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tested the following are now functional ag buff station tiki torch ve rocket part boxes ns statue property behavior extra items from full inventory hardcore drops (items and coins)
1122 lines
37 KiB
C++
1122 lines
37 KiB
C++
#include "DestroyableComponent.h"
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#include "BitStream.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "Amf3.h"
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#include "AmfSerialize.h"
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#include "GameMessages.h"
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#include "User.h"
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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#include "Spawner.h"
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#include "BaseCombatAIComponent.h"
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#include "TeamManager.h"
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#include "BuffComponent.h"
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#include "SkillComponent.h"
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#include "Item.h"
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#include "Amf3.h"
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#include <sstream>
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#include <algorithm>
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "ModelComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include <ranges>
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#include "CDComponentsRegistryTable.h"
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Implementation<bool, const Entity*> DestroyableComponent::IsEnemyImplentation;
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Implementation<bool, const Entity*> DestroyableComponent::IsFriendImplentation;
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DestroyableComponent::DestroyableComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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using namespace GameMessages;
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m_iArmor = 0;
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m_fMaxArmor = 0.0f;
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m_iImagination = 0;
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m_fMaxImagination = 0.0f;
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m_FactionIDs = std::vector<int32_t>();
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m_EnemyFactionIDs = std::vector<int32_t>();
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m_IsSmashable = false;
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m_IsDead = false;
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m_IsSmashed = false;
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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m_iHealth = 0;
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m_fMaxHealth = 0;
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m_AttacksToBlock = 0;
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m_LootMatrixID = 0;
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m_MinCoins = 0;
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m_MaxCoins = 0;
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m_DamageReduction = 0;
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m_ImmuneToBasicAttackCount = 0;
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m_ImmuneToDamageOverTimeCount = 0;
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m_ImmuneToKnockbackCount = 0;
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m_ImmuneToInterruptCount = 0;
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m_ImmuneToSpeedCount = 0;
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m_ImmuneToImaginationGainCount = 0;
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m_ImmuneToImaginationLossCount = 0;
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m_ImmuneToQuickbuildInterruptCount = 0;
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m_ImmuneToPullToPointCount = 0;
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m_DeathBehavior = -1;
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m_DamageCooldownTimer = 0.0f;
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RegisterMsg<GetObjectReportInfo>(this, &DestroyableComponent::OnGetObjectReportInfo);
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RegisterMsg<GameMessages::SetFaction>(this, &DestroyableComponent::OnSetFaction);
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}
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DestroyableComponent::~DestroyableComponent() {
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}
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void DestroyableComponent::Reinitialize(LOT templateID) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
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int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::GetTable<CDDestructibleComponentTable>();
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (destCompData.size() > 0) {
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SetHealth(destCompData[0].life);
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SetImagination(destCompData[0].imagination);
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SetArmor(destCompData[0].armor);
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SetMaxHealth(destCompData[0].life);
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SetMaxImagination(destCompData[0].imagination);
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SetMaxArmor(destCompData[0].armor);
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SetIsSmashable(destCompData[0].isSmashable);
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}
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} else {
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SetHealth(1);
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SetImagination(0);
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SetArmor(0);
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SetMaxHealth(1);
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SetMaxImagination(0);
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SetMaxArmor(0);
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SetIsSmashable(true);
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}
