mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Split out Level progression component (#671)
* Split out Level progression component from Character Component This is to get to the Player forced movement Comp in a sane way * move XML to component insted of abusing charComp * use overrides should probably make everything that calls that call it correctly * fix linking issue
This commit is contained in:
parent
ef0a3c6d0b
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f2d1c5d26d
@ -402,13 +402,14 @@ enum eReplicaComponentType : int32_t {
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COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
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COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
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COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
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COMPONENT_TYPE_RACING_STATS = 74, //!< The Exhibit Component
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COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
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COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
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COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
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COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
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COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
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COMPONENT_TYPE_RAIL_ACTIVATOR = 104,
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
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COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
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COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
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COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
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COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
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@ -28,6 +28,7 @@
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#include "BuffComponent.h"
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#include "BouncerComponent.h"
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#include "InventoryComponent.h"
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#include "LevelProgressionComponent.h"
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#include "ScriptComponent.h"
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#include "SkillComponent.h"
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#include "SimplePhysicsComponent.h"
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@ -442,8 +443,14 @@ void Entity::Initialize()
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}*/
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if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_CHARACTER) > 0 || m_Character) {
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// Character Component always has a possessor component
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// Character Component always has a possessor and level components
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m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this)));
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// load in the xml for the level
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auto* levelComp = new LevelProgressionComponent(this);
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levelComp->LoadFromXml(m_Character->GetXMLDoc());
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m_Components.insert(std::make_pair(COMPONENT_TYPE_LEVEL_PROGRESSION, levelComp));
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CharacterComponent* comp = new CharacterComponent(this, m_Character);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_CHARACTER, comp));
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}
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@ -770,10 +777,9 @@ void Entity::Initialize()
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if (m_Character) {
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auto* controllablePhysicsComponent = GetComponent<ControllablePhysicsComponent>();
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auto* characterComponent = GetComponent<CharacterComponent>();
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auto* levelComponent = GetComponent<LevelProgressionComponent>();
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if (controllablePhysicsComponent != nullptr && characterComponent->GetLevel() >= 20)
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{
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if (controllablePhysicsComponent != nullptr && levelComponent->GetLevel() >= 20) {
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controllablePhysicsComponent->SetSpeedMultiplier(525.0f / 500.0f);
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}
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}
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@ -1088,6 +1094,15 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
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// Should never happen, but just to be safe
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outBitStream->Write0();
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}
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LevelProgressionComponent* levelProgressionComponent;
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if (TryGetComponent(COMPONENT_TYPE_LEVEL_PROGRESSION, levelProgressionComponent)) {
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levelProgressionComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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} else {
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// Should never happen, but just to be safe
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outBitStream->Write0();
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}
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characterComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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}
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@ -7,6 +7,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
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"ControllablePhysicsComponent.cpp"
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"DestroyableComponent.cpp"
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"InventoryComponent.cpp"
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"LevelProgressionComponent.cpp"
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"LUPExhibitComponent.cpp"
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"MissionComponent.cpp"
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"MissionOfferComponent.cpp"
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@ -21,7 +21,6 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
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m_IsGM = false;
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m_IsLanding = false;
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m_IsLEGOClubMember = true;
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m_Level = 1;
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m_DirtyCurrentActivity = false;
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m_DirtyGMInfo = false;
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@ -80,8 +79,6 @@ CharacterComponent::~CharacterComponent() {
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}
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void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write1();
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outBitStream->Write(m_Level);
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outBitStream->Write0();
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if (bIsInitialUpdate) {
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@ -181,57 +178,6 @@ void CharacterComponent::SetPvpEnabled(const bool value)
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m_PvpEnabled = value;
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}
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void CharacterComponent::HandleLevelUp()
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{
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auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
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const auto& rewards = rewardsTable->GetByLevelID(m_Level);
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bool rewardingItem = rewards.size() > 0;
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auto* parent = m_Character->GetEntity();
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if (parent == nullptr)
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{
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return;
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}
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auto* inventoryComponent = parent->GetComponent<InventoryComponent>();
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auto* controllablePhysicsComponent = parent->GetComponent<ControllablePhysicsComponent>();
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if (inventoryComponent == nullptr || controllablePhysicsComponent == nullptr)
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{
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return;
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}
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// Tell the client we beginning to send level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, rewardingItem);
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for (auto* reward : rewards)
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{
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switch (reward->rewardType)
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{
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case 0:
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
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break;
