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loot-rewor
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inventory-
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
2cc74d7b12 |
29
.github/copilot-instructions.md
vendored
29
.github/copilot-instructions.md
vendored
@@ -1,29 +0,0 @@
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||||
# GitHub Copilot Instructions
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* c++20 standard, please use the latest features except NO modules.
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* use `.contains` for searching in associative containers
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* use const as much as possible. If it can be const, it should be made const
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||||
* DO NOT USE const_cast EVER.
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||||
* use `cstdint` bitwidth types ALWAYS for integral types.
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* NEVER use std::wstring. If wide strings are necessary, use std::u16string with conversion utilties in GeneralUtils.h.
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* Functions are ALWAYS PascalCase.
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* local variables are camelCase
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* NEVER use snake case
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||||
* indentation is TABS, not SPACES.
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* TABS are 4 spaces by default
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* Use trailing braces ALWAYS
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* global variables are prefixed with `g_`
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* if global variables or functions are needed, they should be located in an anonymous namespace
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* Use `GeneralUtils::TryParse` for ANY parsing of strings to integrals.
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* Use brace initialization when possible.
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* ALWAYS default initialize variables.
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* Pointers should be avoided unless necessary. Use references when the pointer has been checked and should not be null
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* headers should be as compact as possible. Do NOT include extra data that isnt needed.
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* Remember to include logs (LOG macro uses printf style logging) while putting verbose logs under LOG_DEBUG.
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* NEVER USE `RakNet::BitStream::ReadBit`
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* NEVER assume pointers are good, always check if they are null. Once a pointer is checked and is known to be non-null, further accesses no longer need checking
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* Be wary of TOCTOU. Prevent all possible issues relating to TOCTOU.
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* new memory allocations should never be used unless absolutely necessary.
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* new for reconstruction of objects is allowed
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* Prefer following the format of the file over correct formatting. Consistency over correctness.
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* When using auto, ALWAYS put a * for pointers.
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@@ -5,43 +5,13 @@
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#include "TinyXmlUtils.h"
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#include <ranges>
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#include <unordered_map>
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#include <unordered_set>
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#include <functional>
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#include <sstream>
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namespace {
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// The base LXFML xml file to use when creating new models.
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std::string g_base = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<LXFML versionMajor="5" versionMinor="0">
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<Meta>
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<Application name="LEGO Universe" versionMajor="0" versionMinor="0"/>
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<Brand name="LEGOUniverse"/>
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<BrickSet version="457"/>
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</Meta>
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<Bricks>
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</Bricks>
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<RigidSystems>
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</RigidSystems>
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<GroupSystems>
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<GroupSystem>
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</GroupSystem>
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</GroupSystems>
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</LXFML>)";
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}
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Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoint3& curPosition) {
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Result toReturn;
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// Handle empty or invalid input
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if (data.empty()) {
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return toReturn;
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}
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tinyxml2::XMLDocument doc;
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// Use length-based parsing to avoid expensive string copy
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const auto err = doc.Parse(data.data(), data.size());
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const auto err = doc.Parse(data.data());
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if (err != tinyxml2::XML_SUCCESS) {
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LOG("Failed to parse xml %s.", StringifiedEnum::ToString(err).data());
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return toReturn;
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}
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@@ -50,6 +20,7 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
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auto lxfml = reader["LXFML"];
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if (!lxfml) {
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LOG("Failed to find LXFML element.");
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return toReturn;
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}
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@@ -78,19 +49,16 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
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// Calculate the lowest and highest points on the entire model
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for (const auto& transformation : transformations | std::views::values) {
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auto split = GeneralUtils::SplitString(transformation, ',');
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if (split.size() < 12) continue;
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auto xOpt = GeneralUtils::TryParse<float>(split[9]);
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auto yOpt = GeneralUtils::TryParse<float>(split[10]);
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auto zOpt = GeneralUtils::TryParse<float>(split[11]);
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if (!xOpt.has_value() || !yOpt.has_value() || !zOpt.has_value()) continue;
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auto x = xOpt.value();
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auto y = yOpt.value();
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auto z = zOpt.value();
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if (x < lowest.x) lowest.x = x;
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if (y < lowest.y) lowest.y = y;
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if (split.size() < 12) {
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LOG("Not enough in the split?");
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continue;
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}
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auto x = GeneralUtils::TryParse<float>(split[9]).value();
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auto y = GeneralUtils::TryParse<float>(split[10]).value();
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auto z = GeneralUtils::TryParse<float>(split[11]).value();
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if (x < lowest.x) lowest.x = x;
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if (y < lowest.y) lowest.y = y;
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if (z < lowest.z) lowest.z = z;
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if (highest.x < x) highest.x = x;
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@@ -119,19 +87,13 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
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for (auto& transformation : transformations | std::views::values) {
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auto split = GeneralUtils::SplitString(transformation, ',');
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if (split.size() < 12) {
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LOG("Not enough in the split?");
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continue;
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}
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auto xOpt = GeneralUtils::TryParse<float>(split[9]);
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auto yOpt = GeneralUtils::TryParse<float>(split[10]);
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auto zOpt = GeneralUtils::TryParse<float>(split[11]);
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if (!xOpt.has_value() || !yOpt.has_value() || !zOpt.has_value()) {
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continue;
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}
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auto x = xOpt.value() - newRootPos.x + curPosition.x;
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auto y = yOpt.value() - newRootPos.y + curPosition.y;
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auto z = zOpt.value() - newRootPos.z + curPosition.z;
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auto x = GeneralUtils::TryParse<float>(split[9]).value() - newRootPos.x + curPosition.x;
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auto y = GeneralUtils::TryParse<float>(split[10]).value() - newRootPos.y + curPosition.y;
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auto z = GeneralUtils::TryParse<float>(split[11]).value() - newRootPos.z + curPosition.z;
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std::stringstream stream;
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for (int i = 0; i < 9; i++) {
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stream << split[i];
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@@ -166,345 +128,3 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
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toReturn.center = newRootPos;
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return toReturn;
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}
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// Deep-clone an XMLElement (attributes, text, and child elements) into a target document
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// with maximum depth protection to prevent infinite loops
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static tinyxml2::XMLElement* CloneElementDeep(const tinyxml2::XMLElement* src, tinyxml2::XMLDocument& dstDoc, int maxDepth = 100) {
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if (!src || maxDepth <= 0) return nullptr;
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auto* dst = dstDoc.NewElement(src->Name());
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// copy attributes
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for (const tinyxml2::XMLAttribute* attr = src->FirstAttribute(); attr; attr = attr->Next()) {
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dst->SetAttribute(attr->Name(), attr->Value());
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}
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// copy children (elements and text)
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for (const tinyxml2::XMLNode* child = src->FirstChild(); child; child = child->NextSibling()) {
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if (const tinyxml2::XMLElement* childElem = child->ToElement()) {
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// Recursively clone child elements with decremented depth
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auto* clonedChild = CloneElementDeep(childElem, dstDoc, maxDepth - 1);
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if (clonedChild) dst->InsertEndChild(clonedChild);
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} else if (const tinyxml2::XMLText* txt = child->ToText()) {
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auto* n = dstDoc.NewText(txt->Value());
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dst->InsertEndChild(n);
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} else if (const tinyxml2::XMLComment* c = child->ToComment()) {
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auto* n = dstDoc.NewComment(c->Value());
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dst->InsertEndChild(n);
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}
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}
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return dst;
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}
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std::vector<Lxfml::Result> Lxfml::Split(const std::string_view data, const NiPoint3& curPosition) {
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std::vector<Result> results;
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// Handle empty or invalid input
|
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if (data.empty()) {
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return results;
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}
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// Prevent processing extremely large inputs that could cause hangs
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if (data.size() > 10000000) { // 10MB limit
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return results;
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}
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tinyxml2::XMLDocument doc;
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||||
// Use length-based parsing to avoid expensive string copy
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const auto err = doc.Parse(data.data(), data.size());
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if (err != tinyxml2::XML_SUCCESS) {
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return results;
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}
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auto* lxfml = doc.FirstChildElement("LXFML");
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if (!lxfml) {
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return results;
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}
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// Build maps: partRef -> Part element, partRef -> Brick element, boneRef -> partRef, brickRef -> Brick element
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std::unordered_map<std::string, tinyxml2::XMLElement*> partRefToPart;
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std::unordered_map<std::string, tinyxml2::XMLElement*> partRefToBrick;
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std::unordered_map<std::string, std::string> boneRefToPartRef;
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std::unordered_map<std::string, tinyxml2::XMLElement*> brickByRef;
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auto* bricksParent = lxfml->FirstChildElement("Bricks");
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if (bricksParent) {
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for (auto* brick = bricksParent->FirstChildElement("Brick"); brick; brick = brick->NextSiblingElement("Brick")) {
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const char* brickRef = brick->Attribute("refID");
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if (brickRef) brickByRef.emplace(std::string(brickRef), brick);
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for (auto* part = brick->FirstChildElement("Part"); part; part = part->NextSiblingElement("Part")) {
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const char* partRef = part->Attribute("refID");
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if (partRef) {
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partRefToPart.emplace(std::string(partRef), part);
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partRefToBrick.emplace(std::string(partRef), brick);
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}
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auto* bone = part->FirstChildElement("Bone");
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if (bone) {
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const char* boneRef = bone->Attribute("refID");
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if (boneRef) boneRefToPartRef.emplace(std::string(boneRef), partRef ? std::string(partRef) : std::string());
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}
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}
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}
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}
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// Collect RigidSystem elements
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std::vector<tinyxml2::XMLElement*> rigidSystems;
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auto* rigidSystemsParent = lxfml->FirstChildElement("RigidSystems");
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if (rigidSystemsParent) {
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for (auto* rs = rigidSystemsParent->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
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rigidSystems.push_back(rs);
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}
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}
