
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* Represents the score for the player in an activity, one index might represent score, another one time, etc.
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*/
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struct ActivityPlayer {
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/**
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* The entity that the score is tracked for
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*/
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LWOOBJID playerID;
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/**
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* The list of score for this entity
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*/
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float values[10];
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};
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/**
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* Welcome to the absolute behemoth that is the scripted activity component. I have now clue how this was managed in
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* live but I figure somewhat similarly and it's terrible. In a nutshell, this components handles any activity that
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* can be done in the game from quick builds to boss fights to races. On top of that, this component handles instancing
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* and lobbying.
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*/
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class ScriptedActivityComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::SCRIPTED_ACTIVITY;
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ScriptedActivityComponent(Entity* parent, int activityID);
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~ScriptedActivityComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) const;
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/**
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* Makes some entity join the minigame, if it's a lobbied one, the entity will be placed in the lobby
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* @param player the entity to join the game
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*/
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void PlayerJoin(Entity* player);
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/**
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* Makes an entity join the lobby for this minigame, if it exists
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* @param player the entity to join
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*/
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void PlayerJoinLobby(Entity* player);
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/**
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* Makes the player leave the lobby
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* @param playerID the entity to leave the lobby
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*/
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void PlayerLeave(LWOOBJID playerID);
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/**
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* Removes the entity from the minigame (and its score)
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* @param playerID the entity to remove from the minigame
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*/
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void PlayerRemove(LWOOBJID playerID);
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/**
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* Adds all the players to an instance of some activity
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* @param instance the instance to load the players into
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* @param lobby the players to load into the instance
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*/
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void LoadPlayersIntoInstance(ActivityInstance* instance, const std::vector<LobbyPlayer*>& lobby) const;
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/**
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* Removes a lobby from the activity manager
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* @param lobby the lobby to remove
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*/
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void RemoveLobby(Lobby* lobby);
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/**
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* Marks a player as (un)ready in a lobby
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* @param player the entity to mark
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* @param bReady true if the entity is ready, false otherwise
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*/
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void PlayerReady(Entity* player, bool bReady);
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/**
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* Returns the ID of this activity
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* @return the ID of this activity
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*/
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int GetActivityID() { return m_ActivityInfo.ActivityID; }
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/**
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* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
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* @return true if this activity has a lobby, false otherwise
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*/
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bool HasLobby() const;
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/**
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* Checks if a player is currently waiting in a lobby
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* @param player the entity to check for
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* @return true if the entity is waiting in a lobby, false otherwise
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*/
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bool PlayerIsInQueue(Entity* player);
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/**
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* Checks if an entity is currently playing this activity
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* @param player the entity to check
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* @return true if the entity is playing this lobby, false otherwise
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*/
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bool IsPlayedBy(Entity* player) const;
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/**
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* Checks if an entity is currently playing this activity
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* @param playerID the entity to check
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* @return true if the entity is playing this lobby, false otherwise
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*/
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bool IsPlayedBy(LWOOBJID playerID) const;
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/**
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* Legacy: used to check for unimplemented maps, gladly, this now just returns true :)
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*/
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bool IsValidActivity(Entity* player);
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/**
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* Removes the cost of the activity (e.g. green imaginate) for the entity that plays this activity
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* @param player the entity to take cost for
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* @return true if the cost was successfully deducted, false otherwise
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*/
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bool TakeCost(Entity* player) const;
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/**
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* Handles any response from a player clicking on a lobby / instance menu
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* @param player the entity that clicked
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* @param id the message that was passed
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*/
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void HandleMessageBoxResponse(Entity* player, const std::string& id);
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/**
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* Creates a new instance for this activity
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* @return a new instance for this activity
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*/
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ActivityInstance* NewInstance();
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/**
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* Returns all the currently active instances of this activity
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* @return all the currently active instances of this activity
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*/
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const std::vector<ActivityInstance*>& GetInstances() const;
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/**
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* Returns the instance that some entity is currently playing in
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* @param playerID the entity to check for
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* @return if any, the instance that the entity is currently in
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*/
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ActivityInstance* GetInstance(const LWOOBJID playerID);
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/**
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* @brief Reloads the config settings for this component
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*
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*/
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void ReloadConfig();
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/**
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* Removes all the instances
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*/
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void ClearInstances();
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/**
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* Returns all the score for the players that are currently playing this activity
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* @return
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*/
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std::vector<ActivityPlayer*> GetActivityPlayers() { return m_ActivityPlayers; };
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/**
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* Returns activity data for a specific entity (e.g. score and such).
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* @param playerID the entity to get data for
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* @return the activity data (score) for the passed player in this activity, if it exists
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*/
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ActivityPlayer* GetActivityPlayerData(LWOOBJID playerID);
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/**
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* Sets some score value for an entity
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* @param playerID the entity to set score for
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* @param index the score index to set
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* @param value the value to set in for that index
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*/
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void SetActivityValue(LWOOBJID playerID, uint32_t index, float_t value);
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/**
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* Returns activity score for the passed parameters
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* @param playerID the entity to get score for
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* @param index the index to get score for
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* @return activity score for the passed parameters
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*/
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float_t GetActivityValue(LWOOBJID playerID, uint32_t index);
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/**
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* Removes activity score tracking for some entity
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* @param playerID the entity to remove score for
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*/
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void RemoveActivityPlayerData(LWOOBJID playerID);
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/**
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* Adds activity score tracking for some entity
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* @param playerID the entity to add the activity score for
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* @return the created entry
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*/
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ActivityPlayer* AddActivityPlayerData(LWOOBJID playerID);
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/**
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* Sets the mapID that this activity points to
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* @param mapID the map ID to set
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*/
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void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
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/**
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* Returns the LMI that this activity points to for a team size
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* @param teamSize the team size to get the LMI for
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* @return the LMI that this activity points to for a team size
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*/
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uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
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private:
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/**
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* The database information for this activity
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*/
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CDActivities m_ActivityInfo;
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/**
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* All the active instances of this activity
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*/
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std::vector<ActivityInstance*> m_Instances;
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/**
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* The current lobbies for this activity
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*/
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std::vector<Lobby*> m_Queue;
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/**
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* All the activity score for the players in this activity
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*/
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std::vector<ActivityPlayer*> m_ActivityPlayers;
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/**
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* LMIs for team sizes
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*/
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std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
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/**
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* The activity id
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*
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*/
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int32_t m_ActivityID;
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};
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#endif // SCRIPTEDACTIVITYCOMPONENT_H
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