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case 4:
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{
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auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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items->SetSize(items->GetSize() + reward->value);
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}
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break;
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case 9:
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controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
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break;
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case 11:
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case 12:
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break;
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default:
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break;
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}
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}
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// Tell the client we have finished sending level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(parent->GetObjectID(), parent->GetSystemAddress(), m_Level, !rewardingItem);
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}
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void CharacterComponent::SetGMLevel(int gmlevel) {
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m_DirtyGMInfo = true;
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if (gmlevel > 0) m_IsGM = true;
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@ -332,14 +278,6 @@ void CharacterComponent::LoadFromXML() {
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}
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}
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("CharacterComponent", "Failed to find lvl tag while loading XML!\n");
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return;
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}
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level->QueryAttribute("l", &m_Level);
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if (character->FindAttribute("time")) {
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character->QueryUnsigned64Attribute("time", &m_TotalTimePlayed);
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} else {
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@ -419,14 +357,6 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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// End custom attributes
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//
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("CharacterComponent", "Failed to find lvl tag while updating XML!\n");
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return;
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}
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level->SetAttribute("l", m_Level);
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auto newUpdateTimestamp = std::time(nullptr);
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Game::logger->Log("TotalTimePlayed", "Time since last save: %d\n", newUpdateTimestamp - m_LastUpdateTimestamp);
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@ -95,18 +95,6 @@ public:
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*/
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void RocketUnEquip(Entity* player);
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/**
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* Gets the current level of the entity
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* @return the current level of the entity
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*/
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const uint32_t GetLevel() const { return m_Level; }
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/**
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* Sets the level of the entity
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* @param level the level to set
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*/
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void SetLevel(uint32_t level) { m_Level = level; }
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/**
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* Gets the universe score of the entity
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* @return the universe score of the entity
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@ -191,11 +179,6 @@ public:
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*/
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void SetMountItemID(LWOOBJID mountItemID) { m_MountItemID = mountItemID; }
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/**
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* Gives the player rewards for the last level that they leveled up from
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*/
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void HandleLevelUp();
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/**
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* Gets the name of this character
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* @return the name of this character
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@ -323,11 +306,6 @@ private:
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*/
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uint8_t m_PossessableType = 1;
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/**
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* Level of the entity
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*/
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uint32_t m_Level;
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/**
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* Universe score of the entity
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*/
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74
dGame/dComponents/LevelProgressionComponent.cpp
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74
dGame/dComponents/LevelProgressionComponent.cpp
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@ -0,0 +1,74 @@
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#include "LevelProgressionComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "InventoryComponent.h"
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#include "CharacterComponent.h"
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#include "tinyxml2.h"
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LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
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m_Parent = parent;
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m_Level = 1;
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}
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void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!\n");
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return;
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}
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level->SetAttribute("l", m_Level);
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}
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void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc){
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!\n");
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return;
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}
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level->QueryAttribute("l", &m_Level);
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}
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void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags){
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outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
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if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
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m_DirtyLevelInfo = false;
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}
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void LevelProgressionComponent::HandleLevelUp() {
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auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
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const auto& rewards = rewardsTable->GetByLevelID(m_Level);
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bool rewardingItem = rewards.size() > 0;
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (!inventoryComponent || !controllablePhysicsComponent) return;
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// Tell the client we beginning to send level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
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for (auto* reward : rewards) {
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switch (reward->rewardType) {
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case 0:
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
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break;
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case 4:
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{
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auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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items->SetSize(items->GetSize() + reward->value);
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}
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break;
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case 9:
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controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
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break;
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case 11:
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case 12:
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break;
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default:
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break;
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}
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}
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// Tell the client we have finished sending level rewards.
