DarkflameServer/dGame/dComponents/LevelProgressionComponent.cpp
David Markowitz dc526aeec1 Move away from constructor queries
Fix up other large tables to have proper backup lookups

Revert "idk im just dumb ig"

This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585.

idk im just dumb ig
2023-07-25 19:10:37 -07:00

90 lines
3.3 KiB
C++

#include "LevelProgressionComponent.h"
#include "ControllablePhysicsComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
#include "tinyxml2.h"
#include "CDRewardsTable.h"
LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
m_Level = 1;
m_SpeedBase = 500.0f;
m_CharacterVersion = eCharacterVersion::LIVE;
}
void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!");
return;
}
level->SetAttribute("l", m_Level);
level->SetAttribute("sb", m_SpeedBase);
level->SetAttribute("cv", static_cast<uint32_t>(m_CharacterVersion));
}
void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
if (!level) {
Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!");
return;
}
level->QueryAttribute("l", &m_Level);
level->QueryAttribute("sb", &m_SpeedBase);
uint32_t characterVersion;
level->QueryAttribute("cv", &characterVersion);
m_CharacterVersion = static_cast<eCharacterVersion>(characterVersion);
}
void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
m_DirtyLevelInfo = false;
}
void LevelProgressionComponent::HandleLevelUp() {
auto* rewardsTable = CDClientManager::Instance().GetTable<CDRewardsTable>();
const auto& rewards = rewardsTable->GetByLevelID(m_Level);
bool rewardingItem = rewards.size() > 0;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (!inventoryComponent || !controllablePhysicsComponent) return;
// Tell the client we beginning to send level rewards.
if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
for (const auto& reward : rewards) {
switch (reward.rewardType) {
case 0:
inventoryComponent->AddItem(reward.value, reward.count, eLootSourceType::LEVEL_REWARD);
break;
case 4:
{
auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
items->SetSize(items->GetSize() + reward.value);
}
break;
case 9:
SetSpeedBase(static_cast<float>(reward.value) );
controllablePhysicsComponent->SetSpeedMultiplier(GetSpeedBase() / 500.0f);
break;
case 11:
case 12:
break;
default:
break;
}
}
// Tell the client we have finished sending level rewards.
if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
}
void LevelProgressionComponent::SetRetroactiveBaseSpeed(){
if (m_Level >= 20) m_SpeedBase = 525.0f;
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent) controllablePhysicsComponent->SetSpeedMultiplier(m_SpeedBase / 500.0f);
}