mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Merge pull request #950 from DarkflameUniverse/vanity-ldf-reading
Add ldf controlls to vanity npc tools
This commit is contained in:
commit
45d739499a
@ -65,17 +65,21 @@ void VanityUtilities::SpawnVanity() {
|
||||
npcIndex = GeneralUtils::GenerateRandomNumber<uint32_t>(0, npcList.size() - 1);
|
||||
}
|
||||
|
||||
const auto& npc = npcList[npcIndex];
|
||||
auto& npc = npcList[npcIndex];
|
||||
|
||||
taken.push_back(npcIndex);
|
||||
|
||||
// Spawn the NPC
|
||||
std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
|
||||
u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
|
||||
Game::logger->Log("VanityUtilities", "ldf size is %i", npc.ldf.size());
|
||||
if (npc.ldf.empty()) {
|
||||
npc.ldf = {
|
||||
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
|
||||
};
|
||||
}
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, data);
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
|
||||
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
|
||||
|
||||
@ -86,11 +90,11 @@ void VanityUtilities::SpawnVanity() {
|
||||
}
|
||||
|
||||
// Loop through all NPCs
|
||||
for (const auto& pair : m_NPCs) {
|
||||
if (pair.m_Locations.find(Game::server->GetZoneID()) == pair.m_Locations.end())
|
||||
for (auto& npc : m_NPCs) {
|
||||
if (npc.m_Locations.find(Game::server->GetZoneID()) == npc.m_Locations.end())
|
||||
continue;
|
||||
|
||||
const std::vector<VanityNPCLocation>& locations = pair.m_Locations.at(Game::server->GetZoneID());
|
||||
const std::vector<VanityNPCLocation>& locations = npc.m_Locations.at(Game::server->GetZoneID());
|
||||
|
||||
// Pick a random location
|
||||
const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
|
||||
@ -101,27 +105,30 @@ void VanityUtilities::SpawnVanity() {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::vector<LDFBaseData*> data = { new LDFData<std::vector<std::u16string>>(
|
||||
u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua") };
|
||||
if (npc.ldf.empty()) {
|
||||
npc.ldf = {
|
||||
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
|
||||
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
|
||||
};
|
||||
}
|
||||
|
||||
// Spawn the NPC
|
||||
auto* npc = SpawnNPC(pair.m_LOT, pair.m_Name, location.m_Position, location.m_Rotation, pair.m_Equipment, data);
|
||||
auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
|
||||
|
||||
npc->SetVar<std::vector<std::string>>(u"chats", pair.m_Phrases);
|
||||
npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
|
||||
|
||||
auto* scriptComponent = npc->GetComponent<ScriptComponent>();
|
||||
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
|
||||
|
||||
if (scriptComponent != nullptr) {
|
||||
scriptComponent->SetScript(pair.m_Script);
|
||||
scriptComponent->SetScript(npc.m_Script);
|
||||
scriptComponent->SetSerialized(false);
|
||||
|
||||
for (const auto& pair : pair.m_Flags) {
|
||||
npc->SetVar<bool>(GeneralUtils::ASCIIToUTF16(pair.first), pair.second);
|
||||
for (const auto& npc : npc.m_Flags) {
|
||||
npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
|
||||
}
|
||||
}
|
||||
|
||||
SetupNPCTalk(npc);
|
||||
SetupNPCTalk(npcEntity);
|
||||
}
|
||||
|
||||
if (zoneID == 1200) {
|
||||
@ -266,10 +273,7 @@ void VanityUtilities::ParseXML(const std::string& file) {
|
||||
// Get the NPC name
|
||||
auto* name = npc->Attribute("name");
|
||||
|
||||
if (name == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC name");
|
||||
continue;
|
||||
}
|
||||
if (!name) name = "";
|
||||
|
||||
// Get the NPC lot
|
||||
auto* lot = npc->Attribute("lot");
|
||||
@ -281,71 +285,76 @@ void VanityUtilities::ParseXML(const std::string& file) {
|
||||
|
||||
// Get the equipment
|