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// Collect top-level groups (immediate children of GroupSystem)
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std::vector<tinyxml2::XMLElement*> groupRoots;
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auto* groupSystemsParent = lxfml->FirstChildElement("GroupSystems");
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if (groupSystemsParent) {
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for (auto* gs = groupSystemsParent->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
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for (auto* group = gs->FirstChildElement("Group"); group; group = group->NextSiblingElement("Group")) {
|
||||
groupRoots.push_back(group);
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}
|
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}
|
||||
}
|
||||
|
||||
// Track used bricks and rigidsystems
|
||||
std::unordered_set<std::string> usedBrickRefs;
|
||||
std::unordered_set<tinyxml2::XMLElement*> usedRigidSystems;
|
||||
|
||||
// Track used groups to avoid processing them twice
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||||
std::unordered_set<tinyxml2::XMLElement*> usedGroups;
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|
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// Helper to create output document from sets of brick refs and rigidsystem pointers
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auto makeOutput = [&](const std::unordered_set<std::string>& bricksToInclude, const std::vector<tinyxml2::XMLElement*>& rigidSystemsToInclude, const std::vector<tinyxml2::XMLElement*>& groupsToInclude = {}) {
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tinyxml2::XMLDocument outDoc;
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outDoc.Parse(g_base.c_str());
|
||||
auto* outRoot = outDoc.FirstChildElement("LXFML");
|
||||
auto* outBricks = outRoot->FirstChildElement("Bricks");
|
||||
auto* outRigidSystems = outRoot->FirstChildElement("RigidSystems");
|
||||
auto* outGroupSystems = outRoot->FirstChildElement("GroupSystems");
|
||||
|
||||
// clone and insert bricks
|
||||
for (const auto& bref : bricksToInclude) {
|
||||
auto it = brickByRef.find(bref);
|
||||
if (it == brickByRef.end()) continue;
|
||||
tinyxml2::XMLElement* cloned = CloneElementDeep(it->second, outDoc);
|
||||
if (cloned) outBricks->InsertEndChild(cloned);
|
||||
}
|
||||
|
||||
// clone and insert rigidsystems
|
||||
for (auto* rsPtr : rigidSystemsToInclude) {
|
||||
tinyxml2::XMLElement* cloned = CloneElementDeep(rsPtr, outDoc);
|
||||
if (cloned) outRigidSystems->InsertEndChild(cloned);
|
||||
}
|
||||
|
||||
// clone and insert group(s) if requested
|
||||
if (outGroupSystems && !groupsToInclude.empty()) {
|
||||
// clear default children
|
||||
while (outGroupSystems->FirstChild()) outGroupSystems->DeleteChild(outGroupSystems->FirstChild());
|
||||
// create a GroupSystem element and append requested groups
|
||||
auto* newGS = outDoc.NewElement("GroupSystem");
|
||||
for (auto* gptr : groupsToInclude) {
|
||||
tinyxml2::XMLElement* clonedG = CloneElementDeep(gptr, outDoc);
|
||||
if (clonedG) newGS->InsertEndChild(clonedG);
|
||||
}
|
||||
outGroupSystems->InsertEndChild(newGS);
|
||||
}
|
||||
|
||||
// Print to string
|
||||
tinyxml2::XMLPrinter printer;
|
||||
outDoc.Print(&printer);
|
||||
// Normalize position and compute center using existing helper
|
||||
std::string xmlString = printer.CStr();
|
||||
if (xmlString.size() > 5000000) { // 5MB limit for normalization
|
||||
Result emptyResult;
|
||||
emptyResult.lxfml = xmlString;
|
||||
return emptyResult;
|
||||
}
|
||||
auto normalized = NormalizePosition(xmlString, curPosition);
|
||||
return normalized;
|
||||
};
|
||||
|
||||
// 1) Process groups (each top-level Group becomes one output; nested groups are included)
|
||||
for (auto* groupRoot : groupRoots) {
|
||||
// Skip if this group was already processed as part of another group
|
||||
if (usedGroups.find(groupRoot) != usedGroups.end()) continue;
|
||||
|
||||
// Helper to collect all partRefs in a group's subtree
|
||||
std::function<void(const tinyxml2::XMLElement*, std::unordered_set<std::string>&)> collectParts = [&](const tinyxml2::XMLElement* g, std::unordered_set<std::string>& partRefs) {
|
||||
if (!g) return;
|
||||
const char* partAttr = g->Attribute("partRefs");
|
||||
if (partAttr) {
|
||||
for (auto& tok : GeneralUtils::SplitString(partAttr, ',')) partRefs.insert(tok);
|
||||
}
|
||||
for (auto* child = g->FirstChildElement("Group"); child; child = child->NextSiblingElement("Group")) collectParts(child, partRefs);
|
||||
};
|
||||
|
||||
// Collect all groups that need to be merged into this output
|
||||
std::vector<tinyxml2::XMLElement*> groupsToInclude{ groupRoot };
|
||||
usedGroups.insert(groupRoot);
|
||||
|
||||
// Build initial sets of bricks and boneRefs from the starting group
|
||||
std::unordered_set<std::string> partRefs;
|
||||
collectParts(groupRoot, partRefs);
|
||||
|
||||
std::unordered_set<std::string> bricksIncluded;
|
||||
std::unordered_set<std::string> boneRefsIncluded;
|
||||
for (const auto& pref : partRefs) {
|
||||
auto pit = partRefToBrick.find(pref);
|
||||
if (pit != partRefToBrick.end()) {
|
||||
const char* bref = pit->second->Attribute("refID");
|
||||
if (bref) bricksIncluded.insert(std::string(bref));
|
||||
}
|
||||
auto partIt = partRefToPart.find(pref);
|
||||
if (partIt != partRefToPart.end()) {
|
||||
auto* bone = partIt->second->FirstChildElement("Bone");
|
||||
if (bone) {
|
||||
const char* bref = bone->Attribute("refID");
|
||||
if (bref) boneRefsIncluded.insert(std::string(bref));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Iteratively include any RigidSystems that reference any boneRefsIncluded
|
||||
// and check if those rigid systems' bricks span other groups
|
||||
bool changed = true;
|
||||
std::vector<tinyxml2::XMLElement*> rigidSystemsToInclude;
|
||||
int maxIterations = 1000; // Safety limit to prevent infinite loops
|
||||
int iteration = 0;
|
||||
while (changed && iteration < maxIterations) {
|
||||
changed = false;
|
||||
iteration++;
|
||||
|
||||
// First, expand rigid systems based on current boneRefsIncluded
|
||||
for (auto* rs : rigidSystems) {
|
||||
if (usedRigidSystems.find(rs) != usedRigidSystems.end()) continue;
|
||||
// parse boneRefs of this rigid system (from its <Rigid> children)
|
||||
bool intersects = false;
|
||||
std::vector<std::string> rsBoneRefs;
|
||||
for (auto* rigid = rs->FirstChildElement("Rigid"); rigid; rigid = rigid->NextSiblingElement("Rigid")) {
|
||||
const char* battr = rigid->Attribute("boneRefs");
|
||||
if (!battr) continue;
|
||||
for (auto& tok : GeneralUtils::SplitString(battr, ',')) {
|
||||
rsBoneRefs.push_back(tok);
|
||||
if (boneRefsIncluded.find(tok) != boneRefsIncluded.end()) intersects = true;
|
||||
}
|
||||
}
|
||||
if (!intersects) continue;
|
||||
// include this rigid system and all boneRefs it references
|
||||
usedRigidSystems.insert(rs);
|
||||
rigidSystemsToInclude.push_back(rs);
|
||||
for (const auto& br : rsBoneRefs) {
|
||||
boneRefsIncluded.insert(br);
|
||||
auto bpIt = boneRefToPartRef.find(br);
|
||||
if (bpIt != boneRefToPartRef.end()) {
|
||||
auto partRef = bpIt->second;
|
||||
auto pbIt = partRefToBrick.find(partRef);
|
||||
if (pbIt != partRefToBrick.end()) {
|
||||
const char* bref = pbIt->second->Attribute("refID");
|
||||
if (bref && bricksIncluded.insert(std::string(bref)).second) changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Second, check if the newly included bricks span any other groups
|
||||
// If so, merge those groups into the current output
|
||||
for (auto* otherGroup : groupRoots) {
|
||||
if (usedGroups.find(otherGroup) != usedGroups.end()) continue;
|
||||
|
||||
// Collect partRefs from this other group
|
||||
std::unordered_set<std::string> otherPartRefs;
|
||||
collectParts(otherGroup, otherPartRefs);
|
||||
|
||||
// Check if any of these partRefs correspond to bricks we've already included
|
||||
bool spansOtherGroup = false;
|
||||
for (const auto& pref : otherPartRefs) {
|
||||
auto pit = partRefToBrick.find(pref);
|
||||
if (pit != partRefToBrick.end()) {
|
||||
const char* bref = pit->second->Attribute("refID");
|
||||
if (bref && bricksIncluded.find(std::string(bref)) != bricksIncluded.end()) {
|
||||
spansOtherGroup = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (spansOtherGroup) {
|
||||
// Merge this group into the current output
|
||||
usedGroups.insert(otherGroup);
|
||||
groupsToInclude.push_back(otherGroup);
|
||||
changed = true;
|
||||
|
||||
// Add all partRefs, boneRefs, and bricks from this group
|
||||
for (const auto& pref : otherPartRefs) {
|
||||
auto pit = partRefToBrick.find(pref);
|
||||
if (pit != partRefToBrick.end()) {
|
||||
const char* bref = pit->second->Attribute("refID");
|
||||
if (bref) bricksIncluded.insert(std::string(bref));
|
||||
}
|
||||
auto partIt = partRefToPart.find(pref);
|
||||
if (partIt != partRefToPart.end()) {
|
||||
auto* bone = partIt->second->FirstChildElement("Bone");
|
||||
if (bone) {
|
||||
const char* bref = bone->Attribute("refID");
|
||||
if (bref) boneRefsIncluded.insert(std::string(bref));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (iteration >= maxIterations) {
|
||||
// Iteration limit reached, stop processing to prevent infinite loops
|
||||
// The file is likely malformed, so just skip further processing
|
||||
return results;
|
||||
}
|
||||
// include bricks from bricksIncluded into used set
|
||||
for (const auto& b : bricksIncluded) usedBrickRefs.insert(b);
|
||||
|
||||
// make output doc and push result (include all merged groups' XML)
|
||||
auto normalized = makeOutput(bricksIncluded, rigidSystemsToInclude, groupsToInclude);
|
||||
results.push_back(normalized);
|
||||
}
|
||||
|
||||
// 2) Process remaining RigidSystems (each becomes its own file)
|
||||
for (auto* rs : rigidSystems) {
|
||||
if (usedRigidSystems.find(rs) != usedRigidSystems.end()) continue;
|
||||
std::unordered_set<std::string> bricksIncluded;
|
||||
// collect boneRefs referenced by this rigid system
|
||||
for (auto* rigid = rs->FirstChildElement("Rigid"); rigid; rigid = rigid->NextSiblingElement("Rigid")) {
|
||||
const char* battr = rigid->Attribute("boneRefs");
|
||||
if (!battr) continue;
|
||||
for (auto& tok : GeneralUtils::SplitString(battr, ',')) {
|
||||
auto bpIt = boneRefToPartRef.find(tok);
|
||||
if (bpIt != boneRefToPartRef.end()) {
|
||||
auto partRef = bpIt->second;
|
||||
auto pbIt = partRefToBrick.find(partRef);
|
||||
if (pbIt != partRefToBrick.end()) {
|
||||
const char* bref = pbIt->second->Attribute("refID");
|
||||
if (bref) bricksIncluded.insert(std::string(bref));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// mark used
|
||||
for (const auto& b : bricksIncluded) usedBrickRefs.insert(b);
|
||||
usedRigidSystems.insert(rs);
|
||||
|
||||
std::vector<tinyxml2::XMLElement*> rsVec{ rs };
|
||||
auto normalized = makeOutput(bricksIncluded, rsVec);
|
||||
results.push_back(normalized);
|
||||
}
|
||||
|
||||
// 3) Any remaining bricks not included become their own files
|
||||
for (const auto& [bref, brickPtr] : brickByRef) {
|
||||
if (usedBrickRefs.find(bref) != usedBrickRefs.end()) continue;
|
||||
std::unordered_set<std::string> bricksIncluded{ bref };
|
||||
auto normalized = makeOutput(bricksIncluded, {});
|
||||
results.push_back(normalized);
|
||||
usedBrickRefs.insert(bref);
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
|
||||
#include "NiPoint3.h"
|
||||
|
||||
@@ -19,7 +18,6 @@ namespace Lxfml {
|
||||
// Normalizes a LXFML model to be positioned relative to its local 0, 0, 0 rather than a game worlds 0, 0, 0.
|
||||
// Returns a struct of its new center and the updated LXFML containing these edits.
|
||||
[[nodiscard]] Result NormalizePosition(const std::string_view data, const NiPoint3& curPosition = NiPoint3Constant::ZERO);
|
||||
[[nodiscard]] std::vector<Result> Split(const std::string_view data, const NiPoint3& curPosition = NiPoint3Constant::ZERO);
|
||||
|
||||
// these are only for the migrations due to a bug in one of the implementations.
|
||||
[[nodiscard]] Result NormalizePositionOnlyFirstPart(const std::string_view data);
|
||||
|
||||
@@ -81,9 +81,6 @@ public:
|
||||
[[nodiscard]]
|
||||
AssetStream GetFile(const char* name) const;
|
||||
|
||||
[[nodiscard]]
|
||||
AssetStream GetFile(const std::string& name) const { return GetFile(name.c_str()); };
|
||||
|
||||
private:
|
||||
void LoadPackIndex();
|
||||
|
||||
|
||||
@@ -84,8 +84,6 @@
|
||||
#include "GhostComponent.h"
|
||||
#include "AchievementVendorComponent.h"
|
||||
#include "VanityUtilities.h"
|
||||
#include "ObjectIDManager.h"
|
||||
#include "ePlayerFlag.h"
|
||||
|
||||
// Table includes
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
@@ -194,10 +192,7 @@ Entity::~Entity() {
|
||||
}
|
||||
|
||||
void Entity::Initialize() {
|
||||
RegisterMsg<GameMessages::RequestServerObjectInfo>(this, &Entity::MsgRequestServerObjectInfo);
|
||||
RegisterMsg<GameMessages::DropClientLoot>(this, &Entity::MsgDropClientLoot);
|
||||
RegisterMsg<GameMessages::GetFactionTokenType>(this, &Entity::MsgGetFactionTokenType);
|
||||
RegisterMsg<GameMessages::PickupItem>(this, &Entity::MsgPickupItem);
|
||||
RegisterMsg(MessageType::Game::REQUEST_SERVER_OBJECT_INFO, this, &Entity::MsgRequestServerObjectInfo);
|
||||
/**
|
||||
* Setup trigger
|
||||
*/
|
||||
@@ -292,7 +287,7 @@ void Entity::Initialize() {
|
||||
AddComponent<LUPExhibitComponent>(lupExhibitID);
|
||||
}
|
||||
|
||||
const auto racingControlID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL);
|
||||
const auto racingControlID =compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::RACING_CONTROL);
|
||||
if (racingControlID > 0) {
|
||||
AddComponent<RacingControlComponent>(racingControlID);
|
||||
}
|
||||
@@ -1668,7 +1663,7 @@ void Entity::AddLootItem(const Loot::Info& info) const {
|
||||
|
||||
auto* const characterComponent = GetComponent<CharacterComponent>();
|
||||
if (!characterComponent) return;
|
||||
LOG("Player %llu has been allowed to pickup %i with id %llu", m_ObjectID, info.lot, info.id);
|
||||
|
||||
auto& droppedLoot = characterComponent->GetDroppedLoot();
|
||||
droppedLoot[info.id] = info;
|
||||
}
|
||||
@@ -2280,73 +2275,3 @@ bool Entity::MsgRequestServerObjectInfo(GameMessages::GameMsg& msg) {
|
||||
if (client) GameMessages::SendUIMessageServerToSingleClient("ToggleObjectDebugger", response, client->GetSystemAddress());
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Entity::MsgDropClientLoot(GameMessages::GameMsg& msg) {
|
||||
auto& dropLootMsg = static_cast<GameMessages::DropClientLoot&>(msg);
|
||||
|
||||
if (dropLootMsg.item != LOT_NULL && dropLootMsg.item != 0) {
|
||||
Loot::Info info{
|
||||
.id = dropLootMsg.lootID,
|
||||
.lot = dropLootMsg.item,
|
||||
.count = dropLootMsg.count,
|
||||
};
|
||||
AddLootItem(info);
|
||||
}
|
||||
|
||||
if (dropLootMsg.item == LOT_NULL && dropLootMsg.currency != 0) {
|
||||
RegisterCoinDrop(dropLootMsg.currency);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Entity::MsgGetFlag(GameMessages::GameMsg& msg) {
|
||||
auto& flagMsg = static_cast<GameMessages::GetFlag&>(msg);
|
||||
if (m_Character) flagMsg.flag = m_Character->GetPlayerFlag(flagMsg.flagID);
|
||||
return true;
|
||||
}
|
||||
bool Entity::MsgGetFactionTokenType(GameMessages::GameMsg& msg) {
|
||||
auto& tokenMsg = static_cast<GameMessages::GetFactionTokenType&>(msg);
|
||||
GameMessages::GetFlag getFlagMsg{};
|
||||
|
||||
getFlagMsg.flagID = ePlayerFlag::ASSEMBLY_FACTION;
|
||||
MsgGetFlag(getFlagMsg);
|
||||
if (getFlagMsg.flag) tokenMsg.tokenType = 8318;
|
||||
|
||||
getFlagMsg.flagID = ePlayerFlag::SENTINEL_FACTION;
|
||||
MsgGetFlag(getFlagMsg);
|
||||
if (getFlagMsg.flag) tokenMsg.tokenType = 8319;
|
||||
|
||||
getFlagMsg.flagID = ePlayerFlag::PARADOX_FACTION;
|
||||
MsgGetFlag(getFlagMsg);
|
||||
if (getFlagMsg.flag) tokenMsg.tokenType = 8320;
|
||||
|
||||
getFlagMsg.flagID = ePlayerFlag::VENTURE_FACTION;
|
||||
MsgGetFlag(getFlagMsg);
|
||||
if (getFlagMsg.flag) tokenMsg.tokenType = 8321;
|
||||
|
||||
LOG("Returning token type %i", tokenMsg.tokenType);
|
||||
return tokenMsg.tokenType != LOT_NULL;
|
||||
}
|
||||
|
||||
bool Entity::MsgPickupItem(GameMessages::GameMsg& msg) {
|
||||
auto& pickupItemMsg = static_cast<GameMessages::PickupItem&>(msg);
|
||||
if (GetObjectID() == pickupItemMsg.lootOwnerID) {
|
||||
PickupItem(pickupItemMsg.lootID);
|
||||
} else {
|
||||
auto* const characterComponent = GetComponent<CharacterComponent>();
|
||||
if (!characterComponent) return false;
|
||||
auto& droppedLoot = characterComponent->GetDroppedLoot();
|
||||
const auto it = droppedLoot.find(pickupItemMsg.lootID);
|
||||
if (it != droppedLoot.end()) {
|
||||
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
||||
const CDObjects& object = objectsTable->GetByID(it->second.lot);
|
||||
if (object.id != 0 && object.type == "Powerup") {
|
||||
return false; // Let powerups be duplicated
|
||||
}
|
||||
}
|
||||
droppedLoot.erase(pickupItemMsg.lootID);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -176,10 +176,6 @@ public:
|
||||
void AddComponent(eReplicaComponentType componentId, Component* component);
|
||||
|
||||
bool MsgRequestServerObjectInfo(GameMessages::GameMsg& msg);
|
||||
bool MsgDropClientLoot(GameMessages::GameMsg& msg);
|
||||
bool MsgGetFlag(GameMessages::GameMsg& msg);
|
||||
bool MsgGetFactionTokenType(GameMessages::GameMsg& msg);
|
||||
bool MsgPickupItem(GameMessages::GameMsg& msg);
|
||||
|
||||
// This is expceted to never return nullptr, an assert checks this.
|
||||
CppScripts::Script* const GetScript() const;
|
||||
@@ -346,12 +342,6 @@ public:
|
||||
RegisterMsg(msgId, std::bind(handler, self, std::placeholders::_1));
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
inline void RegisterMsg(auto* self, const auto handler) {
|
||||
T msg;
|
||||
RegisterMsg(msg.msgId, self, handler);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief The observable for player entity position updates.
|
||||
*/
|
||||
@@ -610,5 +600,5 @@ auto Entity::GetComponents() const {
|
||||
|
||||
template<typename... T>
|
||||
auto Entity::GetComponentsMut() const {
|
||||
return std::tuple{ GetComponent<T>()... };
|
||||
return std::tuple{GetComponent<T>()...};
|
||||
}
|
||||
|
||||
@@ -9,16 +9,6 @@ Team::Team() {
|
||||
lootOption = Game::config->GetValue("default_team_loot") == "0" ? 0 : 1;
|
||||
}
|
||||
|
||||
LWOOBJID Team::GetNextLootOwner() {
|
||||
lootRound++;
|
||||
|
||||
if (lootRound >= members.size()) {
|
||||
lootRound = 0;
|
||||
}
|
||||
|
||||
return members[lootRound];
|
||||
}
|
||||
|
||||
TeamManager::TeamManager() {
|
||||
}
|
||||
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
struct Team {
|
||||
Team();
|
||||
|
||||
LWOOBJID GetNextLootOwner();
|
||||
LWOOBJID teamID = LWOOBJID_EMPTY;
|
||||
char lootOption = 0;
|
||||
std::vector<LWOOBJID> members{};
|
||||
|
||||
@@ -45,6 +45,33 @@ ActivityComponent::ActivityComponent(Entity* parent, int32_t componentID) : Comp
|
||||
m_ActivityID = parent->GetVar<int32_t>(u"activityID");
|
||||
LoadActivityData(m_ActivityID);
|
||||
}
|
||||
|
||||
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
|
||||
|
||||
if (destroyableComponent) {
|
||||
// First lookup the loot matrix id for this component id.
