Files
DarkflameServer/dGame/dComponents/SkillComponent.cpp
Aaron Kimbrell fd2be18161 feat(skills): save running skill cooldown groups (charxml <skil sc>)
The client reads the cooldowns still running from the charxml on load
(LWOSkillComponent::LoadFromSaveData 0x00c2a9c0): <skil sc="..."> split
on ';' and ':' (the delimiter string at 0x015b1714 is L";:") into a
cooldown group and the seconds left, each put in its cooldown map under
{hasCooldownGroup = 1, group}, the key it checks when the player casts a
skill of that group (0x00c11400). Live wrote <skil/> with nothing running
and e.g. <skil sc="17:15.6958;"/> otherwise (226 live charxmls; groups
8, 17 and 78 seen, the times below the groups' SkillBehavior cooldowns).
The claude-client-re-docs page described sc as "id;time" pairs; the
live saves and the delimiters show "group:time;".

DLU wrote no <skil>, so relogging or changing zones cleared every
cooldown (e.g. the 90 s imagination and faction skills).

- A player's successful cast (CastPlayerSkill) starts its
  SkillBehavior.cooldowngroup's cooldown (groups 0 and up, cooldown > 0),
  counted down in Update.
- Saved as live wrote it; loaded back when the player's SkillComponent
  is created, so a cooldown survives several zone changes. Old saves
  without <skil> load with none running.

Check in game: use a skill with a long cooldown (e.g. a faction kit's
special skill, a consumable with a cooldown), change zones or log out and
back in right away: its cooldown is still shown and counts down from
where it was (minus the loading time on the server).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:44:07 -05:00

577 lines
16 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include "SkillComponent.h"
#include "GeneralUtils.h"
#include "tinyxml2.h"
#include <sstream>
#include <vector>
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "Behavior.h"
#include "CDClientDatabase.h"
#include "dServer.h"
#include "EntityManager.h"
#include "Game.h"
#include "BitStreamUtils.h"
#include "BaseCombatAIComponent.h"
#include "ScriptComponent.h"
#include "BuffComponent.h"
#include "SkillMessages.h"
#include "CDClientManager.h"
#include "CDSkillBehaviorTable.h"
#include "ServiceType.h"
#include "MessageType/Client.h"
ProjectileSyncEntry::ProjectileSyncEntry() {
}
std::unordered_map<uint32_t, uint32_t> SkillComponent::m_skillBehaviorCache = {};
bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream& bitStream, const LWOOBJID target, uint32_t skillID) {
auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
context->caster = m_Parent->GetObjectID();
context->skillID = skillID;
this->m_managedBehaviors.insert({ skillUid, context });
auto* behavior = Behavior::CreateBehavior(behaviorId);
const auto branch = BehaviorBranchContext(target, 0);
behavior->Handle(context, bitStream, branch);
context->ExecuteUpdates();
if (!context->failed && m_Parent->IsPlayer()) StartCooldown(skillID);
return !context->failed;
}
void SkillComponent::StartCooldown(const uint32_t skillID) {
const auto& skill = CDClientManager::GetTable<CDSkillBehaviorTable>()->GetSkillByID(skillID);
// The client keys cooldown groups 0 and up (a null group is -1); skills without a cooldown have none running
const auto group = static_cast<int32_t>(skill.cooldowngroup);
if (group < 0 || skill.cooldown <= 0.0f) return;
auto& left = m_CooldownGroups[group];
left = std::max(left, skill.cooldown);
}
void SkillComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
m_CooldownGroups.clear();
const auto* const obj = doc.FirstChildElement("obj");
const auto* const skil = obj ? obj->FirstChildElement("skil") : nullptr;
const char* const cooldowns = skil ? skil->Attribute("sc") : nullptr;
if (!cooldowns) return;
// Alternating group and seconds, split on ';' and ':' as the client does
const auto tokens = GeneralUtils::SplitString(std::string(cooldowns), ';');
for (const auto& entry : tokens) {
const auto pair = GeneralUtils::SplitString(entry, ':');
if (pair.size() != 2) continue;
const auto group = GeneralUtils::TryParse<int32_t>(pair[0]);
const auto left = GeneralUtils::TryParse<float>(pair[1]);
if (group && left && *left > 0.0f) m_CooldownGroups[*group] = *left;
