mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-30 16:10:56 -06:00
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23 Commits
rotation-b
...
macos-runn
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0dd504c803 |
5
.github/workflows/build-and-test.yml
vendored
5
.github/workflows/build-and-test.yml
vendored
@@ -13,7 +13,7 @@ jobs:
|
||||
continue-on-error: true
|
||||
strategy:
|
||||
matrix:
|
||||
os: [ windows-2022, ubuntu-22.04, macos-13 ]
|
||||
os: [ windows-2022, ubuntu-22.04, macos-14 ]
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@85e6279cec87321a52edac9c87bce653a07cf6c2
|
||||
@@ -26,10 +26,9 @@ jobs:
|
||||
vs-version: '[17,18)'
|
||||
msbuild-architecture: x64
|
||||
- name: Install libssl and switch to XCode 15.2 (Mac Only)
|
||||
if: ${{ matrix.os == 'macos-13' }}
|
||||
if: ${{ matrix.os == 'macos-14' }}
|
||||
run: |
|
||||
brew install openssl@3
|
||||
sudo xcode-select -s /Applications/Xcode_15.2.app/Contents/Developer
|
||||
- name: Get CMake 3.x
|
||||
uses: lukka/get-cmake@28983e0d3955dba2bb0a6810caae0c6cf268ec0c
|
||||
with:
|
||||
|
||||
@@ -202,8 +202,11 @@ int main(int argc, char** argv) {
|
||||
//Delete our objects here:
|
||||
Database::Destroy("ChatServer");
|
||||
delete Game::server;
|
||||
Game::server = nullptr;
|
||||
delete Game::logger;
|
||||
Game::logger = nullptr;
|
||||
delete Game::config;
|
||||
Game::config = nullptr;
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
@@ -477,7 +477,7 @@ TeamData* TeamContainer::CreateLocalTeam(std::vector<LWOOBJID> members) {
|
||||
}
|
||||
}
|
||||
|
||||
newTeam->lootFlag = 1;
|
||||
newTeam->lootFlag = 0;
|
||||
|
||||
TeamStatusUpdate(newTeam);
|
||||
|
||||
|
||||
@@ -96,3 +96,17 @@ bool Logger::GetLogToConsole() const {
|
||||
}
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
FuncEntry::FuncEntry(const char* funcName, const char* fileName, const uint32_t line) {
|
||||
m_FuncName = funcName;
|
||||
if (!m_FuncName) m_FuncName = "Unknown";
|
||||
m_Line = line;
|
||||
m_FileName = fileName;
|
||||
LOG("--> %s::%s:%i", m_FileName, m_FuncName, m_Line);
|
||||
}
|
||||
|
||||
FuncEntry::~FuncEntry() {
|
||||
if (!m_FuncName || !m_FileName) return;
|
||||
|
||||
LOG("<-- %s::%s:%i", m_FileName, m_FuncName, m_Line);
|
||||
}
|
||||
|
||||
@@ -32,6 +32,19 @@ constexpr const char* GetFileNameFromAbsolutePath(const char* path) {
|
||||
#define LOG(message, ...) do { auto str_ = FILENAME_AND_LINE; Game::logger->Log(str_, message, ##__VA_ARGS__); } while(0)
|
||||
#define LOG_DEBUG(message, ...) do { auto str_ = FILENAME_AND_LINE; Game::logger->LogDebug(str_, message, ##__VA_ARGS__); } while(0)
|
||||
|
||||
// Place this right at the start of a function. Will log a message when called and then once you leave the function.
|
||||
#define LOG_ENTRY auto str_ = GetFileNameFromAbsolutePath(__FILE__); FuncEntry funcEntry_(__FUNCTION__, str_, __LINE__)
|
||||
|
||||
class FuncEntry {
|
||||
public:
|
||||
FuncEntry(const char* funcName, const char* fileName, const uint32_t line);
|
||||
~FuncEntry();
|
||||
private:
|
||||
const char* m_FuncName = nullptr;
|
||||
const char* m_FileName = nullptr;
|
||||
uint32_t m_Line = 0;
|
||||
};
|
||||
|
||||
// Writer class for writing data to files.
|
||||
class Writer {
|
||||
public:
|
||||
|
||||
@@ -11,65 +11,6 @@ Vector3 QuatUtils::Euler(const NiQuaternion& quat) {
|
||||
return glm::eulerAngles(quat);
|
||||
}
|
||||
|
||||
NiQuaternion NiQuaternion::operator*(const float scalar) const noexcept {
|
||||
return NiQuaternion(this->w * scalar, this->x * scalar, this->y * scalar, this->z * scalar);
|
||||
}
|
||||
|
||||
NiQuaternion& NiQuaternion::operator*=(const NiQuaternion& q) {
|
||||
auto& [ow, ox, oy, oz] = q;
|
||||
auto [cw, cx, cy, cz] = *this; // Current rotation copied because otherwise it screws up the math
|
||||
this->w = cw * ow - cx * ox - cy * oy - cz * oz;
|
||||
this->x = cw * ox + cx * ow + cy * oz - cz * oy;
|
||||
this->y = cw * oy + cy * ow + cz * ox - cx * oz;
|
||||
this->z = cw * oz + cz * ow + cx * oy - cy * ox;
|
||||
return *this;
|
||||
}
|
||||
|
||||
NiQuaternion NiQuaternion::operator* (const NiQuaternion& q) const {
|
||||
auto& [ow, ox, oy, oz] = q;
|
||||
return NiQuaternion
|
||||
(
|
||||
/* w */w * ow - x * ox - y * oy - z * oz,
|
||||
/* x */w * ox + x * ow + y * oz - z * oy,
|
||||
/* y */w * oy + y * ow + z * ox - x * oz,
|
||||
/* z */w * oz + z * ow + x * oy - y * ox
|
||||
);
|
||||
}
|
||||
|
||||
NiQuaternion NiQuaternion::operator/(const float& q) const noexcept {
|
||||
return NiQuaternion(this->w / q, this->x / q, this->y / q, this->z / q);
|
||||
}
|
||||
|
||||
void NiQuaternion::Normalize() {
|
||||
float length = Dot(*this);
|
||||
float invLength = 1.0f / std::sqrt(length);
|
||||
*this = *this * invLength;
|
||||
}
|
||||
|
||||
float NiQuaternion::Dot(const NiQuaternion& q) const noexcept {
|
||||
return (this->w * q.w) + (this->x * q.x) + (this->y * q.y) + (this->z * q.z);
|
||||
}
|
||||
|
||||
void NiQuaternion::Inverse() noexcept {
|
||||
NiQuaternion copy = *this;
|
||||
copy.Conjugate();
|
||||
|
||||
const float inv = 1.0f / Dot(*this);
|
||||
*this = copy / inv;
|
||||
}
|
||||
|
||||
void NiQuaternion::Conjugate() noexcept {
|
||||
x = -x;
|
||||
y = -y;
|
||||
z = -z;
|
||||
}
|
||||
|
||||
NiQuaternion NiQuaternion::Diff(const NiQuaternion& q) const noexcept {
|
||||
NiQuaternion inv = *this;
|
||||
inv.Inverse();
|
||||
return inv * q;
|
||||
}
|
||||
|
||||
// MARK: Helper Functions
|
||||
|
||||
//! Look from a specific point in space to another point in space (Y-locked)
|
||||
|
||||
@@ -59,7 +59,7 @@ constexpr LWOINSTANCEID LWOINSTANCEID_INVALID = -1; //!< Invalid LWOINSTANCEID
|
||||
constexpr LWOMAPID LWOMAPID_INVALID = -1; //!< Invalid LWOMAPID
|
||||
constexpr uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
|
||||
|
||||
constexpr float PI = 3.14159265358979323846264338327950288f;
|
||||
constexpr float PI = 3.14159f;
|
||||
|
||||
//============ STRUCTS ==============
|
||||
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
// Darkflame Universe
|
||||
// Copyright 2025
|
||||
|
||||
#ifndef DMATH_H
|
||||
#define DMATH_H
|
||||
|
||||
#include <cmath>
|
||||
|
||||
namespace Math {
|
||||
constexpr float PI = 3.14159265358979323846264338327950288f;
|
||||
constexpr float RATIO_DEG_TO_RAD = PI / 180.0f;
|
||||
constexpr float RATIO_RAD_TO_DEG = 180.0f / PI;
|
||||
|
||||
inline float DegToRad(float degrees) {
|
||||
return degrees * RATIO_DEG_TO_RAD;
|
||||
}
|
||||
|
||||
inline float RadToDeg(float radians) {
|
||||
return radians * RATIO_RAD_TO_DEG;
|
||||
}
|
||||
};
|
||||
|
||||
#endif //!DMATH_H
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "CDActivitiesTable.h"
|
||||
|
||||
|
||||
void CDActivitiesTable::LoadValuesFromDatabase() {
|
||||
// First, get the size of the table
|
||||
uint32_t size = 0;
|
||||
@@ -56,3 +55,13 @@ std::vector<CDActivities> CDActivitiesTable::Query(std::function<bool(CDActiviti
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
std::optional<const CDActivities> CDActivitiesTable::GetActivity(const uint32_t activityID) {
|
||||
auto& entries = GetEntries();
|
||||
for (const auto& entry : entries) {
|
||||
if (entry.ActivityID == activityID) {
|
||||
return entry;
|
||||
}
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
// Custom Classes
|
||||
#include "CDTable.h"
|
||||
#include <optional>
|
||||
|
||||
struct CDActivities {
|
||||
uint32_t ActivityID;
|
||||
@@ -31,4 +32,5 @@ public:
|
||||
|
||||
// Queries the table with a custom "where" clause
|
||||
std::vector<CDActivities> Query(std::function<bool(CDActivities)> predicate);
|
||||
std::optional<const CDActivities> GetActivity(const uint32_t activityID);
|
||||
};
|
||||
|
||||
@@ -189,6 +189,10 @@ Entity::~Entity() {
|
||||
}
|
||||
|
||||
if (m_ParentEntity) {
|
||||
GameMessages::ChildRemoved removedMsg{};
|
||||
removedMsg.childID = m_ObjectID;
|
||||
removedMsg.target = m_ParentEntity->GetObjectID();
|
||||
removedMsg.Send();
|
||||
m_ParentEntity->RemoveChild(this);
|
||||
}
|
||||
}
|
||||
@@ -198,6 +202,7 @@ void Entity::Initialize() {
|
||||
RegisterMsg<GameMessages::DropClientLoot>(this, &Entity::MsgDropClientLoot);
|
||||
RegisterMsg<GameMessages::GetFactionTokenType>(this, &Entity::MsgGetFactionTokenType);
|
||||
RegisterMsg<GameMessages::PickupItem>(this, &Entity::MsgPickupItem);
|
||||
RegisterMsg<GameMessages::ChildRemoved>(this, &Entity::MsgChildRemoved);
|
||||
/**
|
||||
* Setup trigger
|
||||
*/
|
||||
@@ -499,7 +504,7 @@ void Entity::Initialize() {
|
||||
auto& systemAddress = m_Character->GetParentUser() ? m_Character->GetParentUser()->GetSystemAddress() : UNASSIGNED_SYSTEM_ADDRESS;
|
||||
AddComponent<CharacterComponent>(characterID, m_Character, systemAddress)->LoadFromXml(m_Character->GetXMLDoc());
|
||||
|
||||
AddComponent<GhostComponent>(characterID);
|
||||
AddComponent<GhostComponent>(characterID)->LoadFromXml(m_Character->GetXMLDoc());
|
||||
}
|
||||
|
||||
const auto inventoryID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::INVENTORY);
|
||||
@@ -2352,3 +2357,8 @@ bool Entity::MsgPickupItem(GameMessages::GameMsg& msg) {
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Entity::MsgChildRemoved(GameMessages::GameMsg& msg) {
|
||||
GetScript()->OnChildRemoved(*this, static_cast<GameMessages::ChildRemoved&>(msg));
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -180,6 +180,7 @@ public:
|
||||
bool MsgGetFlag(GameMessages::GameMsg& msg);
|
||||
bool MsgGetFactionTokenType(GameMessages::GameMsg& msg);
|
||||
bool MsgPickupItem(GameMessages::GameMsg& msg);
|
||||
bool MsgChildRemoved(GameMessages::GameMsg& msg);
|
||||
|
||||
// This is expceted to never return nullptr, an assert checks this.
