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2 Commits

Author SHA1 Message Date
David Markowitz
a8a4da0679 Component work
Further component ripping

finish switch rip

Fix bad names

Get it running

Fix issues

Components: order is complete, need epilogue code now.

finished port of thingy

Update ComponentFactories.py

Update DoObjectPreLoad.py
2023-10-31 14:09:40 -07:00
David Markowitz
623da4bed9 Entity: Add missing destroyable case
Adds a missing edge case on the client where you may have the is_smashable flag set, but dont actually have a destroyable component.  In this case you should create only a destroyable component and add it to the component and serialize it last after all other data.  We also needed to add the set_faction var reading and setting as this is how Oliver Sudden actually gets their faction since they have no actual information in the database, it is all stored in ldf keys.

Tested that Oliver Sudden no longer logs Unable to unserialize logs when serialized or constructed.
2023-10-19 03:25:13 -07:00
6 changed files with 996 additions and 4 deletions

264
ComponentDefinitions.py Normal file
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components = {
'COMPONENT_TYPE_CONTROLLABLE_PHYSICS': 1,
'COMPONENT_TYPE_RENDER': 2,
'COMPONENT_TYPE_SIMPLE_PHYSICS': 3,
'COMPONENT_TYPE_CHARACTER': 4,
'COMPONENT_TYPE_SCRIPT': 5,
'COMPONENT_TYPE_BOUNCER': 6,
'COMPONENT_TYPE_DESTROYABLE': 7,
'COMPONENT_TYPE_GHOST': 8,
'COMPONENT_TYPE_SKILL': 9,
'COMPONENT_TYPE_SPAWNER': 10,
'COMPONENT_TYPE_ITEM': 11,
'COMPONENT_TYPE_MODULAR_BUILD': 12,
'COMPONENT_TYPE_BUILD_CONTROLLER': 13,
'COMPONENT_TYPE_REBUILD_ACTIVATOR': 14,
'COMPONENT_TYPE_ICON_ONLY': 15,
'COMPONENT_TYPE_VENDOR': 16,
'COMPONENT_TYPE_INVENTORY': 17,
'COMPONENT_TYPE_PROJECTILE_PHYSICS': 18,
'COMPONENT_TYPE_SHOOTING_GALLERY': 19,
'COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS': 20,
'COMPONENT_TYPE_DROP_EFFECT': 21,
'COMPONENT_TYPE_CHEST': 22,
'COMPONENT_TYPE_COLLECTIBLE': 23,
'COMPONENT_TYPE_BLUEPRINT': 24,
'COMPONENT_TYPE_MOVING_PLATFORM': 25,
'COMPONENT_TYPE_PET': 26,
'COMPONENT_TYPE_PLATFORM_BOUNDARY': 27,
'COMPONENT_TYPE_MODULE': 28,
'COMPONENT_TYPE_ARCADE': 29,
'COMPONENT_TYPE_HAVOK_VEHICLE_PHYSICS': 30,
'COMPONENT_TYPE_MOVEMENT_AI': 31,
'COMPONENT_TYPE_EXHIBIT': 32,
'COMPONENT_TYPE_OVERHEAD_ICON': 33,
'COMPONENT_TYPE_PET_CONTROL': 34,
'COMPONENT_TYPE_MINIFIG': 35,
'COMPONENT_TYPE_PROPERTY': 36,
'COMPONENT_TYPE_PET_CREATOR': 37,
'COMPONENT_TYPE_MODEL_BUILDER': 38,
'COMPONENT_TYPE_SCRIPTED_ACTIVITY': 39,
'COMPONENT_TYPE_PHANTOM_PHYSICS': 40,
'COMPONENT_TYPE_SPRING_PAD': 41,
'COMPONENT_TYPE_MODEL': 42,
'COMPONENT_TYPE_PROPERTY_ENTRANCE': 43,
'COMPONENT_TYPE_FX': 44,
'COMPONENT_TYPE_PROPERTY_MANAGEMENT': 45,
'COMPONENT_TYPE_VEHICLE_PHYSICS': 46,
'COMPONENT_TYPE_PHYSICS_SYSTEM': 47,
'COMPONENT_TYPE_REBUILD': 48,
'COMPONENT_TYPE_SWITCH': 49,
'COMPONENT_TYPE_ZONE_CONTROL': 50,
'COMPONENT_TYPE_CHANGELING': 51,
'COMPONENT_TYPE_CHOICE_BUILD': 52,
'COMPONENT_TYPE_PACKAGE': 53,
'COMPONENT_TYPE_SOUND_REPEATER': 54,
'COMPONENT_TYPE_SOUND_AMBIENT_2D': 55,
'COMPONENT_TYPE_SOUND_AMBIENT_3D': 56,
'COMPONENT_TYPE_PRECONDITION': 57,
'COMPONENT_TYPE_PLAYER_FLAG': 58,
'COMPONENT_TYPE_CUSTOM_BUILD_ASSEMBLY': 59,
'COMPONENT_TYPE_BASE_COMBAT_AI': 60,
'COMPONENT_TYPE_MODULE_ASSEMBLY': 61,
'COMPONENT_TYPE_SHOWCASE_MODEL_HANDLER': 62,
'COMPONENT_TYPE_RACING_MODULE': 63,
'COMPONENT_TYPE_GENERIC_ACTIVATOR': 64,
'COMPONENT_TYPE_PROPERTY_VENDOR': 65,
'COMPONENT_TYPE_HF_LIGHT_DIRECTION_GADGET': 66,
'COMPONENT_TYPE_ROCKET_LAUNCH': 67,
'COMPONENT_TYPE_ROCKET_LANDING_COMPONENT': 68,
'COMPONENT_TYPE_TRIGGER': 69,
'COMPONENT_TYPE_DROPPED_LOOT': 70,
'COMPONENT_TYPE_RACING_CONTROL': 71,
'COMPONENT_TYPE_FACTION_TRIGGER': 72,
'COMPONENT_TYPE_MISSION_OFFER': 73,
'COMPONENT_TYPE_RACING_STATS': 74,
'COMPONENT_TYPE_LUP_EXHIBIT': 75,
'COMPONENT_TYPE_BBB': 76,
'COMPONENT_TYPE_SOUND_TRIGGER': 77,
'COMPONENT_TYPE_PROXIMITY_MONITOR': 78,