|
||||
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
|
||||
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
|
||||
|
||||
uint32_t startingLMI = 0;
|
||||
|
||||
// If we have one, set the starting loot matrix id to that.
|
||||
if (activityRewards.size() > 0) {
|
||||
startingLMI = activityRewards[0].LootMatrixIndex;
|
||||
}
|
||||
|
||||
if (startingLMI > 0) {
|
||||
// We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity.
|
||||
// So this logic will get the rest of the loot matrix indices for this activity.
|
||||
|
||||
std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
|
||||
for (const auto& item : objectTemplateActivities) {
|
||||
if (item.activityRating > 0 && item.activityRating < 5) {
|
||||
m_ActivityLootMatrices.insert({ item.activityRating, item.LootMatrixIndex });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void ActivityComponent::LoadActivityData(const int32_t activityId) {
|
||||
CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
|
||||
@@ -671,6 +698,10 @@ bool ActivityComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
}
|
||||
}
|
||||
|
||||
auto& lootMatrices = activityInfo.PushDebug("Loot Matrices");
|
||||
for (const auto& [activityRating, lootMatrixID] : m_ActivityLootMatrices) {
|
||||
lootMatrices.PushDebug<AMFIntValue>("Loot Matrix " + std::to_string(activityRating)) = lootMatrixID;
|
||||
}
|
||||
activityInfo.PushDebug<AMFIntValue>("ActivityID") = m_ActivityID;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -341,6 +341,12 @@ public:
|
||||
*/
|
||||
void SetInstanceMapID(uint32_t mapID) { m_ActivityInfo.instanceMapID = mapID; };
|
||||
|
||||
/**
|
||||
* Returns the LMI that this activity points to for a team size
|
||||
* @param teamSize the team size to get the LMI for
|
||||
* @return the LMI that this activity points to for a team size
|
||||
*/
|
||||
uint32_t GetLootMatrixForTeamSize(uint32_t teamSize) { return m_ActivityLootMatrices[teamSize]; }
|
||||
private:
|
||||
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
@@ -364,6 +370,11 @@ private:
|
||||
*/
|
||||
std::vector<ActivityPlayer*> m_ActivityPlayers;
|
||||
|
||||
/**
|
||||
* LMIs for team sizes
|
||||
*/
|
||||
std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
|
||||
|
||||
/**
|
||||
* The activity id
|
||||
*/
|
||||
|
||||
@@ -694,8 +694,6 @@ void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage)
|
||||
}
|
||||
|
||||
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
|
||||
if (m_IsDead) return;
|
||||
|
||||
//check if hardcore mode is enabled
|
||||
if (Game::entityManager->GetHardcoreMode()) {
|
||||
DoHardcoreModeDrops(source);
|
||||
@@ -708,7 +706,6 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
m_IsDead = true;
|
||||
m_KillerID = source;
|
||||
|
||||
auto* owner = Game::entityManager->GetEntity(source);
|
||||
@@ -756,7 +753,36 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
//NANI?!
|
||||
if (!isPlayer) {
|
||||
if (owner != nullptr) {
|
||||
Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
||||
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
||||
|
||||
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr) {
|
||||
LWOOBJID specificOwner = LWOOBJID_EMPTY;
|
||||
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
|
||||
uint32_t teamSize = team->members.size();
|
||||
uint32_t lootMatrixId = GetLootMatrixID();
|
||||
|
||||
if (scriptedActivityComponent) {
|
||||
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
|
||||
}
|
||||
|
||||
if (team->lootOption == 0) { // Round robin
|
||||
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
|
||||
|
||||
auto* member = Game::entityManager->GetEntity(specificOwner);
|
||||
|
||||
if (member) Loot::DropLoot(member, m_Parent->GetObjectID(), lootMatrixId, GetMinCoins(), GetMaxCoins());
|
||||
} else {
|
||||
for (const auto memberId : team->members) { // Free for all
|
||||
auto* member = Game::entityManager->GetEntity(memberId);
|
||||
|
||||
if (member == nullptr) continue;
|
||||
|
||||
Loot::DropLoot(member, m_Parent->GetObjectID(), lootMatrixId, GetMinCoins(), GetMaxCoins());
|
||||
}
|
||||
}
|
||||
} else { // drop loot for non team user
|
||||
Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//Check if this zone allows coin drops
|
||||
@@ -773,15 +799,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
|
||||
coinsTotal -= coinsToLose;
|
||||
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.currency = coinsToLose;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
Loot::DropLoot(m_Parent, m_Parent->GetObjectID(), -1, coinsToLose, coinsToLose);
|
||||
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
||||
}
|
||||
}
|
||||
@@ -1025,8 +1043,8 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
auto maxHealth = GetMaxHealth();
|
||||
const auto uscoreMultiplier = Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
|
||||
const bool isUscoreReducedLot =
|
||||
Game::entityManager->GetHardcoreUscoreReducedLots().contains(lot) ||
|
||||
Game::entityManager->GetHardcoreUscoreReduced();
|
||||
Game::entityManager->GetHardcoreUscoreReducedLots().contains(lot) ||
|
||||
Game::entityManager->GetHardcoreUscoreReduced();
|
||||
const auto uscoreReduction = isUscoreReducedLot ? Game::entityManager->GetHardcoreUscoreReduction() : 1.0f;
|
||||
|
||||
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier() * uscoreReduction;
|
||||
|
||||
@@ -471,8 +471,6 @@ public:
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
bool OnSetFaction(GameMessages::GameMsg& msg);
|
||||
|
||||
void SetIsDead(const bool value) { m_IsDead = value; }
|
||||
|
||||
static Implementation<bool, const Entity*> IsEnemyImplentation;
|
||||
static Implementation<bool, const Entity*> IsFriendImplentation;
|
||||
|
||||
|
||||
@@ -443,7 +443,7 @@ Item* InventoryComponent::FindItemBySubKey(LWOOBJID id, eInventoryType inventory
|
||||
}
|
||||
}
|
||||
|
||||
bool InventoryComponent::HasSpaceForLoot(const Loot::Return& loot) {
|
||||
bool InventoryComponent::HasSpaceForLoot(const std::unordered_map<LOT, int32_t>& loot) {
|
||||
std::unordered_map<eInventoryType, int32_t> spaceOffset{};
|
||||
|
||||
uint32_t slotsNeeded = 0;
|
||||
|
||||
@@ -22,7 +22,6 @@
|
||||
#include "eInventoryType.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eLootSourceType.h"
|
||||
#include "Loot.h"
|
||||
|
||||
class Entity;
|
||||
class ItemSet;
|
||||
@@ -201,7 +200,7 @@ public:
|
||||
* @param loot a map of items to add and how many to add
|
||||
* @return whether the entity has enough space for all the items
|
||||
*/
|
||||
bool HasSpaceForLoot(const Loot::Return& loot);
|
||||
bool HasSpaceForLoot(const std::unordered_map<LOT, int32_t>& loot);
|
||||
|
||||
/**
|
||||
* Equips an item in the specified slot
|
||||
|
||||
@@ -31,8 +31,6 @@ MissionComponent::MissionComponent(Entity* parent, const int32_t componentID) :
|
||||
m_LastUsedMissionOrderUID = Game::zoneManager->GetUniqueMissionIdStartingValue();
|
||||
|
||||
RegisterMsg<GetObjectReportInfo>(this, &MissionComponent::OnGetObjectReportInfo);
|
||||
RegisterMsg<GameMessages::GetMissionState>(this, &MissionComponent::OnGetMissionState);
|
||||
RegisterMsg<GameMessages::MissionNeedsLot>(this, &MissionComponent::OnMissionNeedsLot);
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
@@ -735,15 +733,3 @@ bool MissionComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MissionComponent::OnGetMissionState(GameMessages::GameMsg& msg) {
|
||||
auto misState = static_cast<GameMessages::GetMissionState&>(msg);
|
||||
misState.missionState = GetMissionState(misState.missionID);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MissionComponent::OnMissionNeedsLot(GameMessages::GameMsg& msg) {
|
||||
const auto& needMsg = static_cast<GameMessages::MissionNeedsLot&>(msg);
|
||||
return RequiresItem(needMsg.item);
|
||||
}
|
||||
|
||||
@@ -172,8 +172,6 @@ public:
|
||||
void ResetMission(const int32_t missionId);
|
||||
private:
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
bool OnGetMissionState(GameMessages::GameMsg& msg);
|
||||
bool OnMissionNeedsLot(GameMessages::GameMsg& msg);
|
||||
/**
|
||||
* All the missions owned by this entity, mapped by mission ID
|
||||
*/
|
||||
|
||||
@@ -24,7 +24,6 @@ ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Comp
|
||||
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
|
||||
RegisterMsg<RequestUse>(this, &ModelComponent::OnRequestUse);
|
||||
RegisterMsg<ResetModelToDefaults>(this, &ModelComponent::OnResetModelToDefaults);
|
||||
RegisterMsg<GetObjectReportInfo>(this, &ModelComponent::OnGetObjectReportInfo);
|
||||
}
|
||||
|
||||
bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
|
||||
@@ -339,19 +338,3 @@ void ModelComponent::RemoveAttack() {
|
||||
set.Send();
|
||||
}
|
||||
}
|
||||
|
||||
bool ModelComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
if (!reportMsg.info) return false;
|
||||
auto& cmptInfo = reportMsg.info->PushDebug("Model Behaviors (Mutable)");
|
||||
cmptInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
|
||||
cmptInfo.PushDebug<AMFStringValue>("Name") = "Objects_" + std::to_string(m_Parent->GetLOT()) + "_name";
|
||||
cmptInfo.PushDebug<AMFBoolValue>("Has Unique Name") = false;
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("UGID") = std::to_string(m_userModelID);
|
||||
cmptInfo.PushDebug<AMFStringValue>("Description") = "";
|
||||
cmptInfo.PushDebug<AMFIntValue>("Behavior Count") = m_Behaviors.size();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -34,7 +34,6 @@ public:
|
||||
|
||||
bool OnRequestUse(GameMessages::GameMsg& msg);
|
||||
bool OnResetModelToDefaults(GameMessages::GameMsg& msg);
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
|
||||
@@ -48,7 +48,6 @@ namespace {
|
||||
{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
|
||||
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
|
||||
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
|
||||
{ PICKUP_ITEM, []() { return std::make_unique<PickupItem>(); } },
|
||||
};
|
||||
};
|
||||
|
||||
@@ -282,6 +281,11 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
|
||||
break;
|
||||
}
|
||||
|
||||
case MessageType::Game::PICKUP_ITEM: {
|
||||
GameMessages::HandlePickupItem(inStream, entity);
|
||||
break;
|
||||
}
|
||||
|
||||
case MessageType::Game::RESURRECT: {
|
||||
GameMessages::HandleResurrect(inStream, entity);
|
||||
break;
|
||||
|
||||
@@ -978,7 +978,6 @@ void GameMessages::SendResurrect(Entity* entity) {
|
||||
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
||||
|
||||
if (destroyableComponent != nullptr && entity->GetLOT() == 1) {
|
||||
destroyableComponent->SetIsDead(false);
|
||||
auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
|
||||
if (levelComponent) {
|
||||
int32_t healthToRestore = levelComponent->GetLevel() >= 45 ? 8 : 4;
|
||||
@@ -1103,6 +1102,52 @@ void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID,
|
||||
|
||||
finalPosition = NiPoint3(static_cast<float>(spawnPos.GetX() + sin_v), spawnPos.GetY(), static_cast<float>(spawnPos.GetZ() + cos_v));
|
||||
}
|
||||
|
||||
//Write data to packet & send:
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(entity->GetObjectID());
|
||||
bitStream.Write(MessageType::Game::DROP_CLIENT_LOOT);
|
||||
|
||||
bitStream.Write(bUsePosition);
|
||||
|
||||
bitStream.Write(finalPosition != NiPoint3Constant::ZERO);
|
||||
if (finalPosition != NiPoint3Constant::ZERO) bitStream.Write(finalPosition);
|
||||
|
||||
bitStream.Write(currency);
|
||||
bitStream.Write(item);
|
||||
bitStream.Write(lootID);
|
||||
bitStream.Write(owner);
|
||||
bitStream.Write(sourceID);
|
||||
|
||||
bitStream.Write(spawnPos != NiPoint3Constant::ZERO);
|
||||
if (spawnPos != NiPoint3Constant::ZERO) bitStream.Write(spawnPos);
|
||||
|
||||
auto* team = TeamManager::Instance()->GetTeam(owner);
|
||||
|
||||
// Currency and powerups should not sync
|
||||
if (team != nullptr && currency == 0) {
|
||||
CDObjectsTable* objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
||||
|
||||
const CDObjects& object = objectsTable->GetByID(item);
|
||||
|
||||
if (object.type != "Powerup") {
|
||||
for (const auto memberId : team->members) {
|
||||
auto* member = Game::entityManager->GetEntity(memberId);
|
||||
|
||||
if (member == nullptr) continue;
|
||||
|
||||
SystemAddress sysAddr = member->GetSystemAddress();
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SystemAddress sysAddr = entity->GetSystemAddress();
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendSetPlayerControlScheme(Entity* entity, eControlScheme controlScheme) {
|
||||
@@ -2520,6 +2565,9 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
|
||||
inStream.Read(timeTaken);
|
||||
|
||||
/*
|
||||
Disabled this, as it's kinda silly to do this roundabout way of storing plaintext lxfml, then recompressing
|
||||
it to send it back to the client.
|
||||
|
||||
On DLU we had agreed that bricks wouldn't be taken anyway, but if your server decides otherwise, feel free to
|
||||
comment this back out and add the needed code to get the bricks used from lxfml and take them from the inventory.