|
||||
CppScripts::Script* const GetScript() const;
|
||||
|
||||
@@ -361,16 +361,24 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
|
||||
LOG("Attempted to construct null entity");
|
||||
return;
|
||||
}
|
||||
// Don't construct GM invisible entities unless it's for the GM themselves
|
||||
// GMs can see other GMs if they are the same or lower level
|
||||
GameMessages::GetGMInvis getGMInvisMsg;
|
||||
getGMInvisMsg.Send(entity->GetObjectID());
|
||||
if (getGMInvisMsg.bGMInvis && sysAddr != entity->GetSystemAddress()) {
|
||||
auto* toUser = UserManager::Instance()->GetUser(sysAddr);
|
||||
if (!toUser) return;
|
||||
auto* constructedUser = UserManager::Instance()->GetUser(entity->GetSystemAddress());
|
||||
if (!constructedUser) return;
|
||||
if (toUser->GetMaxGMLevel() < constructedUser->GetMaxGMLevel()) return;
|
||||
}
|
||||
|
||||
if (entity->GetNetworkId() == 0) {
|
||||
uint16_t networkId;
|
||||
|
||||
if (!m_LostNetworkIds.empty()) {
|
||||
networkId = m_LostNetworkIds.top();
|
||||
m_LostNetworkIds.pop();
|
||||
} else {
|
||||
networkId = ++m_NetworkIdCounter;
|
||||
}
|
||||
} else networkId = ++m_NetworkIdCounter;
|
||||
|
||||
entity->SetNetworkId(networkId);
|
||||
}
|
||||
@@ -379,10 +387,8 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
|
||||
if (std::find(m_EntitiesToGhost.begin(), m_EntitiesToGhost.end(), entity) == m_EntitiesToGhost.end()) {
|
||||
m_EntitiesToGhost.push_back(entity);
|
||||
}
|
||||
|
||||
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
|
||||
CheckGhosting(entity);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -413,14 +419,9 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
|
||||
Game::server->Send(stream, sysAddr, false);
|
||||
}
|
||||
|
||||
if (entity->IsPlayer()) {
|
||||
if (entity->GetGMLevel() > eGameMasterLevel::CIVILIAN) {
|
||||
GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, sysAddr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
|
||||
void EntityManager::ConstructAllEntities(const SystemAddress& sysAddr) {
|
||||
//ZoneControl is special:
|
||||
ConstructEntity(m_ZoneControlEntity, sysAddr);
|
||||
|
||||
@@ -488,11 +489,7 @@ void EntityManager::QueueGhostUpdate(LWOOBJID playerID) {
|
||||
void EntityManager::UpdateGhosting() {
|
||||
for (const auto playerID : m_PlayersToUpdateGhosting) {
|
||||
auto* player = PlayerManager::GetPlayer(playerID);
|
||||
|
||||
if (player == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!player) continue;
|
||||
UpdateGhosting(player);
|
||||
}
|
||||
|
||||
@@ -519,6 +516,7 @@ void EntityManager::UpdateGhosting(Entity* player) {
|
||||
|
||||
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
||||
|
||||
|
||||
auto ghostingDistanceMax = m_GhostDistanceMaxSquared;
|
||||
auto ghostingDistanceMin = m_GhostDistanceMinSqaured;
|
||||
|
||||
@@ -555,35 +553,25 @@ void EntityManager::UpdateGhosting(Entity* player) {
|
||||
}
|
||||
|
||||
void EntityManager::CheckGhosting(Entity* entity) {
|
||||
if (entity == nullptr) {
|
||||
return;
|
||||
}
|
||||
if (!entity) return;
|
||||
|
||||
const auto& referencePoint = entity->GetPosition();
|
||||
|
||||
for (auto* player : PlayerManager::GetAllPlayers()) {
|
||||
auto* ghostComponent = player->GetComponent<GhostComponent>();
|
||||
if (!ghostComponent) continue;
|
||||
|
||||
const auto& entityPoint = ghostComponent->GetGhostReferencePoint();
|
||||
|
||||
const auto id = entity->GetObjectID();
|
||||
|
||||
const auto observed = ghostComponent->IsObserved(id);
|
||||
|
||||
const auto distance = NiPoint3::DistanceSquared(referencePoint, entityPoint);
|
||||
|
||||
if (observed && distance > m_GhostDistanceMaxSquared) {
|
||||
ghostComponent->GhostEntity(id);
|
||||
|
||||
DestructEntity(entity, player->GetSystemAddress());
|
||||
|
||||
entity->SetObservers(entity->GetObservers() - 1);
|
||||
} else if (!observed && m_GhostDistanceMinSqaured > distance) {
|
||||
ghostComponent->ObserveEntity(id);
|
||||
|
||||
ConstructEntity(entity, player->GetSystemAddress());
|
||||
|
||||
entity->SetObservers(entity->GetObservers() + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@ public:
|
||||
std::string& GetSessionKey() { return m_SessionKey; }
|
||||
SystemAddress& GetSystemAddress() { return m_SystemAddress; }
|
||||
|
||||
eGameMasterLevel GetMaxGMLevel() { return m_MaxGMLevel; }
|
||||
eGameMasterLevel GetMaxGMLevel() const { return m_MaxGMLevel; }
|
||||
uint32_t GetLastCharID() { return m_LastCharID; }
|
||||
void SetLastCharID(uint32_t newCharID) { m_LastCharID = newCharID; }
|
||||
|
||||
|
||||
@@ -10,7 +10,9 @@ void AndBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream,
|
||||
}
|
||||
|
||||
void AndBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
|
||||
LOG_ENTRY;
|
||||
for (auto* behavior : this->m_behaviors) {
|
||||
LOG("%i calculating %i", m_behaviorId, behavior->GetBehaviorID());
|
||||
behavior->Calculate(context, bitStream, branch);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -95,4 +95,6 @@ public:
|
||||
|
||||
Behavior& operator=(const Behavior& other) = default;
|
||||
Behavior& operator=(Behavior&& other) = default;
|
||||
|
||||
uint32_t GetBehaviorID() const { return m_behaviorId; }
|
||||
};
|
||||
|
||||
@@ -215,6 +215,10 @@ public:
|
||||
*/
|
||||
int GetActivityID() { return m_ActivityInfo.ActivityID; }
|
||||
|
||||
// Whether or not team loot should be dropped on death for this activity
|
||||
// if true, and a player is supposed to get loot, they are skipped
|
||||
bool GetNoTeamLootOnDeath() const { return m_ActivityInfo.noTeamLootOnDeath; }
|
||||
|
||||
/**
|
||||
* Returns if this activity has a lobby, e.g. if it needs to instance players to some other map
|
||||
* @return true if this activity has a lobby, false otherwise
|
||||
|
||||
@@ -515,12 +515,12 @@ void CharacterComponent::RocketUnEquip(Entity* player) {
|
||||
}
|
||||
|
||||
void CharacterComponent::TrackMissionCompletion(bool isAchievement) {
|
||||
UpdatePlayerStatistic(MissionsCompleted);
|
||||
|
||||
// Achievements are tracked separately for the zone
|
||||
if (isAchievement) {
|
||||
const auto mapID = Game::zoneManager->GetZoneID().GetMapID();
|
||||
GetZoneStatisticsForMap(mapID).m_AchievementsCollected++;
|
||||
} else {
|
||||
UpdatePlayerStatistic(MissionsCompleted);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -88,6 +88,7 @@ DestroyableComponent::DestroyableComponent(Entity* parent, const int32_t compone
|
||||
|
||||
RegisterMsg<GetObjectReportInfo>(this, &DestroyableComponent::OnGetObjectReportInfo);
|
||||
RegisterMsg<GameMessages::SetFaction>(this, &DestroyableComponent::OnSetFaction);
|
||||
RegisterMsg<GameMessages::IsDead>(this, &DestroyableComponent::OnIsDead);
|
||||
}
|
||||
|
||||
DestroyableComponent::~DestroyableComponent() {
|
||||
@@ -754,7 +755,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
|
||||
const auto isPlayer = m_Parent->IsPlayer();
|
||||
|
||||
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
|
||||
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, true, 1);
|
||||
|
||||
//NANI?!
