mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
1033 lines
32 KiB
C++
1033 lines
32 KiB
C++
#include "DestroyableComponent.h"
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#include "BitStream.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "Amf3.h"
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#include "AmfSerialize.h"
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#include "GameMessages.h"
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#include "User.h"
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#include "CDClientManager.h"
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#include "CDDestructibleComponentTable.h"
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#include "EntityManager.h"
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#include "QuickBuildComponent.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "Character.h"
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#include "Spawner.h"
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#include "BaseCombatAIComponent.h"
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#include "TeamManager.h"
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#include "BuffComponent.h"
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#include "SkillComponent.h"
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#include "Item.h"
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#include <sstream>
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#include <algorithm>
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#include "MissionComponent.h"
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#include "CharacterComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include "CDComponentsRegistryTable.h"
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DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
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m_fMaxArmor = 0.0f;
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m_iImagination = 0;
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m_fMaxImagination = 0.0f;
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m_FactionIDs = std::vector<int32_t>();
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m_EnemyFactionIDs = std::vector<int32_t>();
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m_IsSmashable = false;
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m_IsDead = false;
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m_IsSmashed = false;
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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m_iHealth = 0;
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m_fMaxHealth = 0;
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m_AttacksToBlock = 0;
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m_LootMatrixID = 0;
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m_MinCoins = 0;
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m_MaxCoins = 0;
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m_DamageReduction = 0;
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m_ImmuneToBasicAttackCount = 0;
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m_ImmuneToDamageOverTimeCount = 0;
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m_ImmuneToKnockbackCount = 0;
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m_ImmuneToInterruptCount = 0;
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m_ImmuneToSpeedCount = 0;
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m_ImmuneToImaginationGainCount = 0;
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m_ImmuneToImaginationLossCount = 0;
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m_ImmuneToQuickbuildInterruptCount = 0;
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m_ImmuneToPullToPointCount = 0;
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m_DeathBehavior = -1;
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m_DamageCooldownTimer = 0.0f;
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}
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DestroyableComponent::~DestroyableComponent() {
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}
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void DestroyableComponent::Reinitialize(LOT templateID) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
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int32_t quickBuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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if (quickBuildComponentID > 0) componentID = quickBuildComponentID;
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if (buffComponentID > 0) componentID = buffComponentID;
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CDDestructibleComponentTable* destCompTable = CDClientManager::Instance().GetTable<CDDestructibleComponentTable>();
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (componentID > 0) {
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std::vector<CDDestructibleComponent> destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); });
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if (destCompData.size() > 0) {
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SetHealth(destCompData[0].life);
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SetImagination(destCompData[0].imagination);
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SetArmor(destCompData[0].armor);
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SetMaxHealth(destCompData[0].life);
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SetMaxImagination(destCompData[0].imagination);
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SetMaxArmor(destCompData[0].armor);
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SetIsSmashable(destCompData[0].isSmashable);
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}
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} else {
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SetHealth(1);
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SetImagination(0);
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SetArmor(0);
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SetMaxHealth(1);
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SetMaxImagination(0);
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SetMaxArmor(0);
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SetIsSmashable(true);
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}
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}
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void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream->Write1(); // always write these on construction
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outBitStream->Write(m_ImmuneToBasicAttackCount);
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outBitStream->Write(m_ImmuneToDamageOverTimeCount);
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outBitStream->Write(m_ImmuneToKnockbackCount);
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outBitStream->Write(m_ImmuneToInterruptCount);
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outBitStream->Write(m_ImmuneToSpeedCount);
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outBitStream->Write(m_ImmuneToImaginationGainCount);
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outBitStream->Write(m_ImmuneToImaginationLossCount);
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outBitStream->Write(m_ImmuneToQuickbuildInterruptCount);
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outBitStream->Write(m_ImmuneToPullToPointCount);
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}
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outBitStream->Write(m_DirtyHealth || bIsInitialUpdate);
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if (m_DirtyHealth || bIsInitialUpdate) {
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outBitStream->Write(m_iHealth);