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if(rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
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}
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63
dGame/dComponents/LevelProgressionComponent.h
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63
dGame/dComponents/LevelProgressionComponent.h
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@ -0,0 +1,63 @@
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#pragma once
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#include "Entity.h"
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#include "GameMessages.h"
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#include "Component.h"
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/**
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* Component that handles level progression and serilization.
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*
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*/
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class LevelProgressionComponent : public Component {
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public:
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static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_LEVEL_PROGRESSION;
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/**
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* Constructor for this component
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* @param parent parent that contains this component
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*/
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LevelProgressionComponent(Entity* parent);
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~LevelProgressionComponent() override {};
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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*/
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Load base data for this component from character XML
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* @param doc the document to read data from
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*/
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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/**
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* Gets the current level of the entity
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* @return the current level of the entity
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*/
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const uint32_t GetLevel() const { return m_Level; }
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/**
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* Sets the level of the entity
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* @param level the level to set
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*/
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void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
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/**
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* Gives the player rewards for the last level that they leveled up from
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*/
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void HandleLevelUp();
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private:
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/**
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* whether the level is dirty
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*/
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bool m_DirtyLevelInfo = false;
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/**
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* Level of the entity
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*/
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uint32_t m_Level;
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};
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@ -58,6 +58,7 @@
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#include "PossessorComponent.h"
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#include "RacingControlComponent.h"
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#include "RailActivatorComponent.h"
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#include "LevelProgressionComponent.h"
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// Message includes:
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#include "dZoneManager.h"
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@ -912,14 +913,11 @@ void GameMessages::SendResurrect(Entity* entity) {
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DestroyableComponent* dest = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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if (dest != nullptr && entity->GetLOT() == 1) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (characterComponent == nullptr) {
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return;
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auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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if (levelComponent) {
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dest->SetHealth(levelComponent->GetLevel() >= 45 ? 8 : 4);
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dest->SetImagination(levelComponent->GetLevel() >= 45 ? 20 : 6);
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}
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dest->SetHealth(characterComponent->GetLevel() >= 45 ? 8 : 4);
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dest->SetImagination(characterComponent->GetLevel() >= 45 ? 20 : 6);
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}
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auto cont = static_cast<ControllablePhysicsComponent*>(entity->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
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@ -5309,13 +5307,15 @@ void GameMessages::HandleHasBeenCollected(RakNet::BitStream* inStream, Entity* e
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}
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void GameMessages::HandleNotifyServerLevelProcessingComplete(RakNet::BitStream* inStream, Entity* entity) {
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auto* character = static_cast<CharacterComponent*>(entity->GetComponent(COMPONENT_TYPE_CHARACTER));
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auto* levelComp = entity->GetComponent<LevelProgressionComponent>();
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if (!levelComp) return;
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auto* character = entity->GetComponent<CharacterComponent>();
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if (!character) return;
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//Update our character's level in memory:
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character->SetLevel(character->GetLevel() + 1);
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levelComp->SetLevel(levelComp->GetLevel() + 1);
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character->HandleLevelUp();
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levelComp->HandleLevelUp();
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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@ -5333,7 +5333,7 @@ void GameMessages::HandleNotifyServerLevelProcessingComplete(RakNet::BitStream*
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//Send a notification in chat:
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std::stringstream wss;
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wss << "level=1:";
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wss << character->GetLevel();
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wss << levelComp->GetLevel();
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wss << "\n";
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wss << "name=0:";
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wss << character->GetName();
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@ -1,10 +1,11 @@
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#include "Mission.h"
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#include "Mission.h"
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#include <ctime>
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#include "CDClientManager.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "LevelProgressionComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "Game.h"
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@ -406,6 +407,7 @@ void Mission::YieldRewards() {
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auto* character = GetUser()->GetLastUsedChar();
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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auto* missionComponent = entity->GetComponent<MissionComponent>();
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@ -433,7 +435,7 @@ void Mission::YieldRewards() {
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int32_t coinsToSend = 0;
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if (info->LegoScore > 0) {
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eLootSourceType lootSource = info->isMission ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT;
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if(characterComponent->GetLevel() >= dZoneManager::Instance()->GetMaxLevel()) {
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if(levelComponent->GetLevel() >= dZoneManager::Instance()->GetMaxLevel()) {
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// Since the character is at the level cap we reward them with coins instead of UScore.
