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web-dashbo
| Author | SHA1 | Date | |
|---|---|---|---|
| d532a9b063 | |||
| 5453d163a3 |
29
.github/copilot-instructions.md
vendored
29
.github/copilot-instructions.md
vendored
@@ -1,29 +0,0 @@
|
||||
# GitHub Copilot Instructions
|
||||
|
||||
* c++20 standard, please use the latest features except NO modules.
|
||||
* use `.contains` for searching in associative containers
|
||||
* use const as much as possible. If it can be const, it should be made const
|
||||
* DO NOT USE const_cast EVER.
|
||||
* use `cstdint` bitwidth types ALWAYS for integral types.
|
||||
* NEVER use std::wstring. If wide strings are necessary, use std::u16string with conversion utilties in GeneralUtils.h.
|
||||
* Functions are ALWAYS PascalCase.
|
||||
* local variables are camelCase
|
||||
* NEVER use snake case
|
||||
* indentation is TABS, not SPACES.
|
||||
* TABS are 4 spaces by default
|
||||
* Use trailing braces ALWAYS
|
||||
* global variables are prefixed with `g_`
|
||||
* if global variables or functions are needed, they should be located in an anonymous namespace
|
||||
* Use `GeneralUtils::TryParse` for ANY parsing of strings to integrals.
|
||||
* Use brace initialization when possible.
|
||||
* ALWAYS default initialize variables.
|
||||
* Pointers should be avoided unless necessary. Use references when the pointer has been checked and should not be null
|
||||
* 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.
|
||||
* NEVER USE `RakNet::BitStream::ReadBit`
|
||||
* 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
|
||||
* Be wary of TOCTOU. Prevent all possible issues relating to TOCTOU.
|
||||
* 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.
|
||||
* When using auto, ALWAYS put a * for pointers.
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||||
@@ -89,6 +89,7 @@ elseif(MSVC)
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add_compile_options("/wd4267" "/utf-8" "/volatile:iso" "/Zc:inline")
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elseif(WIN32)
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||||
add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
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add_compile_definitions(NOMINMAX)
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endif()
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||||
|
||||
# Our output dir
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||||
@@ -253,6 +254,7 @@ include_directories(
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"thirdparty/MD5"
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"thirdparty/nlohmann"
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"thirdparty/mongoose"
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"thirdparty/inja"
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)
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||||
|
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# Add system specfic includes for Apple, Windows and Other Unix OS' (including Linux)
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@@ -322,6 +324,7 @@ endif()
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add_subdirectory(dWorldServer)
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add_subdirectory(dAuthServer)
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add_subdirectory(dChatServer)
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add_subdirectory(dDashboardServer)
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add_subdirectory(dMasterServer) # Add MasterServer last so it can rely on the other binaries
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target_precompile_headers(
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@@ -26,12 +26,14 @@ void HandleHTTPPlayersRequest(HTTPReply& reply, std::string body) {
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const json data = Game::playerContainer;
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reply.status = data.empty() ? eHTTPStatusCode::NO_CONTENT : eHTTPStatusCode::OK;
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reply.message = data.empty() ? "{\"error\":\"No Players Online\"}" : data.dump();
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reply.contentType = ContentType::JSON;
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}
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||||
|
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void HandleHTTPTeamsRequest(HTTPReply& reply, std::string body) {
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const json data = TeamContainer::GetTeamContainer();
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reply.status = data.empty() ? eHTTPStatusCode::NO_CONTENT : eHTTPStatusCode::OK;
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||||
reply.message = data.empty() ? "{\"error\":\"No Teams Online\"}" : data.dump();
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reply.contentType = ContentType::JSON;
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||||
}
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||||
|
||||
void HandleHTTPAnnounceRequest(HTTPReply& reply, std::string body) {
|
||||
@@ -39,6 +41,7 @@ void HandleHTTPAnnounceRequest(HTTPReply& reply, std::string body) {
|
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if (!data) {
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reply.status = eHTTPStatusCode::BAD_REQUEST;
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||||
reply.message = "{\"error\":\"Invalid JSON\"}";
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||||
reply.contentType = ContentType::JSON;
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return;
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||||
}
|
||||
|
||||
@@ -47,6 +50,7 @@ void HandleHTTPAnnounceRequest(HTTPReply& reply, std::string body) {
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||||
if (!check.empty()) {
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reply.status = eHTTPStatusCode::BAD_REQUEST;
|
||||
reply.message = check;
|
||||
reply.contentType = ContentType::JSON;
|
||||
} else {
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||||
|
||||
ChatPackets::Announcement announcement;
|
||||
@@ -56,6 +60,7 @@ void HandleHTTPAnnounceRequest(HTTPReply& reply, std::string body) {
|
||||
|
||||
reply.status = eHTTPStatusCode::OK;
|
||||
reply.message = "{\"status\":\"Announcement Sent\"}";
|
||||
reply.contentType = ContentType::JSON;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -374,21 +374,6 @@ public:
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||||
return value->Insert<AmfType>("value", std::make_unique<AmfType>());
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||||
}
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||||
|
||||
AMFArrayValue& PushDebug(const NiPoint3& point) {
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PushDebug<AMFDoubleValue>("X") = point.x;
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PushDebug<AMFDoubleValue>("Y") = point.y;
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PushDebug<AMFDoubleValue>("Z") = point.z;
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||||
return *this;
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||||
}
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||||
|
||||
AMFArrayValue& PushDebug(const NiQuaternion& rot) {
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||||
PushDebug<AMFDoubleValue>("W") = rot.w;
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||||
PushDebug<AMFDoubleValue>("X") = rot.x;
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PushDebug<AMFDoubleValue>("Y") = rot.y;
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||||
PushDebug<AMFDoubleValue>("Z") = rot.z;
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||||
return *this;
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||||
}
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||||
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private:
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/**
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* The associative portion. These values are key'd with strings to an AMFValue.
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||||
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||||
@@ -5,43 +5,13 @@
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#include "TinyXmlUtils.h"
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|
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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>
|
||||
</GroupSystems>
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||||
</LXFML>)";
|
||||
}
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||||
|
||||
Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoint3& curPosition) {
|
||||
Result toReturn;
|
||||
|
||||
// Handle empty or invalid input
|
||||
if (data.empty()) {
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
tinyxml2::XMLDocument doc;
|
||||
// Use length-based parsing to avoid expensive string copy
|
||||
const auto err = doc.Parse(data.data(), data.size());
|
||||
const auto err = doc.Parse(data.data());
|
||||
if (err != tinyxml2::XML_SUCCESS) {
|
||||
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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|
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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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||||
|
||||
@@ -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;
|
||||
|
||||
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]);
|
||||
|
||||
if (!xOpt.has_value() || !yOpt.has_value() || !zOpt.has_value()) continue;
|
||||
|
||||
auto x = xOpt.value();
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auto y = yOpt.value();
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||||
auto z = zOpt.value();
|
||||
if (x < lowest.x) lowest.x = x;
|
||||
if (y < lowest.y) lowest.y = y;
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||||
if (split.size() < 12) {
|
||||
LOG("Not enough in the split?");
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||||
continue;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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]);
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
// Deep-clone an XMLElement (attributes, text, and child elements) into a target document
|
||||
// with maximum depth protection to prevent infinite loops
|
||||