||||
auto* equipment = npc->FirstChildElement("equipment");
|
||||
|
||||
if (equipment == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC equipment");
|
||||
continue;
|
||||
}
|
||||
|
||||
auto* text = equipment->GetText();
|
||||
|
||||
std::vector<LOT> inventory;
|
||||
|
||||
if (text != nullptr) {
|
||||
std::string equipmentString(text);
|
||||
if (equipment) {
|
||||
auto* text = equipment->GetText();
|
||||
|
||||
std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
|
||||
if (text != nullptr) {
|
||||
std::string equipmentString(text);
|
||||
|
||||
for (auto& item : splitEquipment) {
|
||||
inventory.push_back(std::stoi(item));
|
||||
std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
|
||||
|
||||
for (auto& item : splitEquipment) {
|
||||
inventory.push_back(std::stoi(item));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Get the phrases
|
||||
auto* phrases = npc->FirstChildElement("phrases");
|
||||
|
||||
if (phrases == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrases");
|
||||
continue;
|
||||
}
|
||||
std::vector<std::string> phraseList = {};
|
||||
|
||||
std::vector<std::string> phraseList;
|
||||
|
||||
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
|
||||
phrase = phrase->NextSiblingElement("phrase")) {
|
||||
// Get the phrase
|
||||
auto* text = phrase->GetText();
|
||||
|
||||
if (text == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrase");
|
||||
continue;
|
||||
if (phrases) {
|
||||
for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
|
||||
phrase = phrase->NextSiblingElement("phrase")) {
|
||||
// Get the phrase
|
||||
auto* text = phrase->GetText();
|
||||
if (text == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC phrase");
|
||||
continue;
|
||||
}
|
||||
phraseList.push_back(text);
|
||||
}
|
||||
|
||||
phraseList.push_back(text);
|
||||
}
|
||||
|
||||
// Get the script
|
||||
auto* scriptElement = npc->FirstChildElement("script");
|
||||
|
||||
std::string scriptName;
|
||||
std::string scriptName = "";
|
||||
|
||||
if (scriptElement != nullptr) {
|
||||
auto* scriptNameAttribute = scriptElement->Attribute("name");
|
||||
|
||||
if (scriptNameAttribute == nullptr) {
|
||||
Game::logger->Log("VanityUtilities", "Failed to parse NPC script name");
|
||||
continue;
|
||||
}
|
||||
|
||||
scriptName = scriptNameAttribute;
|
||||
if (scriptNameAttribute) scriptName = scriptNameAttribute;
|
||||
}
|
||||
|
||||
auto* ldfElement = npc->FirstChildElement("ldf");
|
||||
std::vector<std::u16string> keys = {};
|
||||
|
||||
std::vector<LDFBaseData*> ldf = {};
|
||||
if(ldfElement) {
|
||||
for (auto* entry = ldfElement->FirstChildElement("entry"); entry != nullptr;
|
||||
entry = entry->NextSiblingElement("entry")) {
|
||||
// Get the ldf data
|
||||
auto* data = entry->Attribute("data");
|
||||
if (!data) continue;
|
||||
|
||||
LDFBaseData* ldfData = LDFBaseData::DataFromString(data);
|
||||
keys.push_back(ldfData->GetKey());
|
||||
ldf.push_back(ldfData);
|
||||
}
|
||||
}
|
||||
if (!keys.empty()) ldf.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
|
||||
|
||||
VanityNPC npcData;
|
||||
npcData.m_Name = name;
|
||||
npcData.m_LOT = std::stoi(lot);
|
||||
npcData.m_Equipment = inventory;
|
||||
npcData.m_Phrases = phraseList;
|
||||
npcData.m_Script = scriptName;
|
||||
npcData.ldf = ldf;
|
||||
|
||||
// Get flags
|
||||
auto* flags = npc->FirstChildElement("flags");
|
||||
|
@ -20,6 +20,7 @@ struct VanityNPC
|
||||
std::string m_Script;
|
||||
std::map<std::string, bool> m_Flags;
|
||||
std::map<uint32_t, std::vector<VanityNPCLocation>> m_Locations;
|
||||
std::vector<LDFBaseData*> ldf;
|
||||
};
|
||||
|
||||
struct VanityParty
|
||||
|
Loading…
Reference in New Issue
Block a user