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outBitStream->Write(m_fMaxHealth);
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outBitStream->Write(m_iArmor);
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outBitStream->Write(m_fMaxArmor);
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outBitStream->Write(m_iImagination);
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outBitStream->Write(m_fMaxImagination);
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outBitStream->Write(m_DamageToAbsorb);
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outBitStream->Write(IsImmune());
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outBitStream->Write(m_IsGMImmune);
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outBitStream->Write(m_IsShielded);
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outBitStream->Write(m_fMaxHealth);
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outBitStream->Write(m_fMaxArmor);
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outBitStream->Write(m_fMaxImagination);
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outBitStream->Write<uint32_t>(m_FactionIDs.size());
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for (size_t i = 0; i < m_FactionIDs.size(); ++i) {
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outBitStream->Write(m_FactionIDs[i]);
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}
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outBitStream->Write(m_IsSmashable);
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if (bIsInitialUpdate) {
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outBitStream->Write(m_IsDead);
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outBitStream->Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream->Write(m_IsModuleAssembly);
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outBitStream->Write(m_ExplodeFactor != 1.0f);
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if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
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}
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}
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m_DirtyHealth = false;
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}
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outBitStream->Write(m_DirtyThreatList || bIsInitialUpdate);
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if (m_DirtyThreatList || bIsInitialUpdate) {
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outBitStream->Write(m_HasThreats);
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m_DirtyThreatList = false;
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}
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}
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void DestroyableComponent::Update(float deltaTime) {
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m_DamageCooldownTimer -= deltaTime;
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}
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void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromXml(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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dest->QueryAttribute("im", &m_fMaxImagination);
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dest->QueryAttribute("ic", &m_iImagination);
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dest->QueryAttribute("ac", &m_iArmor);
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dest->QueryAttribute("am", &m_fMaxArmor);
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m_DirtyHealth = true;
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}
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void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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LOG("Failed to find dest tag!");
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->UpdateXml(doc);
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}
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dest->SetAttribute("hc", m_iHealth);
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dest->SetAttribute("hm", m_fMaxHealth);
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dest->SetAttribute("im", m_fMaxImagination);
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dest->SetAttribute("ic", m_iImagination);
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dest->SetAttribute("ac", m_iArmor);
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dest->SetAttribute("am", m_fMaxArmor);
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}
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void DestroyableComponent::SetHealth(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackHealthDelta(value - m_iHealth);
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}
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m_iHealth = value;
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}
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void DestroyableComponent::SetMaxHealth(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxHealth - value));
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m_fMaxHealth = value;
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if (m_iHealth > m_fMaxHealth) {
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m_iHealth = m_fMaxHealth;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "health");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetArmor(int32_t value) {
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m_DirtyHealth = true;
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// If Destroyable Component already has zero armor do not trigger the passive ability again.
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bool hadArmor = m_iArmor > 0;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackArmorDelta(value - m_iArmor);
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}
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m_iArmor = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor);
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}
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}
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void DestroyableComponent::SetMaxArmor(float value, bool playAnim) {
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m_DirtyHealth = true;
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m_fMaxArmor = value;
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if (m_iArmor > m_fMaxArmor) {
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m_iArmor = m_fMaxArmor;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(value));
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args.Insert("type", "armor");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetImagination(int32_t value) {
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m_DirtyHealth = true;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackImaginationDelta(value - m_iImagination);
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}
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m_iImagination = value;
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auto* inventroyComponent = m_Parent->GetComponent<InventoryComponent>();
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if (m_iImagination == 0 && inventroyComponent != nullptr) {
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inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination);
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}
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}
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void DestroyableComponent::SetMaxImagination(float value, bool playAnim) {
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m_DirtyHealth = true;
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// Used for playAnim if opted in for.