'COMPONENT_TYPE_RACING_SOUND_TRIGGER': 79,
'COMPONENT_TYPE_CHAT': 80,
'COMPONENT_TYPE_FRIENDS_LIST': 81,
'COMPONENT_TYPE_GUILD': 82,
'COMPONENT_TYPE_LOCAL_SYSTEM': 83,
'COMPONENT_TYPE_MISSION': 84,
'COMPONENT_TYPE_MUTUABLE_MODEL_BEHAVIORS': 85,
'COMPONENT_TYPE_PATHFINDING_CONTROL': 86,
'COMPONENT_TYPE_PLAYER_PET_TAMING': 87,
'COMPONENT_TYPE_PROPERTY_EDITOR': 88,
'COMPONENT_TYPE_SKINNED_RENDER': 89,
'COMPONENT_TYPE_SLASH_COMMAND': 90,
'COMPONENT_TYPE_STATUS_EFFECT': 91,
'COMPONENT_TYPE_TEAMS': 92,
'COMPONENT_TYPE_TEXT_EFFECT': 93,
'COMPONENT_TYPE_TRADE': 94,
'COMPONENT_TYPE_USER_CONTROL': 95,
'COMPONENT_TYPE_IGNORE_LIST': 96,
'COMPONENT_TYPE_ROCKET_LAUNCH_LUP': 97,
'COMPONENT_TYPE_BUFF': 98,
'COMPONENT_TYPE_INTERACTION_MANAGER': 99,
'COMPONENT_TYPE_DONATION_VENDOR': 100,
'COMPONENT_TYPE_COMBAT_MEDIATOR': 101,
'COMPONENT_TYPE_ACHIEVEMENT_VENDOR': 102,
'COMPONENT_TYPE_GATE_RUSH': 103,
'COMPONENT_TYPE_RAIL_ACTIVATOR': 104,
'COMPONENT_TYPE_ROLLER': 105,
'COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT': 106,
'COMPONENT_TYPE_CRAFTING': 107,
'COMPONENT_TYPE_POSSESSABLE': 108,
'COMPONENT_TYPE_LEVEL_PROGRESSION': 109,
'COMPONENT_TYPE_POSSESSOR': 110,
'COMPONENT_TYPE_MOUNT_CONTROL': 111,
'UNKNOWN_112': 112,
'COMPONENT_TYPE_PROPERTY_PLAQUE': 113,
'COMPONENT_TYPE_BUILD_BORDER': 114,
'UNKNOWN_115': 115,
'COMPONENT_TYPE_CULLING_PLANE': 116,
'INVALID': 4294967295
}
component_initialization_order = [
'COMPONENT_TYPE_POSSESSABLE',
'COMPONENT_TYPE_BLUEPRINT',
'COMPONENT_TYPE_MODULE_ASSEMBLY',
'COMPONENT_TYPE_CONTROLLABLE_PHYSICS',
'COMPONENT_TYPE_PROJECTILE_PHYSICS',
'COMPONENT_TYPE_PHYSICS_SYSTEM',
'COMPONENT_TYPE_VEHICLE_PHYSICS',
'COMPONENT_TYPE_HAVOK_VEHICLE_PHYSICS',
'COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS',
'COMPONENT_TYPE_SIMPLE_PHYSICS',
'COMPONENT_TYPE_PHANTOM_PHYSICS',
'COMPONENT_TYPE_DESTROYABLE',
'COMPONENT_TYPE_MINIFIG',
'COMPONENT_TYPE_CHARACTER',
'COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT',
'COMPONENT_TYPE_POSSESSOR',
'COMPONENT_TYPE_MOUNT_CONTROL',
'COMPONENT_TYPE_PET',
'COMPONENT_TYPE_INVENTORY',
'COMPONENT_TYPE_PROXIMITY_MONITOR',
'COMPONENT_TYPE_MOVEMENT_AI',
'COMPONENT_TYPE_SCRIPT',
'COMPONENT_TYPE_SKILL',
'COMPONENT_TYPE_BASE_COMBAT_AI',
'COMPONENT_TYPE_SPAWNER',
'COMPONENT_TYPE_ITEM',
'COMPONENT_TYPE_REBUILD',
'COMPONENT_TYPE_BUILD_BORDER',
'COMPONENT_TYPE_MODULE',
'COMPONENT_TYPE_BUILD_CONTROLLER',
'COMPONENT_TYPE_REBUILD_ACTIVATOR',
'COMPONENT_TYPE_MODULAR_BUILD',
'COMPONENT_TYPE_MISSION_OFFER',
'COMPONENT_TYPE_VENDOR',
'COMPONENT_TYPE_DONATION_VENDOR',
'COMPONENT_TYPE_ACHIEVEMENT_VENDOR',
'COMPONENT_TYPE_SHOOTING_GALLERY',
'COMPONENT_TYPE_ROLLER',
'COMPONENT_TYPE_SCRIPTED_ACTIVITY',
'COMPONENT_TYPE_COLLECTIBLE',
'COMPONENT_TYPE_MOVING_PLATFORM',
'COMPONENT_TYPE_CHANGELING',
'COMPONENT_TYPE_CHOICE_BUILD',
'COMPONENT_TYPE_PACKAGE',
'COMPONENT_TYPE_PLATFORM_BOUNDARY',
'COMPONENT_TYPE_HF_LIGHT_DIRECTION_GADGET',
'COMPONENT_TYPE_CULLING_PLANE',
'COMPONENT_TYPE_EXHIBIT',
'COMPONENT_TYPE_LUP_EXHIBIT',
'COMPONENT_TYPE_PROPERTY',
'COMPONENT_TYPE_PROPERTY_PLAQUE',
'COMPONENT_TYPE_MODEL',
'COMPONENT_TYPE_PROPERTY_ENTRANCE',
'COMPONENT_TYPE_ROCKET_LAUNCH_LUP',
'COMPONENT_TYPE_PROPERTY_MANAGEMENT',
'COMPONENT_TYPE_RAIL_ACTIVATOR',
'COMPONENT_TYPE_BOUNCER',
'COMPONENT_TYPE_SPRING_PAD',
'COMPONENT_TYPE_SWITCH',
'COMPONENT_TYPE_ZONE_CONTROL',
'COMPONENT_TYPE_MODEL_BUILDER',
'COMPONENT_TYPE_SOUND_REPEATER',
'COMPONENT_TYPE_CHEST',
'COMPONENT_TYPE_SHOWCASE_MODEL_HANDLER',
'COMPONENT_TYPE_ARCADE',
'COMPONENT_TYPE_RENDER',
'COMPONENT_TYPE_SOUND_AMBIENT_2D',
'COMPONENT_TYPE_SOUND_AMBIENT_3D',
'COMPONENT_TYPE_SOUND_TRIGGER',
'COMPONENT_TYPE_RACING_SOUND_TRIGGER',
'COMPONENT_TYPE_CUSTOM_BUILD_ASSEMBLY',
'COMPONENT_TYPE_GENERIC_ACTIVATOR',
'COMPONENT_TYPE_PROPERTY_VENDOR',
'COMPONENT_TYPE_ROCKET_LAUNCH',
'COMPONENT_TYPE_ROCKET_LANDING_COMPONENT',
'COMPONENT_TYPE_FACTION_TRIGGER',
'COMPONENT_TYPE_RACING_CONTROL',
'COMPONENT_TYPE_GATE_RUSH',
