mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
WIP
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parent
3a6123fe36
commit
4caed08ce4
@ -254,7 +254,7 @@ void Entity::Initialize() {
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MINI_GAME_CONTROL) > 0) {
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AddComponent<MiniGameControlComponent>();
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AddComponent<MiniGameControlComponent>(m_TemplateID);
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}
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uint32_t possessableComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::POSSESSABLE);
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@ -666,7 +666,7 @@ void Entity::Initialize() {
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// Shooting gallery component
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SHOOTING_GALLERY) > 0) {
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AddComponent<ShootingGalleryComponent>();
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AddComponent<ShootingGalleryComponent>(m_TemplateID);
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}
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if (compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROPERTY, -1) != -1) {
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@ -47,7 +47,6 @@ set(DGAME_DCOMPONENTS_SOURCES
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"TriggerComponent.cpp"
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"HavokVehiclePhysicsComponent.cpp"
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"VendorComponent.cpp"
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"MiniGameControlComponent.cpp"
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"ScriptComponent.cpp"
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)
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@ -696,22 +696,20 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument& document) {
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}
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void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool bIsInitialUpdate) {
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// LWOInventoryComponent_EquippedItem
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outBitStream.Write(bIsInitialUpdate || m_Dirty);
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if (bIsInitialUpdate || m_Dirty) {
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outBitStream.Write(true);
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outBitStream.Write<uint32_t>(m_Equipped.size());
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for (const auto& pair : m_Equipped) {
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const auto item = pair.second;
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if (bIsInitialUpdate) {
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AddItemSkills(item.lot);
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}
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if (bIsInitialUpdate) AddItemSkills(item.lot);
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outBitStream.Write(item.id);
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outBitStream.Write(item.lot);
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outBitStream.Write0();
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outBitStream.Write0(); // subkey
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outBitStream.Write(item.count > 0);
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if (item.count > 0) outBitStream.Write(item.count);
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@ -719,7 +717,7 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
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outBitStream.Write(item.slot != 0);
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if (item.slot != 0) outBitStream.Write<uint16_t>(item.slot);
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outBitStream.Write0();
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outBitStream.Write0(); // inventory type
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bool flag = !item.config.empty();
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outBitStream.Write(flag);
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@ -746,11 +744,21 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
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}
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m_Dirty = false;
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} else {
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outBitStream.Write(false);
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}
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// EquippedModelTransform
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outBitStream.Write(false);
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/*
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outBitStream.Write(bIsInitialUpdate || m_Dirty); // Same dirty or different?
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if (bIsInitialUpdate || m_Dirty) {
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outBitStream.Write<uint32_t>(m_Equipped.size()); // Equiped models?
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for (const auto& [location, item] : m_Equipped) {
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outBitStream.Write(item.id);
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outBitStream.Write(item.pos);
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outBitStream.Write(item.rot);
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}
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}
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*/
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}
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void InventoryComponent::Update(float deltaTime) {
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@ -2,4 +2,16 @@
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void ItemComponent::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
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outBitStream.Write0();
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/*
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outBitStream.Write(isConstruction || m_Dirty); // Same dirty or different?
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if (isConstruction || m_Dirty) {
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outBitStream.Write(m_parent->GetObjectID());
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outBitStream.Write(moderationStatus);
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outBitStream.Write(!description.empty());
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if (!description.empty()) {
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outBitStream.Write<uint32_t>(description.size());
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outBitStream.Write(description) // u16string
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}
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}
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*/
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}
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@ -1,5 +0,0 @@
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#include "MiniGameControlComponent.h"
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void MiniGameControlComponent::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
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outBitStream.Write<uint32_t>(0x40000000);
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}
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@ -1,15 +1,13 @@
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#ifndef __MINIGAMECONTROLCOMPONENT__H__
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#define __MINIGAMECONTROLCOMPONENT__H__
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#include "Component.h"
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#include "ActivityComponent.h"
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#include "eReplicaComponentType.h"
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class MiniGameControlComponent final : public Component {
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class MiniGameControlComponent final : public ActivityComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MINI_GAME_CONTROL;
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MiniGameControlComponent(Entity* parent) : Component(parent) {}
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void Serialize(RakNet::BitStream& outBitStream, bool isConstruction);
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MiniGameControlComponent(Entity* parent, LOT lot) : ActivityComponent(parent, lot) {}
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};
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#endif //!__MINIGAMECONTROLCOMPONENT__H__