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int32_t difference = static_cast<int32_t>(std::abs(m_fMaxImagination - value));
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m_fMaxImagination = value;
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if (m_iImagination > m_fMaxImagination) {
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m_iImagination = m_fMaxImagination;
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}
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if (playAnim) {
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// Now update the player bar
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("amount", std::to_string(difference));
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args.Insert("type", "imagination");
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GameMessages::SendUIMessageServerToSingleClient(m_Parent, characterComponent->GetSystemAddress(), "MaxPlayerBarUpdate", args);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void DestroyableComponent::SetDamageToAbsorb(int32_t value) {
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m_DirtyHealth = true;
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m_DamageToAbsorb = value;
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}
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void DestroyableComponent::SetDamageReduction(int32_t value) {
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m_DirtyHealth = true;
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m_DamageReduction = value;
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}
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void DestroyableComponent::SetIsImmune(bool value) {
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m_DirtyHealth = true;
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m_ImmuneToBasicAttackCount = value ? 1 : 0;
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}
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void DestroyableComponent::SetIsGMImmune(bool value) {
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m_DirtyHealth = true;
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m_IsGMImmune = value;
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}
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void DestroyableComponent::SetIsShielded(bool value) {
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m_DirtyHealth = true;
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m_IsShielded = value;
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}
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void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) {
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// Ignore factionID -1
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if (factionID == -1 && !ignoreChecks) return;
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// if we already have that faction, don't add it again
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if (std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end()) return;
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m_FactionIDs.push_back(factionID);
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m_DirtyHealth = true;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT enemyList FROM Factions WHERE faction = ?;");
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query.bind(1, static_cast<int>(factionID));
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auto result = query.execQuery();
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if (result.eof()) return;
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if (result.fieldIsNull(0)) return;
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const auto* list_string = result.getStringField(0);
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std::stringstream ss(list_string);
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std::string token;
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while (std::getline(ss, token, ',')) {
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if (token.empty()) continue;
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auto id = std::stoi(token);
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auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end();
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if (!exclude) {
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exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end();
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}
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if (exclude) {
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continue;
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}
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AddEnemyFaction(id);
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}
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result.finalize();
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}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
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if (m_Parent->IsPlayer() && other->IsPlayer()) {
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auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!thisCharacterComponent) return false;
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auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
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if (!otherCharacterComponent) return false;
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if (thisCharacterComponent->GetPvpEnabled() && otherCharacterComponent->GetPvpEnabled()) return true;
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return false;
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}
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return true;
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}
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}
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}
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return false;
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}
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bool DestroyableComponent::IsFriend(const Entity* other) const {
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const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
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if (otherDestroyableComponent != nullptr) {
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for (const auto enemyFaction : m_EnemyFactionIDs) {
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for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) {
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if (enemyFaction == otherFaction)
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return false;
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}
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}
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return true;
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}
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return false;
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}
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void DestroyableComponent::AddEnemyFaction(int32_t factionID) {
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m_EnemyFactionIDs.push_back(factionID);
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}
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void DestroyableComponent::SetIsSmashable(bool value) {
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m_DirtyHealth = true;
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m_IsSmashable = value;