|
||||
if (!isPlayer) {
|
||||
@@ -784,8 +785,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
||||
character->SetCoins(coinsTotal, eLootSourceType::DELETION);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1191,3 +1191,9 @@ bool DestroyableComponent::OnSetFaction(GameMessages::GameMsg& msg) {
|
||||
SetFaction(modifyFaction.factionID, modifyFaction.bIgnoreChecks);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DestroyableComponent::OnIsDead(GameMessages::GameMsg& msg) {
|
||||
auto& isDeadMsg = static_cast<GameMessages::IsDead&>(msg);
|
||||
isDeadMsg.bDead = m_IsDead || (GetHealth() == 0 && GetArmor() == 0);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -472,6 +472,7 @@ public:
|
||||
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
bool OnSetFaction(GameMessages::GameMsg& msg);
|
||||
bool OnIsDead(GameMessages::GameMsg& msg);
|
||||
|
||||
void SetIsDead(const bool value) { m_IsDead = value; }
|
||||
|
||||
|
||||
@@ -1,4 +1,9 @@
|
||||
#include "GhostComponent.h"
|
||||
#include "PlayerManager.h"
|
||||
#include "Character.h"
|
||||
#include "ControllablePhysicsComponent.h"
|
||||
#include "UserManager.h"
|
||||
#include "User.h"
|
||||
|
||||
#include "Amf3.h"
|
||||
#include "GameMessages.h"
|
||||
@@ -8,6 +13,8 @@ GhostComponent::GhostComponent(Entity* parent, const int32_t componentID) : Comp
|
||||
m_GhostOverridePoint = NiPoint3Constant::ZERO;
|
||||
m_GhostOverride = false;
|
||||
|
||||
RegisterMsg<GameMessages::ToggleGMInvis>(this, &GhostComponent::OnToggleGMInvis);
|
||||
RegisterMsg<GameMessages::GetGMInvis>(this, &GhostComponent::OnGetGMInvis);
|
||||
RegisterMsg<GameMessages::GetObjectReportInfo>(this, &GhostComponent::MsgGetObjectReportInfo);
|
||||
}
|
||||
|
||||
@@ -22,6 +29,26 @@ GhostComponent::~GhostComponent() {
|
||||
}
|
||||
}
|
||||
|
||||
void GhostComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
|
||||
auto* objElement = doc.FirstChildElement("obj");
|
||||
if (!objElement) return;
|
||||
auto* ghstElement = objElement->FirstChildElement("ghst");
|
||||
if (!ghstElement) return;
|
||||
m_IsGMInvisible = ghstElement->BoolAttribute("i");
|
||||
}
|
||||
|
||||
void GhostComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
|
||||
auto* objElement = doc.FirstChildElement("obj");
|
||||
if (!objElement) return;
|
||||
auto* ghstElement = objElement->FirstChildElement("ghst");
|
||||
if (ghstElement) objElement->DeleteChild(ghstElement);
|
||||
// Only save if GM invisible
|
||||
const auto* const user = UserManager::Instance()->GetUser(m_Parent->GetSystemAddress());
|
||||
if (!m_IsGMInvisible || !user || user->GetMaxGMLevel() < eGameMasterLevel::FORUM_MODERATOR) return;
|
||||
ghstElement = objElement->InsertNewChildElement("ghst");
|
||||
if (ghstElement) ghstElement->SetAttribute("i", m_IsGMInvisible);
|
||||
}
|
||||
|
||||
void GhostComponent::SetGhostReferencePoint(const NiPoint3& value) {
|
||||
m_GhostReferencePoint = value;
|
||||
}
|
||||
@@ -61,6 +88,45 @@ void GhostComponent::GhostEntity(LWOOBJID id) {
|
||||
m_ObservedEntities.erase(id);
|
||||
}
|
||||
|
||||
bool GhostComponent::OnToggleGMInvis(GameMessages::GameMsg& msg) {
|
||||
// TODO: disabled for now while bugs are fixed
|
||||
return false;
|
||||
auto& gmInvisMsg = static_cast<GameMessages::ToggleGMInvis&>(msg);
|
||||
gmInvisMsg.bStateOut = !m_IsGMInvisible;
|
||||
m_IsGMInvisible = !m_IsGMInvisible;
|
||||
LOG_DEBUG("GM Invisibility toggled to: %s", m_IsGMInvisible ? "true" : "false");
|
||||
gmInvisMsg.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
||||
auto* thisUser = UserManager::Instance()->GetUser(m_Parent->GetSystemAddress());
|
||||
for (const auto& player : PlayerManager::GetAllPlayers()) {
|
||||
if (!player || player->GetObjectID() == m_Parent->GetObjectID()) continue;
|
||||
auto* toUser = UserManager::Instance()->GetUser(player->GetSystemAddress());
|
||||
if (m_IsGMInvisible) {
|
||||
if (toUser->GetMaxGMLevel() < thisUser->GetMaxGMLevel()) {
|
||||
Game::entityManager->DestructEntity(m_Parent, player->GetSystemAddress());
|
||||
}
|
||||
} else {
|
||||
if (toUser->GetMaxGMLevel() >= thisUser->GetMaxGMLevel()) {
|
||||
Game::entityManager->ConstructEntity(m_Parent, player->GetSystemAddress());
|
||||
auto* controllableComp = m_Parent->GetComponent<ControllablePhysicsComponent>();
|
||||
controllableComp->SetDirtyPosition(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GhostComponent::OnGetGMInvis(GameMessages::GameMsg& msg) {
|
||||
LOG_DEBUG("GM Invisibility requested: %s", m_IsGMInvisible ? "true" : "false");
|
||||
auto& gmInvisMsg = static_cast<GameMessages::GetGMInvis&>(msg);
|
||||
// TODO: disabled for now while bugs are fixed
|
||||
// gmInvisMsg.bGMInvis = m_IsGMInvisible;
|
||||
// return gmInvisMsg.bGMInvis;
|
||||
gmInvisMsg.bGMInvis = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GhostComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmptType = reportMsg.info->PushDebug("Ghost");
|
||||
|
||||
@@ -7,11 +7,17 @@
|
||||
|
||||
class NiPoint3;
|
||||
|
||||
namespace tinyxml2 {
|
||||
class XMLDocument;
|
||||
}
|
||||
|
||||
class GhostComponent final : public Component {
|
||||
public:
|
||||
static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
|
||||
GhostComponent(Entity* parent, const int32_t componentID);
|
||||
~GhostComponent() override;
|
||||
void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
|
||||
void UpdateXml(tinyxml2::XMLDocument& doc) override;
|
||||
|
||||
void SetGhostOverride(bool value) { m_GhostOverride = value; };
|
||||
|
||||
@@ -39,9 +45,14 @@ public:
|
||||
|
||||
void GhostEntity(const LWOOBJID id);
|
||||
|
||||
bool OnToggleGMInvis(GameMessages::GameMsg& msg);
|
||||
|
||||
bool OnGetGMInvis(GameMessages::GameMsg& msg);
|
||||
|
||||
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
private:
|
||||
|
||||
NiPoint3 m_GhostReferencePoint;
|
||||
|
||||
NiPoint3 m_GhostOverridePoint;
|
||||
@@ -51,6 +62,9 @@ private:
|
||||
std::unordered_set<LWOOBJID> m_LimboConstructions;
|
||||
|
||||
bool m_GhostOverride;
|
||||
|
||||
bool m_IsGMInvisible{ false };
|
||||
|
||||
};
|
||||
|
||||
#endif //!__GHOSTCOMPONENT__H__
|
||||
|
||||
@@ -18,7 +18,6 @@ ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Comp
|
||||
using namespace GameMessages;
|
||||
m_OriginalPosition = m_Parent->GetDefaultPosition();
|
||||
m_OriginalRotation = m_Parent->GetDefaultRotation();
|
||||
LOG("%f %f %f %f", m_OriginalRotation.x, m_OriginalRotation.y, m_OriginalRotation.z, m_OriginalRotation.w);
|
||||
m_IsPaused = false;
|
||||
m_NumListeningInteract = 0;
|
||||
|
||||
@@ -30,23 +29,22 @@ ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Comp
|
||||
|
||||
bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
|
||||
auto& reset = static_cast<GameMessages::ResetModelToDefaults&>(msg);
|
||||
for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
|
||||
GameMessages::UnSmash unsmash;
|
||||
unsmash.target = GetParent()->GetObjectID();
|
||||
unsmash.duration = 0.0f;
|
||||
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
||||
if (reset.bResetBehaviors) for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
|
||||
|
||||
m_Parent->SetPosition(m_OriginalPosition);
|
||||
m_Parent->SetRotation(m_OriginalRotation);
|
||||
if (reset.bUnSmash) {
|
||||
GameMessages::UnSmash unsmash;
|
||||
unsmash.target = GetParent()->GetObjectID();
|
||||
unsmash.duration = 0.0f;
|
||||
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
||||
m_NumActiveUnSmash = 0;
|
||||
}
|
||||
|
||||
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
|
||||
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
|
||||
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
|
||||
GameMessages::SetAngularVelocity setAngVel;
|
||||
setAngVel.target = m_Parent->GetObjectID();
|
||||
setAngVel.angVelocity = NiPoint3Constant::ZERO;
|
||||
setAngVel.Send();
|
||||
|
||||
m_Speed = 3.0f;
|
||||
m_NumListeningInteract = 0;
|
||||
m_NumActiveUnSmash = 0;
|
||||
|
||||
m_NumActiveAttack = 0;
|
||||
GameMessages::SetFaction set{};
|
||||
@@ -309,38 +307,6 @@ void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
|
||||
m_Parent->SetVelocity(velocity);
|
||||
}
|
||||
|
||||
bool ModelComponent::TrySetAngularVelocity(const NiPoint3& angularVelocity) const {
|
||||
GameMessages::GetAngularVelocity getAngVel{};
|
||||
getAngVel.target = m_Parent->GetObjectID();
|
||||
if (!getAngVel.Send()) {
|
||||
LOG("Couldn't get angular velocity for %llu", m_Parent->GetObjectID());
|
||||
return false;
|
||||
}
|
||||
|
||||
GameMessages::SetAngularVelocity setAngVel{};
|
||||
setAngVel.target = m_Parent->GetObjectID();
|
||||
if (angularVelocity != NiPoint3Constant::ZERO) {
|
||||
setAngVel.angVelocity = getAngVel.angVelocity;
|
||||
const auto [x, y, z] = angularVelocity * m_Speed;
|
||||
if (x != 0.0f) {
|
||||
if (getAngVel.angVelocity.x != 0.0f) return false;
|
||||
setAngVel.angVelocity.x = x;
|
||||
} else if (y != 0.0f) {
|
||||
if (getAngVel.angVelocity.y != 0.0f) return false;
|
||||
setAngVel.angVelocity.y = y;
|
||||
} else if (z != 0.0f) {
|
||||
if (getAngVel.angVelocity.z != 0.0f) return false;
|
||||
setAngVel.angVelocity.z = z;
|
||||
}
|
||||
} else {
|
||||
setAngVel.angVelocity = angularVelocity;
|
||||
}
|
||||
LOG("Setting angular velocity to %f %f %f", setAngVel.angVelocity.x, setAngVel.angVelocity.y, setAngVel.angVelocity.z);
|
||||
setAngVel.Send();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
|
||||
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
|
||||
}
|
||||
|
||||
@@ -145,11 +145,6 @@ public:
|
||||
// Force sets the velocity to a value.