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}
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void DestroyableComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write1(); // always write these on construction
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outBitStream.Write(m_ImmuneToBasicAttackCount);
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outBitStream.Write(m_ImmuneToDamageOverTimeCount);
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outBitStream.Write(m_ImmuneToKnockbackCount);
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outBitStream.Write(m_ImmuneToInterruptCount);
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outBitStream.Write(m_ImmuneToSpeedCount);
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outBitStream.Write(m_ImmuneToImaginationGainCount);
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outBitStream.Write(m_ImmuneToImaginationLossCount);
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outBitStream.Write(m_ImmuneToQuickbuildInterruptCount);
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outBitStream.Write(m_ImmuneToPullToPointCount);
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}
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outBitStream.Write(m_DirtyHealth || bIsInitialUpdate);
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if (m_DirtyHealth || bIsInitialUpdate) {
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outBitStream.Write(m_iHealth);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_iArmor);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_iImagination);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write(m_DamageToAbsorb);
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outBitStream.Write(IsImmune());
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outBitStream.Write(m_IsGMImmune);
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outBitStream.Write(m_IsShielded);
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outBitStream.Write(m_fMaxHealth);
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outBitStream.Write(m_fMaxArmor);
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outBitStream.Write(m_fMaxImagination);
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outBitStream.Write<uint32_t>(m_FactionIDs.size());
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for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
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outBitStream.Write(m_FactionIDs[i]);
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}
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outBitStream.Write(m_IsSmashable);
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if (bIsInitialUpdate) {
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outBitStream.Write(m_IsDead);
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outBitStream.Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream.Write(m_IsModuleAssembly);
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outBitStream.Write(m_ExplodeFactor != 1.0f);
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if (m_ExplodeFactor != 1.0f) outBitStream.Write(m_ExplodeFactor);
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}
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}
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m_DirtyHealth = false;
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}
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outBitStream.Write(m_DirtyThreatList || bIsInitialUpdate);
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if (m_DirtyThreatList || bIsInitialUpdate) {
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outBitStream.Write(m_HasThreats);
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m_DirtyThreatList = false;
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}
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}
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void DestroyableComponent::Update(float deltaTime) {
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m_DamageCooldownTimer -= deltaTime;
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}
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void DestroyableComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
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auto* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromXml(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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dest->QueryAttribute("im", &m_fMaxImagination);
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dest->QueryAttribute("ic", &m_iImagination);
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dest->QueryAttribute("ac", &m_iArmor);
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dest->QueryAttribute("am", &m_fMaxArmor);
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m_DirtyHealth = true;
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}
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void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
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tinyxml2::XMLElement* dest = doc.FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->UpdateXml(doc);
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}
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dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
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dest->SetAttribute("im", m_fMaxImagination);
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dest->SetAttribute("ic", m_iImagination);
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dest->SetAttribute("ac", m_iArmor);
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dest->SetAttribute("am", m_fMaxArmor);
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}
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void DestroyableComponent::SetHealth(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
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}
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m_iHealth = value;
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}
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void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
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m_fMaxHealth = value;
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if (m_iHealth > m_fMaxHealth) {
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m_iHealth = m_fMaxHealth;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "health");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