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}
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void DestroyableComponent::SetAttacksToBlock(const uint32_t value) {
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m_AttacksToBlock = value;
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}
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bool DestroyableComponent::IsImmune() const {
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return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
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}
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bool DestroyableComponent::IsCooldownImmune() const {
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return m_DamageCooldownTimer > 0.0f;
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}
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bool DestroyableComponent::IsKnockbackImmune() const {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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|
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
|
|
const auto hasPassive = inventoryComponent->HasAnyPassive({
|
|
eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
|
|
eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
|
|
eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
|
|
}, 5);
|
|
|
|
if (hasPassive) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
|
|
}
|
|
|
|
bool DestroyableComponent::HasFaction(int32_t factionID) const {
|
|
return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end();
|
|
}
|
|
|
|
LWOOBJID DestroyableComponent::GetKillerID() const {
|
|
return m_KillerID;
|
|
}
|
|
|
|
Entity* DestroyableComponent::GetKiller() const {
|
|
return Game::entityManager->GetEntity(m_KillerID);
|
|
}
|
|
|
|
void DestroyableComponent::Heal(const uint32_t health) {
|
|
auto current = static_cast<uint32_t>(GetHealth());
|
|
const auto max = static_cast<uint32_t>(GetMaxHealth());
|
|
|
|
current += health;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetHealth(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Imagine(const int32_t deltaImagination) {
|
|
auto current = static_cast<int32_t>(GetImagination());
|
|
const auto max = static_cast<int32_t>(GetMaxImagination());
|
|
|
|
current += deltaImagination;
|
|
|
|
current = std::min(current, max);
|
|
|
|
if (current < 0) {
|
|
current = 0;
|
|
}
|
|
|
|
SetImagination(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Repair(const uint32_t armor) {
|
|
auto current = static_cast<uint32_t>(GetArmor());
|
|
const auto max = static_cast<uint32_t>(GetMaxArmor());
|
|
|
|
current += armor;
|
|
|
|
current = std::min(current, max);
|
|
|
|
SetArmor(current);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
|
|
void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) {
|
|
if (GetHealth() <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (IsImmune() || IsCooldownImmune()) {
|
|
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID());
|
|
return;
|
|
}
|
|
|
|
if (m_AttacksToBlock > 0) {
|
|
m_AttacksToBlock--;
|
|
|
|
return;
|
|
}
|
|
|
|
// If this entity has damage reduction, reduce the damage to a minimum of 1
|
|
if (m_DamageReduction > 0 && damage > 0) {
|
|
if (damage > m_DamageReduction) {
|
|
damage -= m_DamageReduction;
|
|
} else {
|
|
damage = 1;
|
|
}
|
|
}
|
|
|
|
const auto sourceDamage = damage;
|
|
|
|
auto absorb = static_cast<uint32_t>(GetDamageToAbsorb());
|
|
auto armor = static_cast<uint32_t>(GetArmor());
|
|
auto health = static_cast<uint32_t>(GetHealth());
|
|
|
|
const auto absorbDamage = std::min(damage, absorb);
|
|
|
|
damage -= absorbDamage;
|
|
absorb -= absorbDamage;
|
|
|
|
const auto armorDamage = std::min(damage, armor);
|
|
|
|
damage -= armorDamage;
|
|
armor -= armorDamage;
|
|
|
|
health -= std::min(damage, health);
|
|
|
|
SetDamageToAbsorb(absorb);
|
|
SetArmor(armor);
|
|
SetHealth(health);
|
|
SetIsShielded(absorb > 0);
|
|
|
|
// Dismount on the possessable hit
|
|
auto possessable = m_Parent->GetComponent<PossessableComponent>();
|
|
if (possessable && possessable->GetDepossessOnHit()) {
|
|
possessable->Dismount();
|
|
}
|
|
|
|
// Dismount on the possessor hit
|
|
auto possessor = m_Parent->GetComponent<PossessorComponent>();
|
|
if (possessor) {
|
|
auto possessableId = possessor->GetPossessable();
|
|
if (possessableId != LWOOBJID_EMPTY) {
|
|
auto possessable = Game::entityManager->GetEntity(possessableId);
|
|
if (possessable) {
|
|
possessor->Dismount(possessable);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_Parent->GetLOT() != 1) {
|
|
echo = true;
|
|
}
|
|
|
|
if (echo) {
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
auto* attacker = Game::entityManager->GetEntity(source);
|
|
m_Parent->OnHit(attacker);
|
|
m_Parent->OnHitOrHealResult(attacker, sourceDamage);
|
|
NotifySubscribers(attacker, sourceDamage);
|
|
|
|
for (const auto& cb : m_OnHitCallbacks) {
|
|
cb(attacker);
|
|
}
|
|
|
|
if (health != 0) {
|
|
auto* combatComponent = m_Parent->GetComponent<BaseCombatAIComponent>();
|
|
|
|
if (combatComponent != nullptr) {
|
|
combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//check if hardcore mode is enabled
|
|
if (Game::entityManager->GetHardcoreMode()) {
|
|
DoHardcoreModeDrops(source);
|
|
}
|
|
|
|
Smash(source, eKillType::VIOLENT, u"", skillID);
|
|
}
|
|
|
|
void DestroyableComponent::Subscribe(LWOOBJID scriptObjId, CppScripts::Script* scriptToAdd) {
|
|
m_SubscribedScripts.insert(std::make_pair(scriptObjId, scriptToAdd));
|
|
LOG_DEBUG("Added script %llu to entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::Unsubscribe(LWOOBJID scriptObjId) {
|
|
auto foundScript = m_SubscribedScripts.find(scriptObjId);
|
|
if (foundScript != m_SubscribedScripts.end()) {
|
|
m_SubscribedScripts.erase(foundScript);
|
|
LOG_DEBUG("Removed script %llu from entity %llu", scriptObjId, m_Parent->GetObjectID());
|
|
} else {
|
|
LOG_DEBUG("Tried to remove a script for Entity %llu but script %llu didnt exist", m_Parent->GetObjectID(), scriptObjId);
|
|
}
|
|
LOG_DEBUG("Number of subscribed scripts %i", m_SubscribedScripts.size());
|
|
}
|
|
|
|
void DestroyableComponent::NotifySubscribers(Entity* attacker, uint32_t damage) {
|
|
for (auto script : m_SubscribedScripts) {
|
|
script.second->NotifyHitOrHealResult(m_Parent, attacker, damage);
|
|
}
|
|
}
|
|
|
|
void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) {
|
|
if (m_iHealth > 0) {
|
|
SetArmor(0);
|
|
SetHealth(0);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
m_KillerID = source;
|
|
|
|
auto* owner = Game::entityManager->GetEntity(source);
|
|
|
|
if (owner != nullptr) {
|
|
owner = owner->GetOwner(); // If the owner is overwritten, we collect that here
|
|
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
const auto isEnemy = m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr;
|
|
|
|
auto* inventoryComponent = owner->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent != nullptr && isEnemy) {
|
|
inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed, m_Parent);
|
|
}
|
|
|
|
auto* missions = owner->GetComponent<MissionComponent>();
|
|
|
|
if (missions != nullptr) {
|
|
if (team != nullptr) {
|
|
for (const auto memberId : team->members) {
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
auto* memberMissions = member->GetComponent<MissionComponent>();
|
|
|
|
if (memberMissions == nullptr) continue;
|
|
|
|
memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
} else {
|
|
missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
|
|
missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto isPlayer = m_Parent->IsPlayer();
|
|
|
|
GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1);
|
|
|
|
//NANI?!