|
||||
|
||||
@@ -2533,6 +2581,23 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
|
||||
|
||||
//We need to get a new ID for our model first:
|
||||
if (!entity || !entity->GetCharacter() || !entity->GetCharacter()->GetParentUser()) return;
|
||||
const uint32_t maxRetries = 100;
|
||||
uint32_t retries = 0;
|
||||
bool blueprintIDExists = true;
|
||||
bool modelExists = true;
|
||||
|
||||
// Legacy logic to check for old random IDs (regenerating these is not really feasible)
|
||||
// Probably good to have this anyway in case someone messes with the last_object_id or it gets reset somehow
|
||||
LWOOBJID newIDL = LWOOBJID_EMPTY;
|
||||
LWOOBJID blueprintID = LWOOBJID_EMPTY;
|
||||
do {
|
||||
if (newIDL != LWOOBJID_EMPTY) LOG("Generating blueprintID for UGC model, collision with existing model ID: %llu", blueprintID);
|
||||
newIDL = ObjectIDManager::GetPersistentID();
|
||||
blueprintID = ObjectIDManager::GetPersistentID();
|
||||
++retries;
|
||||
blueprintIDExists = Database::Get()->GetUgcModel(blueprintID).has_value();
|
||||
modelExists = Database::Get()->GetModel(newIDL).has_value();
|
||||
} while ((blueprintIDExists || modelExists) && retries < maxRetries);
|
||||
|
||||
//We need to get the propertyID: (stolen from Wincent's propertyManagementComp)
|
||||
const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
|
||||
@@ -2549,120 +2614,85 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
|
||||
std::istringstream sd0DataStream(str);
|
||||
Sd0 sd0(sd0DataStream);
|
||||
|
||||
// Uncompress the data, split, and nornmalize the model
|
||||
// Uncompress the data and normalize the position
|
||||
const auto asStr = sd0.GetAsStringUncompressed();
|
||||
const auto [newLxfml, newCenter] = Lxfml::NormalizePosition(asStr);
|
||||
|
||||
if (Game::config->GetValue("save_lxfmls") == "1") {
|
||||
// save using localId to avoid conflicts
|
||||
std::ofstream outFile("debug_lxfml_uncompressed_" + std::to_string(localId) + ".lxfml");
|
||||
outFile << asStr;
|
||||
outFile.close();
|
||||
}
|
||||
// Recompress the data and save to the database
|
||||
sd0.FromData(reinterpret_cast<const uint8_t*>(newLxfml.data()), newLxfml.size());
|
||||
auto sd0AsStream = sd0.GetAsStream();
|
||||
Database::Get()->InsertNewUgcModel(sd0AsStream, blueprintID, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
|
||||
|
||||
auto splitLxfmls = Lxfml::Split(asStr);
|
||||
LOG_DEBUG("Split into %zu models", splitLxfmls.size());
|
||||
//Insert into the db as a BBB model:
|
||||
IPropertyContents::Model model;
|
||||
model.id = newIDL;
|
||||
model.ugcId = blueprintID;
|
||||
model.position = newCenter;
|
||||
model.rotation = NiQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
model.lot = 14;
|
||||
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_14_name");
|
||||
|
||||
/*
|
||||
Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
|
||||
(or you uncomment the lxfml decomp stuff above)
|
||||
*/
|
||||
|
||||
// //Send off to UGC for processing, if enabled:
|
||||
// if (Game::config->GetValue("ugc_remote") == "1") {
|
||||
// std::string ugcIP = Game::config->GetValue("ugc_ip");
|
||||
// int ugcPort = std::stoi(Game::config->GetValue("ugc_port"));
|
||||
|
||||
// httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^
|
||||
|
||||
// //Send out a request:
|
||||
// std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml";
|
||||
// cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml");
|
||||
|
||||
// //When the "put" above returns, it means that the UGC HTTP server is done processing our model &
|
||||
// //the nif, hkx and checksum files are ready to be downloaded from cache.
|
||||
// }
|
||||
|
||||
//Tell the client their model is saved: (this causes us to actually pop out of our current state):
|
||||
const auto& newSd0 = sd0.GetAsVector();
|
||||
uint32_t newSd0Size{};
|
||||
for (const auto& chunk : newSd0) newSd0Size += chunk.size();
|
||||
CBITSTREAM;
|
||||
BitStreamUtils::WriteHeader(bitStream, ServiceType::CLIENT, MessageType::Client::BLUEPRINT_SAVE_RESPONSE);
|
||||
bitStream.Write(localId);
|
||||
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
|
||||
bitStream.Write<uint32_t>(splitLxfmls.size());
|
||||
bitStream.Write<uint32_t>(1);
|
||||
bitStream.Write(blueprintID);
|
||||
|
||||
std::vector<LWOOBJID> blueprintIDs;
|
||||
std::vector<LWOOBJID> modelIDs;
|
||||
bitStream.Write(newSd0Size);
|
||||
|
||||
for (size_t i = 0; i < splitLxfmls.size(); ++i) {
|
||||
// Legacy logic to check for old random IDs (regenerating these is not really feasible)
|
||||
// Probably good to have this anyway in case someone messes with the last_object_id or it gets reset somehow
|
||||
const uint32_t maxRetries = 100;
|
||||
uint32_t retries = 0;
|
||||
bool blueprintIDExists = true;
|
||||
bool modelExists = true;
|
||||
|
||||
LWOOBJID newID = LWOOBJID_EMPTY;
|
||||
LWOOBJID blueprintID = LWOOBJID_EMPTY;
|
||||
do {
|
||||
if (newID != LWOOBJID_EMPTY) LOG("Generating blueprintID for UGC model, collision with existing model ID: %llu", blueprintID);
|
||||
newID = ObjectIDManager::GetPersistentID();
|
||||
blueprintID = ObjectIDManager::GetPersistentID();
|
||||
++retries;
|
||||
blueprintIDExists = Database::Get()->GetUgcModel(blueprintID).has_value();
|
||||
modelExists = Database::Get()->GetModel(newID).has_value();
|
||||
} while ((blueprintIDExists || modelExists) && retries < maxRetries);
|
||||
|
||||
blueprintIDs.push_back(blueprintID);
|
||||
modelIDs.push_back(newID);
|
||||
|
||||
// Save each model to the database
|
||||
sd0.FromData(reinterpret_cast<const uint8_t*>(splitLxfmls[i].lxfml.data()), splitLxfmls[i].lxfml.size());
|
||||
auto sd0AsStream = sd0.GetAsStream();
|
||||
Database::Get()->InsertNewUgcModel(sd0AsStream, blueprintID, entity->GetCharacter()->GetParentUser()->GetAccountID(), entity->GetCharacter()->GetID());
|
||||
|
||||
// Insert the new property model
|
||||
IPropertyContents::Model model;
|
||||
model.id = newID;
|
||||
model.ugcId = blueprintID;
|
||||
model.position = splitLxfmls[i].center;
|
||||
model.rotation = QuatUtils::IDENTITY;
|
||||
model.lot = 14;
|
||||
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_14_name");
|
||||
|
||||
/*
|
||||
Commented out until UGC server would be updated to use a sd0 file instead of lxfml stream.
|
||||
(or you uncomment the lxfml decomp stuff above)
|
||||
*/
|
||||
|
||||
// Send off to UGC for processing, if enabled:
|
||||
// if (Game::config->GetValue("ugc_remote") == "1") {
|
||||
// std::string ugcIP = Game::config->GetValue("ugc_ip");
|
||||
// int ugcPort = std::stoi(Game::config->GetValue("ugc_port"));
|
||||
|
||||
// httplib::Client cli(ugcIP, ugcPort); //connect to UGC HTTP server using our config above ^
|
||||
|
||||
// //Send out a request:
|
||||
// std::string request = "/3dservices/UGCC150/150" + std::to_string(blueprintID) + ".lxfml";
|
||||
// cli.Put(request.c_str(), lxfml.c_str(), "text/lxfml");
|
||||
|
||||
// //When the "put" above returns, it means that the UGC HTTP server is done processing our model &
|
||||
// //the nif, hkx and checksum files are ready to be downloaded from cache.
|
||||
// }
|
||||
|
||||
// Write the ID and data to the response packet
|
||||
bitStream.Write(blueprintID);
|
||||
|
||||
const auto& newSd0 = sd0.GetAsVector();
|
||||
uint32_t newSd0Size{};
|
||||
for (const auto& chunk : newSd0) newSd0Size += chunk.size();
|
||||
bitStream.Write(newSd0Size);
|
||||
for (const auto& chunk : newSd0) bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(chunk.data()), chunk.size());
|
||||
}
|
||||
for (const auto& chunk : newSd0) bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(chunk.data()), chunk.size());
|
||||
|
||||
SEND_PACKET;
|
||||
|
||||
// Create entities for each model
|
||||
for (size_t i = 0; i < splitLxfmls.size(); ++i) {
|
||||
EntityInfo info;
|
||||
info.lot = 14;
|
||||
info.pos = splitLxfmls[i].center;
|
||||
info.rot = QuatUtils::IDENTITY;
|
||||
info.spawner = nullptr;
|
||||
info.spawnerID = entity->GetObjectID();
|
||||
info.spawnerNodeID = 0;
|
||||
//Now we have to construct this object:
|
||||
|
||||
info.settings.push_back(new LDFData<LWOOBJID>(u"blueprintid", blueprintIDs[i]));
|
||||
info.settings.push_back(new LDFData<int>(u"componentWhitelist", 1));
|
||||
info.settings.push_back(new LDFData<int>(u"modelType", 2));
|
||||
info.settings.push_back(new LDFData<bool>(u"propertyObjectID", true));
|
||||
info.settings.push_back(new LDFData<LWOOBJID>(u"userModelID", modelIDs[i]));
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
|
||||
if (newEntity) {
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
EntityInfo info;
|
||||
info.lot = 14;
|
||||
info.pos = newCenter;
|
||||
info.rot = {};
|
||||
info.spawner = nullptr;
|
||||
info.spawnerID = entity->GetObjectID();
|
||||
info.spawnerNodeID = 0;
|
||||
|
||||
//Make sure the propMgmt doesn't delete our model after the server dies
|
||||
//Trying to do this after the entity is constructed. Shouldn't really change anything but
|
||||
//there was an issue with builds not appearing since it was placed above ConstructEntity.
|
||||
PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), modelIDs[i]);
|
||||
}
|
||||
info.settings.push_back(new LDFData<LWOOBJID>(u"blueprintid", blueprintID));
|
||||
info.settings.push_back(new LDFData<int>(u"componentWhitelist", 1));
|
||||
info.settings.push_back(new LDFData<int>(u"modelType", 2));
|
||||
info.settings.push_back(new LDFData<bool>(u"propertyObjectID", true));
|
||||
info.settings.push_back(new LDFData<LWOOBJID>(u"userModelID", newIDL));
|
||||
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
|
||||
if (newEntity) {
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
//Make sure the propMgmt doesn't delete our model after the server dies
|
||||
//Trying to do this after the entity is constructed. Shouldn't really change anything but
|
||||
//there was an issue with builds not appearing since it was placed above ConstructEntity.
|
||||
PropertyManagementComponent::Instance()->AddModel(newEntity->GetObjectID(), newIDL);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5687,6 +5717,27 @@ void GameMessages::HandleModularBuildMoveAndEquip(RakNet::BitStream& inStream, E
|
||||
inv->MoveItemToInventory(item, eInventoryType::MODELS, 1, false, true);
|
||||
}
|
||||
|
||||
void GameMessages::HandlePickupItem(RakNet::BitStream& inStream, Entity* entity) {
|
||||
LWOOBJID lootObjectID;
|
||||
LWOOBJID playerID;
|
||||
inStream.Read(lootObjectID);
|
||||
inStream.Read(playerID);
|
||||
|
||||
entity->PickupItem(lootObjectID);
|
||||
|
||||
auto* team = TeamManager::Instance()->GetTeam(entity->GetObjectID());
|
||||
|
||||
if (team != nullptr) {
|
||||
for (const auto memberId : team->members) {
|
||||
auto* member = Game::entityManager->GetEntity(memberId);
|
||||
|
||||
if (member == nullptr || memberId == playerID) continue;
|
||||
|
||||
SendTeamPickupItem(lootObjectID, lootObjectID, playerID, member->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameMessages::HandleResurrect(RakNet::BitStream& inStream, Entity* entity) {
|
||||
bool immediate = inStream.ReadBit();
|
||||
|
||||
@@ -6270,11 +6321,6 @@ namespace GameMessages {
|
||||
return Game::entityManager->SendMessage(*this);
|
||||
}
|
||||
|
||||
bool GameMsg::Send(const LWOOBJID _target) {
|
||||
target = _target;
|
||||
return Send();
|
||||
}
|
||||
|
||||
void GameMsg::Send(const SystemAddress& sysAddr) const {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
@@ -6442,49 +6488,4 @@ namespace GameMessages {
|
||||
stream.Write(emoteID);
|
||||
stream.Write(targetID);
|
||||
}
|
||||
|
||||
void DropClientLoot::Serialize(RakNet::BitStream& stream) const {
|
||||
stream.Write(bUsePosition);
|
||||
|
||||
stream.Write(finalPosition != NiPoint3Constant::ZERO);
|
||||
if (finalPosition != NiPoint3Constant::ZERO) stream.Write(finalPosition);
|
||||
|
||||
stream.Write(currency);
|
||||
stream.Write(item);
|
||||
stream.Write(lootID);
|
||||
stream.Write(ownerID);
|
||||
stream.Write(sourceID);
|
||||
|
||||
stream.Write(spawnPos != NiPoint3Constant::ZERO);
|
||||
if (spawnPos != NiPoint3Constant::ZERO) stream.Write(spawnPos);
|
||||
}
|
||||
|
||||
bool PickupItem::Deserialize(RakNet::BitStream& stream) {
|
||||
if (!stream.Read(lootID)) return false;
|
||||
if (!stream.Read(lootOwnerID)) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void PickupItem::Handle(Entity& entity, const SystemAddress& sysAddr) {
|
||||
auto* team = TeamManager::Instance()->GetTeam(entity.GetObjectID());
|
||||
LOG("Has team %i picking up %llu:%llu", team != nullptr, lootID, lootOwnerID);
|
||||
if (team) {
|
||||
for (const auto memberId : team->members) {
|
||||
this->Send(memberId);
|
||||
TeamPickupItem teamPickupMsg{};
|
||||
teamPickupMsg.target = lootID;
|
||||
teamPickupMsg.lootID = lootID;
|
||||
teamPickupMsg.lootOwnerID = lootOwnerID;
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(memberId);
|
||||
if (memberEntity) teamPickupMsg.Send(memberEntity->GetSystemAddress());
|
||||
}
|
||||
} else {
|
||||
entity.PickupItem(lootID);
|
||||
}
|
||||
}
|
||||
|
||||
void TeamPickupItem::Serialize(RakNet::BitStream& stream) const {
|
||||
stream.Write(lootID);
|
||||
stream.Write(lootOwnerID);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,7 +43,6 @@ enum class eQuickBuildState : uint32_t;
|
||||
enum class BehaviorSlot : int32_t;
|
||||
enum class eVendorTransactionResult : uint32_t;
|
||||
enum class eReponseMoveItemBetweenInventoryTypeCode : int32_t;
|
||||
enum class eMissionState : int;
|
||||
|
||||
enum class eCameraTargetCyclingMode : int32_t {
|
||||
ALLOW_CYCLE_TEAMMATES,
|
||||
@@ -58,7 +57,6 @@ namespace GameMessages {
|
||||
|
||||
// Sends a message to the entity manager to route to the target
|
||||
bool Send();
|
||||
bool Send(const LWOOBJID _target);
|
||||
|
||||
// Sends the message to the specified client or
|
||||
// all clients if UNASSIGNED_SYSTEM_ADDRESS is specified
|
||||
@@ -852,9 +850,9 @@ namespace GameMessages {
|
||||
|
||||
struct EmotePlayed : public GameMsg {
|
||||
EmotePlayed() : GameMsg(MessageType::Game::EMOTE_PLAYED), emoteID(0), targetID(0) {}
|
||||
|
||||
|
||||
void Serialize(RakNet::BitStream& stream) const override;
|
||||
|
||||
|
||||
int32_t emoteID;
|
||||
LWOOBJID targetID;
|
||||
};
|
||||
@@ -872,65 +870,5 @@ namespace GameMessages {
|
||||
|
||||
bool bIgnoreChecks{ false };
|
||||
};
|
||||
|
||||
struct DropClientLoot : public GameMsg {
|
||||
DropClientLoot() : GameMsg(MessageType::Game::DROP_CLIENT_LOOT) {}
|
||||
|
||||
void Serialize(RakNet::BitStream& stream) const override;
|
||||
LWOOBJID sourceID{ LWOOBJID_EMPTY };
|
||||
LOT item{ LOT_NULL };
|
||||
int32_t currency{};
|
||||
NiPoint3 spawnPos{};
|
||||
NiPoint3 finalPosition{};
|
||||
int32_t count{};
|
||||
bool bUsePosition{};
|
||||
LWOOBJID lootID{ LWOOBJID_EMPTY };
|
||||
LWOOBJID ownerID{ LWOOBJID_EMPTY };
|
||||
};
|
||||
|
||||
struct GetMissionState : public GameMsg {