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// If Destroyable Component already has zero armor do not trigger the passive ability again.
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bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackArmorDelta(value - m_iArmor);
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}
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m_iArmor = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
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}
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}
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void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
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m_fMaxArmor = value;
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if (m_iArmor > m_fMaxArmor) {
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m_iArmor = m_fMaxArmor;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(value));
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args.Insert("type", "armor");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackImaginationDelta(value - m_iImagination);
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}
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m_iImagination = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iImagination == 0 && inventroyComponent != nullptr) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
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}
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}
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void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
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if (m_iImagination > m_fMaxImagination) {
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m_iImagination = m_fMaxImagination;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "imagination");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
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m_DirtyHealth = true;
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m_DamageToAbsorb = value;
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}
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void DestroyableComponent::SetDamageReduction(int32_t value) {
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m_DirtyHealth = true;
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m_DamageReduction = value;
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}
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void DestroyableComponent::SetIsImmune(bool value) {
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m_DirtyHealth = true;
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m_ImmuneToBasicAttackCount = value ? 1 : 0;
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}
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void DestroyableComponent::SetIsGMImmune(bool value) {
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m_DirtyHealth = true;
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m_IsGMImmune = value;
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}
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void DestroyableComponent::SetIsShielded(bool value) {
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m_DirtyHealth = true;
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m_IsShielded = value;
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}
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void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
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// Ignore factionID -1
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if (factionID == -1 && !ignoreChecks) return;
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// if we already have that faction, don't add it again
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if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
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m_FactionIDs.push_back(factionID);
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m_DirtyHealth = true;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, static_cast<int>(factionID));
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auto result = query.execQuery();
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if (result.eof()) return;
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if (result.fieldIsNull("enemyList")) return;
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const auto* list_string = result.getStringField("enemyList");
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std::stringstream ss(list_string);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (token.empty()) continue;
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auto id = std::stoi(token);
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auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude) {
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exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
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}
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if (exclude) {
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continue;
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}
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AddEnemyFaction(id);
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}
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result.finalize();
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}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
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if (IsEnemyImplentation.ExecuteWithDefault(other, false)) return true;
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if (m_Parent->IsPlayer() && other->IsPlayer()) {
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auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!thisCharacterComponent) return false;
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auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
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if (!otherCharacterComponent) return false;
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if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
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return false;
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}