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@ -2,11 +2,6 @@
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#include "EntityManager.h"
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#include "ScriptedActivityComponent.h"
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ShootingGalleryComponent::ShootingGalleryComponent(Entity* parent) : Component(parent) {
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}
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ShootingGalleryComponent::~ShootingGalleryComponent() = default;
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void ShootingGalleryComponent::SetStaticParams(const StaticShootingGalleryParams& params) {
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m_StaticParams = params;
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}
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@ -17,20 +12,15 @@ void ShootingGalleryComponent::SetDynamicParams(const DynamicShootingGalleryPara
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ShootingGalleryComponent::Serialize(RakNet::BitStream& outBitStream, bool isInitialUpdate) {
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// Start ScriptedActivityComponent
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outBitStream.Write<bool>(true);
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if (m_CurrentPlayerID == LWOOBJID_EMPTY) {
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outBitStream.Write<uint32_t>(0);
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} else {
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outBitStream.Write<uint32_t>(1);
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outBitStream.Write<LWOOBJID>(m_CurrentPlayerID);
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for (size_t i = 0; i < 10; i++) {
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outBitStream.Write<float_t>(0.0f);
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}
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void ShootingGalleryComponent::SetCurrentPlayerID(LWOOBJID playerID) {
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m_CurrentPlayerID = playerID;
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m_Dirty = true;
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AddActivityPlayerData(playerID);
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};
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}
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// End ScriptedActivityComponent
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void ShootingGalleryComponent::Serialize(RakNet::BitStream& outBitStream, bool isInitialUpdate) {
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ActivityComponent::Serialize(outBitStream, isInitialUpdate);
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if (isInitialUpdate) {
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outBitStream.Write<float_t>(m_StaticParams.cameraPosition.GetX());
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@ -2,7 +2,7 @@
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "Entity.h"
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#include "Component.h"
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#include "ActivityComponent.h"
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#include "eReplicaComponentType.h"
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/**
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@ -71,12 +71,11 @@ struct StaticShootingGalleryParams {
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* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
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* also in the related scripts.
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*/
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class ShootingGalleryComponent final : public Component {
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class ShootingGalleryComponent final : public ActivityComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
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explicit ShootingGalleryComponent(Entity* parent);
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~ShootingGalleryComponent();
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explicit ShootingGalleryComponent(Entity* parent, LOT lot) : ActivityComponent(parent, lot) {}
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void Serialize(RakNet::BitStream& outBitStream, bool isInitialUpdate) override;
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/**
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@ -107,13 +106,8 @@ public:
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* Sets the entity that's currently playing the shooting gallery
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* @param playerID the entity to set
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*/
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void SetCurrentPlayerID(LWOOBJID playerID) { m_CurrentPlayerID = playerID; m_Dirty = true; };
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void SetCurrentPlayerID(LWOOBJID playerID);
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/**
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* Returns the player that's currently playing the shooting gallery
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* @return the player that's currently playing the shooting gallery
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*/
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LWOOBJID GetCurrentPlayerID() const { return m_CurrentPlayerID; };
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private:
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/**
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@ -486,6 +486,32 @@ SkillComponent::~SkillComponent() {
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void SkillComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) outBitStream.Write0();
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/*
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outBitStream.Write(bIsInitialUpdate && !m_managedBehaviors.empty());
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if (bIsInitialUpdate && !m_managedBehaviors.empty()) {
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outBitStream.Write<uint32_t>(m_managedBehaviors.size());
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for (const auto& [id, skill] : m_managedBehaviors) {
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outBitStream.Write(skill.skillUID);
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outBitStream.Write(skill.skillID);
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outBitStream.Write(skill.cast_type);
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outBitStream.Write(skill.cancel_type);
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outBitStream.Write(skill.behavior_count);
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for (auto& index : skill.behavior_count) {
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outBitStream.Write<uint32_t>(unknown_1);
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outBitStream.Write<uint32_t>(action);
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outBitStream.Write<uint32_t>(wait_time_ms);
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outBitStream.Write<uint32_t>(template_id);
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outBitStream.Write(casterObjId);
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outBitStream.Write(originatorObjId);
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outBitStream.Write(targetObjId);
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outBitStream.Write<bool>(usedMouse);
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outBitStream.Write(cooldown);
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outBitStream.Write(charge_time);
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outBitStream.Write(imagination_cost);
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}
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}
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}
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*/
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}
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/// <summary>
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@ -90,7 +90,7 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
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auto* shootingGalleryComponent = self->GetComponent<ShootingGalleryComponent>();
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if (shootingGalleryComponent != nullptr) {
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shootingGalleryComponent->SetCurrentPlayerID(player->GetObjectID());
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shootingGalleryComponent->AddActivityPlayerData(player->GetObjectID());
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LOG("Setting player ID");
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