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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-17 03:37:08 -06:00
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7 Commits
fix-winter
...
waypointpa
| Author | SHA1 | Date | |
|---|---|---|---|
| 2eeacbf746 | |||
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2f315d9288 | ||
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6ae1c7a376 | ||
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c19ee04c8a | ||
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2858345269 | ||
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37e14979a4 | ||
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b509fd4f10 |
@@ -4,7 +4,7 @@
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#include <assert.h>
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#ifdef _DEBUG
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# define DluAssert(expression) do { assert(expression) } while(0)
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# define DluAssert(expression) do { assert(expression); } while(0)
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#else
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# define DluAssert(expression)
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#endif
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@@ -83,6 +83,12 @@ public:
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this->value = value;
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}
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//! Initializer
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LDFData(const std::string& key, const T& value) {
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this->key = GeneralUtils::ASCIIToUTF16(key);
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this->value = value;
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}
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//! Destructor
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~LDFData(void) override {}
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@@ -1994,6 +1994,38 @@ void Entity::SetRotation(const NiQuaternion& rotation) {
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Game::entityManager->SerializeEntity(this);
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}
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void Entity::SetVelocity(const NiPoint3& velocity) {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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controllable->SetVelocity(velocity);
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}
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auto* simple = GetComponent<SimplePhysicsComponent>();
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if (simple != nullptr) {
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simple->SetVelocity(velocity);
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}
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Game::entityManager->SerializeEntity(this);
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}
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const NiPoint3& Entity::GetVelocity() const {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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return controllable->GetVelocity();
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}
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auto* simple = GetComponent<SimplePhysicsComponent>();
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if (simple != nullptr) {
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return simple->GetVelocity();
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}
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return NiPoint3Constant::ZERO;
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}
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bool Entity::GetBoolean(const std::u16string& name) const {
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return GetVar<bool>(name);
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}
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@@ -124,6 +124,8 @@ public:
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// then return the collision group from that.
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int32_t GetCollisionGroup() const;
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const NiPoint3& GetVelocity() const;
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/**
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* Setters
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*/
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@@ -148,6 +150,8 @@ public:
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void SetRespawnRot(const NiQuaternion& rotation);
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void SetVelocity(const NiPoint3& velocity);
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/**
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* Component management
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*/
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@@ -329,7 +333,7 @@ public:
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* @brief The observable for player entity position updates.
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*/
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static Observable<Entity*, const PositionUpdate&> OnPlayerPositionUpdate;
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protected:
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LWOOBJID m_ObjectID;
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@@ -435,7 +439,7 @@ const T& Entity::GetVar(const std::u16string& name) const {
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template<typename T>
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T Entity::GetVarAs(const std::u16string& name) const {
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const auto data = GetVarAsString(name);
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return GeneralUtils::TryParse<T>(data).value_or(LDFData<T>::Default);
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}
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@@ -364,6 +364,8 @@ void EntityManager::ConstructEntity(Entity* entity, const SystemAddress& sysAddr
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) {
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for (auto* player : PlayerManager::GetAllPlayers()) {
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// Don't need to construct the player to themselves
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if (entity->GetObjectID() == player->GetObjectID()) continue;
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if (player->GetPlayerReadyForUpdates()) {
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Game::server->Send(stream, player->GetSystemAddress(), false);
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} else {
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@@ -30,10 +30,16 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
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unsmash.target = GetParent()->GetObjectID();
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unsmash.duration = 0.0f;
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unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->SetPosition(m_OriginalPosition);
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m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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m_NumListeningInteract = 0;
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m_NumActiveUnSmash = 0;
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m_Dirty = true;
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Game::entityManager->SerializeEntity(GetParent());
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return true;