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return true;
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}
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}
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}
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return false;
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}
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bool DestroyableComponent::IsFriend(const Entity* other) const {
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if (IsFriendImplentation.ExecuteWithDefault(other, false)) return true;
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return false;
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}
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}
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return true;
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}
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return false;
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}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
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m_EnemyFactionIDs.push_back(factionID);
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}
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void DestroyableComponent::SetIsSmashable(bool value) {
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m_DirtyHealth = true;
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m_IsSmashable = value;
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}
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void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
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m_AttacksToBlock = value;
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}
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bool DestroyableComponent::IsImmune() const {
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return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
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}
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bool DestroyableComponent::IsCooldownImmune() const {
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return m_DamageCooldownTimer > 0.0f;
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}
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bool DestroyableComponent::IsKnockbackImmune() const {
|
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
|
|
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
|
|
|
|
if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
|
|
const auto hasPassive = inventoryComponent->HasAnyPassive({
|
|
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
|
|
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
|
|
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
|
|
}, 5);
|
|
|
|
if (hasPassive) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
|
|
}
|
|
|
|
bool DestroyableComponent::HasFaction(int32_t factionID) const {
|
|
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
|
|
}
|
|
|
|
LWOOBJID DestroyableComponent::GetKillerID() const {
|
|
return m_KillerID;
|
|
}
|
|
|
|
Entity* DestroyableComponent::GetKiller() const {
|
|
return Game::entityManager->GetEntity(m_KillerID);
|
|
}
|
|
|
|
void DestroyableComponent::Heal(const uint32_t health) {
|
|
auto current = static_cast<uint32_t>(GetHealth());
|
|
const auto max = static_cast<uint32_t>(GetMaxHealth());
|
|
|
|
current += health;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetHealth(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
|
|
auto current = static_cast<int32_t>(GetImagination());
|
|
const auto max = static_cast<int32_t>(GetMaxImagination());
|
|
|
|
current += deltaImagination;
|
|
|
|
current = std::min(current, max);
|
|
|
|
if (current < 0) {
|
|
current = 0;
|
|
}
|
|
|
|
SetImagination(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Repair(const uint32_t armor) {
|
|
auto current = static_cast<uint32_t>(GetArmor());
|
|
const auto max = static_cast<uint32_t>(GetMaxArmor());
|
|
|
|
current += armor;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetArmor(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
|
|
if (GetHealth() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (IsImmune() || IsCooldownImmune()) {
|
|
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
|
|
return;
|
|
}
|
|
|
|
if (m_AttacksToBlock > 0) {
|
|
m_AttacksToBlock--;
|
|
|
|
return;
|
|
}
|
|
|
|
// Client does the same check, so we're doing it too
|
|
auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
|
|
if (modelComponent) {
|
|
modelComponent->OnHit();
|
|
// Don't actually deal the damage so the model doesn't die
|
|
return;
|
|
}
|
|
|
|
// If this entity has damage reduction, reduce the damage to a minimum of 1
|
|
if (m_DamageReduction > 0 && damage > 0) {
|
|
if (damage > m_DamageReduction) {
|
|
damage -= m_DamageReduction;
|
|
} else {
|
|
damage = 1;
|
|
}
|
|
}
|
|
|
|
const auto sourceDamage = damage;
|
|
|
|
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
|
|
auto armor = static_cast<uint32_t>(GetArmor());
|
|
auto health = static_cast<uint32_t>(GetHealth());
|
|
|
|
const auto absorbDamage = std::min(damage, absorb);
|
|
|
|
damage -= absorbDamage;
|
|
absorb -= absorbDamage;
|
|
|
|
const auto armorDamage = std::min(damage, armor);
|
|
|
|
damage -= armorDamage;
|
|
armor -= armorDamage;
|
|
|
|
health -= std::min(damage, health);
|
|
|
|
SetDamageToAbsorb(absorb);
|
|
SetArmor(armor);
|
|
SetHealth(health);
|
|
SetIsShielded(absorb > 0);
|
|
|
|
// Dismount on the possessable hit
|
|
auto possessable = m_Parent->GetComponent<PossessableComponent>();
|
|
if (possessable && possessable->GetDepossessOnHit()) {
|
|
possessable->Dismount();
|
|
}
|
|
|
|
// Dismount on the possessor hit
|
|
auto possessor = m_Parent->GetComponent<PossessorComponent>();
|
|
if (possessor) {
|
|
auto possessableId = possessor->GetPossessable();
|
|
if (possessableId != LWOOBJID_EMPTY) {
|
|
auto possessable = Game::entityManager->GetEntity(possessableId);
|
|
if (possessable) {
|
|
possessor->Dismount(possessable);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_Parent->GetLOT() != 1) {
|
|
echo = true;
|
|
}
|
|
|
|
if (echo) {
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
auto* attacker = Game::entityManager->GetEntity(source);
|
|
m_Parent->OnHit(attacker);
|
|
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
|
|
NotifySubscribers(attacker, sourceDamage);
|
|
|
|
for (const auto& cb : m_OnHitCallbacks) {
|
|
cb(attacker);