|
||||
void SetVelocity(const NiPoint3& velocity) const;
|
||||
|
||||
// Attempts to set the angular velocity of the model.
|
||||
// If the axis currently has a velocity of zero, returns true.
|
||||
// If the axis is currently controlled by a behavior, returns false.
|
||||
bool TrySetAngularVelocity(const NiPoint3& angularVelocity) const;
|
||||
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
|
||||
void OnHit();
|
||||
@@ -167,8 +162,6 @@ public:
|
||||
// Decrements the number of strips listening for an attack.
|
||||
// If this is the last strip removing an attack, it will reset the factions to the default of -1.
|
||||
void RemoveAttack();
|
||||
|
||||
float GetSpeed() const noexcept { return m_Speed; }
|
||||
private:
|
||||
|
||||
// Loads a behavior from the database.
|
||||
|
||||
@@ -15,11 +15,8 @@
|
||||
#include "StringifiedEnum.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t componentID) : PhysicsComponent(parent, componentID) {
|
||||
using namespace GameMessages;
|
||||
RegisterMsg<GetObjectReportInfo>(this, &SimplePhysicsComponent::OnGetObjectReportInfo);
|
||||
RegisterMsg<GameMessages::GetAngularVelocity>(this, &SimplePhysicsComponent::OnGetAngularVelocity);
|
||||
RegisterMsg<GameMessages::SetAngularVelocity>(this, &SimplePhysicsComponent::OnSetAngularVelocity);
|
||||
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
|
||||
RegisterMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, this, &SimplePhysicsComponent::OnGetObjectReportInfo);
|
||||
|
||||
m_Position = m_Parent->GetDefaultPosition();
|
||||
m_Rotation = m_Parent->GetDefaultRotation();
|
||||
@@ -41,20 +38,10 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::Update(const float deltaTime) {
|
||||
if (m_Velocity != NiPoint3Constant::ZERO) {
|
||||
m_Position += m_Velocity * deltaTime;
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
if (m_AngularVelocity != NiPoint3Constant::ZERO) {
|
||||
m_Rotation.Normalize();
|
||||
const auto vel = NiQuaternion::FromEulerAngles(m_AngularVelocity * deltaTime);
|
||||
m_Rotation *= vel;
|
||||
const auto euler = m_Rotation.GetEulerAngles();
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
if (m_Velocity == NiPoint3Constant::ZERO) return;
|
||||
m_Position += m_Velocity * deltaTime;
|
||||
m_DirtyPosition = true;
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
@@ -65,12 +52,8 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
|
||||
|
||||
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
|
||||
if (m_DirtyVelocity || bIsInitialUpdate) {
|
||||
outBitStream.Write(m_Velocity.x);
|
||||
outBitStream.Write(m_Velocity.y);
|
||||
outBitStream.Write(m_Velocity.z);
|
||||
outBitStream.Write(m_AngularVelocity.x);
|
||||
outBitStream.Write(m_AngularVelocity.y);
|
||||
outBitStream.Write(m_AngularVelocity.z);
|
||||
outBitStream.Write(m_Velocity);
|
||||
outBitStream.Write(m_AngularVelocity);
|
||||
|
||||
m_DirtyVelocity = false;
|
||||
}
|
||||
@@ -109,18 +92,3 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::GameMsg& msg) {
|
||||
auto& setAngVel = static_cast<GameMessages::SetAngularVelocity&>(msg);
|
||||
m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
|
||||
m_AngularVelocity = setAngVel.angVelocity;
|
||||
LOG("Velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GameMsg& msg) {
|
||||
auto& getAngVel = static_cast<GameMessages::GetAngularVelocity&>(msg);
|
||||
getAngVel.angVelocity = m_AngularVelocity;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -61,9 +61,6 @@ public:
|
||||
*/
|
||||
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
|
||||
|
||||
bool OnSetAngularVelocity(GameMessages::GameMsg& msg);
|
||||
bool OnGetAngularVelocity(GameMessages::GameMsg& msg);
|
||||
|
||||
/**
|
||||
* Returns the physics motion state
|
||||
* @return the physics motion state
|
||||
|
||||
@@ -1847,18 +1847,6 @@ void GameMessages::SendNotifyClientFailedPrecondition(LWOOBJID objectId, const S
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendToggleGMInvis(LWOOBJID objectId, bool enabled, const SystemAddress& sysAddr) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
bitStream.Write(objectId);
|
||||
bitStream.Write(MessageType::Game::TOGGLE_GM_INVIS);
|
||||
bitStream.Write(enabled); // does not matter?
|
||||
|
||||
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendSetName(LWOOBJID objectID, std::u16string name, const SystemAddress& sysAddr) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
@@ -5943,6 +5931,7 @@ void GameMessages::HandleUpdatePlayerStatistic(RakNet::BitStream& inStream, Enti
|
||||
void GameMessages::HandleDeactivateBubbleBuff(RakNet::BitStream& inStream, Entity* entity) {
|
||||
auto controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
|
||||
if (controllablePhysicsComponent) controllablePhysicsComponent->DeactivateBubbleBuff();
|
||||
GameMessages::SendDeactivateBubbleBuffFromServer(entity->GetObjectID(), entity->GetSystemAddress());
|
||||
}
|
||||
|
||||
void GameMessages::HandleActivateBubbleBuff(RakNet::BitStream& inStream, Entity* entity) {
|
||||
@@ -6449,4 +6438,8 @@ namespace GameMessages {
|
||||
stream.Write(lootID);
|
||||
stream.Write(lootOwnerID);
|
||||
}
|
||||
|
||||
void ToggleGMInvis::Serialize(RakNet::BitStream& stream) const {
|
||||
stream.Write(bStateOut);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -243,8 +243,6 @@ namespace GameMessages {
|
||||
bool cancelOnLogout = false, bool cancelOnRemoveBuff = true, bool cancelOnUi = false,
|
||||
bool cancelOnUnequip = false, bool cancelOnZone = false, bool addedByTeammate = false, bool applyOnTeammates = false, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
void SendToggleGMInvis(LWOOBJID objectId, bool enabled, const SystemAddress& sysAddr);
|
||||
|
||||
void SendSetName(LWOOBJID objectID, std::u16string name, const SystemAddress& sysAddr);
|
||||
|
||||
// Property messages
|
||||
@@ -848,6 +846,11 @@ namespace GameMessages {
|
||||
|
||||
struct ResetModelToDefaults : public GameMsg {
|
||||
ResetModelToDefaults() : GameMsg(MessageType::Game::RESET_MODEL_TO_DEFAULTS) {}
|
||||
|
||||
bool bResetPos{ true };
|
||||
bool bResetRot{ true };
|
||||
bool bUnSmash{ true };
|
||||
bool bResetBehaviors{ true };
|
||||
};
|
||||
|
||||
struct EmotePlayed : public GameMsg {
|
||||
@@ -873,22 +876,6 @@ namespace GameMessages {
|
||||
bool bIgnoreChecks{ false };
|
||||
};
|
||||
|
||||
struct GetAngularVelocity : public GameMsg {
|
||||
GetAngularVelocity() : GameMsg(MessageType::Game::GET_ANGULAR_VELOCITY) {}
|
||||
|
||||
NiPoint3 angVelocity{};
|
||||
};
|
||||
|
||||
struct SetAngularVelocity : public GameMsg {
|
||||
SetAngularVelocity() : GameMsg(MessageType::Game::SET_ANGULAR_VELOCITY) {}
|
||||
|
||||
NiPoint3 angVelocity{};
|
||||
|
||||
bool bIgnoreDirtyFlags{};
|
||||
|
||||
bool bForceFlagDirty{};
|
||||
};
|
||||
|
||||
struct DropClientLoot : public GameMsg {
|
||||
DropClientLoot() : GameMsg(MessageType::Game::DROP_CLIENT_LOOT) {}
|
||||
|
||||
@@ -948,5 +935,31 @@ namespace GameMessages {
|
||||
LWOOBJID lootID{};
|
||||
LWOOBJID lootOwnerID{};
|
||||
};
|
||||
|
||||
struct ToggleGMInvis : public GameMsg {
|
||||
ToggleGMInvis() : GameMsg(MessageType::Game::TOGGLE_GM_INVIS) {}
|
||||
|
||||
void Serialize(RakNet::BitStream& stream) const override;
|
||||
bool bStateOut{ false };
|
||||
|
||||
};
|
||||
|
||||
struct GetGMInvis : public GameMsg {
|
||||
GetGMInvis() : GameMsg(MessageType::Game::GET_GM_INVIS) {}
|
||||
|
||||
bool bGMInvis{ false };
|
||||
};
|
||||
|
||||
struct ChildRemoved : public GameMsg {
|
||||
ChildRemoved() : GameMsg(MessageType::Game::CHILD_REMOVED) {}
|
||||
|
||||
LWOOBJID childID{};
|
||||
};
|
||||
|
||||
struct IsDead : public GameMsg {
|
||||
IsDead() : GameMsg(MessageType::Game::IS_DEAD) {}
|
||||
|
||||
bool bDead{};
|
||||
};
|
||||
};
|
||||
#endif // GAMEMESSAGES_H
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "ControlBehaviorMsgs.h"
|
||||
#include "tinyxml2.h"
|
||||
#include "ModelComponent.h"
|
||||
#include "StringifiedEnum.h"
|
||||
|
||||
#include <ranges>
|
||||
|
||||
@@ -178,13 +179,32 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
|
||||
}
|
||||
|
||||
void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
|
||||
auto& activeState = GetActiveState();
|
||||
UpdateResult updateResult{};
|
||||
activeState.Update(deltaTime, modelComponent, updateResult);
|
||||
if (updateResult.newState.has_value() && updateResult.newState.value() != m_ActiveState) {
|
||||
LOG("Behavior %llu is changing from state %s to %s", m_BehaviorId, StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data());
|
||||
GameMessages::ResetModelToDefaults resetMsg{};
|
||||
resetMsg.bResetPos = false;
|
||||
resetMsg.bResetRot = false;
|
||||
resetMsg.bUnSmash = false;
|
||||
modelComponent.OnResetModelToDefaults(resetMsg);
|
||||
HandleMsg(resetMsg);
|
||||
m_ActiveState = updateResult.newState.value();
|
||||
}
|
||||
}
|
||||
|
||||
void PropertyBehavior::OnChatMessageReceived(const std::string& sMessage) {
|
||||
for (auto& state : m_States | std::views::values) state.OnChatMessageReceived(sMessage);
|
||||
auto& activeState = GetActiveState();
|
||||
activeState.OnChatMessageReceived(sMessage);
|
||||
}
|
||||
|
||||
void PropertyBehavior::OnHit() {
|
||||
for (auto& state : m_States | std::views::values) state.OnHit();
|
||||
auto& activeState = GetActiveState();
|
||||
activeState.OnHit();
|
||||
}
|
||||
|
||||
State& PropertyBehavior::GetActiveState() {
|
||||
DluAssert(m_States.contains(m_ActiveState));
|
||||
return m_States[m_ActiveState];
|
||||
}
|
||||
|
||||
@@ -1,18 +1,23 @@
|
||||
#ifndef __PROPERTYBEHAVIOR__H__
|
||||
#define __PROPERTYBEHAVIOR__H__
|
||||
|
||||
#include "BehaviorStates.h"
|
||||
#include "State.h"
|
||||
|
||||
#include <optional>
|
||||
|
||||
namespace tinyxml2 {
|
||||
class XMLElement;
|
||||
}
|
||||
|
||||
enum class BehaviorState : uint32_t;
|
||||
|
||||
class AMFArrayValue;
|
||||
class BehaviorMessageBase;
|
||||
class ModelComponent;
|
||||
|
||||
struct UpdateResult {
|
||||
std::optional<BehaviorState> newState;
|
||||
};
|
||||
|
||||
/**
|
||||
* Represents the Entity of a Property Behavior and holds data associated with the behavior
|
||||
*/
|
||||
@@ -45,6 +50,7 @@ public:
|
||||
void OnHit();
|
||||
|
||||
private:
|
||||
State& GetActiveState();
|
||||
// The current active behavior state. Behaviors can only be in ONE state at a time.