static tinyxml2::XMLElement* CloneElementDeep(const tinyxml2::XMLElement* src, tinyxml2::XMLDocument& dstDoc, int maxDepth = 100) {
|
||||
if (!src || maxDepth <= 0) return nullptr;
|
||||
auto* dst = dstDoc.NewElement(src->Name());
|
||||
|
||||
// copy attributes
|
||||
for (const tinyxml2::XMLAttribute* attr = src->FirstAttribute(); attr; attr = attr->Next()) {
|
||||
dst->SetAttribute(attr->Name(), attr->Value());
|
||||
}
|
||||
|
||||
// copy children (elements and text)
|
||||
for (const tinyxml2::XMLNode* child = src->FirstChild(); child; child = child->NextSibling()) {
|
||||
if (const tinyxml2::XMLElement* childElem = child->ToElement()) {
|
||||
// Recursively clone child elements with decremented depth
|
||||
auto* clonedChild = CloneElementDeep(childElem, dstDoc, maxDepth - 1);
|
||||
if (clonedChild) dst->InsertEndChild(clonedChild);
|
||||
} else if (const tinyxml2::XMLText* txt = child->ToText()) {
|
||||
auto* n = dstDoc.NewText(txt->Value());
|
||||
dst->InsertEndChild(n);
|
||||
} else if (const tinyxml2::XMLComment* c = child->ToComment()) {
|
||||
auto* n = dstDoc.NewComment(c->Value());
|
||||
dst->InsertEndChild(n);
|
||||
}
|
||||
}
|
||||
|
||||
return dst;
|
||||
}
|
||||
|
||||
std::vector<Lxfml::Result> Lxfml::Split(const std::string_view data, const NiPoint3& curPosition) {
|
||||
std::vector<Result> results;
|
||||
|
||||
// Handle empty or invalid input
|
||||
if (data.empty()) {
|
||||
return results;
|
||||
}
|
||||
|
||||
// Prevent processing extremely large inputs that could cause hangs
|
||||
if (data.size() > 10000000) { // 10MB limit
|
||||
return results;
|
||||
}
|
||||
|
||||
tinyxml2::XMLDocument doc;
|
||||
// Use length-based parsing to avoid expensive string copy
|
||||
const auto err = doc.Parse(data.data(), data.size());
|
||||
if (err != tinyxml2::XML_SUCCESS) {
|
||||
return results;
|
||||
}
|
||||
|
||||
auto* lxfml = doc.FirstChildElement("LXFML");
|
||||
if (!lxfml) {
|
||||
return results;
|
||||
}
|
||||
|
||||
// Build maps: partRef -> Part element, partRef -> Brick element, boneRef -> partRef, brickRef -> Brick element
|
||||
std::unordered_map<std::string, tinyxml2::XMLElement*> partRefToPart;
|
||||
std::unordered_map<std::string, tinyxml2::XMLElement*> partRefToBrick;
|
||||
std::unordered_map<std::string, std::string> boneRefToPartRef;
|
||||
std::unordered_map<std::string, tinyxml2::XMLElement*> brickByRef;
|
||||
|
||||
auto* bricksParent = lxfml->FirstChildElement("Bricks");
|
||||
if (bricksParent) {
|
||||
for (auto* brick = bricksParent->FirstChildElement("Brick"); brick; brick = brick->NextSiblingElement("Brick")) {
|
||||
const char* brickRef = brick->Attribute("refID");
|
||||
if (brickRef) brickByRef.emplace(std::string(brickRef), brick);
|
||||
for (auto* part = brick->FirstChildElement("Part"); part; part = part->NextSiblingElement("Part")) {
|
||||
const char* partRef = part->Attribute("refID");
|
||||
if (partRef) {
|
||||
partRefToPart.emplace(std::string(partRef), part);
|
||||
partRefToBrick.emplace(std::string(partRef), brick);
|
||||
}
|
||||
auto* bone = part->FirstChildElement("Bone");
|
||||
if (bone) {
|
||||
const char* boneRef = bone->Attribute("refID");
|
||||
if (boneRef) boneRefToPartRef.emplace(std::string(boneRef), partRef ? std::string(partRef) : std::string());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Collect RigidSystem elements
|
||||
std::vector<tinyxml2::XMLElement*> rigidSystems;
|
||||
auto* rigidSystemsParent = lxfml->FirstChildElement("RigidSystems");
|
||||
if (rigidSystemsParent) {
|
||||
for (auto* rs = rigidSystemsParent->FirstChildElement("RigidSystem"); rs; rs = rs->NextSiblingElement("RigidSystem")) {
|
||||
rigidSystems.push_back(rs);
|
||||
}
|
||||
}
|
||||
|
||||
// Collect top-level groups (immediate children of GroupSystem)
|
||||
std::vector<tinyxml2::XMLElement*> groupRoots;
|
||||
auto* groupSystemsParent = lxfml->FirstChildElement("GroupSystems");
|
||||
if (groupSystemsParent) {
|
||||
for (auto* gs = groupSystemsParent->FirstChildElement("GroupSystem"); gs; gs = gs->NextSiblingElement("GroupSystem")) {
|
||||
for (auto* group = gs->FirstChildElement("Group"); group; group = group->NextSiblingElement("Group")) {
|
||||
groupRoots.push_back(group);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
std::unordered_set<tinyxml2::XMLElement*> usedGroups;
|
||||
|
||||
// Helper to create output document from sets of brick refs and rigidsystem pointers
|
||||
auto makeOutput = [&](const std::unordered_set<std::string>& bricksToInclude, const std::vector<tinyxml2::XMLElement*>& rigidSystemsToInclude, const std::vector<tinyxml2::XMLElement*>& groupsToInclude = {}) {
|
||||
tinyxml2::XMLDocument outDoc;
|
||||
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);
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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
|
||||
8
dDashboardServer/CMakeLists.txt
Normal file
8
dDashboardServer/CMakeLists.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
set(DDASHBOARDSERVER_SOURCES
|
||||
"DashboardWeb.cpp"
|
||||
)
|
||||
|
||||
add_executable(DashboardServer "DashboardServer.cpp" "DashboardWeb.cpp")
|
||||
target_link_libraries(DashboardServer ${COMMON_LIBRARIES} dServer dWeb)
|
||||
target_include_directories(DashboardServer PRIVATE ${PROJECT_SOURCE_DIR}/dServer ${PROJECT_SOURCE_DIR}/dWeb)
|
||||
add_compile_definitions(DashboardServer PRIVATE PROJECT_VERSION="\"${PROJECT_VERSION}\"")
|
||||
182
dDashboardServer/DashboardServer.cpp
Normal file
182
dDashboardServer/DashboardServer.cpp
Normal file
@@ -0,0 +1,182 @@
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
|
||||
//DLU Includes:
|
||||
#include "dCommonVars.h"
|
||||
#include "dServer.h"
|
||||
#include "Logger.h"
|
||||
#include "Database.h"
|
||||
#include "dConfig.h"
|
||||
#include "Diagnostics.h"
|
||||
#include "AssetManager.h"
|
||||
#include "BinaryPathFinder.h"
|
||||
#include "ServiceType.h"
|
||||
#include "StringifiedEnum.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Server.h"
|
||||
|
||||
//RakNet includes:
|
||||
#include "RakNetDefines.h"
|
||||
#include "MessageIdentifiers.h"
|
||||
|
||||
#include "DashboardWeb.h"
|
||||
|
||||
namespace Game {
|
||||
Logger* logger = nullptr;
|
||||
dServer* server = nullptr;
|
||||
dConfig* config = nullptr;
|
||||
AssetManager* assetManager = nullptr;
|
||||
Game::signal_t lastSignal = 0;
|
||||
std::mt19937 randomEngine;
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
constexpr uint32_t dashboardFramerate = mediumFramerate;
|
||||
constexpr uint32_t dashboardFrameDelta = mediumFrameDelta;
|
||||
Diagnostics::SetProcessName("Dashboard");
|
||||
Diagnostics::SetProcessFileName(argv[0]);
|
||||
Diagnostics::Initialize();
|
||||
|
||||
std::signal(SIGINT, Game::OnSignal);
|
||||
std::signal(SIGTERM, Game::OnSignal);
|
||||
|
||||
Game::config = new dConfig("dashboardconfig.ini");
|
||||
|
||||
//Create all the objects we need to run our service:
|
||||
Server::SetupLogger("DashboardServer");
|
||||
if (!Game::logger) return EXIT_FAILURE;
|
||||
Game::config->LogSettings();
|
||||
|
||||
//Read our config:
|
||||
|
||||
LOG("Starting Dashboard server...");
|
||||
LOG("Version: %s", PROJECT_VERSION);
|
||||
LOG("Compiled on: %s", __TIMESTAMP__);
|
||||
|
||||
try {
|
||||
std::string clientPathStr = Game::config->GetValue("client_location");
|
||||
if (clientPathStr.empty()) clientPathStr = "./res";
|
||||
std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
|
||||
if (clientPath.is_relative()) {
|
||||
clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
|
||||
}
|
||||
|
||||
Game::assetManager = new AssetManager(clientPath);
|
||||
} catch (std::runtime_error& ex) {
|
||||
LOG("Got an error while setting up assets: %s", ex.what());
|
||||
delete Game::logger;
|
||||
delete Game::config;
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
//Connect to the Database
|
||||
try {
|
||||
Database::Connect();
|
||||
} catch (std::exception& ex) {
|
||||
LOG("Got an error while connecting to the database: %s", ex.what());
|
||||
Database::Destroy("DashboardServer");
|
||||
delete Game::logger;
|
||||
delete Game::config;
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// setup the chat api web server
|
||||
const uint32_t web_server_port = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("web_server_port")).value_or(80);
|
||||
if (!Game::web.Startup("localhost", web_server_port)) {
|
||||
// if we want the web server and it fails to start, exit
|
||||
LOG("Failed to start web server, shutting down.");
|
||||
Database::Destroy("DashboardServer");
|
||||
delete Game::logger;
|
||||
delete Game::config;
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
DashboardWeb::RegisterRoutes();
|
||||
|
||||
//Find out the master's IP:
|
||||
std::string masterIP;
|
||||
uint32_t masterPort = 1000;
|
||||
std::string masterPassword;
|
||||
auto masterInfo = Database::Get()->GetMasterInfo();
|
||||
if (masterInfo) {
|
||||
masterIP = masterInfo->ip;
|
||||
masterPort = masterInfo->port;
|
||||
masterPassword = masterInfo->password;
|
||||
}
|
||||
|
||||
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
|
||||
std::string ourIP = "localhost";
|
||||
const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
|
||||
const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("dashboard_server_port")).value_or(2006);
|
||||
const auto externalIPString = Game::config->GetValue("external_ip");
|
||||
if (!externalIPString.empty()) ourIP = externalIPString;
|
||||
|
||||
Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::COMMON, Game::config, &Game::lastSignal, masterPassword);
|
||||
|
||||
Game::randomEngine = std::mt19937(time(0));
|
||||
|
||||
//Run it until server gets a kill message from Master:
|
||||
auto t = std::chrono::high_resolution_clock::now();
|
||||
Packet* packet = nullptr;
|
||||
constexpr uint32_t logFlushTime = 30 * dashboardFramerate; // 30 seconds in frames
|
||||
constexpr uint32_t sqlPingTime = 10 * 60 * dashboardFramerate; // 10 minutes in frames
|
||||
uint32_t framesSinceLastFlush = 0;
|
||||
uint32_t framesSinceMasterDisconnect = 0;
|
||||
uint32_t framesSinceLastSQLPing = 0;
|
||||
|
||||
auto lastTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
Game::logger->Flush(); // once immediately before main loop
|
||||
while (!Game::ShouldShutdown()) {
|
||||
// Check if we're still connected to master:
|
||||
if (!Game::server->GetIsConnectedToMaster()) {
|
||||
framesSinceMasterDisconnect++;
|
||||
|
||||
if (framesSinceMasterDisconnect >= dashboardFramerate)
|
||||
break; //Exit our loop, shut down.
