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https://github.com/DarkflameUniverse/DarkflameServer
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0545adfac3
Have fun!
537 lines
12 KiB
C++
537 lines
12 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "SkillComponent.h"
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#include <sstream>
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#include <vector>
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "Behavior.h"
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#include "CDClientDatabase.h"
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#include "dServer.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "PacketUtils.h"
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#include "BaseCombatAIComponent.h"
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#include "ScriptComponent.h"
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#include "BuffComponent.h"
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ProjectileSyncEntry::ProjectileSyncEntry()
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{
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}
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bool SkillComponent::CastPlayerSkill(const uint32_t behaviorId, const uint32_t skillUid, RakNet::BitStream* bitStream, const LWOOBJID target)
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{
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auto* context = new BehaviorContext(this->m_Parent->GetObjectID());
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context->caster = m_Parent->GetObjectID();
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this->m_managedBehaviors.insert_or_assign(skillUid, context);
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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const auto branch = BehaviorBranchContext(target, 0);
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behavior->Handle(context, bitStream, branch);
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context->ExecuteUpdates();
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return !context->failed;
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}
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void SkillComponent::SyncPlayerSkill(const uint32_t skillUid, const uint32_t syncId, RakNet::BitStream* bitStream)
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{
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const auto index = this->m_managedBehaviors.find(skillUid);
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if (index == this->m_managedBehaviors.end())
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{
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Game::logger->Log("SkillComponent", "Failed to find skill with uid (%i)!\n", skillUid, syncId);
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return;
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}
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auto* context = index->second;
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context->SyncBehavior(syncId, bitStream);
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}
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void SkillComponent::SyncPlayerProjectile(const LWOOBJID projectileId, RakNet::BitStream* bitStream, const LWOOBJID target)
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{
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auto index = -1;
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for (auto i = 0u; i < this->m_managedProjectiles.size(); ++i)
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{
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const auto& projectile = this->m_managedProjectiles.at(i);
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if (projectile.id == projectileId)
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{
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index = i;
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break;
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}
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}
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if (index == -1)
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{
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Game::logger->Log("SkillComponent", "Failed to find projectile id (%llu)!\n", projectileId);
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return;
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}
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const auto sync_entry = this->m_managedProjectiles.at(index);
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std::stringstream query;
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query << "SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = " << std::to_string(sync_entry.lot) << ")";
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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if (result.eof())
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{
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Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!\n", sync_entry.lot);
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return;
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}
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const auto behavior_id = static_cast<uint32_t>(result.getIntField(0));
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result.finalize();
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auto* behavior = Behavior::CreateBehavior(behavior_id);
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auto branch = sync_entry.branchContext;
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branch.isProjectile = true;
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if (target != LWOOBJID_EMPTY)
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{
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branch.target = target;
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}
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behavior->Handle(sync_entry.context, bitStream, branch);
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this->m_managedProjectiles.erase(this->m_managedProjectiles.begin() + index);
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}
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void SkillComponent::RegisterPlayerProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot)
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{
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ProjectileSyncEntry entry;
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entry.context = context;
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entry.branchContext = branch;
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entry.lot = lot;
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entry.id = projectileId;
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this->m_managedProjectiles.push_back(entry);
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}
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void SkillComponent::Update(const float deltaTime)
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{
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if (!m_Parent->HasComponent(COMPONENT_TYPE_BASE_COMBAT_AI) && m_Parent->GetLOT() != 1)
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{
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CalculateUpdate(deltaTime);
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}
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std::map<uint32_t, BehaviorContext*> keep {};
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for (const auto& pair : this->m_managedBehaviors)
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{
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auto* context = pair.second;
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if (context == nullptr)
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{
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continue;
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}
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if (context->clientInitalized)
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{
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context->CalculateUpdate(deltaTime);
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}
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else
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{
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context->Update(deltaTime);
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}
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// Cleanup old behaviors
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if (context->syncEntries.empty() && context->timerEntries.empty())
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{
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auto any = false;
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for (const auto& projectile : this->m_managedProjectiles)
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{
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if (projectile.context == context)
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{
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any = true;
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break;
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}
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}
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if (!any)
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{
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context->Reset();
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delete context;
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context = nullptr;
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continue;
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}
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}