|
||||
GetMissionState() : GameMsg(MessageType::Game::GET_MISSION_STATE) {}
|
||||
|
||||
int32_t missionID{};
|
||||
eMissionState missionState{};
|
||||
bool cooldownInfoRequested{};
|
||||
bool cooldownFinished{};
|
||||
};
|
||||
|
||||
struct GetFlag : public GameMsg {
|
||||
GetFlag() : GameMsg(MessageType::Game::GET_FLAG) {}
|
||||
|
||||
uint32_t flagID{};
|
||||
bool flag{};
|
||||
};
|
||||
|
||||
struct GetFactionTokenType : public GameMsg {
|
||||
GetFactionTokenType() : GameMsg(MessageType::Game::GET_FACTION_TOKEN_TYPE) {}
|
||||
|
||||
LOT tokenType{ LOT_NULL };
|
||||
};
|
||||
|
||||
struct MissionNeedsLot : public GameMsg {
|
||||
MissionNeedsLot() : GameMsg(MessageType::Game::MISSION_NEEDS_LOT) {}
|
||||
|
||||
LOT item{};
|
||||
};
|
||||
|
||||
struct PickupItem : public GameMsg {
|
||||
PickupItem() : GameMsg(MessageType::Game::PICKUP_ITEM) {}
|
||||
|
||||
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
|
||||
bool Deserialize(RakNet::BitStream& stream) override;
|
||||
LWOOBJID lootID{};
|
||||
LWOOBJID lootOwnerID{};
|
||||
};
|
||||
|
||||
struct TeamPickupItem : public GameMsg {
|
||||
TeamPickupItem() : GameMsg(MessageType::Game::TEAM_PICKUP_ITEM) {}
|
||||
|
||||
void Serialize(RakNet::BitStream& stream) const override;
|
||||
LWOOBJID lootID{};
|
||||
LWOOBJID lootOwnerID{};
|
||||
};
|
||||
};
|
||||
#endif // GAMEMESSAGES_H
|
||||
|
||||
@@ -343,9 +343,9 @@ void Item::UseNonEquip(Item* item) {
|
||||
if (this->GetPreconditionExpression()->Check(playerInventoryComponent->GetParent())) {
|
||||
auto* entityParent = playerInventoryComponent->GetParent();
|
||||
// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
|
||||
Loot::Return rolledLoot{};
|
||||
std::unordered_map<LOT, int32_t> rolledLoot{};
|
||||
for (auto& pack : packages) {
|
||||
const auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
|
||||
auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
|
||||
for (auto& loot : thisPackage) {
|
||||
// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
|
||||
auto existingLoot = rolledLoot.find(loot.first);
|
||||
@@ -356,7 +356,6 @@ void Item::UseNonEquip(Item* item) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
|
||||
Loot::GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
|
||||
item->SetCount(item->GetCount() - 1);
|
||||
|
||||
@@ -18,27 +18,131 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "eMissionState.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "TeamManager.h"
|
||||
#include "CDObjectsTable.h"
|
||||
#include "ObjectIDManager.h"
|
||||
|
||||
namespace {
|
||||
std::unordered_set<uint32_t> CachedMatrices;
|
||||
constexpr float g_MAX_DROP_RADIUS = 700.0f;
|
||||
}
|
||||
|
||||
struct LootDropInfo {
|
||||
CDLootTable table{};
|
||||
uint32_t count{ 0 };
|
||||
};
|
||||
void Loot::CacheMatrix(uint32_t matrixIndex) {
|
||||
if (CachedMatrices.contains(matrixIndex)) return;
|
||||
|
||||
std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
|
||||
CachedMatrices.insert(matrixIndex);
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
std::map<LOT, LootDropInfo> drops;
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
for (const auto& entry : matrix) {
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
|
||||
std::unordered_map<LOT, int32_t> drops;
|
||||
|
||||
if (missionComponent == nullptr) return drops;
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
for (const auto& entry : matrix) {
|
||||
if (GeneralUtils::GenerateRandomNumber<float>(0, 1) < entry.percent) { // GetTable
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
|
||||
uint32_t dropCount = GeneralUtils::GenerateRandomNumber<uint32_t>(entry.minToDrop, entry.maxToDrop);
|
||||
for (uint32_t i = 0; i < dropCount; ++i) {
|
||||
uint32_t maxRarity = 1;
|
||||
|
||||
float rarityRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
||||
|
||||
for (const auto& rarity : rarityTable) {
|
||||
if (rarity.randmax >= rarityRoll) {
|
||||
maxRarity = rarity.rarity;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool rarityFound = false;
|
||||
std::vector<CDLootTable> possibleDrops;
|
||||
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
|
||||
if (rarity == maxRarity) {
|
||||
possibleDrops.push_back(loot);
|
||||
rarityFound = true;
|
||||
} else if (rarity < maxRarity && !rarityFound) {
|
||||
possibleDrops.push_back(loot);
|
||||
maxRarity = rarity;
|
||||
}
|
||||
}
|
||||
|
||||
if (possibleDrops.size() > 0) {
|
||||
const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
|
||||
// filter out uneeded mission items
|
||||
if (drop.MissionDrop && !missionComponent->RequiresItem(drop.itemid))
|
||||
continue;
|
||||
|
||||
LOT itemID = drop.itemid;
|
||||
// convert faction token proxy
|
||||
if (itemID == 13763) {
|
||||
if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
|
||||
itemID = 8318; // "Assembly Token"
|
||||
else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
|
||||
itemID = 8321; // "Venture League Token"
|
||||
else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
|
||||
itemID = 8319; // "Sentinels Token"
|
||||
else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
|
||||
itemID = 8320; // "Paradox Token"
|
||||
}
|
||||
|
||||
if (itemID == 13763) {
|
||||
continue;
|
||||
} // check if we aren't in faction
|
||||
|
||||
// drops[itemID]++; this should work?
|
||||
if (drops.find(itemID) == drops.end()) {
|
||||
drops.insert({ itemID, 1 });
|
||||
} else {
|
||||
++drops[itemID];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& drop : drops) {
|
||||
LOG("Player %llu has rolled %i of item %i from loot matrix %i", player->GetObjectID(), drop.second, drop.first, matrixIndex);
|
||||
}
|
||||
|
||||
return drops;
|
||||
}
|
||||
|
||||
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(uint32_t matrixIndex) {
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
std::unordered_map<LOT, int32_t> drops;
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
@@ -77,12 +181,14 @@ std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
|
||||
}
|
||||
}
|
||||
|
||||
if (!possibleDrops.empty()) {
|
||||
if (possibleDrops.size() > 0) {
|
||||
const auto& drop = possibleDrops[GeneralUtils::GenerateRandomNumber<uint32_t>(0, possibleDrops.size() - 1)];
|
||||
|
||||
auto& info = drops[drop.itemid];
|
||||
if (info.count == 0) info.table = drop;
|
||||
info.count++;
|
||||
if (drops.find(drop.itemid) == drops.end()) {
|
||||
drops.insert({ drop.itemid, 1 });
|
||||
} else {
|
||||
++drops[drop.itemid];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -91,395 +197,15 @@ std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
|
||||
return drops;
|
||||
}
|
||||
|
||||
// Generates a 'random' final position for the loot drop based on its input spawn position.
|
||||
void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
|
||||
lootMsg.bUsePosition = true;
|
||||
|
||||
//Calculate where the loot will go:
|
||||
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
|
||||
|
||||
double rad = degree * 3.14 / 180;
|
||||
double sin_v = sin(rad) * 4.2;
|
||||
double cos_v = cos(rad) * 4.2;
|
||||
|
||||
const auto [x, y, z] = lootMsg.spawnPos;
|
||||
lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
|
||||
}
|
||||
|
||||
// Visually drop the loot to all team members, though only the lootMsg.ownerID can pick it up
|
||||
void DistrbuteMsgToTeam(const GameMessages::DropClientLoot& lootMsg, const Team& team) {
|
||||
for (const auto memberClient : team.members) {
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(memberClient);
|
||||
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
// The following 8 functions are all ever so slightly different such that combining them
|
||||
// would make the logic harder to follow. Please read the comments!
|
||||
|
||||
// Given a faction token proxy LOT to drop, drop 1 token for each player on a team, or the provided player.
|
||||
// token drops are always given to every player on the team.
|
||||
void DropFactionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
const auto playerID = player.GetObjectID();
|
||||
|
||||
GameMessages::GetFactionTokenType factionTokenType{};
|
||||
factionTokenType.target = playerID;
|
||||
// If we're not in a faction, this message will return false
|
||||
if (factionTokenType.Send()) {
|
||||
lootMsg.item = factionTokenType.tokenType;
|
||||
lootMsg.target = playerID;
|
||||
lootMsg.ownerID = playerID;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
// Register the drop on the player
|
||||
lootMsg.Send();
|
||||
// Visually drop it for the player
|
||||
lootMsg.Send(player.GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
// Drops 1 token for each player on a team
|
||||
// token drops are always given to every player on the team.
|
||||
void DropFactionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
for (const auto member : team.members) {
|
||||
GameMessages::GetPosition memberPosMsg{};
|
||||
memberPosMsg.target = member;
|
||||
memberPosMsg.Send();
|
||||
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
||||
|
||||
GameMessages::GetFactionTokenType factionTokenType{};
|
||||
factionTokenType.target = member;
|
||||
// If we're not in a faction, this message will return false
|
||||
if (factionTokenType.Send()) {
|
||||
lootMsg.item = factionTokenType.tokenType;
|
||||
lootMsg.target = member;
|
||||
lootMsg.ownerID = member;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
// Register the drop on this team member
|
||||
lootMsg.Send();
|
||||
// Show the rewards on all connected members of the team. Only the loot owner will be able to pick the tokens up.
|
||||
DistrbuteMsgToTeam(lootMsg, team);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Drop the power up with no owner
|
||||
// Power ups can be picked up by anyone on a team, however unlike actual loot items,
|
||||
// if multiple clients say they picked one up, we let them pick it up.
|
||||
void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
const auto playerID = player.GetObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
lootMsg.ownerID = playerID;
|
||||
lootMsg.target = playerID;
|
||||
|
||||
// Register the drop on the player
|
||||
lootMsg.Send();
|
||||
// Visually drop it for the player
|
||||
lootMsg.Send(player.GetSystemAddress());
|
||||
}
|
||||
|
||||
// Drop the power up with no owner
|
||||
// Power ups can be picked up by anyone on a team, however unlike actual loot items,
|
||||
// if multiple clients say they picked one up, we let them pick it up.
|
||||
void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
lootMsg.ownerID = LWOOBJID_EMPTY; // By setting ownerID to empty, any client that gets this DropClientLoot message can pick up the item.
|
||||
CalcFinalDropPos(lootMsg);
|
||||
|
||||
// We want to drop the powerups as the same ID and the same position to all members of the team
|
||||
for (const auto member : team.members) {
|
||||
GameMessages::GetPosition memberPosMsg{};
|
||||
memberPosMsg.target = member;
|
||||
memberPosMsg.Send();
|
||||
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
||||
|
||||
lootMsg.target = member;
|
||||
// By sending this message with the same ID to all players on the team, all players on the team are allowed to pick it up.
|
||||
lootMsg.Send();
|
||||
// No need to send to all members in a loop since that will happen by using the outer loop above and also since there is no owner
|
||||
// sending to all will do nothing.
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
||||
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
// Drops a mission item for a player
|
||||
// If the player does not need this item, it will not be dropped.
|
||||
void DropMissionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
GameMessages::MissionNeedsLot needMsg{};
|
||||
needMsg.item = lootMsg.item;
|
||||
const auto playerID = player.GetObjectID();
|
||||
needMsg.target = playerID;
|
||||
// Will return false if the item is not required
|
||||
if (needMsg.Send()) {
|
||||
lootMsg.target = playerID;
|
||||
lootMsg.ownerID = playerID;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
// Register the drop with the player
|
||||
lootMsg.Send();
|
||||
// Visually drop the loot to be picked up
|
||||
lootMsg.Send(player.GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the item needs to be dropped for anyone on the team
|
||||
// Only players who need the item will have it dropped
|
||||
void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
GameMessages::MissionNeedsLot needMsg{};
|
||||
needMsg.item = lootMsg.item;
|
||||
for (const auto member : team.members) {
|
||||
GameMessages::GetPosition memberPosMsg{};
|
||||
memberPosMsg.target = member;
|
||||
memberPosMsg.Send();
|
||||
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
||||
|
||||
needMsg.target = member;
|
||||
// Will return false if the item is not required
|
||||
if (needMsg.Send()) {
|
||||
lootMsg.target = member;
|
||||
lootMsg.ownerID = member;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
// Register the drop with the player
|
||||
lootMsg.Send();
|
||||
DistrbuteMsgToTeam(lootMsg, team);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Drop a regular piece of loot.
|
||||
// Most items will go through this.
|
||||
// A player will always get a drop that goes through this function
|
||||
void DropRegularLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
const auto playerID = player.GetObjectID();
|
||||
|
||||
CalcFinalDropPos(lootMsg);
|
||||
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
lootMsg.target = playerID;
|
||||
lootMsg.ownerID = playerID;
|
||||
// Register the drop with the player
|
||||
lootMsg.Send();
|
||||
// Visually drop the loot to be picked up
|
||||
lootMsg.Send(player.GetSystemAddress());
|
||||
|
||||
}
|
||||
|
||||
// Drop a regular piece of loot.
|
||||
// Most items will go through this.
|
||||
// Finds the next loot owner on the team the is in range of the kill and gives them this reward.
|
||||
void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
auto earningPlayer = LWOOBJID_EMPTY;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
GameMessages::GetPosition memberPosMsg{};
|
||||
// Find the next loot owner. Eventually this will run into the `player` passed into this function, since those will
|
||||
// have the same ID, this loop will only ever run at most 4 times.
|
||||
do {
|
||||
earningPlayer = team.GetNextLootOwner();
|
||||
memberPosMsg.target = earningPlayer;
|
||||
memberPosMsg.Send();
|
||||
} while (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS);
|
||||
|
||||
if (team.lootOption == 0 /* Shared loot */) {
|
||||
lootMsg.target = earningPlayer;
|
||||
lootMsg.ownerID = earningPlayer;
|
||||
lootMsg.Send();
|
||||
} else /* Free for all loot */ {
|
||||
lootMsg.ownerID = LWOOBJID_EMPTY;
|
||||
// By sending the loot with NO owner and to ALL members of the team,
|
||||
// its a first come, first serve with who picks the item up.
