mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
553 lines
15 KiB
C++
553 lines
15 KiB
C++
#include <sstream>
|
|
#include <algorithm>
|
|
|
|
#include "Behavior.h"
|
|
#include "CDActivitiesTable.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
#include "BehaviorTemplates.h"
|
|
#include "BehaviorBranchContext.h"
|
|
|
|
/*
|
|
* Behavior includes
|
|
*/
|
|
#include "AirMovementBehavior.h"
|
|
#include "EmptyBehavior.h"
|
|
#include "MovementSwitchBehavior.h"
|
|
#include "AndBehavior.h"
|
|
#include "AreaOfEffectBehavior.h"
|
|
#include "DurationBehavior.h"
|
|
#include "TacArcBehavior.h"
|
|
#include "AttackDelayBehavior.h"
|
|
#include "BasicAttackBehavior.h"
|
|
#include "ChainBehavior.h"
|
|
#include "ChargeUpBehavior.h"
|
|
#include "GameMessages.h"
|
|
#include "HealBehavior.h"
|
|
#include "ImaginationBehavior.h"
|
|
#include "KnockbackBehavior.h"
|
|
#include "NpcCombatSkillBehavior.h"
|
|
#include "StartBehavior.h"
|
|
#include "StunBehavior.h"
|
|
#include "ProjectileAttackBehavior.h"
|
|
#include "RepairBehavior.h"
|
|
#include "SwitchBehavior.h"
|
|
#include "SwitchMultipleBehavior.h"
|
|
#include "TargetCasterBehavior.h"
|
|
#include "VerifyBehavior.h"
|
|
#include "BuffBehavior.h"
|
|
#include "TauntBehavior.h"
|
|
#include "SkillCastFailedBehavior.h"
|
|
#include "SpawnBehavior.h"
|
|
#include "ForceMovementBehavior.h"
|
|
#include "ImmunityBehavior.h"
|
|
#include "InterruptBehavior.h"
|
|
#include "PlayEffectBehavior.h"
|
|
#include "DamageAbsorptionBehavior.h"
|
|
#include "BlockBehavior.h"
|
|
#include "ClearTargetBehavior.h"
|
|
#include "PullToPointBehavior.h"
|
|
#include "EndBehavior.h"
|
|
#include "ChangeOrientationBehavior.h"
|
|
#include "OverTimeBehavior.h"
|
|
#include "ApplyBuffBehavior.h"
|
|
#include "CarBoostBehavior.h"
|
|
#include "SkillEventBehavior.h"
|
|
#include "SpeedBehavior.h"
|
|
#include "DamageReductionBehavior.h"
|
|
#include "JetPackBehavior.h"
|
|
|
|
//CDClient includes
|
|
#include "CDBehaviorParameterTable.h"
|
|
#include "CDClientDatabase.h"
|
|
#include "CDClientManager.h"
|
|
|
|
//Other includes
|
|
#include "EntityManager.h"
|
|
#include "RenderComponent.h"
|
|
#include "DestroyableComponent.h"
|
|
|
|
std::map<uint32_t, Behavior*> Behavior::Cache = {};
|
|
CDBehaviorParameterTable* Behavior::BehaviorParameterTable = nullptr;
|
|
|
|
Behavior* Behavior::GetBehavior(const uint32_t behaviorId)
|
|
{
|
|
if (BehaviorParameterTable == nullptr)
|
|
{
|
|
BehaviorParameterTable = CDClientManager::Instance()->GetTable<CDBehaviorParameterTable>("BehaviorParameter");
|
|
}
|
|
|
|
const auto pair = Cache.find(behaviorId);
|
|
|
|
if (pair == Cache.end())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return static_cast<Behavior*>(pair->second);
|
|
}
|
|
|
|
Behavior* Behavior::CreateBehavior(const uint32_t behaviorId)
|
|
{
|
|
auto* cached = GetBehavior(behaviorId);
|
|
|
|
if (cached != nullptr)
|
|
{
|
|
return cached;
|
|
}
|
|
|
|
if (behaviorId == 0)
|
|
{
|
|
return new EmptyBehavior(0);
|
|
}
|
|
|
|
const auto templateId = GetBehaviorTemplate(behaviorId);
|
|
|
|
Behavior* behavior = nullptr;
|
|
|
|
switch (templateId)
|
|
{
|
|
case BehaviorTemplates::BEHAVIOR_EMPTY: break;
|
|
case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
|
|
behavior = new BasicAttackBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_TAC_ARC:
|
|
behavior = new TacArcBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_AND:
|
|
behavior = new AndBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
|
|
behavior = new ProjectileAttackBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_HEAL:
|
|
behavior = new HealBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
|
|
behavior = new MovementSwitchBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
|
|
behavior = new AreaOfEffectBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