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keep.insert_or_assign(pair.first, context);
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}
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this->m_managedBehaviors = keep;
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}
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void SkillComponent::Reset()
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{
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for (const auto& behavior : this->m_managedBehaviors)
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{
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delete behavior.second;
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}
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this->m_managedProjectiles.clear();
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this->m_managedBehaviors.clear();
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}
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void SkillComponent::Interrupt()
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{
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if (m_Parent->IsPlayer()) return;
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auto* combat = m_Parent->GetComponent<BaseCombatAIComponent>();
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if (combat != nullptr && combat->GetStunImmune())
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{
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return;
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}
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for (const auto& behavior : this->m_managedBehaviors)
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{
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behavior.second->Interrupt();
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}
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}
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void SkillComponent::RegisterCalculatedProjectile(const LWOOBJID projectileId, BehaviorContext* context, const BehaviorBranchContext& branch, const LOT lot, const float maxTime,
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const NiPoint3& startPosition, const NiPoint3& velocity, const bool trackTarget, const float trackRadius)
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{
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ProjectileSyncEntry entry;
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entry.context = context;
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entry.branchContext = branch;
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entry.lot = lot;
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entry.calculation = true;
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entry.time = 0;
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entry.maxTime = maxTime;
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entry.id = projectileId;
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entry.startPosition = startPosition;
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entry.lastPosition = startPosition;
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entry.velocity = velocity;
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entry.trackTarget = trackTarget;
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entry.trackRadius = trackRadius;
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this->m_managedProjectiles.push_back(entry);
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}
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SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, const uint32_t behaviorId, const LWOOBJID target, const bool ignoreTarget, const bool clientInitalized, const LWOOBJID originatorOverride)
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{
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auto* bitStream = new RakNet::BitStream();
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* context = new BehaviorContext(originatorOverride != LWOOBJID_EMPTY ? originatorOverride : this->m_Parent->GetObjectID(), true);
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context->caster = m_Parent->GetObjectID();
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context->clientInitalized = clientInitalized;
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context->foundTarget = target != LWOOBJID_EMPTY || ignoreTarget || clientInitalized;
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behavior->Calculate(context, bitStream, { target, 0});
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for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnSkillCast(m_Parent, skillId);
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}
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if (!context->foundTarget)
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{
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delete bitStream;
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delete context;
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// Invalid attack
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return { false, 0 };
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}
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this->m_managedBehaviors.insert_or_assign(context->skillUId, context);
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if (!clientInitalized)
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{
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// Echo start skill
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GameMessages::EchoStartSkill start;
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start.iCastType = 0;
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start.skillID = skillId;
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start.uiSkillHandle = context->skillUId;
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start.optionalOriginatorID = context->originator;
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auto* originator = EntityManager::Instance()->GetEntity(context->originator);
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if (originator != nullptr)
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{
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start.originatorRot = originator->GetRotation();
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}
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//start.optionalTargetID = target;
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start.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
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// Write message
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RakNet::BitStream message;
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PacketUtils::WriteHeader(message, CLIENT, MSG_CLIENT_GAME_MSG);
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message.Write(this->m_Parent->GetObjectID());
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start.Serialize(&message);
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Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
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}
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context->ExecuteUpdates();
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delete bitStream;
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// Valid attack
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return { true, context->skillTime };
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}
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void SkillComponent::CalculateUpdate(const float deltaTime)
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{
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if (this->m_managedBehaviors.empty())
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return;
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for (const auto& managedBehavior : this->m_managedBehaviors)
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{
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if (managedBehavior.second == nullptr)
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{
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continue;
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}
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managedBehavior.second->CalculateUpdate(deltaTime);
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}
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for (auto& managedProjectile : this->m_managedProjectiles)
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{
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auto entry = managedProjectile;
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if (!entry.calculation) continue;
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entry.time += deltaTime;
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auto* origin = EntityManager::Instance()->GetEntity(entry.context->originator);
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if (origin == nullptr)
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{
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continue;
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}
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const auto targets = origin->GetTargetsInPhantom();
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const auto position = entry.startPosition + (entry.velocity * entry.time);
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for (const auto& targetId : targets)
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{
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auto* target = EntityManager::Instance()->GetEntity(targetId);
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const auto targetPosition = target->GetPosition();
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const auto closestPoint = Vector3::ClosestPointOnLine(entry.lastPosition, position, targetPosition);