|
||||
BehaviorState m_ActiveState;
|
||||
|
||||
|
||||
@@ -163,8 +163,8 @@ void State::Deserialize(const tinyxml2::XMLElement& state) {
|
||||
}
|
||||
}
|
||||
|
||||
void State::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent);
|
||||
void State::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
|
||||
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent, updateResult);
|
||||
}
|
||||
|
||||
void State::OnChatMessageReceived(const std::string& sMessage) {
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace tinyxml2 {
|
||||
|
||||
class AMFArrayValue;
|
||||
class ModelComponent;
|
||||
struct UpdateResult;
|
||||
|
||||
class State {
|
||||
public:
|
||||
@@ -21,7 +22,7 @@ public:
|
||||
void Serialize(tinyxml2::XMLElement& state) const;
|
||||
void Deserialize(const tinyxml2::XMLElement& state);
|
||||
|
||||
void Update(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
void OnHit();
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "PropertyManagementComponent.h"
|
||||
#include "PlayerManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "dMath.h"
|
||||
|
||||
#include "dChatFilter.h"
|
||||
|
||||
@@ -106,7 +105,7 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
|
||||
m_WaitingForAction = false;
|
||||
m_PausedTime = 0.0f;
|
||||
m_NextActionIndex = 0;
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
m_PreviousFramePosition = NiPoint3Constant::ZERO;
|
||||
}
|
||||
|
||||
@@ -161,91 +160,48 @@ void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
|
||||
}
|
||||
}
|
||||
|
||||
void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
auto& nextAction = GetNextAction();
|
||||
auto number = nextAction.GetValueParameterDouble();
|
||||
auto valueStr = nextAction.GetValueParameterString();
|
||||
auto numberAsInt = static_cast<int32_t>(number);
|
||||
auto nextActionType = GetNextAction().GetType();
|
||||
LOG("~number: %f, nextActionType: %s", static_cast<float>(number), nextActionType.data());
|
||||
LOG_DEBUG("Processing Strip Action: %s with number %.2f and string %s", nextActionType.data(), number, valueStr.data());
|
||||
|
||||
// TODO replace with switch case and nextActionType with enum
|
||||
/* BEGIN Move */
|
||||
if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
|
||||
m_IsRotating = false;
|
||||
// X axis
|
||||
bool isMoveLeft = nextActionType == "MoveLeft";
|
||||
int negative = isMoveLeft ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_X * negative)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionTranslation.x = isMoveLeft ? -number : number;
|
||||
m_InActionMove.x = isMoveLeft ? -number : number;
|
||||
}
|
||||
} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
|
||||
m_IsRotating = false;
|
||||
// Y axis
|
||||
bool isFlyDown = nextActionType == "FlyDown";
|
||||
int negative = isFlyDown ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Y * negative)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionTranslation.y = isFlyDown ? -number : number;
|
||||
m_InActionMove.y = isFlyDown ? -number : number;
|
||||
}
|
||||
|
||||
} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
|
||||
m_IsRotating = false;
|
||||
// Z axis
|
||||
bool isMoveBackward = nextActionType == "MoveBackward";
|
||||
int negative = isMoveBackward ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Z * negative)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionTranslation.z = isMoveBackward ? -number : number;
|
||||
m_InActionMove.z = isMoveBackward ? -number : number;
|
||||
}
|
||||
}
|
||||
/* END Move */
|
||||
|
||||
/* BEGIN Rotate */
|
||||
else if (nextActionType == "Spin" || nextActionType == "SpinNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isSpinNegative = nextActionType == "SpinNegative";
|
||||
float negative = isSpinNegative ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Y * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.y = isSpinNegative ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
// d/vi = t
|
||||
// radians/velocity = time
|
||||
// only care about the time, direction is irrelevant here
|
||||
}
|
||||
} else if (nextActionType == "Tilt" || nextActionType == "TiltNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isRotateLeft = nextActionType == "TiltNegative";
|
||||
float negative = isRotateLeft ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_X * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.x = isRotateLeft ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
}
|
||||
} else if (nextActionType == "Roll" || nextActionType == "RollNegative") {
|
||||
const float radians = Math::DegToRad(number);
|
||||
bool isRotateDown = nextActionType == "RollNegative";
|
||||
float negative = isRotateDown ? -0.261799f : 0.261799f;
|
||||
|
||||
// Default angular velocity is 3 units per second.
|
||||
if (modelComponent.TrySetAngularVelocity(NiPoint3Constant::UNIT_Z * negative)) {
|
||||
m_IsRotating = true;
|
||||
m_InActionTranslation.z = isRotateDown ? -number : number;
|
||||
m_PreviousFrameRotation = entity.GetRotation();
|
||||
}
|
||||
}
|
||||
/* END Rotate */
|
||||
|
||||
/* BEGIN Navigation */
|
||||
else if (nextActionType == "SetSpeed") {
|
||||
modelComponent.SetSpeed(number);
|
||||
@@ -268,7 +224,8 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
||||
modelComponent.AddUnSmash();
|
||||
|
||||
m_PausedTime = number;
|
||||
// since it may take time for the message to relay to clients
|
||||
m_PausedTime = number + 0.5f;
|
||||
} else if (nextActionType == "Wait") {
|
||||
m_PausedTime = number;
|
||||
} else if (nextActionType == "Chat") {
|
||||
@@ -303,6 +260,21 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
|
||||
}
|
||||
/* END Gameplay */
|
||||
/* BEGIN StateMachine */
|
||||
else if (nextActionType == "ChangeStateHome") {
|
||||
updateResult.newState = BehaviorState::HOME_STATE;
|
||||
} else if (nextActionType == "ChangeStateCircle") {
|
||||
updateResult.newState = BehaviorState::CIRCLE_STATE;
|
||||
} else if (nextActionType == "ChangeStateSquare") {
|
||||
updateResult.newState = BehaviorState::SQUARE_STATE;
|
||||
} else if (nextActionType == "ChangeStateDiamond") {
|
||||
updateResult.newState = BehaviorState::DIAMOND_STATE;
|
||||
} else if (nextActionType == "ChangeStateTriangle") {
|
||||
updateResult.newState = BehaviorState::TRIANGLE_STATE;
|
||||
} else if (nextActionType == "ChangeStateStar") {
|
||||
updateResult.newState = BehaviorState::STAR_STATE;
|
||||
}
|
||||
/* END StateMachine*/
|
||||
else {
|
||||
static std::set<std::string> g_WarnedActions;
|
||||
if (!g_WarnedActions.contains(nextActionType.data())) {
|
||||
@@ -330,37 +302,36 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
|
||||
}
|
||||
|
||||
bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_IsRotating) return true;
|
||||
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
const auto& currentPos = entity.GetPosition();
|
||||
const auto diff = currentPos - m_PreviousFramePosition;
|
||||
const auto [moveX, moveY, moveZ] = m_InActionTranslation;
|
||||
const auto [moveX, moveY, moveZ] = m_InActionMove;
|
||||
m_PreviousFramePosition = currentPos;
|
||||
|
||||
// Only want to subtract from the move if one is being performed.
|
||||
// Starts at true because we may not be doing a move at all.