}
}
void SkillComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
auto* const obj = doc.FirstChildElement("obj");
if (!obj) return;
auto* skil = obj->FirstChildElement("skil");
if (!skil) skil = obj->InsertNewChildElement("skil");
// Live: <skil/> with nothing running, else e.g. <skil sc="17:15.6958;"/>
std::ostringstream cooldowns;
for (const auto& [group, left] : m_CooldownGroups) cooldowns << group << ':' << left << ';';
if (cooldowns.view().empty()) skil->DeleteAttribute("sc");
else skil->SetAttribute("sc", cooldowns.str().c_str());
}
void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream& bitStream) {
const auto index = this->m_managedBehaviors.equal_range(skillUid);
if (index.first == this->m_managedBehaviors.end()) {
LOG("Failed to find skill with uid (%i)!", skillUid, syncId);
return;
}
bool foundSyncId = false;
for (auto it = index.first; it != index.second && !foundSyncId; ++it) {
const auto& context = it->second;
foundSyncId = context->SyncBehavior(syncId, bitStream);
}
if (!foundSyncId) {
LOG("Failed to find sync id (%i) for skill with uid (%i)!", syncId, skillUid);
}
}
void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::BitStream& bitStream, const LWOOBJID target) {
auto index = -1;
for (auto i = 0u; i < this->m_managedProjectiles.size(); ++i) {
const auto& projectile = this->m_managedProjectiles.at(i);
if (projectile.id == projectileId) {
index = i;
break;
}
}
if (index == -1) {
LOG("Failed to find projectile id (%llu)!", projectileId);
return;
}
const auto sync_entry = this->m_managedProjectiles.at(index);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
query.bind(1, static_cast<int>(sync_entry.lot));
auto result = query.execQuery();
if (result.eof()) {
LOG("Failed to find skill id for (%i)!", sync_entry.lot);
return;
}
const auto behavior_id = static_cast<uint32_t>(result.getIntField("behaviorID"));
result.finalize();
auto* behavior = Behavior::CreateBehavior(behavior_id);
auto branch = sync_entry.branchContext;
branch.isProjectile = true;
if (target != LWOOBJID_EMPTY) {
branch.target = target;
}
behavior->Handle(sync_entry.context, bitStream, branch);
this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
GameMessages::ActivityNotify notify;
notify.notification.Insert<int32_t>(u"shot_done", sync_entry.skillId);
m_Parent->OnActivityNotify(notify);
}
void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot) {
ProjectileSyncEntry entry;
entry.context = context;
entry.branchContext = branch;
entry.lot = lot;
entry.id = projectileId;
entry.skillId = context->skillID;
this->m_managedProjectiles.push_back(entry);
}
void SkillComponent::Update(const float deltaTime) {
for (auto it = m_CooldownGroups.begin(); it != m_CooldownGroups.end();) {
it->second -= deltaTime;
it = it->second <= 0.0f ? m_CooldownGroups.erase(it) : std::next(it);
}
if (!m_Parent->HasComponent(eReplicaComponentType::BASE_COMBAT_AI) && m_Parent->GetLOT() != 1) {
CalculateUpdate(deltaTime);
}
if (m_Parent->IsPlayer()) {
for (const auto& pair : this->m_managedBehaviors) pair.second->UpdatePlayerSyncs(deltaTime);
}
std::multimap<uint32_t, BehaviorContext*> keep{};
for (const auto& pair : this->m_managedBehaviors) {
auto* context = pair.second;
if (context == nullptr) {
continue;
}
if (context->clientInitalized) {
context->CalculateUpdate(deltaTime);
} else {
context->Update(deltaTime);
}
// Cleanup old behaviors
if (context->syncEntries.empty() && context->timerEntries.empty()) {
auto any = false;
for (const auto& projectile : this->m_managedProjectiles) {
if (projectile.context == context) {
any = true;
break;
}
}
if (!any) {
context->Reset();
delete context;
context = nullptr;
continue;
}
}
keep.insert({ pair.first, context });
}
this->m_managedBehaviors = keep;
}
void SkillComponent::Reset() {
for (const auto& behavior : this->m_managedBehaviors) {
delete behavior.second;
}
this->m_managedProjectiles.clear();
this->m_managedBehaviors.clear();
}
void SkillComponent::EndSkill(const uint32_t skillUid) {
const auto [begin, end] = m_managedBehaviors.equal_range(skillUid);
for (auto it = begin; it != end; ++it) {
auto* const context = it->second;