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const auto distance = Vector3::DistanceSquared(targetPosition, closestPoint);
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if (distance > 3 * 3)
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{
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/*
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if (entry.TrackTarget && distance <= entry.TrackRadius)
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{
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const auto rotation = NiQuaternion::LookAtUnlocked(position, targetPosition);
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const auto speed = entry.Velocity.Length();
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const auto homingTarget = rotation.GetForwardVector() * speed;
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Vector3 homing;
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// Move towards
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const auto difference = homingTarget - entry.Velocity;
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const auto mag = difference.Length();
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if (mag <= speed || mag == 0)
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{
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homing = homingTarget;
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}
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else
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{
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entry.Velocity + homingTarget / mag * speed;
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}
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entry.Velocity = homing;
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}
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*/
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continue;
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}
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entry.branchContext.target = targetId;
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SyncProjectileCalculation(entry);
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entry.time = entry.maxTime;
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break;
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}
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entry.lastPosition = position;
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managedProjectile = entry;
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}
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std::vector<ProjectileSyncEntry> valid;
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for (auto& entry : this->m_managedProjectiles)
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{
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if (entry.calculation)
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{
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if (entry.time >= entry.maxTime)
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{
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entry.branchContext.target = LWOOBJID_EMPTY;
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SyncProjectileCalculation(entry);
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continue;
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}
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}
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valid.push_back(entry);
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}
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this->m_managedProjectiles = valid;
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}
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void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry) const
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{
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auto* other = EntityManager::Instance()->GetEntity(entry.branchContext.target);
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if (other == nullptr)
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{
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if (entry.branchContext.target != LWOOBJID_EMPTY)
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{
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Game::logger->Log("SkillComponent", "Invalid projectile target (%llu)!\n", entry.branchContext.target);
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}
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return;
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}
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std::stringstream query;
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query << "SELECT behaviorID FROM SkillBehavior WHERE skillID = (SELECT skillID FROM ObjectSkills WHERE objectTemplate = " << std::to_string(entry.lot) << ")";
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auto result = CDClientDatabase::ExecuteQuery(query.str());
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if (result.eof())
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{
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Game::logger->Log("SkillComponent", "Failed to find skill id for (%i)!\n", entry.lot);
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return;
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}
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const auto behaviorId = static_cast<uint32_t>(result.getIntField(0));
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result.finalize();
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* bitStream = new RakNet::BitStream();
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behavior->Calculate(entry.context, bitStream, entry.branchContext);
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GameMessages::DoClientProjectileImpact projectileImpact;
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projectileImpact.sBitStream.assign((char*) bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
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projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
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projectileImpact.i64OrgID = entry.id;
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projectileImpact.i64TargetID = entry.branchContext.target;
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RakNet::BitStream message;
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PacketUtils::WriteHeader(message, CLIENT, MSG_CLIENT_GAME_MSG);
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message.Write(this->m_Parent->GetObjectID());
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projectileImpact.Serialize(&message);
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Game::server->Send(&message, UNASSIGNED_SYSTEM_ADDRESS, true);
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entry.context->ExecuteUpdates();
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delete bitStream;
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}
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void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID target)
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{
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auto* context = new BehaviorContext(target);
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context->unmanaged = true;
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context->caster = target;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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auto* bitStream = new RakNet::BitStream();
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behavior->Handle(context, bitStream, { target });
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delete bitStream;
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delete context;
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}
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void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target)
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{
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auto* context = new BehaviorContext(target);
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context->caster = target;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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behavior->UnCast(context, { target });
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delete context;
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}
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SkillComponent::SkillComponent(Entity* parent) : Component(parent)
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{
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this->m_skillUid = 0;
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}
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SkillComponent::~SkillComponent()
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{
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Reset();
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}
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void SkillComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (bIsInitialUpdate) outBitStream->Write0();
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}
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/// <summary>
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/// Get a unique skill ID for syncing behaviors to the client
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/// </summary>
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/// <returns>Unique skill ID</returns>
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uint32_t SkillComponent::GetUniqueSkillId()
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{
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return ++this->m_skillUid;
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}
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