|
||||
// If one is being done, then one of the move_ variables will be non-zero
|
||||
bool moveFinished = true;
|
||||
NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
|
||||
if (moveX != 0.0f) {
|
||||
m_InActionTranslation.x -= diff.x;
|
||||
m_InActionMove.x -= diff.x;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionTranslation.x) != std::signbit(moveX);
|
||||
finalPositionAdjustment.x = m_InActionTranslation.x;
|
||||
moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
|
||||
finalPositionAdjustment.x = m_InActionMove.x;
|
||||
} else if (moveY != 0.0f) {
|
||||
m_InActionTranslation.y -= diff.y;
|
||||
m_InActionMove.y -= diff.y;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionTranslation.y) != std::signbit(moveY);
|
||||
finalPositionAdjustment.y = m_InActionTranslation.y;
|
||||
moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
|
||||
finalPositionAdjustment.y = m_InActionMove.y;
|
||||
} else if (moveZ != 0.0f) {
|
||||
m_InActionTranslation.z -= diff.z;
|
||||
m_InActionMove.z -= diff.z;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionTranslation.z) != std::signbit(moveZ);
|
||||
finalPositionAdjustment.z = m_InActionTranslation.z;
|
||||
moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
|
||||
finalPositionAdjustment.z = m_InActionMove.z;
|
||||
}
|
||||
|
||||
// Once done, set the in action move & velocity to zero
|
||||
if (moveFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
|
||||
if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
|
||||
auto entityVelocity = entity.GetVelocity();
|
||||
// Zero out only the velocity that was acted on
|
||||
if (moveX != 0.0f) entityVelocity.x = 0.0f;
|
||||
@@ -370,82 +341,19 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
|
||||
// Do the final adjustment so we will have moved exactly the requested units
|
||||
entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
}
|
||||
|
||||
return moveFinished;
|
||||
}
|
||||
|
||||
bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (!m_IsRotating) return true;
|
||||
GameMessages::GetAngularVelocity getAngVel{};
|
||||
getAngVel.target = modelComponent.GetParent()->GetObjectID();
|
||||
getAngVel.Send();
|
||||
const auto curRotation = modelComponent.GetParent()->GetRotation();
|
||||
const auto diff = m_PreviousFrameRotation.Diff(curRotation).GetEulerAngles();
|
||||
LOG("Diff: x=%f, y=%f, z=%f", std::abs(Math::RadToDeg(diff.x)), std::abs(Math::RadToDeg(diff.y)), std::abs(Math::RadToDeg(diff.z)));
|
||||
LOG("Velocity: x=%f, y=%f, z=%f", Math::RadToDeg(getAngVel.angVelocity.x) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.y) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.z) * deltaTime);
|
||||
m_PreviousFrameRotation = curRotation;
|
||||
auto angVel = diff;
|
||||
angVel.x = std::abs(Math::RadToDeg(angVel.x));
|
||||
angVel.y = std::abs(Math::RadToDeg(angVel.y));
|
||||
angVel.z = std::abs(Math::RadToDeg(angVel.z));
|
||||
const auto [rotateX, rotateY, rotateZ] = m_InActionTranslation;
|
||||
bool rotateFinished = true;
|
||||
NiPoint3 finalRotationAdjustment = NiPoint3Constant::ZERO;
|
||||
if (rotateX != 0.0f) {
|
||||
m_InActionTranslation.x -= angVel.x;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.x) != std::signbit(rotateX);
|
||||
finalRotationAdjustment.x = Math::DegToRad(m_InActionTranslation.x);
|
||||
} else if (rotateY != 0.0f) {
|
||||
m_InActionTranslation.y -= angVel.y;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.y) != std::signbit(rotateY);
|
||||
finalRotationAdjustment.y = Math::DegToRad(m_InActionTranslation.y);
|
||||
} else if (rotateZ != 0.0f) {
|
||||
m_InActionTranslation.z -= angVel.z;
|
||||
rotateFinished = std::signbit(m_InActionTranslation.z) != std::signbit(rotateZ);
|
||||
finalRotationAdjustment.z = Math::DegToRad(m_InActionTranslation.z);
|
||||
}
|
||||
|
||||
if (rotateFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
|
||||
LOG("Rotation finished, zeroing angVel");
|
||||
|
||||
angVel.x = Math::DegToRad(angVel.x);
|
||||
angVel.y = Math::DegToRad(angVel.y);
|
||||
angVel.z = Math::DegToRad(angVel.z);
|
||||
|
||||
if (rotateX != 0.0f) getAngVel.angVelocity.x = 0.0f;
|
||||
else if (rotateY != 0.0f) getAngVel.angVelocity.y = 0.0f;
|
||||
else if (rotateZ != 0.0f) getAngVel.angVelocity.z = 0.0f;
|
||||
|
||||
GameMessages::SetAngularVelocity setAngVel{};
|
||||
setAngVel.target = modelComponent.GetParent()->GetObjectID();
|
||||
setAngVel.angVelocity = getAngVel.angVelocity;
|
||||
setAngVel.Send();
|
||||
|
||||
// Do the final adjustment so we will have rotated exactly the requested units
|
||||
auto currentRot = modelComponent.GetParent()->GetRotation();
|
||||
NiQuaternion finalAdjustment = NiQuaternion::FromEulerAngles(finalRotationAdjustment);
|
||||
currentRot *= finalAdjustment;
|
||||
currentRot.Normalize();
|
||||
modelComponent.GetParent()->SetRotation(currentRot);
|
||||
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_IsRotating = false;
|
||||
}
|
||||
|
||||
LOG("angVel: x=%f, y=%f, z=%f", m_InActionTranslation.x, m_InActionTranslation.y, m_InActionTranslation.z);
|
||||
return rotateFinished;
|
||||
}
|
||||
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
|
||||
// No point in running a strip with only one action.
|
||||
// Strips are also designed to have 2 actions or more to run.
|
||||
if (!HasMinimumActions()) return;
|
||||
|
||||
// Return if this strip has an active movement or rotation action
|
||||
// Return if this strip has an active movement action
|
||||
if (!CheckMovement(deltaTime, modelComponent)) return;
|
||||
if (!CheckRotation(deltaTime, modelComponent)) return;
|
||||
|
||||
// Don't run this strip if we're paused.
|
||||
m_PausedTime -= deltaTime;
|
||||
@@ -463,6 +371,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
|
||||
// Check for trigger blocks and if not a trigger block proc this blocks action
|
||||
if (m_NextActionIndex == 0) {
|
||||
LOG("Behavior strip started %s", nextAction.GetType().data());
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
modelComponent.AddInteract();
|
||||
} else if (nextAction.GetType() == "OnChat") {
|
||||
@@ -473,7 +382,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
Game::entityManager->SerializeEntity(entity);
|
||||
m_WaitingForAction = true;
|
||||
} else { // should be a normal block
|
||||
ProcNormalAction(deltaTime, modelComponent);
|
||||
ProcNormalAction(deltaTime, modelComponent, updateResult);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@ namespace tinyxml2 {
|
||||
|
||||
class AMFArrayValue;
|
||||
class ModelComponent;
|
||||
struct UpdateResult;
|
||||
|
||||
class Strip {
|
||||
public:
|
||||
@@ -33,13 +34,9 @@ public:
|
||||
// Checks the movement logic for whether or not to proceed
|
||||
// Returns true if the movement can continue, false if it needs to wait more.
|
||||
bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
|
||||
|
||||
// Checks the rotation logic for whether or not to proceed
|
||||
// Returns true if the rotation can continue, false if it needs to wait more.
|
||||
bool CheckRotation(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
void SpawnDrop(LOT dropLOT, Entity& entity);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
void RemoveStates(ModelComponent& modelComponent) const;
|
||||
|
||||
// 2 actions are required for strips to work
|
||||
@@ -51,9 +48,6 @@ private:
|
||||
// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
|
||||
bool m_WaitingForAction{ false };
|
||||
|
||||
// True if this strip is currently rotating
|
||||
bool m_IsRotating{ false };
|
||||
|
||||
// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
|
||||
// Actions that do not use time do not use this (ex. positions).
|
||||
float m_PausedTime{ 0.0f };
|
||||
@@ -67,17 +61,13 @@ private:
|
||||
// The location of this strip on the UGBehaviorEditor UI
|
||||
StripUiPosition m_Position;
|
||||
|
||||
// The current actions remaining translation to the target
|
||||
// The current actions remaining distance to the target
|
||||
// Only 1 of these vertexs' will be active at once for any given strip.
|
||||
NiPoint3 m_InActionTranslation{};
|
||||
NiPoint3 m_InActionMove{};
|
||||
|
||||
// The position of the parent model on the previous frame
|
||||
NiPoint3 m_PreviousFramePosition{};
|
||||
|
||||
NiPoint3 m_RotationRemaining{};
|
||||
|
||||
NiQuaternion m_PreviousFrameRotation{};
|
||||
|
||||
NiPoint3 m_SavedVelocity{};
|
||||
};
|
||||
|
||||
|
||||
@@ -21,6 +21,8 @@
|
||||
#include "TeamManager.h"
|
||||
#include "CDObjectsTable.h"
|
||||
#include "ObjectIDManager.h"
|
||||
#include "CDActivitiesTable.h"
|
||||
#include "ScriptedActivityComponent.h"
|
||||
|
||||
namespace {
|
||||
std::unordered_set<uint32_t> CachedMatrices;
|
||||
@@ -142,13 +144,17 @@ void DropFactionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
|
||||
// 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) {
|
||||
void DropFactionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
||||
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::IsDead isDeadMsg{};
|
||||
// Skip dead players
|
||||
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) continue;
|
||||
|
||||
GameMessages::GetFactionTokenType factionTokenType{};
|
||||
factionTokenType.target = member;
|
||||
// If we're not in a faction, this message will return false
|
||||
@@ -186,7 +192,7 @@ void DropPowerupLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
// 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) {
|
||||
void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
||||
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);
|
||||
@@ -198,6 +204,10 @@ void DropPowerupLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
memberPosMsg.Send();
|
||||
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
||||
|
||||
GameMessages::IsDead isDeadMsg{};
|
||||
// Skip dead players
|
||||
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) 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();
|
||||
@@ -230,7 +240,7 @@ void DropMissionLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
|
||||
// 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) {
|
||||
void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
||||
GameMessages::MissionNeedsLot needMsg{};
|
||||
needMsg.item = lootMsg.item;
|
||||
for (const auto member : team.members) {
|
||||
@@ -239,6 +249,10 @@ void DropMissionLoot(const Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
memberPosMsg.Send();
|
||||
if (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS) continue;
|
||||
|
||||
