F4MP/tiltedcode/Code/server/Services/PlayerService.cpp
Jous99 37b16f1547 code upload
codigo original de f4mp y tilted para referencias
2026-01-06 18:45:00 +01:00

212 lines
7.7 KiB
C++

#include "Events/CharacterInteriorCellChangeEvent.h"
#include "Events/CharacterExteriorCellChangeEvent.h"
#include "Events/PlayerLeaveCellEvent.h"
#include <Services/PlayerService.h>
#include <Services/CharacterService.h>
#include <GameServer.h>
#include <Messages/ShiftGridCellRequest.h>
#include <Messages/EnterExteriorCellRequest.h>
#include <Messages/EnterInteriorCellRequest.h>
#include <Messages/CharacterSpawnRequest.h>
#include <Messages/PlayerRespawnRequest.h>
#include <Messages/NotifyInventoryChanges.h>
#include <Messages/NotifyPlayerRespawn.h>
#include <Messages/NotifyRespawn.h>
#include <Messages/PlayerLevelRequest.h>
#include <Messages/NotifyPlayerLevel.h>
#include <Messages/NotifyPlayerCellChanged.h>
#include <Setting.h>
namespace
{
Console::Setting fGoldLossFactor{"Gameplay:fGoldLossFactor", "Factor of the amount of gold lost on death", 0.0f};
}
PlayerService::PlayerService(World& aWorld, entt::dispatcher& aDispatcher) noexcept
: m_world(aWorld)
, m_interiorCellEnterConnection(aDispatcher.sink<PacketEvent<EnterInteriorCellRequest>>().connect<&PlayerService::HandleInteriorCellEnter>(this))
, m_gridCellShiftConnection(aDispatcher.sink<PacketEvent<ShiftGridCellRequest>>().connect<&PlayerService::HandleGridCellShift>(this))
, m_exteriorCellEnterConnection(aDispatcher.sink<PacketEvent<EnterExteriorCellRequest>>().connect<&PlayerService::HandleExteriorCellEnter>(this))
, m_playerRespawnConnection(aDispatcher.sink<PacketEvent<PlayerRespawnRequest>>().connect<&PlayerService::OnPlayerRespawnRequest>(this))
, m_playerLevelConnection(aDispatcher.sink<PacketEvent<PlayerLevelRequest>>().connect<&PlayerService::OnPlayerLevelRequest>(this))
{
}
void SendPlayerCellChanged(const Player* apPlayer) noexcept
{
auto& cellComponent = apPlayer->GetCellComponent();
NotifyPlayerCellChanged notify{};
notify.PlayerId = apPlayer->GetId();
notify.WorldSpaceId = cellComponent.WorldSpaceId;
notify.CellId = cellComponent.Cell;
GameServer::Get()->SendToPlayers(notify, apPlayer);
}
void PlayerService::HandleGridCellShift(const PacketEvent<ShiftGridCellRequest>& acMessage) const noexcept
{
auto* pPlayer = acMessage.pPlayer;
auto& message = acMessage.Packet;
const GameId oldCell = pPlayer->GetCellComponent().Cell;
CellIdComponent cell = CellIdComponent{message.PlayerCell, message.WorldSpaceId, message.CenterCoords};
pPlayer->SetCellComponent(cell);
m_world.GetDispatcher().trigger(PlayerLeaveCellEvent(oldCell));
auto characterView = m_world.view<CellIdComponent, CharacterComponent, OwnerComponent>();
for (auto character : characterView)
{
const auto& ownedComponent = characterView.get<OwnerComponent>(character);
const auto& characterCellComponent = characterView.get<CellIdComponent>(character);
if (ownedComponent.GetOwner() == pPlayer)
continue;
const auto cellIt = std::find_if(std::begin(message.Cells), std::end(message.Cells), [Cells = message.Cells, CharacterCell = characterCellComponent.Cell](auto playerCell) { return playerCell == CharacterCell; });
if (cellIt == std::end(message.Cells))
{
continue;
}
CharacterSpawnRequest spawnMessage;
CharacterService::Serialize(m_world, character, &spawnMessage);
pPlayer->Send(spawnMessage);
}
}
void PlayerService::HandleExteriorCellEnter(const PacketEvent<EnterExteriorCellRequest>& acMessage) const noexcept
{
auto& message = acMessage.Packet;
auto* pPlayer = acMessage.pPlayer;
if (pPlayer->GetCharacter())
{
auto entity = *pPlayer->GetCharacter();