|
||||
for (const auto ffaMember : team.members) {
|
||||
lootMsg.target = ffaMember;
|
||||
lootMsg.Send();
|
||||
}
|
||||
}
|
||||
|
||||
DistrbuteMsgToTeam(lootMsg, team);
|
||||
}
|
||||
|
||||
void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDropInfo>& rolledItems, uint32_t minCoins, uint32_t maxCoins) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
const auto playerID = player->GetObjectID();
|
||||
if (!player || !player->IsPlayer()) {
|
||||
LOG("Trying to drop loot for non-player %llu:%i", playerID, player->GetLOT());
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO should be scene based instead of radius based
|
||||
// drop loot to either single player or team
|
||||
// powerups never have an owner when dropped
|
||||
// for every player on the team in a radius of 700 (arbitrary value, not lore)
|
||||
// if shared loot, drop everything but tokens to the next team member that gets loot,
|
||||
// then tokens to everyone (1 token drop in a 3 person team means everyone gets a token)
|
||||
// if Free for all, drop everything with NO owner, except tokens which follow the same logic as above
|
||||
auto* team = TeamManager::Instance()->GetTeam(playerID);
|
||||
|
||||
GameMessages::GetPosition posMsg;
|
||||
posMsg.target = source;
|
||||
posMsg.Send();
|
||||
|
||||
const auto spawnPosition = posMsg.pos;
|
||||
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
||||
|
||||
constexpr LOT TOKEN_PROXY = 13763;
|
||||
// Go through the drops 1 at a time to drop them
|
||||
for (auto it = rolledItems.begin(); it != rolledItems.end(); it++) {
|
||||
auto& [lootLot, info] = *it;
|
||||
for (int i = 0; i < info.count; i++) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.spawnPos = spawnPosition;
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = lootLot;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.currency = 0;
|
||||
const CDObjects& object = objectsTable->GetByID(lootLot);
|
||||
|
||||
if (lootLot == TOKEN_PROXY) {
|
||||
team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(*player, lootMsg);
|
||||
} else if (info.table.MissionDrop) {
|
||||
team ? DropMissionLoot(*team, lootMsg) : DropMissionLoot(*player, lootMsg);
|
||||
} else if (object.type == "Powerup") {
|
||||
team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(*player, lootMsg);
|
||||
} else {
|
||||
team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(*player, lootMsg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Coin roll is divided up between the members, rounded up, then dropped for each player
|
||||
const uint32_t coinRoll = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
||||
const auto droppedCoins = team ? std::ceil(coinRoll / team->members.size()) : coinRoll;
|
||||
if (team) {
|
||||
for (auto member : team->members) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = member;
|
||||
lootMsg.ownerID = member;
|
||||
lootMsg.currency = droppedCoins;
|
||||
lootMsg.spawnPos = spawnPosition;
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
||||
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
||||
}
|
||||
} else {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = playerID;
|
||||
lootMsg.ownerID = playerID;
|
||||
lootMsg.currency = droppedCoins;
|
||||
lootMsg.spawnPos = spawnPosition;
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(player->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
void Loot::DropItem(Entity& player, GameMessages::DropClientLoot& lootMsg, bool useTeam, bool forceFfa) {
|
||||
auto* const team = useTeam ? TeamManager::Instance()->GetTeam(player.GetObjectID()) : nullptr;
|
||||
char oldTeamLoot{};
|
||||
if (team && forceFfa) {
|
||||
oldTeamLoot = team->lootOption;
|
||||
team->lootOption = 1;
|
||||
}
|
||||
|
||||
auto* const objectsTable = CDClientManager::GetTable<CDObjectsTable>();
|
||||
const CDObjects& object = objectsTable->GetByID(lootMsg.item);
|
||||
|
||||
constexpr LOT TOKEN_PROXY = 13763;
|
||||
if (lootMsg.item == TOKEN_PROXY) {
|
||||
team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(player, lootMsg);
|
||||
} else if (object.type == "Powerup") {
|
||||
team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(player, lootMsg);
|
||||
} else {
|
||||
team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(player, lootMsg);
|
||||
}
|
||||
|
||||
if (team) team->lootOption = oldTeamLoot;
|
||||
}
|
||||
|
||||
void Loot::CacheMatrix(uint32_t matrixIndex) {
|
||||
if (CachedMatrices.contains(matrixIndex)) return;
|
||||
|
||||
CachedMatrices.insert(matrixIndex);
|
||||
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
|
||||
|
||||
for (const auto& entry : matrix) {
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loot::Return Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
|
||||
auto* const missionComponent = player ? player->GetComponent<MissionComponent>() : nullptr;
|
||||
|
||||
Loot::Return toReturn;
|
||||
const auto drops = ::RollLootMatrix(matrixIndex);
|
||||
// if no mission component, just convert the map and skip checking if its a mission drop
|
||||
if (!missionComponent) {
|
||||
for (const auto& [lot, info] : drops) toReturn[lot] = info.count;
|
||||
} else {
|
||||
for (const auto& [lot, info] : drops) {
|
||||
const auto& itemInfo = info.table;
|
||||
|
||||
// filter out uneeded mission items
|
||||
if (itemInfo.MissionDrop && !missionComponent->RequiresItem(itemInfo.itemid))
|
||||
continue;
|
||||
|
||||
LOT itemLot = lot;
|
||||
// convert faction token proxy
|
||||
if (itemLot == 13763) {
|
||||
if (missionComponent->GetMissionState(545) == eMissionState::COMPLETE)
|
||||
itemLot = 8318; // "Assembly Token"
|
||||
else if (missionComponent->GetMissionState(556) == eMissionState::COMPLETE)
|
||||
itemLot = 8321; // "Venture League Token"
|
||||
else if (missionComponent->GetMissionState(567) == eMissionState::COMPLETE)
|
||||
itemLot = 8319; // "Sentinels Token"
|
||||
else if (missionComponent->GetMissionState(578) == eMissionState::COMPLETE)
|
||||
itemLot = 8320; // "Paradox Token"
|
||||
}
|
||||
|
||||
if (itemLot == 13763) {
|
||||
continue;
|
||||
} // check if we aren't in faction
|
||||
|
||||
toReturn[itemLot] = info.count;
|
||||
}
|
||||
}
|
||||
|
||||
if (player) {
|
||||
for (const auto& [lot, count] : toReturn) {
|
||||
LOG("Player %llu has rolled %i of item %i from loot matrix %i", player->GetObjectID(), count, lot, matrixIndex);
|
||||
}
|
||||
}
|
||||
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
void Loot::GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType) {
|
||||
player = player->GetOwner(); // If the owner is overwritten, we collect that here
|
||||
|
||||
const auto result = RollLootMatrix(player, matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
||||
|
||||
GiveLoot(player, result, lootSourceType);
|
||||
}
|
||||
|
||||
void Loot::GiveLoot(Entity* player, const Loot::Return& result, eLootSourceType lootSourceType) {
|
||||
void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
@@ -534,9 +260,34 @@ void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex,
|
||||
if (!inventoryComponent)
|
||||
return;
|
||||
|
||||
const auto result = ::RollLootMatrix(matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> result = RollLootMatrix(player, matrixIndex);
|
||||
|
||||
::DropLoot(player, source, result, minCoins, maxCoins);
|
||||
DropLoot(player, source, result, minCoins, maxCoins);
|
||||
}
|
||||
|
||||
void Loot::DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
|
||||
if (!inventoryComponent)
|
||||
return;
|
||||
|
||||
GameMessages::GetPosition posMsg;
|
||||
posMsg.target = source;
|
||||
posMsg.Send();
|
||||
|
||||
const auto spawnPosition = posMsg.pos;
|
||||
|
||||
for (const auto& pair : result) {
|
||||
for (int i = 0; i < pair.second; ++i) {
|
||||
GameMessages::SendDropClientLoot(player, source, pair.first, 0, spawnPosition, 1);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t coins = static_cast<uint32_t>(minCoins + GeneralUtils::GenerateRandomNumber<float>(0, 1) * (maxCoins - minCoins));
|
||||
|
||||
GameMessages::SendDropClientLoot(player, source, LOT_NULL, coins, spawnPosition);
|
||||
}
|
||||
|
||||
void Loot::DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
|
||||
|
||||
@@ -6,25 +6,20 @@
|
||||
|
||||
class Entity;
|
||||
|
||||
namespace GameMessages {
|
||||
struct DropClientLoot;
|
||||
};
|
||||
|
||||
namespace Loot {
|
||||
struct Info {
|
||||
LWOOBJID id = 0;
|
||||
LOT lot = 0;
|
||||
int32_t count = 0;
|
||||
uint32_t count = 0;
|
||||
};
|
||||
|
||||
using Return = std::map<LOT, int32_t>;
|
||||
|
||||
Loot::Return RollLootMatrix(Entity* player, uint32_t matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(Entity* player, uint32_t matrixIndex);
|
||||
std::unordered_map<LOT, int32_t> RollLootMatrix(uint32_t matrixIndex);
|
||||
void CacheMatrix(const uint32_t matrixIndex);
|
||||
void GiveLoot(Entity* player, uint32_t matrixIndex, eLootSourceType lootSourceType = eLootSourceType::NONE);
|
||||
void GiveLoot(Entity* player, const Loot::Return& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
|
||||
void GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eLootSourceType lootSourceType = eLootSourceType::NONE);
|
||||
void GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
|
||||
void DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropItem(Entity& player, GameMessages::DropClientLoot& lootMsg, bool useTeam = false, bool forceFfa = false);
|
||||
void DropLoot(Entity* player, const LWOOBJID source, std::unordered_map<LOT, int32_t>& result, uint32_t minCoins, uint32_t maxCoins);
|
||||
void DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
|
||||
};
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
#include "eInventoryType.h"
|
||||
#include "ePlayerFlag.h"
|
||||
#include "StringifiedEnum.h"
|
||||
#include "BinaryPathFinder.h"
|
||||
|
||||
|
||||
namespace DEVGMCommands {
|
||||
void SetGMLevel(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
@@ -368,20 +368,6 @@ namespace DEVGMCommands {
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMacro(Entity& entity, const SystemAddress& sysAddr, std::istream& inStream) {
|
||||
if (inStream.good()) {
|
||||
std::string line;
|
||||
while (std::getline(inStream, line)) {
|
||||
// Do this in two separate calls to catch both \n and \r\n
|
||||
line.erase(std::remove(line.begin(), line.end(), '\n'), line.end());
|
||||
line.erase(std::remove(line.begin(), line.end(), '\r'), line.end());
|
||||
SlashCommandHandler::HandleChatCommand(GeneralUtils::ASCIIToUTF16(line), &entity, sysAddr);
|
||||
}
|
||||
} else {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Unknown macro! Is the filename right?");
|
||||
}
|
||||
}
|
||||
|
||||
void RunMacro(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
|
||||
if (splitArgs.empty()) return;
|
||||
@@ -390,16 +376,24 @@ namespace DEVGMCommands {
|
||||
if (splitArgs[0].find("/") != std::string::npos) return;
|
||||
if (splitArgs[0].find("\\") != std::string::npos) return;
|
||||
|
||||
const auto resServerPath = BinaryPathFinder::GetBinaryDir() / "resServer";
|
||||
auto infile = Game::assetManager->GetFile("macros/" + splitArgs[0] + ".scm");
|
||||
auto resServerInFile = std::ifstream(resServerPath / "macros" / (splitArgs[0] + ".scm"));
|
||||
if (!infile.good() && !resServerInFile.good()) {
|
||||
auto infile = Game::assetManager->GetFile(("macros/" + splitArgs[0] + ".scm").c_str());
|
||||
|
||||
if (!infile) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Unknown macro! Is the filename right?");
|
||||
return;
|
||||
}
|
||||
|
||||
HandleMacro(*entity, sysAddr, infile);
|
||||
HandleMacro(*entity, sysAddr, resServerInFile);
|
||||
if (infile.good()) {
|
||||
std::string line;
|
||||
while (std::getline(infile, line)) {
|
||||
// Do this in two separate calls to catch both \n and \r\n
|
||||
line.erase(std::remove(line.begin(), line.end(), '\n'), line.end());
|
||||
line.erase(std::remove(line.begin(), line.end(), '\r'), line.end());
|
||||
SlashCommandHandler::HandleChatCommand(GeneralUtils::ASCIIToUTF16(line), entity, sysAddr);
|
||||
}
|
||||
} else {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Unknown macro! Is the filename right?");
|
||||
}
|
||||
}
|
||||
|
||||
void AddMission(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
@@ -1314,7 +1308,7 @@ namespace DEVGMCommands {
|
||||
|
||||
for (uint32_t i = 0; i < loops; i++) {
|
||||
while (true) {
|
||||
const auto lootRoll = Loot::RollLootMatrix(nullptr, lootMatrixIndex.value());
|
||||
auto lootRoll = Loot::RollLootMatrix(lootMatrixIndex.value());
|
||||
totalRuns += 1;
|
||||
bool doBreak = false;
|
||||
for (const auto& kv : lootRoll) {
|
||||
@@ -1479,20 +1473,15 @@ namespace DEVGMCommands {
|
||||
void Inspect(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
|
||||
if (splitArgs.empty()) return;
|
||||
const auto idParsed = GeneralUtils::TryParse<LWOOBJID>(splitArgs[0]);
|
||||
|
||||
// First try to get the object by its ID if provided.
|
||||
// Second try to get the object by player name.
|
||||
// Lastly assume we were passed a component or LDF and try to find the closest entity with that component or LDF.
|
||||
Entity* closest = nullptr;
|
||||
if (idParsed) closest = Game::entityManager->GetEntity(idParsed.value());
|
||||
float closestDistance = 0.0f;
|
||||
|
||||
std::u16string ldf;
|
||||
|
||||
bool isLDF = false;
|
||||
|
||||
if (!closest) closest = PlayerManager::GetPlayer(splitArgs[0]);
|
||||
closest = PlayerManager::GetPlayer(splitArgs[0]);
|
||||
if (!closest) {
|
||||
auto component = GeneralUtils::TryParse<eReplicaComponentType>(splitArgs[0]);
|
||||
if (!component) {
|
||||
|
||||
@@ -15,6 +15,11 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
|
||||
|
||||
const auto itemLOT = self->GetVar<LOT>(u"lootLOT");
|
||||
|
||||
// Build drop table
|
||||
std::unordered_map<LOT, int32_t> drops;
|
||||
|
||||
drops.emplace(itemLOT, 1);
|
||||
|
||||
// Spawn the required number of powerups
|
||||
auto* owner = Game::entityManager->GetEntity(self->GetSpawnerID());
|
||||
if (owner != nullptr) {
|
||||
@@ -23,19 +28,8 @@ void ScriptedPowerupSpawner::OnTimerDone(Entity* self, std::string message) {
|
||||
if (renderComponent != nullptr) {
|
||||
renderComponent->PlayEffect(0, u"cast", "N_cast");
|
||||
}
|
||||
GameMessages::GetPosition posMsg{};
|
||||
posMsg.target = self->GetObjectID();
|
||||
posMsg.Send();
|
||||
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = owner->GetObjectID();
|
||||
lootMsg.ownerID = owner->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.spawnPos = posMsg.pos;
|
||||
lootMsg.item = itemLOT;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.currency = 0;
|
||||
Loot::DropItem(*owner, lootMsg, true, true);
|
||||
Loot::DropLoot(owner, self->GetObjectID(), drops, 0, 0);
|
||||
}
|
||||
|
||||
// Increment the current cycle
|
||||
|
||||
@@ -10,21 +10,8 @@ void AgPicnicBlanket::OnUse(Entity* self, Entity* user) {
|
||||
return;
|
||||
self->SetVar<bool>(u"active", true);
|
||||
|
||||
GameMessages::GetPosition posMsg{};
|
||||
posMsg.target = self->GetObjectID();
|
||||
posMsg.Send();
|
||||
|
||||
for (int32_t i = 0; i < 3; i++) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = user->GetObjectID();
|
||||
lootMsg.ownerID = user->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = posMsg.pos;
|
||||
lootMsg.currency = 0;
|
||||
Loot::DropItem(*user, lootMsg, true);
|
||||
}
|
||||
auto lootTable = std::unordered_map<LOT, int32_t>{ {935, 3} };
|
||||
Loot::DropLoot(user, self->GetObjectID(), lootTable, 0, 0);
|
||||
|
||||
self->AddCallbackTimer(5.0f, [self]() {
|
||||
self->SetVar<bool>(u"active", false);
|
||||
|
||||
@@ -415,7 +415,9 @@ void SGCannon::SpawnNewModel(Entity* self) {
|
||||
}
|
||||
|
||||
if (lootMatrix != 0) {
|
||||
const auto toDrop = Loot::RollLootMatrix(player, lootMatrix);
|
||||
std::unordered_map<LOT, int32_t> toDrop = {};
|
||||
toDrop = Loot::RollLootMatrix(player, lootMatrix);
|
||||
|
||||
for (const auto [lot, count] : toDrop) {
|
||||
GameMessages::SetModelToBuild modelToBuild{};
|
||||
modelToBuild.modelLot = lot;
|
||||
|
||||
@@ -1166,36 +1166,32 @@ void HandlePacket(Packet* packet) {
|
||||
LOG("Couldn't find property ID for zone %i, clone %i", zoneId, cloneId);
|
||||
goto noBBB;
|
||||
}
|
||||
|
||||
// Workaround for not having a UGC server to get model LXFML onto the client so it
|
||||
// can generate the physics and nif for the object.