|
||||
} else framesSinceMasterDisconnect = 0;
|
||||
|
||||
const auto currentTime = std::chrono::high_resolution_clock::now();
|
||||
const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
|
||||
lastTime = currentTime;
|
||||
|
||||
// Check and handle web requests:
|
||||
Game::web.ReceiveRequests();
|
||||
|
||||
//Push our log every 30s:
|
||||
if (framesSinceLastFlush >= logFlushTime) {
|
||||
Game::logger->Flush();
|
||||
framesSinceLastFlush = 0;
|
||||
} else framesSinceLastFlush++;
|
||||
|
||||
//Every 10 min we ping our sql server to keep it alive hopefully:
|
||||
if (framesSinceLastSQLPing >= sqlPingTime) {
|
||||
//Find out the master's IP for absolutely no reason:
|
||||
std::string masterIP;
|
||||
uint32_t masterPort;
|
||||
|
||||
auto masterInfo = Database::Get()->GetMasterInfo();
|
||||
if (masterInfo) {
|
||||
masterIP = masterInfo->ip;
|
||||
masterPort = masterInfo->port;
|
||||
}
|
||||
|
||||
framesSinceLastSQLPing = 0;
|
||||
} else framesSinceLastSQLPing++;
|
||||
|
||||
//Sleep our thread since auth can afford to.
|
||||
t += std::chrono::milliseconds(dashboardFrameDelta); //Chat can run at a lower "fps"
|
||||
std::this_thread::sleep_until(t);
|
||||
}
|
||||
|
||||
//Delete our objects here:
|
||||
Database::Destroy("DashboardServer");
|
||||
delete Game::server;
|
||||
delete Game::logger;
|
||||
delete Game::config;
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
59
dDashboardServer/DashboardWeb.cpp
Normal file
59
dDashboardServer/DashboardWeb.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
#include "DashboardWeb.h"
|
||||
|
||||
// thanks bill gates
|
||||
#ifdef _WIN32
|
||||
#undef min
|
||||
#undef max
|
||||
#endif
|
||||
#include "inja.hpp"
|
||||
|
||||
#include "eHTTPMethod.h"
|
||||
|
||||
|
||||
// simple home page with inja
|
||||
void HandleHTTPHomeRequest(HTTPReply& reply, std::string body) {
|
||||
try {
|
||||
inja::Environment env;
|
||||
env.set_trim_blocks(true);
|
||||
env.set_lstrip_blocks(true);
|
||||
|
||||
nlohmann::json data;
|
||||
data["title"] = "Darkflame Universe Dashboard";
|
||||
data["header"] = "Welcome to the Darkflame Universe Dashboard";
|
||||
data["message"] = "This is a simple dashboard page served using Inja templating engine.";
|
||||
|
||||
const std::string template_str = R"(
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<title>{{ title }}</title>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
</head>
|
||||
<body>
|
||||
<h1>{{ header }}</h1>
|
||||
<p>{{ message }}</p>
|
||||
</body>
|
||||
</html>
|
||||
)";
|
||||
|
||||
std::string rendered = env.render(template_str, data);
|
||||
reply.message = rendered;
|
||||
reply.status = eHTTPStatusCode::OK;
|
||||
reply.contentType = ContentType::HTML;
|
||||
} catch (const std::exception& e) {
|
||||
reply.status = eHTTPStatusCode::INTERNAL_SERVER_ERROR;
|
||||
reply.message = "Internal Server Error";
|
||||
reply.contentType = ContentType::PLAIN;
|
||||
}
|
||||
}
|
||||
|
||||
namespace DashboardWeb {
|
||||
void RegisterRoutes() {
|
||||
Game::web.RegisterHTTPRoute({
|
||||
.path = "/",
|
||||
.method = eHTTPMethod::GET,
|
||||
.handle = HandleHTTPHomeRequest
|
||||
});
|
||||
}
|
||||
}
|
||||
11
dDashboardServer/DashboardWeb.h
Normal file
11
dDashboardServer/DashboardWeb.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#ifndef __DASHBOARDWEB_H__
|
||||
#define __DASHBOARDWEB_H__
|
||||
|
||||
#include "Web.h"
|
||||
|
||||
namespace DashboardWeb {
|
||||
void RegisterRoutes();
|
||||
};
|
||||
|
||||
|
||||
#endif // __DASHBOARDWEB_H__
|
||||
@@ -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);
|
||||
}
|
||||
@@ -424,7 +419,6 @@ void Entity::Initialize() {
|
||||
comp->SetIsSmashable(destCompData[0].isSmashable);
|
||||
|
||||
comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
|
||||
comp->SetCurrencyIndex(destCompData[0].CurrencyIndex);
|
||||
Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
|
||||
|
||||
// Now get currency information
|
||||
@@ -1669,7 +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;
|
||||
}
|
||||
@@ -2253,7 +2247,6 @@ bool Entity::MsgRequestServerObjectInfo(GameMessages::GameMsg& msg) {
|
||||
response.Insert("objectID", std::to_string(m_ObjectID));
|
||||
response.Insert("serverInfo", true);
|
||||
GameMessages::GetObjectReportInfo info{};
|
||||
info.clientID = requestInfo.clientId;
|
||||
info.bVerbose = requestInfo.bVerbose;
|
||||
info.info = response.InsertArray("data");
|
||||
auto& objectInfo = info.info->PushDebug("Object Details");
|
||||
@@ -2282,73 +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{};
|
||||
|
||||
@@ -114,6 +114,7 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitS
|
||||
context->FilterTargets(validTargets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
|
||||
|
||||
for (auto validTarget : validTargets) {
|
||||
if (targets.size() >= this->m_maxTargets) break;
|
||||
if (std::find(targets.begin(), targets.end(), validTarget) != targets.end()) continue;
|
||||
if (validTarget->GetIsDead()) continue;
|
||||
|
||||
@@ -146,28 +147,13 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitS
|
||||
}
|
||||
}
|
||||
|
||||
std::sort(targets.begin(), targets.end(), [this, reference, combatAi](Entity* a, Entity* b) {
|
||||
std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
|
||||
const auto aDistance = Vector3::DistanceSquared(reference, a->GetPosition());
|
||||
const auto bDistance = Vector3::DistanceSquared(reference, b->GetPosition());
|
||||
|
||||
return aDistance < bDistance;
|
||||
return aDistance > bDistance;
|
||||
});
|
||||
|
||||
|
||||
if (m_useAttackPriority) {
|
||||
// this should be using the attack priority column on the destroyable component
|
||||
// We want targets with no threat level to remain the same order as above
|
||||
// std::stable_sort(targets.begin(), targets.end(), [combatAi](Entity* a, Entity* b) {
|
||||
// const auto aThreat = combatAi->GetThreat(a->GetObjectID());
|
||||
// const auto bThreat = combatAi->GetThreat(b->GetObjectID());
|
||||
|
||||
// If enabled for this behavior, prioritize threat over distance
|
||||
// return aThreat > bThreat;
|
||||
// });
|
||||
}
|
||||
|
||||
// After we've sorted and found our closest targets, size the vector down in case there are too many
|
||||
if (m_maxTargets > 0 && targets.size() > m_maxTargets) targets.resize(m_maxTargets);
|
||||
const auto hit = !targets.empty();
|
||||
bitStream.Write(hit);
|
||||
|
||||
|
||||
@@ -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
|
||||
*/
|
||||
|
||||
@@ -27,13 +27,8 @@
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
#include "CDPhysicsComponentTable.h"
|
||||
#include "dNavMesh.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
{
|
||||
using namespace GameMessages;
|
||||
RegisterMsg<GetObjectReportInfo>(this, &BaseCombatAIComponent::MsgGetObjectReportInfo);
|
||||
}
|
||||
m_Target = LWOOBJID_EMPTY;
|
||||
m_DirtyStateOrTarget = true;
|
||||
m_State = AiState::spawn;
|
||||
@@ -844,73 +839,3 @@ void BaseCombatAIComponent::IgnoreThreat(const LWOOBJID threat, const float valu
|
||||
SetThreat(threat, 0.0f);
|
||||
m_Target = LWOOBJID_EMPTY;
|
||||
}
|
||||
|
||||
bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
using enum AiState;
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmptType = reportMsg.info->PushDebug("Base Combat AI");
|
||||
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
auto& targetInfo = cmptType.PushDebug("Current Target Info");
|
||||
targetInfo.PushDebug<AMFStringValue>("Current Target ID") = std::to_string(m_Target);
|
||||
// if (m_Target != LWOOBJID_EMPTY) {
|
||||
// LWOGameMessages::ObjGetName nameMsg(m_CurrentTarget);
|
||||
// SEND_GAMEOBJ_MSG(nameMsg);
|
||||
// if (!nameMsg.msg.name.empty()) targetInfo.PushDebug("Name") = nameMsg.msg.name;
|
||||
// }
|
||||
|
||||
auto& roundInfo = cmptType.PushDebug("Round Info");
|
||||
// roundInfo.PushDebug<AMFDoubleValue>("Combat Round Time") = m_CombatRoundLength;
|
||||
// roundInfo.PushDebug<AMFDoubleValue>("Minimum Time") = m_MinRoundLength;
|
||||
// roundInfo.PushDebug<AMFDoubleValue>("Maximum Time") = m_MaxRoundLength;
|
||||
// roundInfo.PushDebug<AMFDoubleValue>("Selected Time") = m_SelectedTime;
|
||||
// roundInfo.PushDebug<AMFDoubleValue>("Combat Start Delay") = m_CombatStartDelay;
|
||||
std::string curState;
|
||||
switch (m_State) {
|
||||
case idle: curState = "Idling"; break;
|
||||
case aggro: curState = "Aggroed"; break;
|
||||
case tether: curState = "Returning to Tether"; break;
|
||||
case spawn: curState = "Spawn"; break;
|
||||
case dead: curState = "Dead"; break;
|
||||
default: curState = "Unknown or Undefined"; break;
|
||||
}
|
||||
cmptType.PushDebug<AMFStringValue>("Current Combat State") = curState;
|
||||
|
||||
//switch (m_CombatBehaviorType) {
|
||||
// case 0: curState = "Passive"; break;
|
||||
// case 1: curState = "Aggressive"; break;
|
||||
// case 2: curState = "Passive (Turret)"; break;
|
||||
// case 3: curState = "Aggressive (Turret)"; break;
|
||||
// default: curState = "Unknown or Undefined"; break;
|
||||
//}
|
||||
//cmptType.PushDebug("Current Combat Behavior State") = curState;
|
||||
|
||||
