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Merge pull request #584 Fix an issue where quickbuilds were sometimes unbuildable
Fix an issue where quickbuilds were sometimes unbuildable
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commit
1fe6c32933
@ -79,6 +79,7 @@ Entity::Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity)
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m_Components = {};
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m_DieCallbacks = {};
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m_PhantomCollisionCallbacks = {};
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m_IsParentChildDirty = true;
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m_Settings = info.settings;
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m_NetworkSettings = info.networkSettings;
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@ -561,19 +562,6 @@ void Entity::Initialize()
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comp->SetPostImaginationCost(rebCompData[0].post_imagination_cost);
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comp->SetTimeBeforeSmash(rebCompData[0].time_before_smash);
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const auto rebuildActivatorValue = GetVarAsString(u"rebuild_activators");
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if (!rebuildActivatorValue.empty()) {
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std::vector<std::string> split = GeneralUtils::SplitString(rebuildActivatorValue, 0x1f);
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NiPoint3 pos;
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pos.x = std::stof(split[0]);
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pos.y = std::stof(split[1]);
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pos.z = std::stof(split[2]);
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comp->SetActivatorPosition(pos);
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}
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const auto rebuildResetTime = GetVar<float>(u"rebuild_reset_time");
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if (rebuildResetTime != 0.0f) {
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@ -974,8 +962,11 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream* outBitStream, eReplicaPacke
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}
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else outBitStream->Write0(); //No GM Level
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}
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outBitStream->Write((m_ParentEntity != nullptr || m_ChildEntities.size() > 0));
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if (m_ParentEntity || m_ChildEntities.size() > 0) {
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// Only serialize parent / child info should the info be dirty (changed) or if this is the construction of the entity.
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outBitStream->Write(m_IsParentChildDirty || packetType == PACKET_TYPE_CONSTRUCTION);
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if (m_IsParentChildDirty || packetType == PACKET_TYPE_CONSTRUCTION) {
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m_IsParentChildDirty = false;
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outBitStream->Write(m_ParentEntity != nullptr);
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if (m_ParentEntity) {
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outBitStream->Write(m_ParentEntity->GetObjectID());
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@ -1661,6 +1652,7 @@ void Entity::RegisterCoinDrop(uint64_t count) {
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}
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void Entity::AddChild(Entity* child) {
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m_IsParentChildDirty = true;
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m_ChildEntities.push_back(child);
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}
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@ -322,6 +322,8 @@ protected:
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int8_t m_Observers = 0;
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bool m_IsParentChildDirty = true;
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/*
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* Collision
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*/
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@ -22,6 +22,20 @@ RebuildComponent::RebuildComponent(Entity* entity) : Component(entity) {
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{
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m_Precondition = new PreconditionExpression(GeneralUtils::UTF16ToWTF8(checkPreconditions));
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}
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// Should a setting that has the build activator position exist, fetch that setting here and parse it for position.
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// It is assumed that the user who sets this setting uses the correct character delimiter (character 31 or in hex 0x1F)
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auto positionAsVector = GeneralUtils::SplitString(m_Parent->GetVarAsString(u"rebuild_activators"), 0x1F);
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if (positionAsVector.size() == 3 &&
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GeneralUtils::TryParse(positionAsVector[0], m_ActivatorPosition.x) &&
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GeneralUtils::TryParse(positionAsVector[1], m_ActivatorPosition.y) &&
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GeneralUtils::TryParse(positionAsVector[2], m_ActivatorPosition.z)) {
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} else {
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Game::logger->Log("RebuildComponent", "Failed to find activator position for lot %i. Defaulting to parents position.\n", m_Parent->GetLOT());
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m_ActivatorPosition = m_Parent->GetPosition();
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}
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SpawnActivator();
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}
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RebuildComponent::~RebuildComponent() {
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