'COMPONENT_TYPE_BBB',
'COMPONENT_TYPE_CRAFTING'
]
component_order_as_ints = {}
component_int_to_name = {}
for component in component_initialization_order:
component_order_as_ints[components[component]] = component
for component in components:
component_int_to_name[components[component]] = component
class GameObject:
type = ""
class ObjectLoadState:
createdGameObject = GameObject()
components = []
hasPhysicsComponent = False
hasDestroyable = False
hasPathfindingComponent = False
hasProximityMonitorComponent = False
hasScriptComponent = False
hasDroppedLootComponent = False
hasModelbehaviors = False
somethingOrNothing = False
physicsComponentId = -1
# Begin custom attributes
serializedOrder = []
hasMissionOffer = False
class NiPoint3:
x = 0.0
y = 0.0
z = 0.0
class NiQuaternion:
w = 0.0
x = 0.0
y = 0.0
z = 0.0
class LoadObject:
objId = 0
owner = 0
lotToSpawn = 0
isLocalPlayer = False
hasDropEffect = False
bIsSmashable = False
dynamicPhysics = False
spawnPosition = NiPoint3()
spawnRotation = NiQuaternion()
scale = 0.0
legoBrickID = 0
legoColorID = 0
configData = {}
isHFPaletteObject = False
objType = 0
useSimplePhysics = False
bDelayedLoad = False
# Don't know the name yet of this
field8_0x20 = True

408
ComponentFactories.py Normal file
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import ComponentDefinitions as cd
def ApplyComponentWhitelist():
# Dont care to actually do this, just want the call for now.
pass
def ControllablePhysFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasModelbehaviors:
if not loadObject.hasDropEffect:
if not loadObject.useSimplePhysics:
objectLoadState.components.append('CONTROLLABLE_PHYSICS')
else:
objectLoadState.components.append('SIMPLE_PHYSICS')
else:
loadObject.physicsComponentId = componentId
def RenderFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if loadObject.lotToSpawn == 176:
return
gmlevel = loadObject.configData.get('gmlevel', 0)
if gmlevel > 0 and gmlevel < 6:
componentId = 9940 # Override the componentId of the render component to be 9940, the Mythran Render Component
renderDisabled = loadObject.configData.get('renderDisabled', False)
if renderDisabled:
return
if objectLoadState.createdGameObject.type == 'BlockingVolume':
return
rejectedLots = [5937, 5938, 9741, 9742, 9862, 9863]
if loadObject.lotToSpawn in rejectedLots:
return
if loadObject.lotToSpawn == 6368:
FxFactory(loadObject, objectLoadState, componentId)
return
FxFactory(loadObject, objectLoadState, componentId)
defaultWrapperAsset = ""
hasNifAsset = False
hasKfmAsset = False
allowRenderWrapping = False
nifName = loadObject.configData.get('nif_name', '')
if nifName == '':
print('TODO query cdc for this data in the Render component')
nifName = 'mesh/something.nif' # if empty get nifname as the render_asset column of the RenderComponent table from the database
if nifName[-1] == 'f':
hasNifAsset = True
elif nifName[-1] == 'm':
hasKfmAsset = True
if defaultWrapperAsset != '':
if defaultWrapperAsset[-1] == 'm':
allowRenderWrapping = not loadObject.configData.get('preventRenderWrapping', False)
if allowRenderWrapping or hasKfmAsset or (not defaultWrapperAsset == 'PrimitiveModels' and not hasNifAsset and not loadObject.configData.get('CreateNULLRender', False)):
objectLoadState.components.append('SKINNED_RENDER')
else:
objectLoadState.components.append('RENDER')
def FxFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('FX')
def SimplePhysFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasModelbehaviors:
objectLoadState.physicsComponentId = componentId
return
if not loadObject.hasDropEffect:
return
markedAsPhantom = loadObject.configData.get('markedAsPhantom', False)
if markedAsPhantom:
objectLoadState.components.append('PHANTOM_PHYSICS')
else:
objectLoadState.components.append('SIMPLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def CharacterFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('POSSESSOR')