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coinsToSend += info->LegoScore * dZoneManager::Instance()->GetLevelCapCurrencyConversion();
|
||||
} else {
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "Preconditions.h"
|
||||
#include "Preconditions.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "dLogger.h"
|
||||
@ -9,6 +9,7 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "Character.h"
|
||||
#include "CharacterComponent.h"
|
||||
#include "LevelProgressionComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "GameMessages.h"
|
||||
|
||||
@ -128,7 +129,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
|
||||
auto* missionComponent = player->GetComponent<MissionComponent>();
|
||||
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
|
||||
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
|
||||
auto* characterComponent = player->GetComponent<CharacterComponent>();
|
||||
auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
|
||||
auto* character = player->GetCharacter();
|
||||
|
||||
Mission* mission;
|
||||
@ -207,7 +208,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
|
||||
case PreconditionType::NoInteraction:
|
||||
return false; // TODO
|
||||
case PreconditionType::HasLevel:
|
||||
return characterComponent->GetLevel() >= value;
|
||||
return levelComponent->GetLevel() >= value;
|
||||
default:
|
||||
return true; // There are a couple more unknown preconditions. Always return true in this case.
|
||||
}
|
||||
|
@ -62,6 +62,7 @@
|
||||
#include "VanityUtilities.h"
|
||||
#include "GameConfig.h"
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "LevelProgressionComponent.h"
|
||||
|
||||
void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entity* entity, const SystemAddress& sysAddr) {
|
||||
std::string chatCommand;
|
||||
@ -1329,6 +1330,8 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
|
||||
// query to set our uscore to the correct value for this level
|
||||
|
||||
auto characterComponent = entity->GetComponent<CharacterComponent>();
|
||||
if (!characterComponent) return;
|
||||
auto levelComponent = entity->GetComponent<LevelProgressionComponent>();
|
||||
auto query = CDClientDatabase::CreatePreppedStmt("SELECT requiredUScore from LevelProgressionLookup WHERE id = ?;");
|
||||
query.bind(1, (int)requestedLevel);
|
||||
auto result = query.execQuery();
|
||||
@ -1336,18 +1339,18 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
|
||||
if (result.eof()) return;
|
||||
|
||||
// Set the UScore first
|
||||
oldLevel = characterComponent->GetLevel();
|
||||
oldLevel = levelComponent->GetLevel();
|
||||
characterComponent->SetUScore(result.getIntField(0, characterComponent->GetUScore()));
|
||||
|
||||
// handle level up for each level we have passed if we set our level to be higher than the current one.
|
||||
if (oldLevel < requestedLevel) {
|
||||
while (oldLevel < requestedLevel) {
|
||||
oldLevel+=1;
|
||||
characterComponent->SetLevel(oldLevel);
|
||||
characterComponent->HandleLevelUp();
|
||||
levelComponent->SetLevel(oldLevel);
|
||||
levelComponent->HandleLevelUp();
|
||||
}
|
||||
} else {
|
||||
characterComponent->SetLevel(requestedLevel);
|
||||
levelComponent->SetLevel(requestedLevel);
|
||||
}
|
||||
|
||||
if (requestedPlayerToSetLevelOf != "") {
|
||||
|
Loading…
Reference in New Issue
Block a user