|
||||
|
||||
auto bbbModels = Database::Get()->GetUgcModels(propertyId);
|
||||
if (bbbModels.empty()) {
|
||||
LOG("No BBB models found for property %llu", propertyId);
|
||||
goto noBBB;
|
||||
}
|
||||
|
||||
CBITSTREAM;
|
||||
BitStreamUtils::WriteHeader(bitStream, ServiceType::CLIENT, MessageType::Client::BLUEPRINT_SAVE_RESPONSE);
|
||||
bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
|
||||
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
|
||||
bitStream.Write<uint32_t>(bbbModels.size());
|
||||
for (auto& bbbModel : bbbModels) {
|
||||
for (auto& bbbModel : Database::Get()->GetUgcModels(propertyId)) {
|
||||
LOG("Getting lxfml ugcID: %llu", bbbModel.id);
|
||||
|
||||
bbbModel.lxfmlData.seekg(0, std::ios::end);
|
||||
size_t lxfmlSize = bbbModel.lxfmlData.tellg();
|
||||
bbbModel.lxfmlData.seekg(0);
|
||||
|
||||
// write data
|
||||
//Send message:
|
||||
LWOOBJID blueprintID = bbbModel.id;
|
||||
|
||||
// Workaround for not having a UGC server to get model LXFML onto the client so it
|
||||
// can generate the physics and nif for the object.
|
||||
CBITSTREAM;
|
||||
BitStreamUtils::WriteHeader(bitStream, ServiceType::CLIENT, MessageType::Client::BLUEPRINT_SAVE_RESPONSE);
|
||||
bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
|
||||
bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
|
||||
bitStream.Write<uint32_t>(1);
|
||||
bitStream.Write(blueprintID);
|
||||
|
||||
bitStream.Write<uint32_t>(lxfmlSize);
|
||||
|
||||
bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(bbbModel.lxfmlData.str().c_str()), lxfmlSize);
|
||||
|
||||
SystemAddress sysAddr = packet->systemAddress;
|
||||
SEND_PACKET;
|
||||
}
|
||||
SystemAddress sysAddr = packet->systemAddress;
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
noBBB:
|
||||
|
||||
@@ -47,7 +47,7 @@ client_net_version=171022
|
||||
|
||||
# Turn to 0 to default teams to use the live accurate Shared Loot (0) by default as opposed to Free for All (1)
|
||||
# This is used in both Chat and World servers.
|
||||
default_team_loot=0
|
||||
default_team_loot=1
|
||||
|
||||
# event gating for login response and luz gating
|
||||
event_1=Talk_Like_A_Pirate
|
||||
|
||||
@@ -102,6 +102,3 @@ hardcore_disabled_worlds=
|
||||
|
||||
# Keeps this percentage of a players' coins on death in hardcore
|
||||
hardcore_coin_keep=
|
||||
|
||||
# save pre-split lxfmls to disk for debugging
|
||||
save_lxfmls=0
|
||||
|
||||
@@ -10,7 +10,6 @@ set(DCOMMONTEST_SOURCES
|
||||
"TestLUString.cpp"
|
||||
"TestLUWString.cpp"
|
||||
"dCommonDependencies.cpp"
|
||||
"LxfmlTests.cpp"
|
||||
)
|
||||
|
||||
add_subdirectory(dEnumsTests)
|
||||
@@ -33,8 +32,6 @@ target_link_libraries(dCommonTests ${COMMON_LIBRARIES} GTest::gtest_main)
|
||||
# Copy test files to testing directory
|
||||
add_subdirectory(TestBitStreams)
|
||||
file(COPY ${TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
|
||||
add_subdirectory(LxfmlTestFiles)
|
||||
file(COPY ${LXFMLTESTFILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
|
||||
|
||||
# Discover the tests
|
||||
gtest_discover_tests(dCommonTests)
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
set(LXFMLTESTFILES
|
||||
"deeply_nested.lxfml"
|
||||
"empty_transform.lxfml"
|
||||
"invalid_transform.lxfml"
|
||||
"mixed_invalid_transform.lxfml"
|
||||
"mixed_valid_invalid.lxfml"
|
||||
"non_numeric_transform.lxfml"
|
||||
"no_bricks.lxfml"
|
||||
"test.lxfml"
|
||||
"too_few_values.lxfml"
|
||||
"group_issue.lxfml"
|
||||
"complex_grouping.lxfml"
|
||||
)
|
||||
|
||||
# Get the folder name and prepend it to the files above
|
||||
get_filename_component(thisFolderName ${CMAKE_CURRENT_SOURCE_DIR} NAME)
|
||||
list(TRANSFORM LXFMLTESTFILES PREPEND "${thisFolderName}/")
|
||||
|
||||
# Export our list of files
|
||||
set(LXFMLTESTFILES ${LXFMLTESTFILES} PARENT_SCOPE)
|
||||
@@ -1,132 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<LXFML versionMajor="5" versionMinor="0">
|
||||
<Meta>
|
||||
<Application name="LEGO Universe" versionMajor="0" versionMinor="0"/>
|
||||
<Brand name="LEGOUniverse"/>
|
||||
<BrickSet version="457"/>
|
||||
</Meta>
|
||||
<Bricks>
|
||||
<Brick refID="0" designID="3001">
|
||||
<Part refID="0" designID="3001" materials="23">
|
||||
<Bone refID="0" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,434.87997436523437,-56.400001525878906">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="1" designID="3001">
|
||||
<Part refID="1" designID="3001" materials="23">
|
||||
<Bone refID="1" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,433.91998291015625,-56.400001525878906">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="2" designID="3001">
|
||||
<Part refID="2" designID="3001" materials="23">
|
||||
<Bone refID="2" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,435.8399658203125,-56.399993896484375">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="3" designID="3001">
|
||||
<Part refID="3" designID="3001" materials="23">
|
||||
<Bone refID="3" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-56.399993896484375">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="4" designID="3001">
|
||||
<Part refID="4" designID="3001" materials="23">
|
||||
<Bone refID="4" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-51.600002288818359">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="5" designID="3001">
|
||||
<Part refID="5" designID="3001" materials="23">
|
||||
<Bone refID="5" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,433.91998291015625,-51.600002288818359">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="6" designID="3001">
|
||||
<Part refID="6" designID="3001" materials="23">
|
||||
<Bone refID="6" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,434.87997436523437,-51.600002288818359">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="7" designID="3001">
|
||||
<Part refID="7" designID="3001" materials="23">
|
||||
<Bone refID="7" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,435.8399658203125,-51.600002288818359">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="8" designID="3001">
|
||||
<Part refID="8" designID="3001" materials="23">
|
||||
<Bone refID="8" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-50.000003814697266">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="9" designID="3001">
|
||||
<Part refID="9" designID="3001" materials="23">
|
||||
<Bone refID="9" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,433.91998291015625,-50.000003814697266">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="10" designID="3001">
|
||||
<Part refID="10" designID="3001" materials="23">
|
||||
<Bone refID="10" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,434.87997436523437,-50.000003814697266">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="11" designID="3001">
|
||||
<Part refID="11" designID="3001" materials="23">
|
||||
<Bone refID="11" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,435.8399658203125,-50.000003814697266">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="12" designID="3001">
|
||||
<Part refID="12" designID="3001" materials="23">
|
||||
<Bone refID="12" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,434.87997436523437,-54.800003051757813">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="13" designID="3001">
|
||||
<Part refID="13" designID="3001" materials="23">
|
||||
<Bone refID="13" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,433.91998291015625,-54.800003051757813">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="14" designID="3001">
|
||||
<Part refID="14" designID="3001" materials="23">
|
||||
<Bone refID="14" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,435.8399658203125,-54.800003051757813">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
<Brick refID="15" designID="3001">
|
||||
<Part refID="15" designID="3001" materials="23">
|
||||
<Bone refID="15" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-54.800003051757813">
|
||||
</Bone>
|
||||
</Part>
|
||||
</Brick>
|
||||
</Bricks>
|
||||
<RigidSystems>
|
||||
<RigidSystem>
|
||||
<Rigid refID="0" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,434.87997436523437,-56.400001525878906" boneRefs="0,1,2,3"/>
|
||||
</RigidSystem>
|
||||
<RigidSystem>
|
||||
<Rigid refID="1" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-51.600002288818359" boneRefs="4,5,6,7"/>
|
||||
</RigidSystem>
|
||||
<RigidSystem>
|
||||
<Rigid refID="2" transformation="1,0,0,0,1,0,0,0,1,-35.599998474121094,432.95999145507812,-50.000003814697266" boneRefs="8,9,10,11"/>
|
||||
</RigidSystem>
|
||||
<RigidSystem>
|
||||
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|
||||
<RigidRef rigidRef="21" a="0,1,0" z="0,0,1" t="0.80000007152557373,0,-0.80000007152557373"/>
|
||||
</Joint>
|
||||
</RigidSystem>
|
||||
<RigidSystem>
|
||||
<Rigid refID="22" transformation="1,0,0,0,1,0,0,0,1,2.8000054359436035,455.04000854492187,58.799999237060547" boneRefs="42"/>
|
||||
<Rigid refID="23" transformation="0.70092326402664185,-0.71323668956756592,0,0.71323668956756592,0.70092326402664185,0,0,0,1,2.8000044822692871,455.46002197265625,58.799999237060547" boneRefs="43"/>
|
||||
<Joint type="hinge">
|
||||
<RigidRef rigidRef="22" a="0,0,-1" z="0,1,0" t="0,0.41999998688697815,0"/>
|
||||
<RigidRef rigidRef="23" a="0,0,-1" z="-1,0,0" t="0,0,0"/>
|
||||
</Joint>
|
||||
</RigidSystem>
|
||||
</RigidSystems>
|
||||
<GroupSystems>
|
||||
<GroupSystem>
|
||||
<Group transformation="1,0,0,0,1,0,0,0,1,0,0,0" pivot="0,0,0" partRefs="15,16">
|
||||
<Group transformation="1,0,0,0,1,0,0,0,1,0,0,0" pivot="0,0,0" partRefs="19,18,17">
|
||||
<Group transformation="1,0,0,0,1,0,0,0,1,0,0,0" pivot="0,0,0" partRefs="11,12,13">
|
||||
<Group transformation="1,0,0,0,1,0,0,0,1,0,0,0" pivot="0,0,0" partRefs="10,9,7,8"/>
|
||||
</Group>
|
||||
</Group>
|
||||
</Group>
|
||||
<Group transformation="1,0,0,0,1,0,0,0,1,0,0,0" pivot="0,0,0" partRefs="25,34,35,20,21,31,37,38,30,24,39,22,23,32,41,26,28,27,36,40,29,33"/>
|
||||
</GroupSystem>
|
||||
</GroupSystems>
|
||||
</LXFML>
|
||||
@@ -1,11 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<LXFML versionMajor="5" versionMinor="0">
|
||||
<Meta></Meta>
|
||||
<Bricks>
|
||||
<Brick refID="0" designID="74340">
|
||||
<Part refID="0" designID="3679">
|
||||
<Bone refID="0" transformation="1,0,0,0,1,0"/>
|
||||
</Part>
|
||||
</Brick>
|
||||
</Bricks>
|
||||
</LXFML>
|
||||
@@ -1,413 +0,0 @@
|
||||
#include "gtest/gtest.h"
|
||||
|
||||
#include "Lxfml.h"
|
||||
#include "TinyXmlUtils.h"
|
||||
#include "dCommonDependencies.h"
|
||||
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
#include <filesystem>
|
||||
|
||||
using namespace TinyXmlUtils;
|
||||
|
||||
static std::string ReadFile(const std::string& filename) {
|
||||
std::ifstream in(filename, std::ios::in | std::ios::binary);
|
||||
if (!in.is_open()) {
|
||||
return "";
|
||||
}
|
||||
std::ostringstream ss;
|
||||
ss << in.rdbuf();
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
std::string SerializeElement(tinyxml2::XMLElement* elem) {
|
||||
tinyxml2::XMLPrinter p;
|
||||
elem->Accept(&p);
|
||||
return std::string(p.CStr());
|
||||
};
|
||||
|
||||
// Helper function to test splitting functionality
|
||||
static void TestSplitUsesAllBricksAndNoDuplicatesHelper(const std::string& filename) {
|
||||
// Read the LXFML file
|
||||
std::string data = ReadFile(filename);
|
||||
ASSERT_FALSE(data.empty()) << "Failed to read " << filename << " from build directory";
|
||||
|
||||
std::cout << "\n=== Testing LXFML splitting for: " << filename << " ===" << std::endl;
|
||||
|
||||
auto results = Lxfml::Split(data);
|
||||
ASSERT_GT(results.size(), 0) << "Split results should not be empty for " << filename;
|
||||
|
||||
std::cout << "Split produced " << results.size() << " output(s)" << std::endl;
|
||||
|
||||
// parse original to count bricks
|
||||
tinyxml2::XMLDocument doc;
|
||||
ASSERT_EQ(doc.Parse(data.c_str()), tinyxml2::XML_SUCCESS) << "Failed to parse " << filename;
|
||||
DocumentReader reader(doc);
|
||||
auto lxfml = reader["LXFML"];
|
||||
ASSERT_TRUE(lxfml) << "No LXFML element found in " << filename;
|
||||
|
||||
std::unordered_set<std::string> originalRigidSet;
|
||||
if (auto* rsParent = doc.FirstChildElement("LXFML")->FirstChildElement("RigidSystems")) {
|
||||
for (auto* rs = rsParent->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
|
||||
originalRigidSet.insert(SerializeElement(rs));
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_set<std::string> originalGroupSet;
|
||||
if (auto* gsParent = doc.FirstChildElement("LXFML")->FirstChildElement("GroupSystems")) {
|
||||
for (auto* gs = gsParent->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
|
||||
for (auto* g = gs->FirstChildElement("Group"); g; g = g->NextSiblingElement("Group")) {
|
||||
// collect this group and nested groups
|
||||
std::function<void(tinyxml2::XMLElement*)> collectGroups = [&](tinyxml2::XMLElement* grp) {
|
||||
originalGroupSet.insert(SerializeElement(grp));
|
||||
for (auto* child = grp->FirstChildElement("Group"); child; child = child->NextSiblingElement("Group")) collectGroups(child);
|
||||
};
|
||||
collectGroups(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_set<std::string> originalBricks;
|
||||
for (const auto& brick : lxfml["Bricks"]) {
|
||||
const auto* ref = brick.Attribute("refID");
|
||||
if (ref) originalBricks.insert(ref);
|
||||
}
|
||||
ASSERT_GT(originalBricks.size(), 0);
|
||||
|
||||
// Collect bricks across all results and ensure no duplicates and all used
|
||||
std::unordered_set<std::string> usedBricks;
|
||||
// Track used rigid systems and groups (serialized strings)
|
||||
std::unordered_set<std::string> usedRigidSet;
|
||||
std::unordered_set<std::string> usedGroupSet;
|
||||
|
||||
std::cout << "Original file contains " << originalBricks.size() << " bricks: ";
|
||||
for (const auto& brick : originalBricks) {
|
||||
std::cout << brick << " ";
|
||||
}
|
||||
std::cout << std::endl;
|
||||
|
||||
int splitIndex = 0;
|
||||
std::filesystem::path baseFilename = std::filesystem::path(filename).stem();
|
||||
|
||||
for (const auto& res : results) {
|
||||
splitIndex++;
|
||||
std::cout << "\n--- Split " << splitIndex << " ---" << std::endl;
|
||||
|
||||
tinyxml2::XMLDocument outDoc;
|
||||