objectLoadState.components.append('MOUNT_CONTROL')
objectLoadState.components.append('PET_CREATOR')
objectLoadState.components.append('LEVEL_PROGRESSION')
objectLoadState.components.append('PLAYER_FORCED_MOVEMENT')
objectLoadState.components.append('CHARACTER')
def ScriptFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int, add_pathfinding_control: bool):
custom_script_client = loadObject.configData.get('custom_script_client', '')
custom_script_server = loadObject.configData.get('custom_script_server', '')
if componentId == 0 and custom_script_client == '' and custom_script_server == '':
return
objectLoadState.components.append('SCRIPT')
if not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
if not objectLoadState.hasPathfindingComponent and add_pathfinding_control:
objectLoadState.components.append('PATHFINDING_CONTROL')
objectLoadState.hasPathfindingComponent = True
def BouncerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('BOUNCER')
def DestroyableFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('STATUS_EFFECT')
objectLoadState.components.append('BUFF')
objectLoadState.components.append('DESTROYABLE')
objectLoadState.hasDestroyable = True
def SkillFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SKILL')
def SpawnerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SPAWNER')
# If game state is happy flower
spawntemplate = loadObject.configData.get('spawntemplate', '')
print('TODO query cdc for this data in the Spawner component')
render_asset = loadObject.configData.get('render_asset', 'test.nif') # Get this from RenderComponent table
render_id = loadObject.configData.get('render_id', '') # Get this from RenderComponent table
if render_asset[-1] == 'f':
objectLoadState.components.append('SKINNED_RENDER')
else:
objectLoadState.components.append('RENDER')
def ItemFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ITEM')
def ModularBuildFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MODULAR_BUILD')
def BuildControllerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('BUILD_CONTROLLER')
def VendorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
objectLoadState.components.append('VENDOR')
def InventoryFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('INVENTORY')
def ProjectilePhysicsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not loadObject.hasDropEffect:
objectLoadState.components.append('PROJECTILE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def ShootingGalleryFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SHOOTING_GALLERY')
def RigibBodyPhantomPhysicsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('RIGID_BODY_PHANTOM_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def ChestFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('CHEST')
def CollectibleFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('COLLECTIBLE')
if not objectLoadState.hasDestroyable:
objectLoadState.components.append('DESTROYABLE')
objectLoadState.hasDestroyable = True
def BlueprintFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('BLUEPRINT')
def MovingPlatformFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MOVING_PLATFORM')
def PetFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
inInventory = loadObject.configData.get('inInventory', False)
if inInventory:
return
if not objectLoadState.hasPathfindingComponent:
objectLoadState.components.append('PATHFINDING_CONTROL')
objectLoadState.hasPathfindingComponent = True
objectLoadState.components.append('PET')
def PlatformBoundaryFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PLATFORM_BOUNDARY')
def ModuleFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MODULE')
def ArcadeFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ARCADE')
def HavokVehiclePhysicsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
use_simple_physics = loadObject.configData.get('use_simple_physics', False)
if use_simple_physics:
objectLoadState.components.append('SIMPLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
else:
objectWorldState = loadObject.configData.get('objectWorldState', '')
if objectWorldState == 0 or objectWorldState != 2:
objectLoadState.components.append('HAVOK_VEHICLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def MovementAiFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MOVEMENT_AI')
def ExhibitFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
# Sorry aron, doesnt do anything :(
pass
def MinifigFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MINIFIG')
def PropertyFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PROPERTY')
def ModelBuilderFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MODEL_BUILDER')
def ScriptedActivityFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SCRIPTED_ACTIVITY')
def PhantomPhysicsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not loadObject.hasDropEffect:
objectLoadState.components.append('PHANTOM_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def SpringPadFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SPRING_PAD')
def ModelFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
modelType = loadObject.configData.get('modelType', 0)
if not objectLoadState.hasModelbehaviors:
if not objectLoadState.hasPhysicsComponent:
objectLoadState.components.append('SIMPLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
elif not objectLoadState.hasPhysicsComponent:
if modelType == 0:
objectLoadState.components.append('CONTROLLABLE_PHYSICS')
else:
objectLoadState.components.append('SIMPLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
if modelType != 0 and not objectLoadState.hasPathfindingComponent:
objectLoadState.components.append('PATHFINDING_CONTROL')
objectLoadState.hasPathfindingComponent = True
hasPropertyObjectID = loadObject.configData.get('propertyObjectID', 0) != 0
inInventory = loadObject.configData.get('inInventory', False)
if hasPropertyObjectID and inInventory:
objectLoadState.components.append('MODEL_BEHAVIORS')
else:
objectLoadState.components.append('MUTABLE_MODEL_BEHAVIORS')
def PropertyEntranceFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PROPERTY_ENTRANCE')
def PropertyManagementFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PROPERTY_MANAGEMENT')
def VehiclePhysicsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('VEHICLE_PHYSICS')
objectLoadState.hasPhysicsComponent = True
def PhysicsSystemFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasModelbehaviors:
if not loadObject.hasDropEffect:
objectLoadState.components.append('PHYSICS_SYSTEM')
objectLoadState.hasPhysicsComponent = True
def RebuildFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('REBUILD')
if not objectLoadState.hasDestroyable:
objectLoadState.components.append('DESTROYABLE')
objectLoadState.hasDestroyable = True
loadObject.bIsSmashable = True
def BaseCombatAiFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int, add_pathfinding_control: bool):
if not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
if not objectLoadState.hasPathfindingComponent and add_pathfinding_control:
objectLoadState.components.append('PATHFINDING_CONTROL')
objectLoadState.hasPathfindingComponent = True
objectLoadState.components.append('BASE_COMBAT_AI')
def ProximityMonitorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
print('TODO query cdc for this data in prox mon')
# There must be a row for this component in the ProximityMonitorComponent table to get this component
LoadOnClient = loadObject.configData.get('LoadOnClient', False) # Get this from ProximityMonitorComponent table if you know there is a column for it
if LoadOnClient:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
def DonationVendorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
objectLoadState.components.append('DONATION_VENDOR')
def AchievmentVendorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
objectLoadState.components.append('ACHIEVEMENT_VENDOR')
def CraftingFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
# Game verson must be above 999 for this to work!
gameVersion = 1000
if gameVersion > 999:
objectLoadState.components.append('CRAFTING')
# Technically Possessable and Possessor are the exact same thing
def PossessableFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('POSSESSABLE')
def PossessorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('POSSESSOR')
def PropertyPlaqueFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PROPERTY_PLAQUE')
def BuildBorderFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('BUILD_BORDER')
def CullingPlaneFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('CULLING_PLANE')
def GateRushFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('GATE_RUSH')
def RailActivatorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('RAIL_ACTIVATOR')
def RollerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ROLLER')
def PlayerForcedMovementFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PLAYER_FORCED_MOVEMENT')
def RacingSoundTriggerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('RACING_SOUND_TRIGGER')
def RocketLaunchLupFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ROCKET_LAUNCH_LUP')
def ModuleAssemblyFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MODULE_ASSEMBLY')
def ShowcaseModelHandlerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SHOWCASE_MODEL_HANDLER')
def GenericActivatorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('GENERIC_ACTIVATOR')
def PropertyVendorFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('PROPERTY_VENDOR')
def RocketLaunchFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ROCKET_LAUNCH')
def RocketLandingComponentFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ROCKET_LANDING_COMPONENT')
def RacingControlFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('RACING_CONTROL')
def FactionTriggerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('FACTION_TRIGGER')
def MissionOfferFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('MISSION_OFFER')
objectLoadState.hasMissionOffer = True
def RacingStatsFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('RACING_STATS')
def LupExhibitFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('LUP_EXHIBIT')
def BBBFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('BBB')
def SoundTriggerFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SOUND_TRIGGER')
def SwitchFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SWITCH')
def ZoneControlFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('ZONE_CONTROL')
def ChanglingFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('CHANGELING')
def ChoiceBuildFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('CHOICE_BUILD')
def PackageFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
# Literally returns nothing
pass
def SoundRepeaterFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SOUND_REPEATER')
def SoundAmbient2DFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
if loadObject.isLocalPlayer:
objectLoadState.components.append('SOUND_AMBIENT_2D')
def SoundAmbient3DFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('SOUND_AMBIENT_3D')
def CustomBuildAssemblyFactory(loadObject: cd.LoadObject, objectLoadState: cd.ObjectLoadState, componentId: int):
objectLoadState.components.append('CUSTOM_BUILD_ASSEMBLY')

306
DoObjectPreLoad.py Normal file
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@@ -0,0 +1,306 @@
import ComponentDefinitions as cd
import ComponentFactories as cf
# If we have any of these components, we need pathfinding control
def CheckIfNeedsPathfindingControl(components_to_load: dict):
add_pathfinding_control = cd.components['COMPONENT_TYPE_CONTROLLABLE_PHYSICS'] in components_to_load
add_pathfinding_control |= cd.components['COMPONENT_TYPE_PROJECTILE_PHYSICS'] in components_to_load
add_pathfinding_control |= cd.components['COMPONENT_TYPE_HAVOK_VEHICLE_PHYSICS'] in components_to_load
add_pathfinding_control |= cd.components['COMPONENT_TYPE_VEHICLE_PHYSICS'] in components_to_load
return add_pathfinding_control
def DoObjectPreLoad(components_to_load: dict):
isHfActive = False
cf.ApplyComponentWhitelist()
objectLoadState = cd.ObjectLoadState()
loadObject = cd.LoadObject()
for componentType in cd.component_order_as_ints.keys():
try:
componentId = components_to_load[componentType]
except KeyError:
continue
try:
match cd.component_int_to_name[componentType]:
case 'COMPONENT_TYPE_CONTROLLABLE_PHYSICS':
if objectLoadState.hasDroppedLootComponent: continue
cf.ControllablePhysFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RENDER':
cf.RenderFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SIMPLE_PHYSICS':
if objectLoadState.hasDroppedLootComponent: continue
cf.SimplePhysFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CHARACTER':
cf.CharacterFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SCRIPT':
cf.ScriptFactory(loadObject, objectLoadState, componentId, CheckIfNeedsPathfindingControl(components_to_load))