//switch (m_CombatRole) {
|
||||
// case 0: curState = "Melee"; break;
|
||||
// case 1: curState = "Ranged"; break;
|
||||
// case 2: curState = "Support"; break;
|
||||
// default: curState = "Unknown or Undefined"; break;
|
||||
//}
|
||||
//cmptType.PushDebug("Current Combat Role") = curState;
|
||||
|
||||
auto& tetherPoint = cmptType.PushDebug("Tether Point");
|
||||
tetherPoint.PushDebug<AMFDoubleValue>("X") = m_StartPosition.x;
|
||||
tetherPoint.PushDebug<AMFDoubleValue>("Y") = m_StartPosition.y;
|
||||
tetherPoint.PushDebug<AMFDoubleValue>("Z") = m_StartPosition.z;
|
||||
cmptType.PushDebug<AMFDoubleValue>("Hard Tether Radius") = m_HardTetherRadius;
|
||||
cmptType.PushDebug<AMFDoubleValue>("Soft Tether Radius") = m_SoftTetherRadius;
|
||||
cmptType.PushDebug<AMFDoubleValue>("Aggro Radius") = m_AggroRadius;
|
||||
cmptType.PushDebug<AMFDoubleValue>("Tether Speed") = m_TetherSpeed;
|
||||
cmptType.PushDebug<AMFDoubleValue>("Aggro Speed") = m_TetherSpeed;
|
||||
// cmptType.PushDebug<AMFDoubleValue>("Specified Min Range") = m_SpecificMinRange;
|
||||
// cmptType.PushDebug<AMFDoubleValue>("Specified Max Range") = m_SpecificMaxRange;
|
||||
auto& threats = cmptType.PushDebug("Target Threats");
|
||||
for (const auto& [id, threat] : m_ThreatEntries) {
|
||||
threats.PushDebug<AMFDoubleValue>(std::to_string(id)) = threat;
|
||||
}
|
||||
|
||||
auto& ignoredThreats = cmptType.PushDebug("Temp Ignored Threats");
|
||||
for (const auto& [id, threat] : m_ThreatEntries) {
|
||||
ignoredThreats.PushDebug<AMFDoubleValue>(std::to_string(id) + " - Time") = threat;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -234,8 +234,6 @@ public:
|
||||
// Ignore a threat for a certain amount of time
|
||||
void IgnoreThreat(const LWOOBJID target, const float time);
|
||||
|
||||
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
private:
|
||||
/**
|
||||
* Returns the current target or the target that currently is the largest threat to this entity
|
||||
|
||||
@@ -8,33 +8,15 @@
|
||||
#include "GameMessages.h"
|
||||
#include "BitStream.h"
|
||||
#include "eTriggerEventType.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
BouncerComponent::BouncerComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
m_PetEnabled = false;
|
||||
m_PetBouncerEnabled = false;
|
||||
m_PetSwitchLoaded = false;
|
||||
m_Destination = GeneralUtils::TryParse<NiPoint3>(
|
||||
GeneralUtils::SplitString(m_Parent->GetVarAsString(u"bouncer_destination"), '\x1f'))
|
||||
.value_or(NiPoint3Constant::ZERO);
|
||||
m_Speed = GeneralUtils::TryParse<float>(m_Parent->GetVarAsString(u"bouncer_speed")).value_or(-1.0f);
|
||||
m_UsesHighArc = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"bouncer_uses_high_arc")).value_or(false);
|
||||
m_LockControls = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"lock_controls")).value_or(false);
|
||||
m_IgnoreCollision = !GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"ignore_collision")).value_or(true);
|
||||
m_StickLanding = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"stickLanding")).value_or(false);
|
||||
m_UsesGroupName = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"uses_group_name")).value_or(false);
|
||||
m_GroupName = m_Parent->GetVarAsString(u"grp_name");
|
||||
m_MinNumTargets = GeneralUtils::TryParse<int32_t>(m_Parent->GetVarAsString(u"num_targets_to_activate")).value_or(1);
|
||||
m_CinematicPath = m_Parent->GetVarAsString(u"attached_cinematic_path");
|
||||
|
||||
if (parent->GetLOT() == 7625) {
|
||||
LookupPetSwitch();
|
||||
}
|
||||
|
||||
{
|
||||
using namespace GameMessages;
|
||||
RegisterMsg<GetObjectReportInfo>(this, &BouncerComponent::MsgGetObjectReportInfo);
|
||||
}
|
||||
}
|
||||
|
||||
BouncerComponent::~BouncerComponent() {
|
||||
@@ -112,54 +94,3 @@ void BouncerComponent::LookupPetSwitch() {
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
bool BouncerComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmptType = reportMsg.info->PushDebug("Bouncer");
|
||||
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
auto& destPos = cmptType.PushDebug("Destination Position");
|
||||
if (m_Destination != NiPoint3Constant::ZERO) {
|
||||
destPos.PushDebug(m_Destination);
|
||||
} else {
|
||||
destPos.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has no target position, is likely missing config data");
|
||||
}
|
||||
|
||||
|
||||
if (m_Speed == -1.0f) {
|
||||
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has no speed value, is likely missing config data");
|
||||
} else {
|
||||
cmptType.PushDebug<AMFDoubleValue>("Bounce Speed") = m_Speed;
|
||||
}
|
||||
cmptType.PushDebug<AMFStringValue>("Bounce trajectory arc") = m_UsesHighArc ? "High Arc" : "Low Arc";
|
||||
cmptType.PushDebug<AMFBoolValue>("Collision Enabled") = m_IgnoreCollision;
|
||||
cmptType.PushDebug<AMFBoolValue>("Stick Landing") = m_StickLanding;
|
||||
cmptType.PushDebug<AMFBoolValue>("Locks character's controls") = m_LockControls;
|
||||
if (!m_CinematicPath.empty()) cmptType.PushDebug<AMFStringValue>("Cinematic Camera Path (plays during bounce)") = m_CinematicPath;
|
||||
|
||||
auto* switchComponent = m_Parent->GetComponent<SwitchComponent>();
|
||||
auto& respondsToFactions = cmptType.PushDebug("Responds to Factions");
|
||||
if (!switchComponent || switchComponent->GetFactionsToRespondTo().empty()) respondsToFactions.PushDebug("Faction 1");
|
||||
else {
|
||||
for (const auto faction : switchComponent->GetFactionsToRespondTo()) {
|
||||
respondsToFactions.PushDebug(("Faction " + std::to_string(faction)));
|
||||
}
|
||||
}
|
||||
|
||||
cmptType.PushDebug<AMFBoolValue>("Uses a group name for interactions") = m_UsesGroupName;
|
||||
if (!m_UsesGroupName) {
|
||||
if (m_MinNumTargets > 1) {
|
||||
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has a required number of objects to activate, but no group for interactions.");
|
||||
}
|
||||
|
||||
if (!m_GroupName.empty()) {
|
||||
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Has a group name for interactions , but is marked to not use that name.");
|
||||
}
|
||||
} else {
|
||||
if (m_GroupName.empty()) {
|
||||
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Set to use a group name for inter actions, but no group name is assigned");
|
||||
}
|
||||
cmptType.PushDebug<AMFIntValue>("Number of interactions to activate bouncer") = m_MinNumTargets;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -51,8 +51,6 @@ public:
|
||||
*/
|
||||
void LookupPetSwitch();
|
||||
|
||||
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
private:
|
||||
/**
|
||||
* Whether this bouncer needs to be activated by a pet
|
||||
@@ -68,36 +66,6 @@ private:
|
||||
* Whether the pet switch for this bouncer has been located
|
||||
*/
|
||||
bool m_PetSwitchLoaded;
|
||||
|
||||
// The bouncer destination
|
||||
NiPoint3 m_Destination;
|
||||
|
||||
// The speed at which the player is bounced
|
||||
float m_Speed{};
|
||||
|
||||
// Whether to use a high arc for the bounce trajectory
|
||||
bool m_UsesHighArc{};
|
||||
|
||||
// Lock controls when bouncing
|
||||
bool m_LockControls{};
|
||||
|
||||
// Ignore collision when bouncing
|
||||
bool m_IgnoreCollision{};
|
||||
|
||||
// Stick the landing afterwards or let the player slide
|
||||
bool m_StickLanding{};
|
||||
|
||||
// Whether or not there is a group name
|
||||
bool m_UsesGroupName{};
|
||||
|
||||
// The group name for targets
|
||||
std::string m_GroupName{};
|
||||
|
||||
// The number of targets to activate the bouncer
|
||||
int32_t m_MinNumTargets{};
|
||||
|
||||
// The cinematic path to play during the bounce
|
||||
std::string m_CinematicPath{};
|
||||
};
|
||||
|
||||
#endif // BOUNCERCOMPONENT_H
|
||||
|
||||
@@ -1,39 +1,5 @@
|
||||
#include "CollectibleComponent.h"
|
||||
|
||||
#include "MissionComponent.h"
|
||||
#include "dServer.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
CollectibleComponent::CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId) :
|
||||
Component(parentEntity, componentID), m_CollectibleId(collectibleId) {
|
||||
using namespace GameMessages;
|
||||
RegisterMsg<GetObjectReportInfo>(this, &CollectibleComponent::MsgGetObjectReportInfo);
|
||||
}
|
||||
|
||||
void CollectibleComponent::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
|
||||
outBitStream.Write(GetCollectibleId());
|
||||
}
|
||||
|
||||
bool CollectibleComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmptType = reportMsg.info->PushDebug("Collectible");
|
||||
auto collectibleID = static_cast<uint32_t>(m_CollectibleId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
|
||||
|
||||
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
|
||||
cmptType.PushDebug<AMFIntValue>("Collectible ID") = GetCollectibleId();
|
||||
cmptType.PushDebug<AMFIntValue>("Mission Tracking ID (for save data)") = collectibleID;
|
||||
|
||||
auto* localCharEntity = Game::entityManager->GetEntity(reportMsg.clientID);
|
||||
bool collected = false;
|
||||
if (localCharEntity) {
|
||||
auto* missionComponent = localCharEntity->GetComponent<MissionComponent>();
|
||||
|
||||
if (m_CollectibleId != 0) {
|
||||
collected = missionComponent->HasCollectible(collectibleID);
|