|
|
}
|
|
|
|
if (health != 0) {
|
|
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (combatComponent != nullptr) {
|
|
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Smash(source, eKillType::VIOLENT, u"", skillID);
|
|
}
|
|
|
|
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
|
|
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
|
|
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
|
|
auto foundScript = m_SubscribedScripts.find(scriptObjId);
|
|
if (foundScript != m_SubscribedScripts.end()) {
|
|
m_SubscribedScripts.erase(foundScript);
|
|
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
} else {
|
|
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
|
|
}
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
|
|
for (auto script : m_SubscribedScripts) {
|
|
script.second->NotifyHitOrHealResult(m_Parent, attacker, 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);
|
|
}
|
|
|
|
if (m_iHealth > 0) {
|
|
SetArmor(0);
|
|
SetHealth(0);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
m_IsDead = true;
|
|
m_KillerID = source;
|
|
|
|
auto* owner = Game::entityManager->GetEntity(source);
|
|
|
|
if (owner != nullptr) {
|
|
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
|
|
|
|
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent != nullptr && isEnemy) {
|
|
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
|
|
}
|
|
|
|
auto* missions = owner->GetComponent<MissionComponent>();
|
|
|
|
if (missions != nullptr) {
|
|
if (team != nullptr) {
|
|
for (const auto memberId : team->members) {
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
auto* memberMissions = member->GetComponent<MissionComponent>();
|
|
|
|
if (memberMissions == nullptr) continue;
|
|
|
|
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
} else {
|
|
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto isPlayer = m_Parent->IsPlayer();
|
|
|
|
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
|
|
|
|
//NANI?!
|
|
if (!isPlayer) {
|
|
if (owner != nullptr) {
|
|
Loot::DropLoot(owner, m_Parent->GetObjectID(), GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
|
}
|
|
} else {
|
|
//Check if this zone allows coin drops
|
|
if (Game::zoneManager->GetPlayerLoseCoinOnDeath() && !Game::entityManager->GetHardcoreMode()) {
|
|
auto* character = m_Parent->GetCharacter();
|
|
uint64_t coinsTotal = character->GetCoins();
|
|
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMin;
|
|
if (coinsTotal >= minCoinsToLose) {
|
|
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathMax;
|
|
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig().coinsLostOnDeathPercent;
|
|
|
|
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
|
|
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
|
|
|
|
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());
|
|
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
|
}
|
|
}
|
|
|
|
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
|
|
if (zoneControl) zoneControl->GetScript()->OnPlayerDied(zoneControl, m_Parent);
|
|
|
|
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
|
|
for (Entity* scriptEntity : scriptedActs) {
|
|
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
|
|
scriptEntity->GetScript()->OnPlayerDied(scriptEntity, m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Parent->Kill(owner, killType);
|
|
}
|
|
|
|
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
|
|
m_FactionIDs.clear();
|
|
m_EnemyFactionIDs.clear();
|
|
|
|
AddFaction(factionID, ignoreChecks);
|
|
}
|
|
|
|
void DestroyableComponent::SetStatusImmunity(
|
|
const eStateChangeType state,
|
|
const bool bImmuneToBasicAttack,
|
|
const bool bImmuneToDamageOverTime,
|
|
const bool bImmuneToKnockback,
|
|
const bool bImmuneToInterrupt,
|
|
const bool bImmuneToSpeed,
|
|
const bool bImmuneToImaginationGain,
|
|
const bool bImmuneToImaginationLoss,
|
|
const bool bImmuneToQuickbuildInterrupt,
|
|
const bool bImmuneToPullToPoint) {
|
|
|
|
if (state == eStateChangeType::POP) {
|
|
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
|
|
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
|
|
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
|
|
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
|
|
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
|
|
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
|
|
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
|
|
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
|
|
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
|
|
|
|
} else if (state == eStateChangeType::PUSH) {
|
|
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
|
|
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
|
|
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
|
|
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
|
|
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
|
|
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
|
|
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
|
|
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
|
|
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
|
|
}
|
|
|
|
GameMessages::SendSetStatusImmunity(
|
|
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
|
|
bImmuneToBasicAttack,
|
|
bImmuneToDamageOverTime,
|
|
bImmuneToKnockback,
|
|
bImmuneToInterrupt,
|
|
bImmuneToSpeed,
|
|
bImmuneToImaginationGain,
|
|
bImmuneToImaginationLoss,
|
|
bImmuneToQuickbuildInterrupt,
|
|
bImmuneToPullToPoint
|
|
);
|
|
}
|
|
|
|
void DestroyableComponent::FixStats() {
|
|
auto* entity = GetParent();
|
|
|
|
if (entity == nullptr) return;
|
|
|
|
// Reset skill component and buff component
|
|
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
// If any of the components are nullptr, return
|
|
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Save the current stats
|
|
int32_t currentHealth = destroyableComponent->GetHealth();
|
|
int32_t currentArmor = destroyableComponent->GetArmor();
|
|
int32_t currentImagination = destroyableComponent->GetImagination();
|
|
|
|
// Unequip all items
|
|
auto equipped = inventoryComponent->GetEquippedItems();
|
|
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Unequip the item
|
|
item->UnEquip();
|
|
}
|
|
|
|
// Base stats
|
|
int32_t maxHealth = 4;
|
|
int32_t maxArmor = 0;
|
|
int32_t maxImagination = 0;
|
|
|
|
// Go through all completed missions and add the reward stats
|
|
for (auto& pair : missionComponent->GetMissions()) {
|
|
auto* mission = pair.second;
|
|
|
|
if (!mission->IsComplete()) {
|
|
continue;