case 'COMPONENT_TYPE_BOUNCER':
cf.BouncerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_DESTROYABLE':
cf.DestroyableFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SKILL':
cf.SkillFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SPAWNER':
cf.SpawnerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ITEM':
cf.ItemFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MODULAR_BUILD':
cf.ModularBuildFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_BUILD_CONTROLLER':
cf.BuildControllerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_VENDOR':
cf.VendorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_INVENTORY':
cf.InventoryFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROJECTILE_PHYSICS':
if objectLoadState.hasDroppedLootComponent: continue
cf.ProjectilePhysicsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SHOOTING_GALLERY':
cf.ShootingGalleryFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS':
cf.RigibBodyPhantomPhysicsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CHEST':
cf.ChestFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_COLLECTIBLE':
cf.CollectibleFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_BLUEPRINT':
cf.BlueprintFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MOVING_PLATFORM':
cf.MovingPlatformFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PET':
cf.PetFactory(loadObject, objectLoadState, componentId)
print('Deleting COMPONENT_TYPE_MODEL and COMPONENT_TYPE_ITEM due to COMPONENT_TYPE_PET being loaded')
toDel = cd.components['COMPONENT_TYPE_MODEL']
del components_to_load[toDel]
toDel = cd.components['COMPONENT_TYPE_ITEM']
del components_to_load[toDel]
case 'COMPONENT_TYPE_PLATFORM_BOUNDARY':
cf.PlatformBoundaryFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MODULE':
cf.ModuleFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ARCADE':
cf.ArcadeFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_HAVOK_VEHICLE_PHYSICS':
cf.HavokVehiclePhysicsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MOVEMENT_AI':
cf.MovementAiFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_EXHIBIT':
cf.ExhibitFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MINIFIG':
cf.MinifigFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROPERTY':
cf.PropertyFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MODEL_BUILDER':
cf.ModelBuilderFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SCRIPTED_ACTIVITY':
cf.ScriptedActivityFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PHANTOM_PHYSICS':
if objectLoadState.hasDroppedLootComponent: continue
cf.PhantomPhysicsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SPRING_PAD':
cf.SpringPadFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MODEL':
cf.ModelFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROPERTY_ENTRANCE':
cf.PropertyEntranceFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROPERTY_MANAGEMENT':
cf.PropertyManagementFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_VEHICLE_PHYSICS':
cf.VehiclePhysicsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PHYSICS_SYSTEM':
cf.PhysicsSystemFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_REBUILD':
cf.RebuildFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SWITCH':
cf.SwitchFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ZONE_CONTROL':
cf.ZoneControlFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CHANGELING':
cf.ChanglingFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CHOICE_BUILD':
cf.ChoiceBuildFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PACKAGE':
cf.PackageFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SOUND_REPEATER':
cf.SoundRepeaterFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SOUND_AMBIENT_2D':
cf.SoundAmbient2DFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SOUND_AMBIENT_3D':
cf.SoundAmbient3DFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CUSTOM_BUILD_ASSEMBLY':
cf.CustomBuildAssemblyFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_BASE_COMBAT_AI':
cf.BaseCombatAiFactory(loadObject, objectLoadState, componentId, CheckIfNeedsPathfindingControl(components_to_load))
case 'COMPONENT_TYPE_MODULE_ASSEMBLY':
cf.ModuleAssemblyFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SHOWCASE_MODEL_HANDLER':
cf.ShowcaseModelHandlerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_GENERIC_ACTIVATOR':
cf.GenericActivatorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROPERTY_VENDOR':
cf.PropertyVendorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ROCKET_LAUNCH':
cf.RocketLaunchFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ROCKET_LANDING_COMPONENT':
cf.RocketLandingComponentFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RACING_CONTROL':
cf.RacingControlFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_FACTION_TRIGGER':
cf.FactionTriggerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_MISSION_OFFER':
cf.MissionOfferFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RACING_STATS':
cf.RacingStatsFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_LUP_EXHIBIT':