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}
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@@ -203,3 +209,31 @@ void ModelComponent::RemoveUnSmash() {
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LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
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m_NumActiveUnSmash--;
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}
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bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
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auto currentVelocity = m_Parent->GetVelocity();
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// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
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if (velocity != NiPoint3Constant::ZERO) {
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const auto [x, y, z] = velocity;
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if (x != 0.0f) {
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if (currentVelocity.x != 0.0f) return false;
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currentVelocity.x = x;
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} else if (y != 0.0f) {
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if (currentVelocity.y != 0.0f) return false;
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currentVelocity.y = y;
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} else if (z != 0.0f) {
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if (currentVelocity.z != 0.0f) return false;
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currentVelocity.z = z;
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}
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} else {
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currentVelocity = velocity;
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}
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m_Parent->SetVelocity(currentVelocity);
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return true;
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}
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void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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}
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@@ -41,7 +41,7 @@ public:
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* Returns the original position of the model
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* @return the original position of the model
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*/
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const NiPoint3& GetPosition() { return m_OriginalPosition; }
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const NiPoint3& GetOriginalPosition() { return m_OriginalPosition; }
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/**
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* Sets the original position of the model
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@@ -53,7 +53,7 @@ public:
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* Returns the original rotation of the model
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* @return the original rotation of the model
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*/
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const NiQuaternion& GetRotation() { return m_OriginalRotation; }
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const NiQuaternion& GetOriginalRotation() { return m_OriginalRotation; }
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/**
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* Sets the original rotation of the model
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@@ -130,6 +130,14 @@ public:
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bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
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void Resume();
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// Attempts to set the velocity of an axis for movement.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetVelocity(const NiPoint3& velocity) const;
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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private:
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// Number of Actions that are awaiting an UnSmash to finish.
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uint32_t m_NumActiveUnSmash{};
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@@ -66,6 +66,67 @@ void MovementAIComponent::SetPath(const std::string pathName) {
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SetMaxSpeed(1);
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SetCurrentSpeed(m_BaseSpeed);
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SetPath(m_Path->pathWaypoints);
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auto start_index = m_Parent->GetVarAs<uint32_t>(u"attached_path_start");
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if (start_index >= m_Path->waypointCount) start_index = 0;
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SetDestination(m_Path->pathWaypoints[m_PathIndex].position);
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m_PathIndex = start_index;
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}
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void MovementAIComponent::SetPath(const std::string pathName, uint32_t startIndex, bool reverse) {
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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if (!pathName.empty()) LOG("WARNING: %s path %s", m_Path ? "Found" : "Failed to find", pathName.c_str());
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if (!m_Path) return;
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SetMaxSpeed(1);
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SetCurrentSpeed(m_BaseSpeed);
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if (reverse) {
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m_IsBounced = !m_IsBounced;
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auto pathWaypoints = m_Path->pathWaypoints;
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std::reverse(pathWaypoints.begin(), pathWaypoints.end());
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SetPath(pathWaypoints);
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} else {
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SetPath(m_Path->pathWaypoints);
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}
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SetDestination(m_Path->pathWaypoints[startIndex].position);
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m_PathIndex = startIndex;
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}
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void MovementAIComponent::TurnAroundOnPath() {
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if (m_Path) {
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auto currentIndex = m_PathIndex;
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m_IsBounced = !m_IsBounced;
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std::vector<PathWaypoint> waypoints = m_Path->pathWaypoints;
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if (m_IsBounced) std::reverse(waypoints.begin(), waypoints.end());
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SetPath(waypoints);
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SetDestination(waypoints[currentIndex].position);
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m_PathIndex = currentIndex;
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}
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}
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void MovementAIComponent::GoForwardOnPath() {
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if (m_Path) {