||||
}
|
||||
}
|
||||
|
||||
cmptType.PushDebug<AMFBoolValue>("Has been collected") = collected;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -7,12 +7,10 @@
|
||||
class CollectibleComponent final : public Component {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
|
||||
CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId);
|
||||
CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId) : Component(parentEntity, componentID), m_CollectibleId(collectibleId) {}
|
||||
|
||||
int16_t GetCollectibleId() const { return m_CollectibleId; }
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool isConstruction) override;
|
||||
|
||||
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
private:
|
||||
int16_t m_CollectibleId = 0;
|
||||
};
|
||||
|
||||
@@ -3,9 +3,6 @@
|
||||
#include "Logger.h"
|
||||
#include "Game.h"
|
||||
#include "dConfig.h"
|
||||
#include "CDLootMatrixTable.h"
|
||||
#include "CDLootTableTable.h"
|
||||
#include "CDRarityTableTable.h"
|
||||
|
||||
#include "Amf3.h"
|
||||
#include "AmfSerialize.h"
|
||||
@@ -697,8 +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);
|
||||
@@ -711,7 +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);
|
||||
@@ -759,7 +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
|
||||
@@ -776,15 +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);
|
||||
}
|
||||
}
|
||||
@@ -985,14 +1000,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
for (const auto item : itemMap | std::views::values) {
|
||||
// Don't drop excluded items or null ones
|
||||
if (!item || Game::entityManager->GetHardcoreExcludedItemDrops().contains(item->GetLot())) continue;
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.sourceID = m_Parent->GetObjectID();
|
||||
lootMsg.item = item->GetLot();
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
for (int i = 0; i < item->GetCount(); i++) Loot::DropItem(*m_Parent, lootMsg);
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, item->GetLot(), 0, m_Parent->GetPosition(), item->GetCount());
|
||||
item->SetCount(0, false, false);
|
||||
}
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
@@ -1015,24 +1023,12 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
|
||||
//drop all coins:
|
||||
constexpr auto MAX_TO_DROP_PER_GM = 100'000;
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
while (coinsToDrop > MAX_TO_DROP_PER_GM) {
|
||||
LOG("Dropping 100,000, %llu left", coinsToDrop);
|
||||
lootMsg.currency = 100'000;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
coinsToDrop -= 100'000;
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, MAX_TO_DROP_PER_GM, m_Parent->GetPosition());
|
||||
coinsToDrop -= MAX_TO_DROP_PER_GM;
|
||||
}
|
||||
lootMsg.currency = coinsToDrop;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coinsToDrop, m_Parent->GetPosition());
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -1047,8 +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;
|
||||
@@ -1063,89 +1059,38 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
|
||||
bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
|
||||
auto& destroyableInfo = reportInfo.info->PushDebug("Destroyable");
|
||||
destroyableInfo.PushDebug<AMFIntValue>("DestructibleComponent DB Table Template ID") = m_ComponentID;
|
||||
|
||||
if (m_CurrencyIndex == -1) {
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Currency") = false;
|
||||
} else {
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Loot Currency ID") = m_CurrencyIndex;
|
||||
auto& detailedCoinInfo = destroyableInfo.PushDebug("Coin Info");
|
||||
detailedCoinInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
|
||||
detailedCoinInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
|
||||
}
|
||||
|
||||
if (m_LootMatrixID == -1 || m_LootMatrixID == 0) {
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Matrix") = false;
|
||||
} else {
|
||||
auto& lootInfo = destroyableInfo.PushDebug("Loot Info");
|
||||
lootInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
|
||||
auto* const componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
auto* const itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
auto* const lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
auto* const lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
auto* const rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(m_LootMatrixID);
|
||||
|
||||
for (const auto& entry : matrix) {
|
||||
auto& thisEntry = lootInfo.PushDebug("Loot table Index - " + std::to_string(entry.LootTableIndex));
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Percent chance to drop") = entry.percent * 100.0f;
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Minimum amount to drop") = entry.minToDrop;
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Maximum amount to drop") = entry.maxToDrop;
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
|
||||
auto& thisRarity = thisEntry.PushDebug("Rarity");
|
||||
for (const auto& rarity : rarityTable) {
|
||||
thisRarity.PushDebug<AMFDoubleValue>("Rarity " + std::to_string(rarity.rarity)) = rarity.randmax;
|
||||
}
|
||||
|
||||
auto& thisItems = thisEntry.PushDebug("Drop(s) Info");
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
auto title = "%[Objects_" + std::to_string(loot.itemid) + "_name] " + std::to_string(loot.itemid);
|
||||
if (loot.MissionDrop) title += " - Mission Drop";
|
||||
thisItems.PushDebug(title);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto* const entity = Game::entityManager->GetEntity(reportInfo.clientID);
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is on your team") = entity ? IsFriend(entity) : false;
|
||||
auto& stats = destroyableInfo.PushDebug("Statistics");
|
||||
stats.PushDebug<AMFIntValue>("Health") = m_iHealth;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Health") = m_fMaxHealth;
|
||||
stats.PushDebug<AMFIntValue>("Armor") = m_iArmor;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Armor") = m_fMaxArmor;
|
||||
stats.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Imagination") = m_fMaxImagination;
|
||||
stats.PushDebug<AMFIntValue>("Damage Absorption Points") = m_DamageToAbsorb;
|
||||
stats.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
|
||||
stats.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Health") = m_iHealth;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Health") = m_fMaxHealth;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Armor") = m_iArmor;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Armor") = m_fMaxArmor;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Imagination") = m_fMaxImagination;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Damage To Absorb") = m_DamageToAbsorb;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Attacks To Block") = m_AttacksToBlock;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Damage Reduction") = m_DamageReduction;
|
||||
std::stringstream factionsStream;
|
||||
auto& factions = destroyableInfo.PushDebug("Factions");
|
||||
size_t i = 0;
|
||||
for (const auto factionID : m_FactionIDs) {
|
||||
factionsStream << factionID << " ";
|
||||
factions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(factionID)) = "";
|
||||
}
|
||||
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Factions") = factionsStream.str();
|
||||
|
||||
factionsStream.str("");
|
||||
auto& enemyFactions = destroyableInfo.PushDebug("Enemy Factions");
|
||||
i = 0;
|
||||
for (const auto enemyFactionID : m_EnemyFactionIDs) {
|
||||
factionsStream << enemyFactionID << " ";
|
||||
enemyFactions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(enemyFactionID)) = "";
|
||||
}
|
||||
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Enemy Factions") = factionsStream.str();
|
||||
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is A Smashable") = m_IsSmashable;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashable") = m_IsSmashable;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashed") = m_IsSmashed;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Module Assembly") = m_IsModuleAssembly;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
|
||||
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Killer ID") = std::to_string(m_KillerID);
|
||||
|
||||
// "Scripts"; idk what to do about scripts yet
|
||||
@@ -1160,25 +1105,7 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
immuneCounts.PushDebug<AMFIntValue>("Quickbuild Interrupt") = m_ImmuneToQuickbuildInterruptCount;
|
||||
immuneCounts.PushDebug<AMFIntValue>("Pull To Point") = m_ImmuneToPullToPointCount;
|
||||
|
||||
auto& deathInfo = destroyableInfo.PushDebug("Death Info");
|
||||
deathInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
|
||||
switch (m_DeathBehavior) {
|
||||
case 0:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Fade";
|
||||
break;
|
||||
case 1:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Stay";
|
||||
break;
|
||||
case 2:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Immediate";
|
||||
break;
|
||||
case -1:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Invulnerable";
|
||||
break;
|
||||
default:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Other";