cf.LupExhibitFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_BBB':
cf.BBBFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_SOUND_TRIGGER':
cf.SoundTriggerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROXIMITY_MONITOR':
cf.ProximityMonitorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RACING_SOUND_TRIGGER':
cf.RacingSoundTriggerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ROCKET_LAUNCH_LUP':
cf.RocketLaunchLupFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_DONATION_VENDOR':
cf.DonationVendorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ACHIEVEMENT_VENDOR':
cf.AchievmentVendorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_GATE_RUSH':
cf.GateRushFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_RAIL_ACTIVATOR':
cf.RailActivatorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_ROLLER':
cf.RollerFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT':
cf.PlayerForcedMovementFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CRAFTING':
cf.CraftingFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_POSSESSABLE':
cf.PossessableFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_POSSESSOR':
cf.PossessorFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_PROPERTY_PLAQUE':
cf.PropertyPlaqueFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_BUILD_BORDER':
cf.BuildBorderFactory(loadObject, objectLoadState, componentId)
case 'COMPONENT_TYPE_CULLING_PLANE':
cf.CullingPlaneFactory(loadObject, objectLoadState, componentId)
except KeyError:
print(f'Unknown component: {componentType}')
if not 'is_smashable' in loadObject.configData and loadObject.bIsSmashable:
loadObject.configData['is_smashable'] = True
is_smashable = loadObject.configData['is_smashable']
if is_smashable and not objectLoadState.hasDestroyable and loadObject.lotToSpawn != 176:
objectLoadState.components.append('DESTROYABLE')
if objectLoadState.hasMissionOffer and not objectLoadState.hasProximityMonitorComponent:
objectLoadState.components.append('PROXIMITY_MONITOR')
objectLoadState.hasProximityMonitorComponent = True
if loadObject.field8_0x20 and loadObject.owner != 0:
objectLoadState.components.append('OVERHEAD_ICON')
trigger_id = loadObject.configData.get('trigger_id', 0)
if trigger_id != 0:
objectLoadState.components.append('TRIGGER')
return objectLoadState
components_to_load = {}
# Testing code to load all components
for i in range(110):
components_to_load[i] = i
objectLoadState = DoObjectPreLoad(components_to_load)
# Convert the components to ints
components_to_int = []
for component in objectLoadState.components:
components_to_int.append([cd.components[f'COMPONENT_TYPE_{component}'], component])
# Print out the components in a more readable format
for comp in components_to_int:
print(comp[0], comp[1])

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@@ -345,7 +345,7 @@ void Entity::Initialize() {
int buffComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BUFF);
int rebuildComponentID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::QUICK_BUILD);
int componentID = 0;
int componentID = -1;
if (collectibleComponentID > 0) componentID = collectibleComponentID;
if (rebuildComponentID > 0) componentID = rebuildComponentID;
if (buffComponentID > 0) componentID = buffComponentID;
@@ -353,7 +353,8 @@ void Entity::Initialize() {
CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
if (buffComponentID > 0 || collectibleComponentID > 0) {
bool isSmashable = GetVarAs<int32_t>(u"is_smashable") != 0;
if (buffComponentID > 0 || collectibleComponentID > 0 || isSmashable) {
DestroyableComponent* comp = new DestroyableComponent(this);
if (m_Character) {
comp->LoadFromXml(m_Character->GetXMLDoc());
@@ -394,7 +395,7 @@ void Entity::Initialize() {
}
// extraInfo overrides. Client ORs the database smashable and the luz smashable.
comp->SetIsSmashable(comp->GetIsSmashable() | (GetVarAs<int32_t>(u"is_smashable") != 0));
comp->SetIsSmashable(comp->GetIsSmashable() | isSmashable);
}
} else {
comp->SetHealth(1);
@@ -427,6 +428,19 @@ void Entity::Initialize() {
}
}
// override the factions if needed.
auto setFaction = GetVarAsString(u"set_faction");
if (!setFaction.empty()) {
// TODO also split on space here however we do not have a general util for splitting on multiple characters yet.
std::vector<std::string> factionsToAdd = GeneralUtils::SplitString(setFaction, ';');
int32_t factionToAdd;
for (const auto faction : factionsToAdd) {
if (GeneralUtils::TryParse(faction, factionToAdd)) {
comp->AddFaction(factionToAdd, true);
}
}
}
m_Components.insert(std::make_pair(eReplicaComponentType::DESTROYABLE, comp));
}
@@ -1223,7 +1237,7 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
renderComponent->Serialize(outBitStream, bIsInitialUpdate);
}
if (modelComponent) {
if (modelComponent || !destroyableSerialized) {
DestroyableComponent* destroyableComponent;
if (TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent) && !destroyableSerialized) {
destroyableComponent->Serialize(outBitStream, bIsInitialUpdate);