ASSERT_EQ(outDoc.Parse(res.lxfml.c_str()), tinyxml2::XML_SUCCESS);
|
||||
DocumentReader outReader(outDoc);
|
||||
auto outLxfml = outReader["LXFML"];
|
||||
ASSERT_TRUE(outLxfml);
|
||||
// collect rigid systems in this output
|
||||
if (auto* rsParent = outDoc.FirstChildElement("LXFML")->FirstChildElement("RigidSystems")) {
|
||||
for (auto* rs = rsParent->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
|
||||
auto s = SerializeElement(rs);
|
||||
// no duplicate allowed across outputs
|
||||
ASSERT_EQ(usedRigidSet.find(s), usedRigidSet.end()) << "Duplicate RigidSystem across splits";
|
||||
usedRigidSet.insert(s);
|
||||
}
|
||||
}
|
||||
// collect groups in this output
|
||||
if (auto* gsParent = outDoc.FirstChildElement("LXFML")->FirstChildElement("GroupSystems")) {
|
||||
for (auto* gs = gsParent->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
|
||||
for (auto* g = gs->FirstChildElement("Group"); g; g = g->NextSiblingElement("Group")) {
|
||||
std::function<void(tinyxml2::XMLElement*)> collectGroupsOut = [&](tinyxml2::XMLElement* grp) {
|
||||
auto s = SerializeElement(grp);
|
||||
ASSERT_EQ(usedGroupSet.find(s), usedGroupSet.end()) << "Duplicate Group across splits";
|
||||
usedGroupSet.insert(s);
|
||||
for (auto* child = grp->FirstChildElement("Group"); child; child = child->NextSiblingElement("Group")) collectGroupsOut(child);
|
||||
};
|
||||
collectGroupsOut(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Collect and display bricks in this split
|
||||
std::vector<std::string> splitBricks;
|
||||
for (const auto& brick : outLxfml["Bricks"]) {
|
||||
const auto* ref = brick.Attribute("refID");
|
||||
if (ref) {
|
||||
// no duplicate allowed
|
||||
ASSERT_EQ(usedBricks.find(ref), usedBricks.end()) << "Duplicate brick ref across splits: " << ref;
|
||||
usedBricks.insert(ref);
|
||||
splitBricks.push_back(ref);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Contains " << splitBricks.size() << " bricks: ";
|
||||
for (const auto& brick : splitBricks) {
|
||||
std::cout << brick << " ";
|
||||
}
|
||||
std::cout << std::endl;
|
||||
|
||||
// Count rigid systems and groups
|
||||
int rigidCount = 0;
|
||||
if (auto* rsParent = outDoc.FirstChildElement("LXFML")->FirstChildElement("RigidSystems")) {
|
||||
for (auto* rs = rsParent->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
|
||||
rigidCount++;
|
||||
}
|
||||
}
|
||||
|
||||
int groupCount = 0;
|
||||
if (auto* gsParent = outDoc.FirstChildElement("LXFML")->FirstChildElement("GroupSystems")) {
|
||||
for (auto* gs = gsParent->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
|
||||
for (auto* g = gs->FirstChildElement("Group"); g; g = g->NextSiblingElement("Group")) {
|
||||
groupCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Contains " << rigidCount << " rigid systems and " << groupCount << " groups" << std::endl;
|
||||
}
|
||||
|
||||
// Every original brick must be used in one of the outputs
|
||||
for (const auto& bref : originalBricks) {
|
||||
ASSERT_NE(usedBricks.find(bref), usedBricks.end()) << "Brick not used in splits: " << bref << " in " << filename;
|
||||
}
|
||||
|
||||
// And usedBricks should not contain anything outside original
|
||||
for (const auto& ub : usedBricks) {
|
||||
ASSERT_NE(originalBricks.find(ub), originalBricks.end()) << "Split produced unknown brick: " << ub << " in " << filename;
|
||||
}
|
||||
|
||||
// Ensure all original rigid systems and groups were used exactly once
|
||||
ASSERT_EQ(originalRigidSet.size(), usedRigidSet.size()) << "RigidSystem count mismatch in " << filename;
|
||||
for (const auto& s : originalRigidSet) ASSERT_NE(usedRigidSet.find(s), usedRigidSet.end()) << "RigidSystem missing in splits in " << filename;
|
||||
|
||||
ASSERT_EQ(originalGroupSet.size(), usedGroupSet.size()) << "Group count mismatch in " << filename;
|
||||
for (const auto& s : originalGroupSet) ASSERT_NE(usedGroupSet.find(s), usedGroupSet.end()) << "Group missing in splits in " << filename;
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, SplitGroupIssueFile) {
|
||||
// Specific test for the group issue file
|
||||
TestSplitUsesAllBricksAndNoDuplicatesHelper("group_issue.lxfml");
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, SplitTestFile) {
|
||||
// Specific test for the larger test file
|
||||
TestSplitUsesAllBricksAndNoDuplicatesHelper("test.lxfml");
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, SplitComplexGroupingFile) {
|
||||
// Test for the complex grouping file - should produce only one split
|
||||
// because all groups are connected via rigid systems
|
||||
std::string data = ReadFile("complex_grouping.lxfml");
|
||||
ASSERT_FALSE(data.empty()) << "Failed to read complex_grouping.lxfml from build directory";
|
||||
|
||||
std::cout << "\n=== Testing complex grouping file ===" << std::endl;
|
||||
|
||||
auto results = Lxfml::Split(data);
|
||||
ASSERT_GT(results.size(), 0) << "Split results should not be empty";
|
||||
|
||||
// The complex grouping file should produce exactly ONE split
|
||||
// because all groups share bricks through rigid systems
|
||||
if (results.size() != 1) {
|
||||
FAIL() << "Complex grouping file produced " << results.size()
|
||||
<< " splits instead of 1 (all groups should be merged)";
|
||||
}
|
||||
|
||||
std::cout << "✓ Correctly produced 1 merged split" << std::endl;
|
||||
|
||||
// Verify the split contains all the expected elements
|
||||
tinyxml2::XMLDocument doc;
|
||||
ASSERT_EQ(doc.Parse(results[0].lxfml.c_str()), tinyxml2::XML_SUCCESS);
|
||||
|
||||
auto* lxfml = doc.FirstChildElement("LXFML");
|
||||
ASSERT_NE(lxfml, nullptr);
|
||||
|
||||
// Count bricks
|
||||
int brickCount = 0;
|
||||
if (auto* bricks = lxfml->FirstChildElement("Bricks")) {
|
||||
for (auto* brick = bricks->FirstChildElement("Brick"); brick; brick = brick->NextSiblingElement("Brick")) {
|
||||
brickCount++;
|
||||
}
|
||||
}
|
||||
std::cout << "Contains " << brickCount << " bricks" << std::endl;
|
||||
|
||||
// Count rigid systems
|
||||
int rigidCount = 0;
|
||||
if (auto* rigidSystems = lxfml->FirstChildElement("RigidSystems")) {
|
||||
for (auto* rs = rigidSystems->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
|
||||
rigidCount++;
|
||||
}
|
||||
}
|
||||
std::cout << "Contains " << rigidCount << " rigid systems" << std::endl;
|
||||
EXPECT_GT(rigidCount, 0) << "Should contain rigid systems";
|
||||
|
||||
// Count groups
|
||||
int groupCount = 0;
|
||||
if (auto* groupSystems = lxfml->FirstChildElement("GroupSystems")) {
|
||||
for (auto* gs = groupSystems->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
|
||||
for (auto* g = gs->FirstChildElement("Group"); g; g = g->NextSiblingElement("Group")) {
|
||||
groupCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
std::cout << "Contains " << groupCount << " groups" << std::endl;
|
||||
EXPECT_GT(groupCount, 1) << "Should contain multiple groups (all merged into one split)";
|
||||
}
|
||||
|
||||
// Tests for invalid input handling - now working with the improved Split function
|
||||
|
||||
TEST(LxfmlTests, InvalidLxfmlHandling) {
|
||||
// Test LXFML with invalid transformation matrices
|
||||
std::string invalidTransformData = ReadFile("invalid_transform.lxfml");
|
||||
ASSERT_FALSE(invalidTransformData.empty()) << "Failed to read invalid_transform.lxfml from build directory";
|
||||
|
||||
// The Split function should handle invalid transformation matrices gracefully
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(invalidTransformData);
|
||||
}) << "Split should not crash on invalid transformation matrices";
|
||||
|
||||
// Function should handle invalid transforms gracefully, possibly returning empty or partial results
|
||||
// The exact behavior depends on how the function handles invalid numeric parsing
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, EmptyLxfmlHandling) {
|
||||
// Test with completely empty input
|
||||
std::string emptyData = "";
|
||||
std::vector<Lxfml::Result> results;
|
||||
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(emptyData);
|
||||
}) << "Split should not crash on empty input";
|
||||
|
||||
EXPECT_EQ(results.size(), 0) << "Empty input should return empty results";
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, EmptyTransformHandling) {
|
||||
// Test LXFML with empty transformation matrix
|
||||
std::string testData = ReadFile("empty_transform.lxfml");
|
||||
ASSERT_FALSE(testData.empty()) << "Failed to read empty_transform.lxfml from build directory";
|
||||
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(testData);
|
||||
}) << "Split should not crash on empty transformation matrix";
|
||||
|
||||
// The function should handle empty transforms gracefully
|
||||
// May return empty results or skip invalid bricks
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, TooFewValuesTransformHandling) {
|
||||
// Test LXFML with too few transformation values (needs 12, has fewer)
|
||||
std::string testData = ReadFile("too_few_values.lxfml");
|
||||
ASSERT_FALSE(testData.empty()) << "Failed to read too_few_values.lxfml from build directory";
|
||||
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(testData);
|
||||
}) << "Split should not crash on transformation matrix with too few values";
|
||||
|
||||
// The function should handle incomplete transforms gracefully
|
||||
// May return empty results or skip invalid bricks
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, NonNumericTransformHandling) {
|
||||
// Test LXFML with non-numeric transformation values
|
||||
std::string testData = ReadFile("non_numeric_transform.lxfml");
|
||||
ASSERT_FALSE(testData.empty()) << "Failed to read non_numeric_transform.lxfml from build directory";
|
||||
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(testData);
|
||||
}) << "Split should not crash on non-numeric transformation values";
|
||||
|
||||
// The function should handle non-numeric transforms gracefully
|
||||
// May return empty results or skip invalid bricks
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, MixedInvalidTransformHandling) {
|
||||
// Test LXFML with mixed valid/invalid transformation values within a matrix
|
||||
std::string testData = ReadFile("mixed_invalid_transform.lxfml");
|
||||
ASSERT_FALSE(testData.empty()) << "Failed to read mixed_invalid_transform.lxfml from build directory";
|
||||
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(testData);
|
||||
}) << "Split should not crash on mixed valid/invalid transformation values";
|
||||
|
||||
// The function should handle mixed valid/invalid transforms gracefully
|
||||
// May return empty results or skip invalid bricks
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, NoBricksHandling) {
|
||||
// Test LXFML with no Bricks section (should return empty gracefully)
|
||||
std::string testData = ReadFile("no_bricks.lxfml");
|
||||
ASSERT_FALSE(testData.empty()) << "Failed to read no_bricks.lxfml from build directory";
|
||||
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(testData);
|
||||
}) << "Split should not crash on LXFML with no Bricks section";
|
||||
|
||||
// Should return empty results gracefully when no bricks are present
|
||||
EXPECT_EQ(results.size(), 0) << "LXFML with no bricks should return empty results";
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, MixedValidInvalidTransformsHandling) {
|
||||
// Test LXFML with mix of valid and invalid transformation data
|
||||
std::string mixedValidData = ReadFile("mixed_valid_invalid.lxfml");
|
||||
ASSERT_FALSE(mixedValidData.empty()) << "Failed to read mixed_valid_invalid.lxfml from build directory";
|
||||
|
||||
// The Split function should handle mixed valid/invalid transforms gracefully
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(mixedValidData);
|
||||
}) << "Split should not crash on mixed valid/invalid transforms";
|
||||
|
||||
// Should process valid bricks and handle invalid ones gracefully
|
||||
if (results.size() > 0) {
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
for (size_t i = 0; i < results.size(); ++i) {
|
||||
// Each result should have valid LXFML structure
|
||||
tinyxml2::XMLDocument doc;
|
||||
auto parseResult = doc.Parse(results[i].lxfml.c_str());
|
||||
EXPECT_EQ(parseResult, tinyxml2::XML_SUCCESS)
|
||||
<< "Result " << i << " should produce valid XML";
|
||||
|
||||
if (parseResult == tinyxml2::XML_SUCCESS) {
|
||||
auto* lxfml = doc.FirstChildElement("LXFML");
|
||||
EXPECT_NE(lxfml, nullptr) << "Result " << i << " should have LXFML root element";
|
||||
}
|
||||
}
|
||||
}) << "Mixed valid/invalid transform processing should not cause fatal errors";
|
||||
}
|
||||
}
|
||||
|
||||
TEST(LxfmlTests, DeepCloneDepthProtection) {
|
||||
// Test that deep cloning has protection against excessive nesting
|
||||
std::string deeplyNestedLxfml = ReadFile("deeply_nested.lxfml");
|
||||
ASSERT_FALSE(deeplyNestedLxfml.empty()) << "Failed to read deeply_nested.lxfml from build directory";
|
||||
|
||||
// The Split function should handle deeply nested structures without hanging
|
||||
std::vector<Lxfml::Result> results;
|
||||
EXPECT_NO_FATAL_FAILURE({
|
||||
results = Lxfml::Split(deeplyNestedLxfml);
|
||||
}) << "Split should not hang or crash on deeply nested XML structures";
|
||||
|
||||
// Should still produce valid output despite depth limitations
|
||||
EXPECT_GT(results.size(), 0) << "Should produce at least one result even with deep nesting";
|
||||
|
||||
if (results.size() > 0) {
|
||||
// Verify the result is still valid XML
|
||||
tinyxml2::XMLDocument doc;
|
||||
auto parseResult = doc.Parse(results[0].lxfml.c_str());
|
||||
EXPECT_EQ(parseResult, tinyxml2::XML_SUCCESS) << "Result should still be valid XML";
|
||||
|
||||
if (parseResult == tinyxml2::XML_SUCCESS) {
|
||||
auto* lxfml = doc.FirstChildElement("LXFML");
|
||||
EXPECT_NE(lxfml, nullptr) << "Result should have LXFML root element";
|
||||
|
||||
// Verify that bricks are still included despite group nesting issues
|
||||
auto* bricks = lxfml->FirstChildElement("Bricks");
|
||||
EXPECT_NE(bricks, nullptr) << "Bricks element should be present";
|
||||
if (bricks) {
|
||||
auto* brick = bricks->FirstChildElement("Brick");
|
||||
EXPECT_NE(brick, nullptr) << "At least one brick should be present";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user