|
|
if (!isPlayer) {
|
|
if (owner != nullptr) {
|
|
auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID());
|
|
|
|
if (team != nullptr && m_Parent->GetComponent<BaseCombatAIComponent>() != nullptr) {
|
|
LWOOBJID specificOwner = LWOOBJID_EMPTY;
|
|
auto* scriptedActivityComponent = m_Parent->GetComponent<ScriptedActivityComponent>();
|
|
uint32_t teamSize = team->members.size();
|
|
uint32_t lootMatrixId = GetLootMatrixID();
|
|
|
|
if (scriptedActivityComponent) {
|
|
lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize);
|
|
}
|
|
|
|
if (team->lootOption == 0) { // Round robin
|
|
specificOwner = TeamManager::Instance()->GetNextLootOwner(team);
|
|
|
|
auto* member = Game::entityManager->GetEntity(specificOwner);
|
|
|
|
if (member) Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
} else {
|
|
for (const auto memberId : team->members) { // Free for all
|
|
auto* member = Game::entityManager->GetEntity(memberId);
|
|
|
|
if (member == nullptr) continue;
|
|
|
|
Loot::DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
} else { // drop loot for non team user
|
|
Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
|
|
}
|
|
}
|
|
} else {
|
|
//Check if this zone allows coin drops
|
|
if (Game::zoneManager->GetPlayerLoseCoinOnDeath()) {
|
|
auto* character = m_Parent->GetCharacter();
|
|
uint64_t coinsTotal = character->GetCoins();
|
|
const uint64_t minCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMin;
|
|
if (coinsTotal >= minCoinsToLose) {
|
|
const uint64_t maxCoinsToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathMax;
|
|
const float coinPercentageToLose = Game::zoneManager->GetWorldConfig()->coinsLostOnDeathPercent;
|
|
|
|
uint64_t coinsToLose = std::max(static_cast<uint64_t>(coinsTotal * coinPercentageToLose), minCoinsToLose);
|
|
coinsToLose = std::min(maxCoinsToLose, coinsToLose);
|
|
|
|
coinsTotal -= coinsToLose;
|
|
|
|
Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
|
|
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
|
}
|
|
}
|
|
|
|
Entity* zoneControl = Game::entityManager->GetZoneControlEntity();
|
|
for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
|
|
script->OnPlayerDied(zoneControl, m_Parent);
|
|
}
|
|
|
|
std::vector<Entity*> scriptedActs = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
|
|
for (Entity* scriptEntity : scriptedActs) {
|
|
if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
|
|
for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
|
|
script->OnPlayerDied(scriptEntity, m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Parent->Kill(owner, killType);
|
|
}
|
|
|
|
void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
|
|
m_FactionIDs.clear();
|
|
m_EnemyFactionIDs.clear();
|
|
|
|
AddFaction(factionID, ignoreChecks);
|
|
}
|
|
|
|
void DestroyableComponent::SetStatusImmunity(
|
|
const eStateChangeType state,
|
|
const bool bImmuneToBasicAttack,
|
|
const bool bImmuneToDamageOverTime,
|
|
const bool bImmuneToKnockback,
|
|
const bool bImmuneToInterrupt,
|
|
const bool bImmuneToSpeed,
|
|
const bool bImmuneToImaginationGain,
|
|
const bool bImmuneToImaginationLoss,
|
|
const bool bImmuneToQuickbuildInterrupt,
|
|
const bool bImmuneToPullToPoint) {
|
|
|
|
if (state == eStateChangeType::POP) {
|
|
if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
|
|
if (bImmuneToDamageOverTime && m_ImmuneToDamageOverTimeCount > 0) m_ImmuneToDamageOverTimeCount -= 1;
|
|