|
|
}
|
|
|
|
// Add the stats
|
|
const auto& info = mission->GetClientInfo();
|
|
|
|
maxHealth += info.reward_maxhealth;
|
|
maxImagination += info.reward_maximagination;
|
|
}
|
|
|
|
// Set the base stats
|
|
destroyableComponent->SetMaxHealth(maxHealth);
|
|
destroyableComponent->SetMaxArmor(maxArmor);
|
|
destroyableComponent->SetMaxImagination(maxImagination);
|
|
|
|
// Re-apply all buffs
|
|
buffComponent->ReApplyBuffs();
|
|
|
|
// Requip all items
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Equip the item
|
|
item->Equip();
|
|
}
|
|
|
|
// Fetch correct max stats after everything is done
|
|
maxHealth = destroyableComponent->GetMaxHealth();
|
|
maxArmor = destroyableComponent->GetMaxArmor();
|
|
maxImagination = destroyableComponent->GetMaxImagination();
|
|
|
|
// If any of the current stats are more than their max, set them to the max
|
|
if (currentHealth > maxHealth) currentHealth = maxHealth;
|
|
if (currentArmor > maxArmor) currentArmor = maxArmor;
|
|
if (currentImagination > maxImagination) currentImagination = maxImagination;
|
|
|
|
// Restore current stats
|
|
destroyableComponent->SetHealth(currentHealth);
|
|
destroyableComponent->SetArmor(currentArmor);
|
|
destroyableComponent->SetImagination(currentImagination);
|
|
|
|
// Serialize the entity
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
|
|
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
|
|
m_OnHitCallbacks.push_back(callback);
|
|
}
|
|
|
|
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
|
//check if this is a player:
|
|
if (m_Parent->IsPlayer()) {
|
|
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
|
|
auto* character = m_Parent->GetComponent<CharacterComponent>();
|
|
auto uscore = character->GetUScore();
|
|
|
|
auto uscoreToLose = static_cast<uint64_t>(uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100.0f));
|
|
LOG("Player %llu has lost %llu uscore!", m_Parent->GetObjectID(), uscoreToLose);
|
|
character->SetUScore(uscore - uscoreToLose);
|
|
|
|
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
|
|
|
|
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
|
|
//drop all items from inventory:
|
|
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
|
|
if (inventory) {
|
|
//get the items inventory:
|
|
auto items = inventory->GetInventory(eInventoryType::ITEMS);
|
|
if (items) {
|
|
auto itemMap = items->GetItems();
|
|
if (!itemMap.empty()) {
|
|
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);
|
|
item->SetCount(0, false, false);
|
|
}
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//get character:
|
|
auto* chars = m_Parent->GetCharacter();
|
|
if (chars) {
|
|
auto oldCoins = chars->GetCoins();
|
|
// Floor this so there arent coins generated from rounding
|
|
auto coins = static_cast<uint64_t>(oldCoins * Game::entityManager->GetHardcoreCoinKeep());
|
|
auto coinsToDrop = oldCoins - coins;
|
|
LOG("Player had %llu coins, will lose %i coins to have %i", oldCoins, coinsToDrop, coins);
|
|
|
|
//lose all coins:
|
|
chars->SetCoins(coins, eLootSourceType::NONE);
|
|
|
|
//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;
|
|
}
|
|
lootMsg.currency = coinsToDrop;
|
|
lootMsg.Send();
|
|
lootMsg.Send(m_Parent->GetSystemAddress());
|
|
}
|
|
return;
|
|
}
|
|
|
|
//award the player some u-score:
|
|
auto* player = Game::entityManager->GetEntity(source);
|
|
if (player && player->IsPlayer()) {
|
|
const auto lot = m_Parent->GetLOT();
|
|
auto* playerStats = player->GetComponent<CharacterComponent>();
|
|
if (playerStats && GetMaxHealth() > 0 && !Game::entityManager->GetHardcoreUscoreExcludedEnemies().contains(lot)) {
|
|
//get the maximum health from this enemy:
|
|
auto maxHealth = GetMaxHealth();
|
|
const auto uscoreMultiplier = Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
|
|
const bool isUscoreReducedLot =
|
|
Game::entityManager->GetHardcoreUscoreReducedLots().contains(lot) ||
|
|
Game::entityManager->GetHardcoreUscoreReduced();
|
|
const auto uscoreReduction = isUscoreReducedLot ? Game::entityManager->GetHardcoreUscoreReduction() : 1.0f;
|
|
|
|
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier() * uscoreReduction;
|
|
LOG("Rewarding player %llu with %i uscore for killing enemy %i", player->GetObjectID(), uscore, lot);
|
|
playerStats->SetUScore(playerStats->GetUScore() + uscore);
|
|
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
|
auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
|
|
|
auto& destroyableInfo = reportInfo.info->PushDebug("Destroyable");
|
|
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;
|
|
auto& factions = destroyableInfo.PushDebug("Factions");
|
|
size_t i = 0;
|
|
for (const auto factionID : m_FactionIDs) {
|
|
factions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(factionID)) = "";
|
|
}
|
|
auto& enemyFactions = destroyableInfo.PushDebug("Enemy Factions");
|
|
i = 0;
|
|
for (const auto enemyFactionID : m_EnemyFactionIDs) {
|
|
enemyFactions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(enemyFactionID)) = "";
|
|
}
|
|
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
|
|
auto& immuneCounts = destroyableInfo.PushDebug("Immune Counts");
|
|
immuneCounts.PushDebug<AMFIntValue>("Basic Attack") = m_ImmuneToBasicAttackCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Damage Over Time") = m_ImmuneToDamageOverTimeCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Knockback") = m_ImmuneToKnockbackCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Interrupt") = m_ImmuneToInterruptCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Speed") = m_ImmuneToSpeedCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Imagination Gain") = m_ImmuneToImaginationGainCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Imagination Loss") = m_ImmuneToImaginationLossCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Quickbuild Interrupt") = m_ImmuneToQuickbuildInterruptCount;
|
|
immuneCounts.PushDebug<AMFIntValue>("Pull To Point") = m_ImmuneToPullToPointCount;
|
|
|
|
destroyableInfo.PushDebug<AMFIntValue>("Death Behavior") = m_DeathBehavior;
|
|
destroyableInfo.PushDebug<AMFDoubleValue>("Damage Cooldown Timer") = m_DamageCooldownTimer;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DestroyableComponent::OnSetFaction(GameMessages::GameMsg& msg) {
|
|
auto& modifyFaction = static_cast<GameMessages::SetFaction&>(msg);
|
|
m_DirtyHealth = true;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
SetFaction(modifyFaction.factionID, modifyFaction.bIgnoreChecks);
|
|
return true;
|
|
}
|