if (!context) continue;
std::erase_if(m_managedProjectiles, [context](const ProjectileSyncEntry& projectile) { return projectile.context == context; });
// End what the skill started, but drop its pending timers (Reset would run them now: a late hit)
for (const auto& entry : context->endEntries) entry.behavior->End(context, entry.branchContext, entry.second);
context->endEntries.clear();
context->timerEntries.clear();
context->syncEntries.clear();
context->scheduledUpdates.clear();
delete context;
}
m_managedBehaviors.erase(begin, end);
}
void SkillComponent::Interrupt() {
// TODO: need to check immunities on the destroyable component, but they aren't implemented
auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
if (combat != nullptr && combat->GetStunImmune()) return;
for (const auto& behavior : this->m_managedBehaviors) {
for (const auto& behaviorEndEntry : behavior.second->endEntries) {
behaviorEndEntry.behavior->End(behavior.second, behaviorEndEntry.branchContext, behaviorEndEntry.second);
}
behavior.second->endEntries.clear();
if (m_Parent->IsPlayer()) continue;
behavior.second->Interrupt();
}
}
void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime,
const NiPoint3& startPosition, const NiPoint3& velocity, const bool trackTarget, const float trackRadius) {
ProjectileSyncEntry entry;
entry.context = context;
entry.branchContext = branch;
entry.lot = lot;
entry.calculation = true;
entry.time = 0;
entry.maxTime = maxTime;
entry.id = projectileId;
entry.startPosition = startPosition;
entry.lastPosition = startPosition;
entry.velocity = velocity;
entry.trackTarget = trackTarget;
entry.trackRadius = trackRadius;
this->m_managedProjectiles.push_back(entry);
}
bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LWOOBJID optionalOriginatorID, const int32_t castType, const NiQuaternion rotationOverride) {
uint32_t behaviorId = -1;
// try to find it via the cache
const auto& pair = m_skillBehaviorCache.find(skillId);
// if it's not in the cache look it up and cache it
if (pair == m_skillBehaviorCache.end()) {
auto skillTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
behaviorId = skillTable->GetSkillByID(skillId).behaviorID;
m_skillBehaviorCache.insert_or_assign(skillId, behaviorId);
} else {
behaviorId = pair->second;
}
// check to see if we got back a valid behavior
if (behaviorId == -1) {
LOG_DEBUG("Tried to cast skill %i but found no behavior", skillId);
return false;
}
return CalculateBehavior(skillId, behaviorId, target, false, false, optionalOriginatorID, castType, rotationOverride).success;
}
SkillExecutionResult SkillComponent::CalculateBehavior(
const uint32_t skillId,
const uint32_t behaviorId,
const LWOOBJID target,
const bool ignoreTarget,
const bool clientInitalized,
const LWOOBJID originatorOverride,
const int32_t castType,
const NiQuaternion rotationOverride) {
RakNet::BitStream bitStream{};
auto* behavior = Behavior::CreateBehavior(behaviorId);
auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true);
context->caster = m_Parent->GetObjectID();
context->skillID = skillId;
context->clientInitalized = clientInitalized;
context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
behavior->Calculate(context, bitStream, { target, 0 });
m_Parent->GetScript()->OnSkillCast(m_Parent, skillId);
if (!context->foundTarget) {
delete context;
// Invalid attack
return { false, 0 };
}
this->m_managedBehaviors.insert({ context->skillUId, context });
if (!clientInitalized) {
// Echo start skill
GameMessages::EchoStartSkill start;
start.target = this->m_Parent->GetObjectID();
start.iCastType = castType;
start.skillID = skillId;
start.uiSkillHandle = context->skillUId;
start.optionalOriginatorID = context->originator;
start.optionalTargetID = target;
auto* originator = Game::entityManager->GetEntity(context->originator);
if (originator != nullptr) {
start.originatorRot = originator->GetRotation();
}
if (rotationOverride != QuatUtils::IDENTITY) {
start.originatorRot = rotationOverride;
}
//start.optionalTargetID = target;
start.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
start.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
context->ExecuteUpdates();
// Valid attack