|
||||
break;
|
||||
}
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Death Behavior") = m_DeathBehavior;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Damage Cooldown Timer") = m_DamageCooldownTimer;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -370,8 +370,6 @@ public:
|
||||
*/
|
||||
uint32_t GetLootMatrixID() const { return m_LootMatrixID; }
|
||||
|
||||
void SetCurrencyIndex(int32_t currencyIndex) { m_CurrencyIndex = currencyIndex; }
|
||||
|
||||
/**
|
||||
* Returns the ID of the entity that killed this entity, if any
|
||||
* @return the ID of the entity that killed this entity, if any
|
||||
@@ -473,8 +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;
|
||||
|
||||
@@ -589,9 +585,6 @@ private:
|
||||
*/
|
||||
uint32_t m_LootMatrixID;
|
||||
|
||||
// The currency index to determine how much loot to drop
|
||||
int32_t m_CurrencyIndex{ -1 };
|
||||
|
||||
/**
|
||||
* The min amount of coins that will drop when this entity is smashed
|
||||
*/
|
||||
|
||||
@@ -1,14 +1,9 @@
|
||||
#include "GhostComponent.h"
|
||||
|
||||
#include "Amf3.h"
|
||||
#include "GameMessages.h"
|
||||
|
||||
GhostComponent::GhostComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
m_GhostReferencePoint = NiPoint3Constant::ZERO;
|
||||
m_GhostOverridePoint = NiPoint3Constant::ZERO;
|
||||
m_GhostOverride = false;
|
||||
|
||||
RegisterMsg<GameMessages::GetObjectReportInfo>(this, &GhostComponent::MsgGetObjectReportInfo);
|
||||
}
|
||||
|
||||
GhostComponent::~GhostComponent() {
|
||||
@@ -60,12 +55,3 @@ bool GhostComponent::IsObserved(LWOOBJID id) {
|
||||
void GhostComponent::GhostEntity(LWOOBJID id) {
|
||||
m_ObservedEntities.erase(id);
|
||||
}
|
||||
|
||||
bool GhostComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmptType = reportMsg.info->PushDebug("Ghost");
|
||||
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -39,8 +39,6 @@ public:
|
||||
|
||||
void GhostEntity(const LWOOBJID id);
|
||||
|
||||
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
private:
|
||||
NiPoint3 m_GhostReferencePoint;
|
||||
|
||||
|
||||
@@ -39,13 +39,10 @@
|
||||
#include "CDObjectSkillsTable.h"
|
||||
#include "CDSkillBehaviorTable.h"
|
||||
#include "StringifiedEnum.h"
|
||||
#include "Amf3.h"
|
||||
|
||||
#include <ranges>
|
||||
|
||||
InventoryComponent::InventoryComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
|
||||
using namespace GameMessages;
|
||||
RegisterMsg<GetObjectReportInfo>(this, &InventoryComponent::OnGetObjectReportInfo);
|
||||
this->m_Dirty = true;
|
||||
this->m_Equipped = {};
|
||||
this->m_Pushed = {};
|
||||
@@ -282,14 +279,7 @@ void InventoryComponent::AddItem(
|
||||
|
||||
case 1:
|
||||
for (size_t i = 0; i < size; i++) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.sourceID = m_Parent->GetObjectID();
|
||||
lootMsg.item = lot;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
Loot::DropItem(*m_Parent, lootMsg);
|
||||
GameMessages::SendDropClientLoot(this->m_Parent, this->m_Parent->GetObjectID(), lot, 0, this->m_Parent->GetPosition(), 1);
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -450,7 +440,7 @@ 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;
|
||||
@@ -636,7 +626,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument& document) {
|
||||
for (const auto& pair : this->m_Inventories) {
|
||||
auto* inventory = pair.second;
|
||||
|
||||
static const auto EXCLUDED_INVENTORIES = { VENDOR_BUYBACK, MODELS_IN_BBB, ITEM_SETS };
|
||||
static const auto EXCLUDED_INVENTORIES = {VENDOR_BUYBACK, MODELS_IN_BBB, ITEM_SETS};
|
||||
if (std::ranges::find(EXCLUDED_INVENTORIES, inventory->GetType()) != EXCLUDED_INVENTORIES.end()) {
|
||||
continue;
|
||||
}
|
||||
@@ -1803,99 +1793,3 @@ void InventoryComponent::RegenerateItemIDs() {
|
||||
inventory->RegenerateItemIDs();
|
||||
}
|
||||
}
|
||||
|
||||
std::string DebugInvToString(const eInventoryType inv, bool verbose) {
|
||||
switch (inv) {
|
||||
case ITEMS:
|
||||
return "Backpack";
|
||||
case VAULT_ITEMS:
|
||||
return "Bank";
|
||||
case BRICKS:
|
||||
return verbose ? "Bricks" : "Bricks (contents only shown in high-detail report)";
|
||||
case MODELS_IN_BBB:
|
||||
return "Models in BBB";
|
||||
case TEMP_ITEMS:
|
||||
return "Temp Equip";
|
||||
case MODELS:
|
||||
return verbose ? "Model" : "Model (contents only shown in high-detail report)";
|
||||
case TEMP_MODELS:
|
||||
return "Module";
|
||||
case BEHAVIORS:
|
||||
return "B3 Behavior";
|
||||
case PROPERTY_DEEDS:
|
||||
return "Property";
|
||||
case BRICKS_IN_BBB:
|
||||
return "Brick In BBB";
|
||||
case VENDOR:
|
||||
return "Vendor";
|
||||
case VENDOR_BUYBACK:
|
||||
return "BuyBack";
|
||||
case QUEST:
|
||||
return "Quest";
|
||||
case DONATION:
|
||||
return "Donation";
|
||||
case VAULT_MODELS:
|
||||
return "Bank Model";
|
||||
case ITEM_SETS:
|
||||
return "Bank Behavior";
|
||||
case INVALID:
|
||||
return "Invalid";
|
||||
case ALL:
|
||||
return "All";
|
||||
}
|
||||
|
||||
return "";
|
||||
}
|
||||
|
||||
bool InventoryComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& report = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
auto& cmpt = report.info->PushDebug("Inventory");
|
||||
cmpt.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
|
||||
uint32_t numItems = 0;
|
||||
for (auto* inventory : m_Inventories | std::views::values) numItems += inventory->GetItems().size();
|
||||
cmpt.PushDebug<AMFIntValue>("Inventory Item Count") = numItems;
|
||||
|
||||
auto& itemsInBags = cmpt.PushDebug("Items in bags");
|
||||
for (const auto& [id, inventoryMut] : m_Inventories) {
|
||||
if (!inventoryMut) continue;
|
||||
const auto* const inventory = inventoryMut;
|
||||
auto& curInv = itemsInBags.PushDebug(DebugInvToString(id, report.bVerbose) + " - " + std::to_string(id));
|
||||
for (uint32_t i = 0; i < inventory->GetSize(); i++) {
|
||||
const auto* const item = inventory->FindItemBySlot(i);
|
||||
if (!item) continue;
|
||||
|
||||
std::stringstream ss;
|
||||
ss << "%[Objects_" << item->GetLot() << "_name] Slot " << item->GetSlot();
|
||||
auto& slot = curInv.PushDebug(ss.str());
|
||||
slot.PushDebug<AMFStringValue>("Object ID") = std::to_string(item->GetId());
|
||||
slot.PushDebug<AMFIntValue>("LOT") = item->GetLot();
|
||||
if (item->GetSubKey() != LWOOBJID_EMPTY) slot.PushDebug<AMFStringValue>("Subkey") = std::to_string(item->GetSubKey());
|
||||
slot.PushDebug<AMFIntValue>("Count") = item->GetCount();
|
||||
slot.PushDebug<AMFIntValue>("Slot") = item->GetSlot();
|
||||
slot.PushDebug<AMFBoolValue>("Bind on pickup") = item->GetInfo().isBOP;
|
||||
slot.PushDebug<AMFBoolValue>("Bind on equip") = item->GetInfo().isBOE;
|
||||
slot.PushDebug<AMFBoolValue>("Is currently bound") = item->GetBound();
|
||||
auto& extra = slot.PushDebug("Extra Info");
|
||||
for (const auto* const setting : item->GetConfig()) {
|
||||
if (setting) extra.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(setting->GetKey())) = setting->GetValueAsString();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto& equipped = cmpt.PushDebug("Equipped Items");
|
||||
for (const auto& [location, info] : GetEquippedItems()) {
|
||||
std::stringstream ss;
|
||||
ss << "%[Objects_" << info.lot << "_name]";
|
||||
auto& equipSlot = equipped.PushDebug(ss.str());
|
||||
equipSlot.PushDebug<AMFStringValue>("Location") = location;
|
||||
equipSlot.PushDebug<AMFStringValue>("Object ID") = std::to_string(info.id);
|
||||
equipSlot.PushDebug<AMFIntValue>("Slot") = info.slot;
|
||||
equipSlot.PushDebug<AMFIntValue>("Count") = info.count;
|
||||
auto& extra = equipSlot.PushDebug("Extra Info");
|
||||
for (const auto* const setting : info.config) {
|
||||
if (setting) extra.PushDebug<AMFStringValue>(GeneralUtils::UTF16ToWTF8(setting->GetKey())) = setting->GetValueAsString();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -411,8 +410,6 @@ public:
|
||||
// Used to migrate a character version, no need to call outside of that context
|
||||
void RegenerateItemIDs();
|
||||
|
||||
bool OnGetObjectReportInfo(GameMessages::GameMsg& msg);
|
||||
|
||||
~InventoryComponent() override;
|
||||
|
||||
private:
|
||||
|
||||
@@ -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
|
||||
*/
|
||||
|
||||
@@ -18,14 +18,12 @@ 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;
|
||||
|
||||
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) {
|
||||
@@ -39,10 +37,6 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
|
||||
m_Parent->SetPosition(m_OriginalPosition);
|
||||
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;
|
||||
@@ -309,38 +303,6 @@ 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);
|
||||
}
|
||||
@@ -376,19 +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;
|
||||
|
||||
@@ -145,11 +144,6 @@ 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 +161,6 @@ 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
|
||||
|
||||
@@ -67,10 +67,6 @@ public:
|
||||
*/
|
||||
static SwitchComponent* GetClosestSwitch(NiPoint3 position);
|
||||
|
||||
const std::vector<int32_t>& GetFactionsToRespondTo() const {
|
||||
return m_FactionsToRespondTo;
|
||||
}
|
||||
|
||||
private:
|
||||
/**
|
||||
* A list of all pet switches.