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auto currentIndex = m_PathIndex;
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m_IsBounced = false;
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SetPath(m_Path->pathWaypoints);
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SetDestination(m_Path->pathWaypoints[currentIndex].position);
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m_PathIndex = currentIndex;
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}
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}
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void MovementAIComponent::GoBackwardOnPath() {
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if (m_Path) {
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auto currentIndex = m_PathIndex;
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m_IsBounced = true;
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std::vector<PathWaypoint> waypoints = m_Path->pathWaypoints;
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std::reverse(waypoints.begin(), waypoints.end());
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SetPath(waypoints);
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SetDestination(waypoints[currentIndex].position);
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m_PathIndex = currentIndex;
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}
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}
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void MovementAIComponent::Pause() {
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@@ -188,7 +249,7 @@ bool MovementAIComponent::AdvanceWaypointIndex() {
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if (m_PathIndex >= m_InterpolatedWaypoints.size()) {
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return false;
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}
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m_Parent->GetScript()->OnWaypointReached(m_Parent, m_PathIndex);
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m_PathIndex++;
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return true;
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@@ -65,6 +65,10 @@ public:
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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void SetPath(const std::string pathName);
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void SetPath(const std::string pathName, uint32_t startIndex, bool reverse);
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void TurnAroundOnPath();
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void GoForwardOnPath();
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void GoBackwardOnPath();
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void Update(float deltaTime) override;
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@@ -272,6 +272,10 @@ void PropertyManagementComponent::OnStartBuilding() {
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model->HandleMsg(reset);
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}
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}
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for (auto* const entity : Game::entityManager->GetEntitiesInGroup("SpawnedPropertyEnemies")) {
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if (entity) entity->Smash();
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}
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}
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void PropertyManagementComponent::OnFinishBuilding() {
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@@ -296,6 +300,10 @@ void PropertyManagementComponent::OnFinishBuilding() {
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model->HandleMsg(reset);
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}
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}
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for (auto* const entity : Game::entityManager->GetEntitiesInGroup("SpawnedPropertyEnemies")) {
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if (entity) entity->Smash();
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}
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}
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void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const NiPoint3 position, NiQuaternion rotation) {
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@@ -696,8 +704,9 @@ void PropertyManagementComponent::Save() {
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Database::Get()->AddBehavior(info);
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}
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const auto position = entity->GetPosition();
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const auto rotation = entity->GetRotation();
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// Always save the original position so we can move the model freely
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const auto& position = modelComponent->GetOriginalPosition();
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const auto& rotation = modelComponent->GetOriginalRotation();
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if (std::find(present.begin(), present.end(), id) == present.end()) {
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IPropertyContents::Model model;
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@@ -33,6 +33,13 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t component
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Update(const float deltaTime) {
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
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@@ -33,6 +33,8 @@ public:
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SimplePhysicsComponent(Entity* parent, int32_t componentID);
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~SimplePhysicsComponent() override;
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void Update(const float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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@@ -457,40 +457,43 @@ void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string a
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void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->SetupPath(argArray.at(0));
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uint32_t start_index = 0;
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bool reverse = false;
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if (argArray.size() >= 2) {
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auto index = GeneralUtils::TryParse<int32_t>(argArray.at(1));
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if (!index) return;
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// movementAIComponent->SetPathStartingWaypointIndex(index.value());
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if (index) {
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start_index = index.value();
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}
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}
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if (argArray.size() >= 3 && argArray.at(2) == "1") {
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// movementAIComponent->ReversePath();
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reverse = true;
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}
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movementAIComponent->SetPath(argArray.at(0), start_index, reverse);
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}
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void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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// if (movementAIComponent) movementAIComponent->ReversePath();
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if (movementAIComponent) movementAIComponent->TurnAroundOnPath();