auto cell = CellIdComponent{message.CellId, message.WorldSpaceId, message.CurrentCoords};
if (pPlayer->GetCellComponent())
{
m_world.GetDispatcher().trigger(CharacterExteriorCellChangeEvent{pPlayer, entity, message.WorldSpaceId, message.CurrentCoords});
}
pPlayer->SetCellComponent(cell);
SendPlayerCellChanged(pPlayer);
}
}
void PlayerService::HandleInteriorCellEnter(const PacketEvent<EnterInteriorCellRequest>& acMessage) const noexcept
{
auto* pPlayer = acMessage.pPlayer;
auto& message = acMessage.Packet;
const auto oldCell = pPlayer->GetCellComponent().Cell;
auto cell = CellIdComponent{message.CellId, {}, {}};
pPlayer->SetCellComponent(cell);
m_world.GetDispatcher().trigger(PlayerLeaveCellEvent(oldCell));
if (pPlayer->GetCharacter())
{
auto entity = *pPlayer->GetCharacter();
if (auto pCellIdComponent = m_world.try_get<CellIdComponent>(entity); pCellIdComponent)
{
m_world.GetDispatcher().trigger(CharacterInteriorCellChangeEvent{pPlayer, entity, message.CellId});
}
}
auto characterView = m_world.view<CellIdComponent, CharacterComponent, OwnerComponent>();
for (auto character : characterView)
{
const auto& ownedComponent = characterView.get<OwnerComponent>(character);
if (ownedComponent.GetOwner() == pPlayer)
continue;
if (message.CellId != characterView.get<CellIdComponent>(character).Cell)
continue;
CharacterSpawnRequest spawnMessage;
CharacterService::Serialize(m_world, character, &spawnMessage);
pPlayer->Send(spawnMessage);
}
SendPlayerCellChanged(pPlayer);
}
void PlayerService::OnPlayerRespawnRequest(const PacketEvent<PlayerRespawnRequest>& acMessage) const noexcept
{
float goldLossFactor = fGoldLossFactor.as_float();
auto character = acMessage.pPlayer->GetCharacter();
if (!character)
return;
auto view = m_world.view<InventoryComponent>();
const auto it = view.find(static_cast<entt::entity>(*character));
if (it != view.end())
{
if (goldLossFactor != 0.0)
{
auto& inventoryComponent = view.get<InventoryComponent>(*it);
GameId goldId(0, 0xF);
int32_t goldCount = inventoryComponent.Content.GetEntryCountById(goldId);
int32_t goldToRemove = static_cast<int32_t>(goldCount * goldLossFactor);
Inventory::Entry entry{};
entry.BaseId = goldId;
entry.Count = -goldToRemove;
inventoryComponent.Content.AddOrRemoveEntry(entry);
NotifyInventoryChanges notifyInventoryChanges{};
notifyInventoryChanges.ServerId = World::ToInteger(*character);
notifyInventoryChanges.Item = entry;
notifyInventoryChanges.Drop = false;
// Exclude respawned player from inventory changes notification...
if (!GameServer::Get()->SendToPlayersInRange(notifyInventoryChanges, *character, acMessage.GetSender()))
spdlog::error("{}: SendToPlayersInRange failed", __FUNCTION__);
// ...and instead, send NotifyPlayerRespawn so that the client can print a message.
NotifyPlayerRespawn notifyPlayerRespawn{};
notifyPlayerRespawn.GoldLost = goldToRemove;
acMessage.pPlayer->Send(notifyPlayerRespawn);
}
// Let all other players in cell respawn this player, since the body state seems to be bugged otherwise
NotifyRespawn notifyRespawn{};
notifyRespawn.ActorId = World::ToInteger(*character);
if (!GameServer::Get()->SendToPlayersInRange(notifyRespawn, *character, acMessage.GetSender()))
spdlog::error("{}: SendToPlayersInRange failed", __FUNCTION__);
}
}
void PlayerService::OnPlayerLevelRequest(const PacketEvent<PlayerLevelRequest>& acMessage) const noexcept
{
acMessage.pPlayer->SetLevel(acMessage.Packet.NewLevel);
NotifyPlayerLevel notify{};
notify.PlayerId = acMessage.pPlayer->GetId();
notify.NewLevel = acMessage.Packet.NewLevel;
GameServer::Get()->SendToPlayers(notify, acMessage.pPlayer);
}