|
||||
|
||||
@@ -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;
|
||||
@@ -1067,6 +1066,90 @@ void GameMessages::SendSetNetworkScriptVar(Entity* entity, const SystemAddress&
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos, int count) {
|
||||
if (Game::config->GetValue("disable_drops") == "1" || !entity) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool bUsePosition = false;
|
||||
NiPoint3 finalPosition;
|
||||
LWOOBJID lootID = LWOOBJID_EMPTY;
|
||||
LWOOBJID owner = entity->GetObjectID();
|
||||
|
||||
if (item != LOT_NULL && item != 0) {
|
||||
lootID = ObjectIDManager::GenerateObjectID();
|
||||
|
||||
Loot::Info info;
|
||||
info.id = lootID;
|
||||
info.count = count;
|
||||
info.lot = item;
|
||||
entity->AddLootItem(info);
|
||||
}
|
||||
|
||||
if (item == LOT_NULL && currency != 0) {
|
||||
entity->RegisterCoinDrop(currency);
|
||||
}
|
||||
|
||||
if (spawnPos != NiPoint3Constant::ZERO) {
|
||||
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;
|
||||
|
||||
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) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
@@ -2482,6 +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.
|
||||
|
||||
@@ -2495,6 +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();
|
||||
@@ -2511,120 +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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5649,6 +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();
|
||||
|
||||
@@ -6232,11 +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;
|
||||
@@ -6404,49 +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
|
||||
@@ -153,6 +151,7 @@ namespace GameMessages {
|
||||
void SendStop2DAmbientSound(Entity* entity, bool force, std::string audioGUID, bool result = false);
|
||||
void SendPlay2DAmbientSound(Entity* entity, std::string audioGUID, bool result = false);
|
||||
void SendSetNetworkScriptVar(Entity* entity, const SystemAddress& sysAddr, std::string data);
|
||||
void SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos = NiPoint3Constant::ZERO, int count = 1);
|
||||
|
||||
void SendSetPlayerControlScheme(Entity* entity, eControlScheme controlScheme);
|
||||
void SendPlayerReachedRespawnCheckpoint(Entity* entity, const NiPoint3& position, const NiQuaternion& rotation);
|
||||
@@ -793,7 +792,6 @@ namespace GameMessages {
|
||||
AMFArrayValue* info{};
|
||||
AMFArrayValue* subCategory{};
|
||||
bool bVerbose{};
|
||||
LWOOBJID clientID{};
|
||||
|
||||
GetObjectReportInfo() : GameMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, eGameMasterLevel::DEVELOPER) {}
|
||||
};
|
||||
@@ -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;
|
||||
};
|
||||
@@ -872,81 +870,5 @@ 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) {}
|
||||
|
||||
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);
|
||||
|
||||
@@ -9,12 +9,10 @@
|
||||
#include "PropertyManagementComponent.h"
|
||||
#include "PlayerManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "dMath.h"
|
||||
|
||||
#include "dChatFilter.h"
|
||||
|
||||
#include "DluAssert.h"
|
||||
#include "Loot.h"
|
||||
|
||||
template <>
|
||||
void Strip::HandleMsg(AddStripMessage& msg) {
|
||||
@@ -106,7 +104,7 @@ 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;
|
||||
}
|
||||
|
||||
@@ -150,14 +148,7 @@ void Strip::Spawn(LOT lot, Entity& entity) {
|
||||
// Spawns a specific drop for all
|
||||
void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
|
||||
for (auto* const player : PlayerManager::GetAllPlayers()) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = player->GetObjectID();
|
||||
lootMsg.ownerID = player->GetObjectID();
|
||||
lootMsg.sourceID = entity.GetObjectID();
|
||||
lootMsg.item = dropLOT;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = entity.GetPosition();
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
GameMessages::SendDropClientLoot(player, entity.GetObjectID(), dropLOT, 0, entity.GetPosition());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -168,84 +159,40 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
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());
|
||||
|
||||
// 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);
|
||||
@@ -330,37 +277,36 @@ 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 +316,19 @@ 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) {
|
||||
// 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;
|
||||
@@ -465,6 +348,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_NextActionIndex == 0) {
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
modelComponent.AddInteract();
|
||||
|
||||
} else if (nextAction.GetType() == "OnChat") {
|
||||
// logic here if needed
|
||||
} else if (nextAction.GetType() == "OnAttack") {
|
||||
|
||||
@@ -33,10 +33,6 @@ 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 SpawnDrop(LOT dropLOT, Entity& entity);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
|
||||
@@ -51,9 +47,6 @@ 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 +60,13 @@ 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{};
|
||||
};
|
||||
|
||||
|
||||
@@ -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];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -91,399 +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) {
|
||||
if (lootMsg.spawnPos != NiPoint3Constant::ZERO) {
|
||||
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;
|
||||
CalcFinalDropPos(lootMsg);
|
||||
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;
|
||||
CalcFinalDropPos(lootMsg);
|
||||
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>();
|
||||
@@ -538,9 +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) {
|
||||
|
||||
@@ -379,6 +379,7 @@ int main(int argc, char** argv) {
|
||||
Game::im->GetInstance(0, false, 0);
|
||||
Game::im->GetInstance(1000, false, 0);
|
||||
StartAuthServer();
|
||||
StartDashboardServer();
|
||||
}
|
||||
|
||||
auto t = std::chrono::high_resolution_clock::now();
|
||||
|
||||
@@ -147,3 +147,39 @@ uint32_t StartWorldServer(LWOMAPID mapID, uint16_t port, LWOINSTANCEID lastInsta
|
||||
LOG("WorldServer PID is %d", world_pid);
|
||||
return world_pid;
|
||||
}
|
||||
|
||||
uint32_t StartDashboardServer() {
|
||||
if (Game::ShouldShutdown()) {
|
||||
LOG("Currently shutting down. dashboard will not be restarted.");
|
||||
return 0;
|
||||
}
|
||||
auto dashboard_path = BinaryPathFinder::GetBinaryDir() / "DashboardServer";
|
||||
#ifdef _WIN32
|
||||
dashboard_path.replace_extension(".exe");
|
||||
auto dashboard_startup = startup;
|
||||
auto dashboard_info = PROCESS_INFORMATION{};
|
||||
if (!CreateProcessW(dashboard_path.wstring().data(), dashboard_path.wstring().data(),
|
||||
nullptr, nullptr, false, 0, nullptr, nullptr,
|
||||
&dashboard_startup, &dashboard_info))
|
||||
{
|
||||
LOG("Failed to launch DashboardServer");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// get pid and close unused handles
|
||||
auto dashboard_pid = dashboard_info.dwProcessId;
|
||||
CloseHandle(dashboard_info.hProcess);
|
||||
CloseHandle(dashboard_info.hThread);
|
||||
#else // *nix systems
|
||||
const auto dashboard_pid = fork();
|
||||
if (dashboard_pid < 0) {
|
||||
LOG("Failed to launch DashboardServer");
|
||||
return 0;
|
||||
} else if (dashboard_pid == 0) {
|
||||
// We are the child process
|
||||
execl(dashboard_path.string().c_str(), dashboard_path.string().c_str(), nullptr);
|
||||
}
|
||||
#endif
|
||||
LOG("DashboardServer PID is %d", dashboard_pid);
|
||||
return dashboard_pid;
|
||||
}
|
||||
@@ -4,3 +4,4 @@
|
||||
uint32_t StartAuthServer();
|
||||
uint32_t StartChatServer();
|
||||
uint32_t StartWorldServer(LWOMAPID mapID, uint16_t port, LWOINSTANCEID lastInstanceID, int maxPlayers, LWOCLONEID cloneID);
|
||||
uint32_t StartDashboardServer();
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "eTerminateType.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void GfTikiTorch::OnStartup(Entity* self) {
|
||||
LightTorch(self);
|
||||
@@ -23,14 +22,7 @@ void GfTikiTorch::OnUse(Entity* self, Entity* killer) {
|
||||
self->SetI64(u"userID", killer->GetObjectID());
|
||||
|
||||
for (int i = 0; i < m_numspawn; i++) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = killer->GetObjectID();
|
||||
lootMsg.ownerID = killer->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*killer, lootMsg);
|
||||
GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition());
|
||||
}
|
||||
|
||||
self->AddTimer("InteractionCooldown", 4);
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "GameMessages.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "TeamManager.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void AgSurvivalBuffStation::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