GameMessages::IsDead isDeadMsg{};
|
||||
// Skip dead players
|
||||
if (noTeamLootOnDeath && isDeadMsg.Send(member) && isDeadMsg.bDead) continue;
|
||||
|
||||
needMsg.target = member;
|
||||
// Will return false if the item is not required
|
||||
if (needMsg.Send()) {
|
||||
@@ -274,19 +288,24 @@ void DropRegularLoot(Entity& player, GameMessages::DropClientLoot& lootMsg) {
|
||||
// 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) {
|
||||
void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg, const bool noTeamLootOnDeath = false) {
|
||||
auto earningPlayer = LWOOBJID_EMPTY;
|
||||
lootMsg.lootID = ObjectIDManager::GenerateObjectID();
|
||||
CalcFinalDropPos(lootMsg);
|
||||
GameMessages::GetPosition memberPosMsg{};
|
||||
GameMessages::IsDead isDeadMsg{};
|
||||
// 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 (noTeamLootOnDeath) {
|
||||
isDeadMsg.target = earningPlayer;
|
||||
// Skip dead players
|
||||
isDeadMsg.Send();
|
||||
}
|
||||
} while (isDeadMsg.bDead || (NiPoint3::Distance(memberPosMsg.pos, lootMsg.spawnPos) > g_MAX_DROP_RADIUS));
|
||||
if (team.lootOption == 0 /* Shared loot */) {
|
||||
lootMsg.target = earningPlayer;
|
||||
lootMsg.ownerID = earningPlayer;
|
||||
@@ -304,7 +323,7 @@ void DropRegularLoot(Team& team, GameMessages::DropClientLoot& lootMsg) {
|
||||
DistrbuteMsgToTeam(lootMsg, team);
|
||||
}
|
||||
|
||||
void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDropInfo>& rolledItems, uint32_t minCoins, uint32_t maxCoins) {
|
||||
void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDropInfo>& rolledItems, uint32_t minCoins, uint32_t maxCoins, const bool noTeamLootOnDeath) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
const auto playerID = player->GetObjectID();
|
||||
if (!player || !player->IsPlayer()) {
|
||||
@@ -342,45 +361,53 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
|
||||
const CDObjects& object = objectsTable->GetByID(lootLot);
|
||||
|
||||
if (lootLot == TOKEN_PROXY) {
|
||||
team ? DropFactionLoot(*team, lootMsg) : DropFactionLoot(*player, lootMsg);
|
||||
team ? DropFactionLoot(*team, lootMsg, noTeamLootOnDeath) : DropFactionLoot(*player, lootMsg);
|
||||
} else if (info.table.MissionDrop) {
|
||||
team ? DropMissionLoot(*team, lootMsg) : DropMissionLoot(*player, lootMsg);
|
||||
team ? DropMissionLoot(*team, lootMsg, noTeamLootOnDeath) : DropMissionLoot(*player, lootMsg);
|
||||
} else if (object.type == "Powerup") {
|
||||
team ? DropPowerupLoot(*team, lootMsg) : DropPowerupLoot(*player, lootMsg);
|
||||
team ? DropPowerupLoot(*team, lootMsg, noTeamLootOnDeath) : DropPowerupLoot(*player, lootMsg);
|
||||
} else {
|
||||
team ? DropRegularLoot(*team, lootMsg) : DropRegularLoot(*player, lootMsg);
|
||||
team ? DropRegularLoot(*team, lootMsg, noTeamLootOnDeath) : 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;
|
||||
// Filter out dead player if we need to
|
||||
std::vector<LWOOBJID> lootEarners;
|
||||
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;
|
||||
CalcFinalDropPos(lootMsg);
|
||||
lootMsg.Send();
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
||||
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
||||
if (noTeamLootOnDeath) {
|
||||
for (const auto member : team->members) {
|
||||
GameMessages::IsDead isDeadMsg{};
|
||||
isDeadMsg.target = member;
|
||||
if (isDeadMsg.Send() && !isDeadMsg.bDead) {
|
||||
lootEarners.push_back(member);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
lootEarners = team->members;
|
||||
}
|
||||
} else {
|
||||
lootEarners.push_back(playerID);
|
||||
}
|
||||
|
||||
// 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));
|
||||
// Just in case its empty don't allow divide by 0
|
||||
const auto droppedCoins = lootEarners.empty() ? coinRoll : static_cast<uint32_t>(std::ceil(static_cast<float>(coinRoll) / lootEarners.size()));
|
||||
|
||||
// Drops coins for each alive member of a team (or just a player)
|
||||
for (auto member : lootEarners) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = playerID;
|
||||
lootMsg.ownerID = playerID;
|
||||
lootMsg.target = member;
|
||||
lootMsg.ownerID = member;
|
||||
lootMsg.currency = droppedCoins;
|
||||
lootMsg.spawnPos = spawnPosition;
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
CalcFinalDropPos(lootMsg);
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(player->GetSystemAddress());
|
||||
const auto* const memberEntity = Game::entityManager->GetEntity(member);
|
||||
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -533,6 +560,9 @@ void Loot::GiveActivityLoot(Entity* player, const LWOOBJID source, uint32_t acti
|
||||
void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex, uint32_t minCoins, uint32_t maxCoins) {
|
||||
player = player->GetOwner(); // if the owner is overwritten, we collect that here
|
||||
|
||||
auto* scriptedActivityComponent = Game::entityManager->GetZoneControlEntity()->GetComponent<ScriptedActivityComponent>();
|
||||
const bool noTeamLootOnDeath = scriptedActivityComponent ? scriptedActivityComponent->GetNoTeamLootOnDeath() : false;
|
||||
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
|
||||
if (!inventoryComponent)
|
||||
@@ -540,7 +570,7 @@ void Loot::DropLoot(Entity* player, const LWOOBJID source, uint32_t matrixIndex,
|
||||
|
||||
const auto result = ::RollLootMatrix(matrixIndex);
|
||||
|
||||
::DropLoot(player, source, result, minCoins, maxCoins);
|
||||
::DropLoot(player, source, result, minCoins, maxCoins, noTeamLootOnDeath);
|
||||
}
|
||||
|
||||
void Loot::DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating) {
|
||||
|
||||
@@ -893,10 +893,10 @@ void SlashCommandHandler::Startup() {
|
||||
|
||||
Command GmInvisCommand{
|
||||
.help = "Toggles invisibility for the character",
|
||||
.info = "Toggles invisibility for the character, though it's currently a bit buggy. Requires nonzero GM Level for the character, but the account must have a GM level of 8",
|
||||
.info = "Toggles invisibility for the character, making them invisible to other players and lower GM levels",
|
||||
.aliases = { "gminvis" },
|
||||
.handle = GMGreaterThanZeroCommands::GmInvis,
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
.requiredLevel = eGameMasterLevel::FORUM_MODERATOR
|
||||
};
|
||||
RegisterCommand(GmInvisCommand);
|
||||
|
||||
@@ -1052,7 +1052,7 @@ void SlashCommandHandler::Startup() {
|
||||
.info = "Resurrects the player",
|
||||
.aliases = { "resurrect" },
|
||||
.handle = GMZeroCommands::Resurrect,
|
||||
.requiredLevel = eGameMasterLevel::CIVILIAN
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
};
|
||||
RegisterCommand(ResurrectCommand);
|
||||
|
||||
|
||||
@@ -26,6 +26,8 @@
|
||||
#include "Database.h"
|
||||
#include "CDObjectsTable.h"
|
||||
#include "CDRewardCodesTable.h"
|
||||
#include "CDLootMatrixTable.h"
|
||||
#include "CDLootTableTable.h"
|
||||
|
||||
// Components
|
||||
#include "BuffComponent.h"
|
||||
@@ -89,7 +91,8 @@ namespace DEVGMCommands {
|
||||
GameMessages::SendChatModeUpdate(entity->GetObjectID(), eGameMasterLevel::CIVILIAN);
|
||||
entity->SetGMLevel(eGameMasterLevel::CIVILIAN);
|
||||
|
||||
GameMessages::SendToggleGMInvis(entity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
GameMessages::ToggleGMInvis msg;
|
||||
msg.Send(entity->GetObjectID());
|
||||
|
||||
GameMessages::SendSlashCommandFeedbackText(entity, u"Your game master level has been changed, you may not be able to use all commands.");
|
||||
}
|
||||
@@ -176,14 +179,15 @@ namespace DEVGMCommands {
|
||||
charComp->m_Character->SetRightHand(minifigItemId);
|
||||
} else {
|
||||
Game::entityManager->ConstructEntity(entity);
|
||||
Game::entityManager->ConstructEntity(entity, entity->GetSystemAddress());
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Invalid Minifig item to change, try one of the following: Eyebrows, Eyes, HairColor, HairStyle, Pants, LeftHand, Mouth, RightHand, Shirt, Hands");
|
||||
return;
|
||||
}
|
||||
|
||||
Game::entityManager->ConstructEntity(entity);
|
||||
Game::entityManager->ConstructEntity(entity, entity->GetSystemAddress());
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(lowerName) + u" set to " + (GeneralUtils::to_u16string(minifigItemId)));
|
||||
|
||||
GameMessages::SendToggleGMInvis(entity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS); // need to retoggle because it gets reenabled on creation of new character
|
||||
}
|
||||
|
||||
void PlayAnimation(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
@@ -377,8 +381,6 @@ namespace DEVGMCommands {
|
||||
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?");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -743,11 +745,40 @@ namespace DEVGMCommands {
|
||||
|
||||
auto tables = query.execQuery();
|
||||
|
||||
std::map<LOT, std::string> lotToName{};
|
||||
std::map<std::string, LOT> nameToLot{};
|
||||
while (!tables.eof()) {
|
||||
std::string message = std::to_string(tables.getIntField("id")) + " - " + tables.getStringField("name");
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::UTF8ToUTF16(message, message.size()));
|
||||
const auto lot = tables.getIntField("id");
|
||||
const auto name = tables.getStringField("name");
|
||||
lotToName[lot] = name;
|
||||
nameToLot[name] = lot;
|
||||
tables.nextRow();
|
||||
}
|
||||
|
||||
// if there arent a ton of results, print them to chat instead
|
||||
if (lotToName.size() < 5) {
|
||||
std::stringstream ss;
|
||||
ss << "Lookup results for \"" << args << "\":";
|
||||
for (const auto& [lot, name] : lotToName) {
|
||||
ss << "\nLOT: " << lot << " - Name: " << name;
|
||||
}
|
||||
ChatPackets::SendSystemMessage(sysAddr, ss.str());
|
||||
} else {
|
||||
AMFArrayValue response;
|
||||
response.Insert("visible", true);
|
||||
response.Insert("objectID", "Search Results for: " + args);
|
||||
response.Insert("serverInfo", true);
|
||||
auto* const info = response.InsertArray("data");
|
||||
auto& lotSort = info->PushDebug("Sorted by LOT");
|
||||
for (const auto& [lot, name] : lotToName) {
|
||||
auto& entry = lotSort.PushDebug<AMFStringValue>(std::to_string(lot)) = name;
|
||||
}
|
||||
auto& nameSort = info->PushDebug("Sorted by Name");
|
||||
for (const auto& [name, lot] : nameToLot) {
|
||||
auto& entry = nameSort.PushDebug<AMFStringValue>(name) = std::to_string(lot);
|
||||
}
|
||||
GameMessages::SendUIMessageServerToSingleClient("ToggleObjectDebugger", response, sysAddr);
|
||||
}
|
||||
}
|
||||
|
||||
void Spawn(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
@@ -1247,38 +1278,30 @@ namespace DEVGMCommands {
|
||||
}
|
||||
|
||||
void Metrics(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