return { true, context->skillTime };
}
void SkillComponent::CalculateUpdate(const float deltaTime) {
if (this->m_managedBehaviors.empty())
return;
for (const auto& managedBehavior : this->m_managedBehaviors) {
if (managedBehavior.second == nullptr) {
continue;
}
managedBehavior.second->CalculateUpdate(deltaTime);
}
for (auto& managedProjectile : this->m_managedProjectiles) {
auto entry = managedProjectile;
if (!entry.calculation) continue;
entry.time += deltaTime;
auto* origin = Game::entityManager->GetEntity(entry.context->originator);
if (origin == nullptr) {
continue;
}
const auto targets = origin->GetTargetsInPhantom();
const auto position = entry.startPosition + (entry.velocity * entry.time);
for (const auto& targetId : targets) {
auto* target = Game::entityManager->GetEntity(targetId);
const auto targetPosition = target->GetPosition();
const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition);
const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint);
if (distance > 3 * 3) {
// TODO There is supposed to be an implementation for homing projectiles here
continue;
}
entry.branchContext.target = targetId;
SyncProjectileCalculation(entry);
entry.time = entry.maxTime;
break;
}
entry.lastPosition = position;
managedProjectile = entry;
}
std::vector<ProjectileSyncEntry> valid;
for (auto& entry : this->m_managedProjectiles) {
if (entry.calculation) {
if (entry.time >= entry.maxTime) {
entry.branchContext.target = LWOOBJID_EMPTY;
SyncProjectileCalculation(entry);
continue;
}
}
valid.push_back(entry);
}
this->m_managedProjectiles = valid;
}
void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry) const {
auto* other = Game::entityManager->GetEntity(entry.branchContext.target);
if (other == nullptr) {
if (entry.branchContext.target != LWOOBJID_EMPTY) {
LOG("Invalid projectile target (%llu)!", entry.branchContext.target);
}
return;
}
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
query.bind(1, static_cast<int>(entry.lot));
auto result = query.execQuery();
if (result.eof()) {
LOG("Failed to find skill id for (%i)!", entry.lot);
return;
}
const auto behaviorId = static_cast<uint32_t>(result.getIntField("behaviorID"));
result.finalize();
auto* behavior = Behavior::CreateBehavior(behaviorId);
RakNet::BitStream bitStream{};
behavior->Calculate(entry.context, bitStream, entry.branchContext);
GameMessages::DoClientProjectileImpact projectileImpact;
projectileImpact.target = this->m_Parent->GetObjectID();
projectileImpact.sBitStream.assign(reinterpret_cast<char*>(bitStream.GetData()), bitStream.GetNumberOfBytesUsed());
projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
projectileImpact.i64OrgID = entry.id;
projectileImpact.i64TargetID = entry.branchContext.target;
projectileImpact.Send(UNASSIGNED_SYSTEM_ADDRESS);
entry.context->ExecuteUpdates();
}
void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID target, LWOOBJID source) {
BehaviorContext context{ source };
context.unmanaged = true;
context.caster = target;
auto* behavior = Behavior::CreateBehavior(behaviorId);
RakNet::BitStream bitStream{};
behavior->Handle(&context, bitStream, { target });
}
void SkillComponent::CalculateUnmanaged(const uint32_t behaviorId, const LWOOBJID caster, const LWOOBJID target) {
BehaviorContext context{ caster, true };
context.unmanaged = true;
context.caster = caster;
auto* behavior = Behavior::CreateBehavior(behaviorId);
RakNet::BitStream bitStream{};
behavior->Calculate(&context, bitStream, { target });
}
void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) {
BehaviorContext context{ target };
context.caster = target;
auto* behavior = Behavior::CreateBehavior(behaviorId);
behavior->UnCast(&context, { target });
}
SkillComponent::SkillComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
this->m_skillUid = 0;
}
SkillComponent::~SkillComponent() {
Reset();
}
void SkillComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
if (bIsInitialUpdate) outBitStream.Write0();
}
/// <summary>
/// Get a unique skill ID for syncing behaviors to the client
/// </summary>
/// <returns>Unique skill ID</returns>
uint32_t SkillComponent::GetUniqueSkillId() {
return ++this->m_skillUid;
}