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}
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void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
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movementAIComponent->GoForwardOnPath();
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}
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void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
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if (!movementAIComponent) return;
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// if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
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movementAIComponent->GoBackwardOnPath();
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}
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void TriggerComponent::HandleStopPathing(Entity* targetEntity) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
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// if (movementAIComponent) movementAIComponent->Pause();
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if (movementAIComponent) movementAIComponent->Pause();
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}
|
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|
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void TriggerComponent::HandleStartPathing(Entity* targetEntity) {
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auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
|
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// if (movementAIComponent) movementAIComponent->Resume();
|
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if (movementAIComponent) movementAIComponent->Resume();
|
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}
|
||||
|
||||
@@ -5207,7 +5207,7 @@ void GameMessages::HandlePickupCurrency(RakNet::BitStream& inStream, Entity* ent
|
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if (currency == 0) return;
|
||||
|
||||
auto* ch = entity->GetCharacter();
|
||||
if (entity->CanPickupCoins(currency)) {
|
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if (ch && entity->CanPickupCoins(currency)) {
|
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ch->SetCoins(ch->GetCoins() + currency, eLootSourceType::PICKUP);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -84,9 +84,11 @@ void Strip::HandleMsg(MigrateActionsMessage& msg) {
|
||||
|
||||
template<>
|
||||
void Strip::HandleMsg(GameMessages::RequestUse& msg) {
|
||||
if (m_PausedTime > 0.0f) return;
|
||||
if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
|
||||
|
||||
if (m_Actions[m_NextActionIndex].GetType() == "OnInteract") {
|
||||
auto& nextAction = GetNextAction();
|
||||
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
IncrementAction();
|
||||
m_WaitingForAction = false;
|
||||
}
|
||||
@@ -97,6 +99,8 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
|
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m_WaitingForAction = false;
|
||||
m_PausedTime = 0.0f;
|
||||
m_NextActionIndex = 0;
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
m_PreviousFramePosition = NiPoint3Constant::ZERO;
|
||||
}
|
||||
|
||||
void Strip::IncrementAction() {
|
||||
@@ -111,7 +115,9 @@ void Strip::Spawn(LOT lot, Entity& entity) {
|
||||
info.pos = entity.GetPosition();
|
||||
info.rot = NiQuaternionConstant::IDENTITY;
|
||||
info.spawnerID = entity.GetObjectID();
|
||||
Game::entityManager->ConstructEntity(Game::entityManager->CreateEntity(info, nullptr, &entity));
|
||||
auto* const spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, &entity);
|
||||
spawnedEntity->AddToGroup("SpawnedPropertyEnemies");
|
||||
Game::entityManager->ConstructEntity(spawnedEntity);
|
||||
}
|
||||
|
||||
// Spawns a specific drop for all
|
||||
@@ -127,19 +133,39 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
auto number = nextAction.GetValueParameterDouble();
|
||||
auto numberAsInt = static_cast<int32_t>(number);
|
||||
auto nextActionType = GetNextAction().GetType();
|
||||
if (nextActionType == "SpawnStromling") {
|
||||
Spawn(10495, entity); // Stromling property
|
||||
} else if (nextActionType == "SpawnPirate") {
|
||||
Spawn(10497, entity); // Maelstrom Pirate property
|
||||
} else if (nextActionType == "SpawnRonin") {
|
||||
Spawn(10498, entity); // Dark Ronin property
|
||||
} else if (nextActionType == "DropImagination") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
|
||||
} else if (nextActionType == "DropHealth") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(177, entity); // 1 Life powerup
|
||||
} else if (nextActionType == "DropArmor") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
|
||||
} else if (nextActionType == "Smash") {
|
||||
|
||||
// TODO replace with switch case and nextActionType with enum
|
||||
/* BEGIN Move */
|
||||
if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
|
||||
// X axis
|
||||
bool isMoveLeft = nextActionType == "MoveLeft";
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3{ isMoveLeft ? -3.0f : 3.0f, 0.0f, 0.0f })) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.x = isMoveLeft ? -number : number;
|
||||
}
|
||||
} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
|
||||
// Y axis
|
||||
bool isFlyDown = nextActionType == "FlyDown";
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, isFlyDown ? -3.0f : 3.0f, 0.0f })) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.y = isFlyDown ? -number : number;
|
||||
}
|
||||
|
||||
} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
|
||||
// Z axis
|
||||
bool isMoveBackward = nextActionType == "MoveBackward";
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, 0.0f, isMoveBackward ? -3.0f : 3.0f })) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.z = isMoveBackward ? -number : number;
|
||||
}
|
||||
}
|
||||
/* END Move */
|
||||
|
||||
/* BEGIN Action */
|
||||
else if (nextActionType == "Smash") {
|
||||
if (!modelComponent.IsUnSmashing()) {
|
||||
GameMessages::Smash smash{};
|
||||
smash.target = entity.GetObjectID();
|
||||
@@ -162,13 +188,29 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
|
||||
sound.target = modelComponent.GetParent()->GetObjectID();
|
||||
sound.soundID = numberAsInt;
|
||||
sound.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
||||
} else {
|
||||
}
|
||||
/* END Action */
|
||||
/* BEGIN Gameplay */
|
||||
else if (nextActionType == "SpawnStromling") {
|
||||
Spawn(10495, entity); // Stromling property
|
||||
} else if (nextActionType == "SpawnPirate") {
|
||||
Spawn(10497, entity); // Maelstrom Pirate property
|
||||
} else if (nextActionType == "SpawnRonin") {
|
||||
Spawn(10498, entity); // Dark Ronin property
|
||||
} else if (nextActionType == "DropImagination") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
|
||||
} else if (nextActionType == "DropHealth") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(177, entity); // 1 Life powerup
|
||||
} else if (nextActionType == "DropArmor") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
|
||||
}
|
||||
/* END Gameplay */
|
||||
else {
|
||||
static std::set<std::string> g_WarnedActions;
|
||||
if (!g_WarnedActions.contains(nextActionType.data())) {
|
||||
LOG("Tried to play action (%s) which is not supported.", nextActionType.data());
|
||||
g_WarnedActions.insert(nextActionType.data());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
IncrementAction();
|
||||
@@ -187,12 +229,67 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
|
||||
}
|
||||
}
|
||||
|
||||
bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
const auto& currentPos = entity.GetPosition();
|
||||
const auto diff = currentPos - m_PreviousFramePosition;
|
||||
const auto [moveX, moveY, moveZ] = m_InActionMove;
|
||||
m_PreviousFramePosition = currentPos;
|
||||
|
||||
// Only want to subtract from the move if one is being performed.