AMFArrayValue response;
|
||||
response.Insert("visible", true);
|
||||
response.Insert("objectID", "Metrics");
|
||||
response.Insert("serverInfo", true);
|
||||
auto* info = response.InsertArray("data");
|
||||
for (const auto variable : Metrics::GetAllMetrics()) {
|
||||
auto& metricData = info->PushDebug(StringifiedEnum::ToString(variable));
|
||||
|
||||
auto* metric = Metrics::GetMetric(variable);
|
||||
|
||||
if (metric == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(
|
||||
sysAddr,
|
||||
GeneralUtils::ASCIIToUTF16(Metrics::MetricVariableToString(variable)) +
|
||||
u": " +
|
||||
GeneralUtils::to_u16string(Metrics::ToMiliseconds(metric->average)) +
|
||||
u"ms"
|
||||
);
|
||||
metricData.PushDebug<AMFStringValue>("Maximum") = std::to_string(Metrics::ToMiliseconds(metric->max)) + "ms";
|
||||
metricData.PushDebug<AMFStringValue>("Minimum") = std::to_string(Metrics::ToMiliseconds(metric->min)) + "ms";
|
||||
metricData.PushDebug<AMFStringValue>("Average") = std::to_string(Metrics::ToMiliseconds(metric->average)) + "ms";
|
||||
metricData.PushDebug<AMFStringValue>("Measurements Count") = std::to_string(metric->measurementSize);
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(
|
||||
sysAddr,
|
||||
u"Peak RSS: " + GeneralUtils::to_u16string(static_cast<float>(static_cast<double>(Metrics::GetPeakRSS()) / 1.024e6)) +
|
||||
u"MB"
|
||||
);
|
||||
|
||||
ChatPackets::SendSystemMessage(
|
||||
sysAddr,
|
||||
u"Current RSS: " + GeneralUtils::to_u16string(static_cast<float>(static_cast<double>(Metrics::GetCurrentRSS()) / 1.024e6)) +
|
||||
u"MB"
|
||||
);
|
||||
|
||||
ChatPackets::SendSystemMessage(
|
||||
sysAddr,
|
||||
u"Process ID: " + GeneralUtils::to_u16string(Metrics::GetProcessID())
|
||||
);
|
||||
auto& processInfo = info->PushDebug("Process Info");
|
||||
processInfo.PushDebug<AMFStringValue>("Peak RSS") = std::to_string(static_cast<double>(Metrics::GetPeakRSS()) / 1.024e6) + "MB";
|
||||
processInfo.PushDebug<AMFStringValue>("Current RSS") = std::to_string(static_cast<double>(Metrics::GetCurrentRSS()) / 1.024e6) + "MB";
|
||||
processInfo.PushDebug<AMFIntValue>("Process ID") = Metrics::GetProcessID();
|
||||
GameMessages::SendUIMessageServerToSingleClient("ToggleObjectDebugger", response, sysAddr);
|
||||
}
|
||||
|
||||
void ReloadConfig(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
@@ -1310,19 +1333,30 @@ namespace DEVGMCommands {
|
||||
const auto loops = GeneralUtils::TryParse<uint32_t>(splitArgs[2]);
|
||||
if (!loops) return;
|
||||
|
||||
auto* const lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
auto* const lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
bool found = false;
|
||||
for (const auto& entry : lootMatrixTable->GetMatrix(lootMatrixIndex.value())) {
|
||||
for (const auto& loot : lootTableTable->GetTable(entry.LootTableIndex)) {
|
||||
found = targetLot.value() == loot.itemid;
|
||||
if (found) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
std::stringstream ss;
|
||||
ss << "Target LOT " << targetLot.value() << " not found in loot matrix " << lootMatrixIndex.value() << ".";
|
||||
ChatPackets::SendSystemMessage(sysAddr, ss.str());
|
||||
return;
|
||||
}
|
||||
|
||||
uint64_t totalRuns = 0;
|
||||
|
||||
for (uint32_t i = 0; i < loops; i++) {
|
||||
while (true) {
|
||||
const auto lootRoll = Loot::RollLootMatrix(nullptr, lootMatrixIndex.value());
|
||||
totalRuns += 1;
|
||||
bool doBreak = false;
|
||||
for (const auto& kv : lootRoll) {
|
||||
if (static_cast<uint32_t>(kv.first) == targetLot) {
|
||||
doBreak = true;
|
||||
}
|
||||
}
|
||||
if (doBreak) break;
|
||||
if (lootRoll.contains(targetLot.value())) break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -275,7 +275,8 @@ namespace GMGreaterThanZeroCommands {
|
||||
}
|
||||
|
||||
void GmInvis(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
GameMessages::SendToggleGMInvis(entity->GetObjectID(), true, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
GameMessages::ToggleGMInvis msg;
|
||||
msg.Send(entity->GetObjectID());
|
||||
}
|
||||
|
||||
void SetName(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
|
||||
@@ -58,6 +58,10 @@ void ChatPackets::SendChatMessage(const SystemAddress& sysAddr, char chatChannel
|
||||
SEND_PACKET_BROADCAST;
|
||||
}
|
||||
|
||||
void ChatPackets::SendSystemMessage(const SystemAddress& sysAddr, const std::string& message, const bool broadcast) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(message), broadcast);
|
||||
}
|
||||
|
||||
void ChatPackets::SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, const bool broadcast) {
|
||||
CBITSTREAM;
|
||||
BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::GENERAL_CHAT_MESSAGE);
|
||||
|
||||
@@ -58,6 +58,7 @@ namespace ChatPackets {
|
||||
};
|
||||
|
||||
void SendChatMessage(const SystemAddress& sysAddr, char chatChannel, const std::string& senderName, LWOOBJID playerObjectID, bool senderMythran, const std::u16string& message);
|
||||
void SendSystemMessage(const SystemAddress& sysAddr, const std::string& message, bool broadcast = false);
|
||||
void SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, bool broadcast = false);
|
||||
void SendMessageFail(const SystemAddress& sysAddr);
|
||||
void SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID, const SystemAddress& sysAddr);
|
||||
|
||||
@@ -92,7 +92,7 @@ void BaseEnemyApe::OnTimerDone(Entity* self, std::string timerName) {
|
||||
new LDFData<LWOOBJID>(u"ape", self->GetObjectID())
|
||||
};
|
||||
|
||||
auto* anchor = Game::entityManager->CreateEntity(entityInfo);
|
||||
auto* anchor = Game::entityManager->CreateEntity(entityInfo, nullptr, self);
|
||||
Game::entityManager->ConstructEntity(anchor);
|
||||
self->SetVar<LWOOBJID>(u"QB", anchor->GetObjectID());
|
||||
|
||||
@@ -140,3 +140,9 @@ void BaseEnemyApe::StunApe(Entity* self, bool stunState) {
|
||||
self->SetBoolean(u"knockedOut", stunState);
|
||||
}
|
||||
}
|
||||
|
||||
void BaseEnemyApe::OnChildRemoved(Entity& self, GameMessages::ChildRemoved& childRemoved) {
|
||||
if (self.GetVar<LWOOBJID>(u"QB") == childRemoved.childID) {
|
||||
self.SetVar<LWOOBJID>(u"QB", LWOOBJID_EMPTY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ public:
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
|
||||
int32_t param3) override;
|
||||
void OnChildRemoved(Entity& self, GameMessages::ChildRemoved& childRemoved) override;
|
||||
private:
|
||||
static void StunApe(Entity* self, bool stunState);
|
||||
};
|
||||
|
||||
@@ -20,24 +20,10 @@ void TreasureChestDragonServer::OnUse(Entity* self, Entity* user) {
|
||||
if (scriptedActivityComponent == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto rating = 1;
|
||||
|
||||
|
||||
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
||||
|
||||
if (team != nullptr) {
|
||||
rating = team->members.size();
|
||||
|
||||
for (const auto member : team->members) {
|
||||
auto* memberObject = Game::entityManager->GetEntity(member);
|
||||
|
||||
if (memberObject == nullptr) continue;
|
||||
|
||||
Loot::DropActivityLoot(memberObject, self->GetObjectID(), scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
} else {
|
||||
Loot::DropActivityLoot(user, self->GetObjectID(), scriptedActivityComponent->GetActivityID(), rating);
|
||||
}
|
||||
|
||||
Loot::DropActivityLoot(user, self->GetObjectID(), scriptedActivityComponent->GetActivityID(), team ? team->members.size() : 1);
|
||||
|
||||
self->Smash(self->GetObjectID());
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "EntityManager.h"
|
||||
#include "dZoneManager.h"
|
||||
#include "Loot.h"
|
||||
#include "dServer.h"
|
||||
|
||||
void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
|
||||
auto* sac = self->GetComponent<ScriptedActivityComponent>();
|
||||
@@ -18,25 +19,9 @@ void MinigameTreasureChestServer::OnUse(Entity* self, Entity* user) {
|
||||
UpdatePlayer(self, user->GetObjectID());
|
||||
|
||||
auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
|
||||
uint32_t activityRating = 0;
|
||||
if (team != nullptr) {
|
||||
for (const auto& teamMemberID : team->members) {
|
||||
auto* teamMember = Game::entityManager->GetEntity(teamMemberID);
|
||||
if (teamMember != nullptr) {
|
||||
activityRating = CalculateActivityRating(self, teamMemberID);
|
||||
|
||||
if (self->GetLOT() == frakjawChestId) activityRating = team->members.size();
|
||||
|
||||
Loot::DropActivityLoot(teamMember, self->GetObjectID(), sac->GetActivityID(), activityRating);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
activityRating = CalculateActivityRating(self, user->GetObjectID());
|
||||
|
||||
if (self->GetLOT() == frakjawChestId) activityRating = 1;
|
||||
|
||||
Loot::DropActivityLoot(user, self->GetObjectID(), sac->GetActivityID(), activityRating);
|
||||
}
|
||||
uint32_t activityRating = CalculateActivityRating(self, user->GetObjectID());
|
||||
if (self->GetLOT() == frakjawChestId || Game::server->GetZoneID() == 1204) activityRating = team != nullptr ? team->members.size() : 1;
|
||||
Loot::DropActivityLoot(user, self->GetObjectID(), sac->GetActivityID(), activityRating);
|
||||
|
||||
sac->PlayerRemove(user->GetObjectID());
|
||||
|
||||
|
||||
@@ -383,6 +383,8 @@ namespace CppScripts {
|
||||
* @param fire The child info
|
||||
*/
|
||||
virtual void OnChildLoaded(Entity& self, GameMessages::ChildLoaded& childLoaded) {};
|
||||
|
||||
virtual void OnChildRemoved(Entity& self, GameMessages::ChildRemoved& childRemoved) {};
|
||||
};
|
||||
|
||||
Script* const GetScript(Entity* parent, const std::string& scriptName);
|
||||
|
||||
@@ -19,7 +19,7 @@ void NsWinterRaceServer::OnStartup(Entity* self) {
|
||||
raceSet.push_back(make_unique<LDFData<std::u16string>>("Race_PathName", u"MainPath"));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Current_Lap", 1));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Number_of_Laps", 3));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("activityID", 42));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("activityID", 60));
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_1", 100));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_2", 90));
|
||||
|
||||
@@ -184,7 +184,7 @@ static void DLOG(char ch, void *param) {
|
||||
static size_t len{};
|
||||
if (ch != '\n') buf[len++] = ch; // we provide the newline in our logger
|
||||
if (ch == '\n' || len >= sizeof(buf)) {
|
||||
LOG_DEBUG("%.*s", static_cast<int>(len), buf);
|
||||
if (Game::logger) LOG_DEBUG("%.*s", static_cast<int>(len), buf);
|
||||
len = 0;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user