@@ -56,14 +55,7 @@ void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
|
||||
for (auto memberID : team) {
|
||||
auto member = Game::entityManager->GetEntity(memberID);
|
||||
if (member != nullptr && !member->GetIsDead()) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = member->GetObjectID();
|
||||
lootMsg.ownerID = member->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = powerupToDrop;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*member, lootMsg, true, true);
|
||||
GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "EntityInfo.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
|
||||
bool maxImagGreaterThanZero = false;
|
||||
@@ -19,14 +18,7 @@ void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
|
||||
if (maxImagGreaterThanZero) {
|
||||
int amount = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
||||
for (int i = 0; i < amount; ++i) {
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = killer->GetObjectID();
|
||||
lootMsg.ownerID = killer->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*killer, lootMsg);
|
||||
GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -55,20 +55,36 @@ void GfBanana::OnHit(Entity* self, Entity* attacker) {
|
||||
|
||||
return;
|
||||
}
|
||||
bananaEntity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
|
||||
|
||||
bananaEntity->SetPosition(bananaEntity->GetPosition() - NiPoint3Constant::UNIT_Y * 8);
|
||||
|
||||
auto* bananaDestroyable = bananaEntity->GetComponent<DestroyableComponent>();
|
||||
|
||||
bananaDestroyable->SetHealth(0);
|
||||
|
||||
bananaDestroyable->Smash(attacker->GetObjectID());
|
||||
|
||||
/*
|
||||
auto position = self->GetPosition();
|
||||
const auto rotation = self->GetRotation();
|
||||
EntityInfo info{};
|
||||
info.lot = 6718;
|
||||
info.pos = self->GetPosition();
|
||||
info.pos.y += 12;
|
||||
info.pos.x -= QuatUtils::Right(rotation).x * 5;
|
||||
info.pos.z -= QuatUtils::Right(rotation).z * 5;
|
||||
|
||||
position.y += 12;
|
||||
position.x -= rotation.GetRightVector().x * 5;
|
||||
position.z -= rotation.GetRightVector().z * 5;
|
||||
|
||||
EntityInfo info {};
|
||||
|
||||
info.pos = position;
|
||||
info.rot = rotation;
|
||||
info.lot = 6718;
|
||||
info.spawnerID = self->GetObjectID();
|
||||
info.settings = { new LDFData<uint32_t>(u"motionType", 5) };
|
||||
auto* const newEn = Game::entityManager->CreateEntity(info, nullptr, self);
|
||||
Game::entityManager->ConstructEntity(newEn);
|
||||
|
||||
auto* entity = Game::entityManager->CreateEntity(info);
|
||||
|
||||
Game::entityManager->ConstructEntity(entity, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
*/
|
||||
|
||||
Game::entityManager->SerializeEntity(self);
|
||||
}
|
||||
|
||||
void GfBanana::OnTimerDone(Entity* self, std::string timerName) {
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
#include "GfBananaCluster.h"
|
||||
#include "Entity.h"
|
||||
#include "dpWorld.h"
|
||||
#include "dNavMesh.h"
|
||||
#include "Loot.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
void GfBananaCluster::OnStartup(Entity* self) {
|
||||
self->AddTimer("startup", 100);
|
||||
@@ -14,21 +10,3 @@ void GfBananaCluster::OnTimerDone(Entity* self, std::string timerName) {
|
||||
self->ScheduleKillAfterUpdate(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Hack in banana loot dropping from tree area since it seemed to do that in live for some reason
|
||||
void GfBananaCluster::OnHit(Entity* self, Entity* attacker) {
|
||||
auto* parentEntity = self->GetParentEntity();
|
||||
GameMessages::GetPosition posMsg{};
|
||||
if (parentEntity) {
|
||||
posMsg.target = parentEntity->GetObjectID();
|
||||
}
|
||||
posMsg.Send();
|
||||
|
||||
const auto rotation = parentEntity ? parentEntity->GetRotation() : self->GetRotation();
|
||||
|
||||
if (dpWorld::GetNavMesh()) posMsg.pos.y = dpWorld::GetNavMesh()->GetHeightAtPoint(posMsg.pos) + 3.0f;
|
||||
else posMsg.pos = posMsg.pos - (NiPoint3Constant::UNIT_Y * 8);
|
||||
posMsg.pos.x -= QuatUtils::Right(rotation).x * 5;
|
||||
posMsg.pos.z -= QuatUtils::Right(rotation).z * 5;
|
||||
self->SetPosition(posMsg.pos);
|
||||
}
|
||||
|
||||
@@ -7,5 +7,4 @@ public:
|
||||
void OnStartup(Entity* self) override;
|
||||
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
void OnHit(Entity* self, Entity* attacker) override;
|
||||
};
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#include "NsQbImaginationStatue.h"
|
||||
#include "EntityManager.h"
|
||||
#include "GameMessages.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void NsQbImaginationStatue::OnStartup(Entity* self) {
|
||||
|
||||
@@ -36,12 +35,6 @@ void NsQbImaginationStatue::SpawnLoot(Entity* self) {
|
||||
|
||||
if (player == nullptr) return;
|
||||
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = player->GetObjectID();
|
||||
lootMsg.ownerID = player->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
GameMessages::SendDropClientLoot(player, self->GetObjectID(), 935, 0);
|
||||
GameMessages::SendDropClientLoot(player, self->GetObjectID(), 935, 0);
|
||||
}
|
||||
|
||||
@@ -13,7 +13,6 @@ namespace Game {
|
||||
}
|
||||
|
||||
namespace {
|
||||
const char* jsonContentType = "Content-Type: application/json\r\n";
|
||||
const std::string wsSubscribed = "{\"status\":\"subscribed\"}";
|
||||
const std::string wsUnsubscribed = "{\"status\":\"unsubscribed\"}";
|
||||
std::map<std::pair<eHTTPMethod, std::string>, HTTPRoute> g_HTTPRoutes;
|
||||
@@ -73,7 +72,7 @@ void HandleHTTPMessage(mg_connection* connection, const mg_http_message* http_ms
|
||||
reply.status = eHTTPStatusCode::UNAUTHORIZED;
|
||||
reply.message = "{\"error\":\"Unauthorized\"}";
|
||||
}
|
||||
mg_http_reply(connection, static_cast<int>(reply.status), jsonContentType, reply.message.c_str());
|
||||
mg_http_reply(connection, static_cast<int>(reply.status), reply.contentType.c_str(), reply.message.c_str());
|
||||
}
|
||||
|
||||
|
||||
|
||||
26
dWeb/Web.h
26
dWeb/Web.h
@@ -20,10 +20,36 @@ enum class eHTTPMethod;
|
||||
// Forward declaration for mongoose manager
|
||||
typedef struct mg_mgr mg_mgr;
|
||||
|
||||
namespace ContentType {
|
||||
const std::string JSON = "Content-Type: application/json\r\n";
|
||||
const std::string HTML = "Content-Type: text/html\r\n";
|
||||
const std::string PLAIN = "Content-Type: text/plain\r\n";
|
||||
const std::string CSS = "Content-Type: text/css\r\n";
|
||||
const std::string JAVASCRIPT = "Content-Type: application/javascript\r\n";
|
||||
const std::string ICO = "Content-Type: image/x-icon\r\n";
|
||||
const std::string PNG = "Content-Type: image/png\r\n";
|
||||
const std::string SVG = "Content-Type: image/svg+xml\r\n";
|
||||
const std::string JPG = "Content-Type: image/jpeg\r\n";
|
||||
const std::string GIF = "Content-Type: image/gif\r\n";
|
||||
const std::string WEBP = "Content-Type: image/webp\r\n";
|
||||
const std::string MP4 = "Content-Type: video/mp4\r\n";
|
||||
const std::string OGG = "Content-Type: audio/ogg\r\n";
|
||||
const std::string MP3 = "Content-Type: audio/mpeg\r\n";
|
||||
const std::string BINARY = "Content-Type: application/octet-stream\r\n";
|
||||
const std::string FORM = "Content-Type: application/x-www-form-urlencoded\r\n";
|
||||
const std::string MULTIPART = "Content-Type: multipart/form-data\r\n";
|
||||
const std::string ZIP = "Content-Type: application/zip\r\n";
|
||||
const std::string PDF = "Content-Type: application/pdf\r\n";
|
||||
const std::string XML = "Content-Type: application/xml\r\n";
|
||||
const std::string CSV = "Content-Type: text/csv\r\n";
|
||||
const std::string YAML = "Content-Type: application/x-yaml\r\n";
|
||||
}
|
||||
|
||||
// For passing HTTP messages between functions
|
||||
struct HTTPReply {
|
||||
eHTTPStatusCode status = eHTTPStatusCode::NOT_FOUND;
|
||||
std::string message = "{\"error\":\"Not Found\"}";
|
||||
std::string contentType = ContentType::JSON;
|
||||
};
|
||||
|
||||
// HTTP route structure
|
||||
|
||||
@@ -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:
|
||||
|
||||
0
resources/dashboardconfig.ini
Normal file
0
resources/dashboardconfig.ini
Normal file
@@ -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>
|
||||
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@@ -1,11 +0,0 @@
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|
||||
<Rigid refID="21" transformation="0,0,-1,0,0.99999994039535522,0,1,0,0,-8.4000053405761719,455.99993896484375,70" boneRefs="41"/>
|
||||
<Joint type="hinge">
|
||||
<RigidRef rigidRef="20" a="0,1,0" z="0,0,1" t="0,0.95999997854232788,0"/>
|
||||
<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";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3031
thirdparty/inja/inja.hpp
vendored
Normal file
3031
thirdparty/inja/inja.hpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user