if (bImmuneToKnockback && m_ImmuneToKnockbackCount > 0) m_ImmuneToKnockbackCount -= 1;
|
|
if (bImmuneToInterrupt && m_ImmuneToInterruptCount > 0) m_ImmuneToInterruptCount -= 1;
|
|
if (bImmuneToSpeed && m_ImmuneToSpeedCount > 0) m_ImmuneToSpeedCount -= 1;
|
|
if (bImmuneToImaginationGain && m_ImmuneToImaginationGainCount > 0) m_ImmuneToImaginationGainCount -= 1;
|
|
if (bImmuneToImaginationLoss && m_ImmuneToImaginationLossCount > 0) m_ImmuneToImaginationLossCount -= 1;
|
|
if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
|
|
if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
|
|
|
|
} else if (state == eStateChangeType::PUSH) {
|
|
if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
|
|
if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
|
|
if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
|
|
if (bImmuneToInterrupt) m_ImmuneToInterruptCount += 1;
|
|
if (bImmuneToSpeed) m_ImmuneToSpeedCount += 1;
|
|
if (bImmuneToImaginationGain) m_ImmuneToImaginationGainCount += 1;
|
|
if (bImmuneToImaginationLoss) m_ImmuneToImaginationLossCount += 1;
|
|
if (bImmuneToQuickbuildInterrupt) m_ImmuneToQuickbuildInterruptCount += 1;
|
|
if (bImmuneToPullToPoint) m_ImmuneToPullToPointCount += 1;
|
|
}
|
|
|
|
GameMessages::SendSetStatusImmunity(
|
|
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(),
|
|
bImmuneToBasicAttack,
|
|
bImmuneToDamageOverTime,
|
|
bImmuneToKnockback,
|
|
bImmuneToInterrupt,
|
|
bImmuneToSpeed,
|
|
bImmuneToImaginationGain,
|
|
bImmuneToImaginationLoss,
|
|
bImmuneToQuickbuildInterrupt,
|
|
bImmuneToPullToPoint
|
|
);
|
|
}
|
|
|
|
void DestroyableComponent::FixStats() {
|
|
auto* entity = GetParent();
|
|
|
|
if (entity == nullptr) return;
|
|
|
|
// Reset skill component and buff component
|
|
auto* skillComponent = entity->GetComponent<SkillComponent>();
|
|
auto* buffComponent = entity->GetComponent<BuffComponent>();
|
|
auto* missionComponent = entity->GetComponent<MissionComponent>();
|
|
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
|
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
|
|
|
// If any of the components are nullptr, return
|
|
if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Save the current stats
|
|
int32_t currentHealth = destroyableComponent->GetHealth();
|
|
int32_t currentArmor = destroyableComponent->GetArmor();
|
|
int32_t currentImagination = destroyableComponent->GetImagination();
|
|
|
|
// Unequip all items
|
|
auto equipped = inventoryComponent->GetEquippedItems();
|
|
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Unequip the item
|
|
item->UnEquip();
|
|
}
|
|
|
|
// Base stats
|
|
int32_t maxHealth = 4;
|
|
int32_t maxArmor = 0;
|
|
int32_t maxImagination = 0;
|
|
|
|
// Go through all completed missions and add the reward stats
|
|
for (auto& pair : missionComponent->GetMissions()) {
|
|
auto* mission = pair.second;
|
|
|
|
if (!mission->IsComplete()) {
|
|
continue;
|
|
}
|
|
|
|
// Add the stats
|
|
const auto& info = mission->GetClientInfo();
|
|
|
|
maxHealth += info.reward_maxhealth;
|
|
maxImagination += info.reward_maximagination;
|
|
}
|
|
|
|
// Set the base stats
|
|
destroyableComponent->SetMaxHealth(maxHealth);
|
|
destroyableComponent->SetMaxArmor(maxArmor);
|
|
destroyableComponent->SetMaxImagination(maxImagination);
|
|
|
|
// Re-apply all buffs
|
|
buffComponent->ReApplyBuffs();
|
|
|
|
// Requip all items
|
|
for (auto& equippedItem : equipped) {
|
|
// Get the item with the item ID
|
|
auto* item = inventoryComponent->FindItemById(equippedItem.second.id);