|
|
behavior = new PlayEffectBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_IMMUNITY:
|
|
behavior = new ImmunityBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
|
|
case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
|
|
behavior = new DamageAbsorptionBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_OVER_TIME:
|
|
behavior = new OverTimeBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_IMAGINATION:
|
|
behavior = new ImaginationBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
|
|
behavior = new TargetCasterBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_STUN:
|
|
behavior = new StunBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_DURATION:
|
|
behavior = new DurationBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
|
|
behavior = new KnockbackBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
|
|
behavior = new AttackDelayBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
|
|
behavior = new CarBoostBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_FALL_SPEED: break;
|
|
case BehaviorTemplates::BEHAVIOR_SHIELD: break;
|
|
case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
|
|
behavior = new RepairBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_SPEED:
|
|
behavior = new SpeedBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: break;
|
|
case BehaviorTemplates::BEHAVIOR_LOOT_BUFF: break;
|
|
case BehaviorTemplates::BEHAVIOR_VENTURE_VISION: break;
|
|
case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
|
|
behavior = new SpawnBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
|
|
case BehaviorTemplates::BEHAVIOR_SWITCH:
|
|
behavior = new SwitchBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_BUFF:
|
|
behavior = new BuffBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_JETPACK:
|
|
behavior = new JetPackBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
|
|
behavior = new SkillEventBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: break;
|
|
case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
|
|
behavior = new SkillCastFailedBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
|
|
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: break;
|
|
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
|
|
behavior = new ApplyBuffBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_CHAIN:
|
|
behavior = new ChainBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
|
|
behavior = new ChangeOrientationBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
|
|
behavior = new ForceMovementBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_INTERRUPT:
|
|
behavior = new InterruptBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
|
|
case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
|
|
behavior = new ChargeUpBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
|
|
behavior = new SwitchMultipleBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_START:
|
|
behavior = new StartBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_END:
|
|
behavior = new EndBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
|
|
case BehaviorTemplates::BEHAVIOR_CAMERA: break;
|
|
case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: break;
|
|
case BehaviorTemplates::BEHAVIOR_GRAB: break;
|
|
case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
|
|
case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
|
|
behavior = new NpcCombatSkillBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_BLOCK:
|
|
behavior = new BlockBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_VERIFY:
|
|
behavior = new VerifyBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_TAUNT:
|
|
behavior = new TauntBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
|
|
behavior = new AirMovementBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
|
|