|
||||
// Starts at true because we may not be doing a move at all.
|
||||
// If one is being done, then one of the move_ variables will be non-zero
|
||||
bool moveFinished = true;
|
||||
NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
|
||||
if (moveX != 0.0f) {
|
||||
m_InActionMove.x -= diff.x;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
|
||||
finalPositionAdjustment.x = m_InActionMove.x;
|
||||
} else if (moveY != 0.0f) {
|
||||
m_InActionMove.y -= diff.y;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
|
||||
finalPositionAdjustment.y = m_InActionMove.y;
|
||||
} else if (moveZ != 0.0f) {
|
||||
m_InActionMove.z -= diff.z;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
|
||||
finalPositionAdjustment.z = m_InActionMove.z;
|
||||
}
|
||||
|
||||
// Once done, set the in action move & velocity to zero
|
||||
if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
|
||||
auto entityVelocity = entity.GetVelocity();
|
||||
// Zero out only the velocity that was acted on
|
||||
if (moveX != 0.0f) entityVelocity.x = 0.0f;
|
||||
else if (moveY != 0.0f) entityVelocity.y = 0.0f;
|
||||
else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
|
||||
modelComponent.SetVelocity(entityVelocity);
|
||||
|
||||
// Do the final adjustment so we will have moved exactly the requested units
|
||||
entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
}
|
||||
|
||||
return moveFinished;
|
||||
}
|
||||
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
// No point in running a strip with only one action.
|
||||
// Strips are also designed to have 2 actions or more to run.
|
||||
if (!HasMinimumActions()) return;
|
||||
|
||||
// Return if this strip has an active movement action
|
||||
if (!CheckMovement(deltaTime, modelComponent)) return;
|
||||
|
||||
// Don't run this strip if we're paused.
|
||||
m_PausedTime -= deltaTime;
|
||||
if (m_PausedTime > 0.0f) return;
|
||||
|
||||
m_PausedTime = 0.0f;
|
||||
|
||||
// Return here if we're waiting for external interactions to continue.
|
||||
if (m_WaitingForAction) return;
|
||||
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
@@ -200,7 +297,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
|
||||
RemoveStates(modelComponent);
|
||||
|
||||
// Check for starting blocks and if not a starting block proc this blocks action
|
||||
// Check for trigger blocks and if not a trigger block proc this blocks action
|
||||
if (m_NextActionIndex == 0) {
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
modelComponent.AddInteract();
|
||||
|
||||
@@ -29,15 +29,23 @@ public:
|
||||
|
||||
void IncrementAction();
|
||||
void Spawn(LOT object, Entity& entity);
|
||||
|
||||
// Checks the movement logic for whether or not to proceed
|
||||
// Returns true if the movement can continue, false if it needs to wait more.