|
|
|
|
if (item == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
// Equip the item
|
|
item->Equip();
|
|
}
|
|
|
|
// Fetch correct max stats after everything is done
|
|
maxHealth = destroyableComponent->GetMaxHealth();
|
|
maxArmor = destroyableComponent->GetMaxArmor();
|
|
maxImagination = destroyableComponent->GetMaxImagination();
|
|
|
|
// If any of the current stats are more than their max, set them to the max
|
|
if (currentHealth > maxHealth) currentHealth = maxHealth;
|
|
if (currentArmor > maxArmor) currentArmor = maxArmor;
|
|
if (currentImagination > maxImagination) currentImagination = maxImagination;
|
|
|
|
// Restore current stats
|
|
destroyableComponent->SetHealth(currentHealth);
|
|
destroyableComponent->SetArmor(currentArmor);
|
|
destroyableComponent->SetImagination(currentImagination);
|
|
|
|
// Serialize the entity
|
|
Game::entityManager->SerializeEntity(entity);
|
|
}
|
|
|
|
void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>& callback) {
|
|
m_OnHitCallbacks.push_back(callback);
|
|
}
|
|
|
|
void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
|
//check if this is a player:
|
|
if (m_Parent->IsPlayer()) {
|
|
//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
|
|
auto* character = m_Parent->GetComponent<CharacterComponent>();
|
|
auto uscore = character->GetUScore();
|
|
|
|
auto uscoreToLose = uscore * (Game::entityManager->GetHardcoreLoseUscoreOnDeathPercent() / 100);
|
|
character->SetUScore(uscore - uscoreToLose);
|
|
|
|
GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
|
|
|
|
if (Game::entityManager->GetHardcoreDropinventoryOnDeath()) {
|
|
//drop all items from inventory:
|
|
auto* inventory = m_Parent->GetComponent<InventoryComponent>();
|
|
if (inventory) {
|
|
//get the items inventory:
|
|
auto items = inventory->GetInventory(eInventoryType::ITEMS);
|
|
if (items) {
|
|
auto itemMap = items->GetItems();
|
|
if (!itemMap.empty()) {
|
|
for (const auto& item : itemMap) {
|
|
//drop the item:
|
|
if (!item.second) continue;
|
|
// don't drop the thinkng cap
|
|
if (item.second->GetLot() == 6086) continue;
|
|
GameMessages::SendDropClientLoot(m_Parent, source, item.second->GetLot(), 0, m_Parent->GetPosition(), item.second->GetCount());
|
|
item.second->SetCount(0, false, false);
|
|
}
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//get character:
|
|
auto* chars = m_Parent->GetCharacter();
|
|
if (chars) {
|
|
auto coins = chars->GetCoins();
|
|
|
|
//lose all coins:
|
|
chars->SetCoins(0, eLootSourceType::NONE);
|
|
|
|
//drop all coins:
|
|
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
|
|
}
|
|
|
|
// Reload the player since we can't normally reduce uscore from the server and we want the UI to update
|
|
// do this last so we don't get killed.... again
|
|
Game::entityManager->DestructEntity(m_Parent);
|
|
Game::entityManager->ConstructEntity(m_Parent);
|
|
return;
|
|
}
|
|
|
|
//award the player some u-score:
|
|
auto* player = Game::entityManager->GetEntity(source);
|
|
if (player && player->IsPlayer()) {
|
|
auto* playerStats = player->GetComponent<CharacterComponent>();
|
|
if (playerStats) {
|
|
//get the maximum health from this enemy:
|
|
auto maxHealth = GetMaxHealth();
|
|
|
|
int uscore = maxHealth * Game::entityManager->GetHardcoreUscoreEnemiesMultiplier();
|
|
|
|
playerStats->SetUScore(playerStats->GetUScore() + uscore);
|
|
GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
}
|
|
}
|