behavior = new SpawnBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
|
|
behavior = new PullToPointBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
|
|
case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
|
|
behavior = new DamageReductionBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: break;
|
|
case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
|
|
behavior = new ClearTargetBehavior(behaviorId);
|
|
break;
|
|
case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
|
|
case BehaviorTemplates::BEHAVIOR_MOUNT: break;
|
|
case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
|
|
default:
|
|
//Game::logger->Log("Behavior", "Failed to load behavior with invalid template id (%i)!\n", templateId);
|
|
break;
|
|
}
|
|
|
|
if (behavior == nullptr)
|
|
{
|
|
//Game::logger->Log("Behavior", "Failed to load unimplemented template id (%i)!\n", templateId);
|
|
|
|
behavior = new EmptyBehavior(behaviorId);
|
|
}
|
|
|
|
behavior->Load();
|
|
|
|
return behavior;
|
|
}
|
|
|
|
BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
|
|
auto query = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT templateID FROM BehaviorTemplate WHERE behaviorID = ?;");
|
|
query.bind(1, (int) behaviorId);
|
|
|
|
auto result = query.execQuery();
|
|
|
|
// Make sure we do not proceed if we are trying to load an invalid behavior
|
|
if (result.eof())
|
|
{
|
|
if (behaviorId != 0)
|
|
{
|
|
Game::logger->Log("Behavior::GetBehaviorTemplate", "Failed to load behavior template with id (%i)!\n", behaviorId);
|
|
}
|
|
|
|
return BehaviorTemplates::BEHAVIOR_EMPTY;
|
|
}
|
|
|
|
const auto id = static_cast<BehaviorTemplates>(result.getIntField(0));
|
|
|
|
result.finalize();
|
|
|
|
return id;
|
|
}
|
|
|
|
// For use with enemies, to display the correct damage animations on the players
|
|
void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID secondary)
|
|
{
|
|
auto* targetEntity = EntityManager::Instance()->GetEntity(target);
|
|
|
|
if (targetEntity == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const auto effectId = this->m_effectId;
|
|
|
|
if (effectId == 0)
|
|
{
|
|
GameMessages::SendPlayFXEffect(targetEntity, -1, type, "", secondary, 1, 1, true);
|
|
|
|
return;
|
|
}
|
|
|
|
auto* renderComponent = targetEntity->GetComponent<RenderComponent>();
|
|
|
|
const auto typeString = GeneralUtils::UTF16ToWTF8(type);
|
|
|
|
if (m_effectNames == nullptr)
|
|
{
|
|
m_effectNames = new std::unordered_map<std::string, std::string>();
|
|
}
|
|
else
|
|
{
|
|
const auto pair = m_effectNames->find(typeString);
|
|
|
|
if (type.empty())
|
|
{
|
|
type = GeneralUtils::ASCIIToUTF16(*m_effectType);
|
|
}
|
|
|
|
if (pair != m_effectNames->end())
|
|
{
|
|
if (renderComponent == nullptr)
|
|
{
|
|
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, pair->second, secondary, 1, 1, true);
|
|
|
|
return;
|
|
}
|
|
|
|
renderComponent->PlayEffect(effectId, type, pair->second, secondary);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// The SQlite result object becomes invalid if the query object leaves scope.
|
|
// So both queries are defined before the if statement
|
|
CppSQLite3Query result;
|
|
auto typeQuery = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT effectName FROM BehaviorEffect WHERE effectType = ? AND effectID = ?;");
|
|
|
|
auto idQuery = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT effectName, effectType FROM BehaviorEffect WHERE effectID = ?;");
|
|
|
|
if (!type.empty()) {
|
|
typeQuery.bind(1, typeString.c_str());
|
|
typeQuery.bind(2, (int) effectId);
|
|
|
|
result = typeQuery.execQuery();
|
|
} else {
|
|
idQuery.bind(1, (int) effectId);
|
|
|
|
result = idQuery.execQuery();
|
|
}
|
|
|
|
if (result.eof() || result.fieldIsNull(0))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const auto name = std::string(result.getStringField(0));
|
|
|
|
if (type.empty())