|
||||
bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent);
|
||||
void SpawnDrop(LOT dropLOT, Entity& entity);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
|
||||
void RemoveStates(ModelComponent& modelComponent) const;
|
||||
|
||||
// 2 actions are required for strips to work
|
||||
bool HasMinimumActions() const { return m_Actions.size() >= 2; }
|
||||
private:
|
||||
// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
|
||||
bool m_WaitingForAction{ false };
|
||||
|
||||
// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
|
||||
// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
|
||||
// Actions that do not use time do not use this (ex. positions).
|
||||
float m_PausedTime{ 0.0f };
|
||||
|
||||
// The index of the next action to be played. This should always be within range of [0, m_Actions.size()).
|
||||
@@ -48,6 +56,13 @@ private:
|
||||
|
||||
// The location of this strip on the UGBehaviorEditor UI
|
||||
StripUiPosition m_Position;
|
||||
|
||||
// The current actions remaining distance to the target
|
||||
// Only 1 of these vertexs' will be active at once for any given strip.
|
||||
NiPoint3 m_InActionMove{};
|
||||
|
||||
// The position of the parent model on the previous frame
|
||||
NiPoint3 m_PreviousFramePosition{};
|
||||
};
|
||||
|
||||
#endif //!__STRIP__H__
|
||||
|
||||
@@ -336,6 +336,7 @@
|
||||
#include "NsRaceServer.h"
|
||||
#include "TrialFactionArmorServer.h"
|
||||
#include "ImaginationBackPack.h"
|
||||
#include "NsWinterRaceServer.h"
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
@@ -656,6 +657,7 @@ namespace {
|
||||
//FB
|
||||
{"scripts\\ai\\NS\\WH\\L_ROCKHYDRANT_BROKEN.lua", []() {return new RockHydrantBroken();}},
|
||||
{"scripts\\ai\\NS\\L_NS_WH_FANS.lua", []() {return new WhFans();}},
|
||||
{"scripts\\ai\\RACING\\TRACK_NS_WINTER\\NS_WINTER_RACE_SERVER.lua", []() {return new NsWinterRaceServer();}},
|
||||
|
||||
//WBL
|
||||
{"scripts\\zone\\LUPs\\WBL_generic_zone.lua", []() {return new WblGenericZone();}},
|
||||
|
||||
@@ -13,6 +13,12 @@ foreach(file ${DSCRIPTS_SOURCES_AI_RACING_TRACK_NS})
|
||||
set(DSCRIPTS_SOURCES_AI_RACING ${DSCRIPTS_SOURCES_AI_RACING} "TRACK_NS/${file}")
|
||||
endforeach()
|
||||
|
||||
add_subdirectory(TRACK_NS_WINTER)
|
||||
|
||||
foreach(file ${DSCRIPTS_SOURCES_AI_RACING_TRACK_NS_WINTER})
|
||||
set(DSCRIPTS_SOURCES_AI_RACING ${DSCRIPTS_SOURCES_AI_RACING} "TRACK_NS_WINTER/${file}")
|
||||
endforeach()
|
||||
|
||||
add_subdirectory(TRACK_GF)
|
||||
|
||||
foreach(file ${DSCRIPTS_SOURCES_AI_RACING_TRACK_GF})
|
||||
@@ -26,5 +32,5 @@ foreach(file ${DSCRIPTS_SOURCES_AI_RACING_TRACK_FV})
|
||||
endforeach()
|
||||
|
||||
add_library(dScriptsAiRacing OBJECT ${DSCRIPTS_SOURCES_AI_RACING})
|
||||
target_include_directories(dScriptsAiRacing PUBLIC "." "OBJECTS" "TRACK_NS" "TRACK_GF" "TRACK_FV")
|
||||
target_include_directories(dScriptsAiRacing PUBLIC "." "OBJECTS" "TRACK_NS" "TRACK_NS_WINTER" "TRACK_GF" "TRACK_FV")
|
||||
target_precompile_headers(dScriptsAiRacing REUSE_FROM dScriptsBase)
|
||||
|
||||
3
dScripts/ai/RACING/TRACK_NS_WINTER/CMakeLists.txt
Normal file
3
dScripts/ai/RACING/TRACK_NS_WINTER/CMakeLists.txt
Normal file
@@ -0,0 +1,3 @@
|
||||
set(DSCRIPTS_SOURCES_AI_RACING_TRACK_NS_WINTER
|
||||
"NsWinterRaceServer.cpp"
|
||||
PARENT_SCOPE)
|
||||
53
dScripts/ai/RACING/TRACK_NS_WINTER/NsWinterRaceServer.cpp
Normal file
53
dScripts/ai/RACING/TRACK_NS_WINTER/NsWinterRaceServer.cpp
Normal file
@@ -0,0 +1,53 @@
|
||||
#include "NsWinterRaceServer.h"
|
||||
#include "GameMessages.h"
|
||||
#include "RacingControlComponent.h"
|
||||
|
||||
using std::unique_ptr;
|
||||
using std::make_unique;
|
||||
|
||||
void NsWinterRaceServer::OnStartup(Entity* self) {
|
||||
GameMessages::ConfigureRacingControl config;
|
||||
auto& raceSet = config.racingSettings;
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<std::u16string>>("GameType", u"Racing"));
|
||||