|
|
{
|
|
const auto typeResult = result.getStringField(1);
|
|
|
|
type = GeneralUtils::ASCIIToUTF16(typeResult);
|
|
|
|
m_effectType = new std::string(typeResult);
|
|
}
|
|
|
|
result.finalize();
|
|
|
|
m_effectNames->insert_or_assign(typeString, name);
|
|
|
|
if (renderComponent == nullptr)
|
|
{
|
|
GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
|
|
|
|
return;
|
|
}
|
|
|
|
renderComponent->PlayEffect(effectId, type, name, secondary);
|
|
}
|
|
|
|
Behavior::Behavior(const uint32_t behaviorId)
|
|
{
|
|
this->m_behaviorId = behaviorId;
|
|
|
|
// Add to cache
|
|
Cache.insert_or_assign(behaviorId, this);
|
|
|
|
if (behaviorId == 0) {
|
|
this->m_effectId = 0;
|
|
this->m_effectHandle = nullptr;
|
|
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
|
|
}
|
|
|
|
auto query = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT templateID, effectID, effectHandle FROM BehaviorTemplate WHERE behaviorID = ?;");
|
|
query.bind(1, (int) behaviorId);
|
|
|
|
auto result = query.execQuery();
|
|
|
|
// Make sure we do not proceed if we are trying to load an invalid behavior
|
|
if (result.eof())
|
|
{
|
|
Game::logger->Log("Behavior", "Failed to load behavior with id (%i)!\n", behaviorId);
|
|
|
|
this->m_effectId = 0;
|
|
this->m_effectHandle = nullptr;
|
|
this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
|
|
|
|
return;
|
|
}
|
|
|
|
this->m_templateId = static_cast<BehaviorTemplates>(result.getIntField(0));
|
|
|
|
this->m_effectId = result.getIntField(1);
|
|
|
|
if (!result.fieldIsNull(2))
|
|
{
|
|
const std::string effectHandle = result.getStringField(2);
|
|
if (effectHandle == "")
|
|
{
|
|
this->m_effectHandle = nullptr;
|
|
}
|
|
else
|
|
{
|
|
this->m_effectHandle = new std::string(effectHandle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this->m_effectHandle = nullptr;
|
|
}
|
|
|
|
result.finalize();
|
|
}
|
|
|
|
|
|
float Behavior::GetFloat(const std::string& name, const float defaultValue) const
|
|
{
|
|
return BehaviorParameterTable->GetEntry(this->m_behaviorId, name, defaultValue);
|
|
}
|
|
|
|
|
|
bool Behavior::GetBoolean(const std::string& name, const bool defaultValue) const
|
|
{
|
|
return GetFloat(name, defaultValue) > 0;
|
|
}
|
|
|
|
|
|
int32_t Behavior::GetInt(const std::string& name, const int defaultValue) const
|
|
{
|
|
return static_cast<int32_t>(GetFloat(name, defaultValue));
|
|
}
|
|
|
|
|
|
Behavior* Behavior::GetAction(const std::string& name) const
|
|
{
|
|
const auto id = GetInt(name);
|
|
|
|
return CreateBehavior(id);
|
|
}
|
|
|
|
Behavior* Behavior::GetAction(float value) const
|
|
{
|
|
return CreateBehavior(static_cast<int32_t>(value));
|
|
}
|
|
|
|
std::map<std::string, float> Behavior::GetParameterNames() const
|
|
{
|
|
std::map<std::string, float> parameters;
|
|
|
|
auto query = CDClientDatabase::CreatePreppedStmt(
|
|
"SELECT parameterID, value FROM BehaviorParameter WHERE behaviorID = ?;");
|
|
query.bind(1, (int) this->m_behaviorId);
|
|
|
|
auto tableData = query.execQuery();
|
|
|
|
while (!tableData.eof())
|
|
{
|
|
parameters.insert_or_assign(tableData.getStringField(0, ""), tableData.getFloatField(1, 0));
|
|
|
|
tableData.nextRow();
|
|
}
|
|
|
|
tableData.finalize();
|
|
|
|
return parameters;
|
|
}
|
|
|
|
void Behavior::Load()
|
|
{
|
|
}
|
|
|
|
void Behavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
void Behavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
void Behavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
void Behavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
|
|
{
|
|
}
|
|
|
|
void Behavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second)
|
|
{
|
|
}
|
|
|
|
void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
|
|
{
|
|
}
|
|
|
|
Behavior::~Behavior()
|
|
{
|
|
delete m_effectNames;
|
|
delete m_effectType;
|
|
delete m_effectHandle;
|
|
}
|