raceSet.push_back(make_unique<LDFData<std::u16string>>("GameState", u"Starting"));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Number_Of_PlayersPerTeam", 6));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Minimum_Players_to_Start", 2));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Minimum_Players_for_Group_Achievments", 2));
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Car_Object", 7703));
|
||||
raceSet.push_back(make_unique<LDFData<std::u16string>>("Race_PathName", u"MainPath"));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Current_Lap", 1));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Number_of_Laps", 3));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("activityID", 42));
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_1", 100));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_2", 90));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_3", 80));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_4", 70));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_5", 60));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Place_6", 50));
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_1", 15));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_2", 25));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_3", 50));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_4", 85));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_5", 90));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Num_of_Players_6", 100));
|
||||
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Number_of_Spawn_Groups", 1));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Red_Spawners", 4847));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Blue_Spawners", 4848));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Blue_Flag", 4850));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Red_Flag", 4851));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Red_Point", 4846));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Blue_Point", 4845));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Red_Mark", 4844));
|
||||
raceSet.push_back(make_unique<LDFData<int32_t>>("Blue_Mark", 4843));
|
||||
|
||||
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
|
||||
for (auto* const racingController : racingControllers) {
|
||||
auto* const racingComponent = racingController->GetComponent<RacingControlComponent>();
|
||||
if (racingComponent) racingComponent->MsgConfigureRacingControl(config);
|
||||
}
|
||||
}
|
||||
15
dScripts/ai/RACING/TRACK_NS_WINTER/NsWinterRaceServer.h
Normal file
15
dScripts/ai/RACING/TRACK_NS_WINTER/NsWinterRaceServer.h
Normal file
@@ -0,0 +1,15 @@
|
||||
// Darkflame Universe
|
||||
// Copyright 2025
|
||||
|
||||
#ifndef NSWINTERRACESERVER_H
|
||||
#define NSWINTERRACESERVER_H
|
||||
|
||||
#include "CppScripts.h"
|
||||
#include "RaceImaginationServer.h"
|
||||
|
||||
class NsWinterRaceServer : public RaceImaginationServer {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
};
|
||||
|
||||
#endif //!NSWINTERRACESERVER_H
|
||||
@@ -713,12 +713,12 @@ void HandleMasterPacket(Packet* packet) {
|
||||
//Create our user and send them in:
|
||||
UserManager::Instance()->CreateUser(it->second.sysAddr, username.GetAsString(), userHash);
|
||||
|
||||
auto zone = Game::zoneManager->GetZone();
|
||||
if (zone) {
|
||||
if (Game::zoneManager->HasZone()) {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
auto zone = Game::zoneManager->GetZone();
|
||||
if (zone->GetZoneID().GetMapID() == 1100) {
|
||||
auto pos = zone->GetSpawnPos();
|
||||
x = pos.x;
|
||||
|
||||
@@ -29,6 +29,7 @@ public:
|
||||
/* Gets a pointer to the currently loaded zone. */
|
||||
Zone* GetZoneMut() const;
|
||||
const Zone* GetZone() const { return GetZoneMut(); };
|
||||
bool HasZone() const { return m_pZone != nullptr; };
|
||||
void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
|
||||
|
||||
/* Adds a spawner to the zone with the specified ID. */
|
||||
|
||||
Reference in New Issue
Block a user