Merge branch 'DarkflameUniverse:main' into main

This commit is contained in:
2025-10-23 21:42:25 -05:00
committed by GitHub
25 changed files with 383 additions and 57 deletions

View File

@@ -374,6 +374,21 @@ public:
return value->Insert<AmfType>("value", std::make_unique<AmfType>());
}
AMFArrayValue& PushDebug(const NiPoint3& point) {
PushDebug<AMFDoubleValue>("X") = point.x;
PushDebug<AMFDoubleValue>("Y") = point.y;
PushDebug<AMFDoubleValue>("Z") = point.z;
return *this;
}
AMFArrayValue& PushDebug(const NiQuaternion& rot) {
PushDebug<AMFDoubleValue>("W") = rot.w;
PushDebug<AMFDoubleValue>("X") = rot.x;
PushDebug<AMFDoubleValue>("Y") = rot.y;
PushDebug<AMFDoubleValue>("Z") = rot.z;
return *this;
}
private:
/**
* The associative portion. These values are key'd with strings to an AMFValue.

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@@ -114,7 +114,6 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitS
context->FilterTargets(validTargets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam);
for (auto validTarget : validTargets) {
if (targets.size() >= this->m_maxTargets) break;
if (std::find(targets.begin(), targets.end(), validTarget) != targets.end()) continue;
if (validTarget->GetIsDead()) continue;
@@ -147,13 +146,28 @@ void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitS
}
}
std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
std::sort(targets.begin(), targets.end(), [this, reference, combatAi](Entity* a, Entity* b) {
const auto aDistance = Vector3::DistanceSquared(reference, a->GetPosition());
const auto bDistance = Vector3::DistanceSquared(reference, b->GetPosition());
return aDistance > bDistance;
return aDistance < bDistance;
});
if (m_useAttackPriority) {
// this should be using the attack priority column on the destroyable component
// We want targets with no threat level to remain the same order as above
// std::stable_sort(targets.begin(), targets.end(), [combatAi](Entity* a, Entity* b) {
// const auto aThreat = combatAi->GetThreat(a->GetObjectID());
// const auto bThreat = combatAi->GetThreat(b->GetObjectID());
// If enabled for this behavior, prioritize threat over distance
// return aThreat > bThreat;
// });
}
// After we've sorted and found our closest targets, size the vector down in case there are too many
if (m_maxTargets > 0 && targets.size() > m_maxTargets) targets.resize(m_maxTargets);
const auto hit = !targets.empty();
bitStream.Write(hit);

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@@ -27,8 +27,13 @@
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dNavMesh.h"
#include "Amf3.h"
BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
{
using namespace GameMessages;
RegisterMsg<GetObjectReportInfo>(this, &BaseCombatAIComponent::MsgGetObjectReportInfo);
}
m_Target = LWOOBJID_EMPTY;
m_DirtyStateOrTarget = true;
m_State = AiState::spawn;
@@ -839,3 +844,73 @@ void BaseCombatAIComponent::IgnoreThreat(const LWOOBJID threat, const float valu
SetThreat(threat, 0.0f);
m_Target = LWOOBJID_EMPTY;
}
bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
using enum AiState;
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& cmptType = reportMsg.info->PushDebug("Base Combat AI");
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
auto& targetInfo = cmptType.PushDebug("Current Target Info");
targetInfo.PushDebug<AMFStringValue>("Current Target ID") = std::to_string(m_Target);
// if (m_Target != LWOOBJID_EMPTY) {
// LWOGameMessages::ObjGetName nameMsg(m_CurrentTarget);
// SEND_GAMEOBJ_MSG(nameMsg);
// if (!nameMsg.msg.name.empty()) targetInfo.PushDebug("Name") = nameMsg.msg.name;
// }
auto& roundInfo = cmptType.PushDebug("Round Info");
// roundInfo.PushDebug<AMFDoubleValue>("Combat Round Time") = m_CombatRoundLength;
// roundInfo.PushDebug<AMFDoubleValue>("Minimum Time") = m_MinRoundLength;
// roundInfo.PushDebug<AMFDoubleValue>("Maximum Time") = m_MaxRoundLength;
// roundInfo.PushDebug<AMFDoubleValue>("Selected Time") = m_SelectedTime;
// roundInfo.PushDebug<AMFDoubleValue>("Combat Start Delay") = m_CombatStartDelay;
std::string curState;
switch (m_State) {
case idle: curState = "Idling"; break;
case aggro: curState = "Aggroed"; break;
case tether: curState = "Returning to Tether"; break;
case spawn: curState = "Spawn"; break;
case dead: curState = "Dead"; break;
default: curState = "Unknown or Undefined"; break;
}
cmptType.PushDebug<AMFStringValue>("Current Combat State") = curState;
//switch (m_CombatBehaviorType) {
// case 0: curState = "Passive"; break;
// case 1: curState = "Aggressive"; break;
// case 2: curState = "Passive (Turret)"; break;
// case 3: curState = "Aggressive (Turret)"; break;
// default: curState = "Unknown or Undefined"; break;
//}
//cmptType.PushDebug("Current Combat Behavior State") = curState;
//switch (m_CombatRole) {
// case 0: curState = "Melee"; break;
// case 1: curState = "Ranged"; break;
// case 2: curState = "Support"; break;
// default: curState = "Unknown or Undefined"; break;
//}
//cmptType.PushDebug("Current Combat Role") = curState;
auto& tetherPoint = cmptType.PushDebug("Tether Point");
tetherPoint.PushDebug<AMFDoubleValue>("X") = m_StartPosition.x;
tetherPoint.PushDebug<AMFDoubleValue>("Y") = m_StartPosition.y;
tetherPoint.PushDebug<AMFDoubleValue>("Z") = m_StartPosition.z;
cmptType.PushDebug<AMFDoubleValue>("Hard Tether Radius") = m_HardTetherRadius;
cmptType.PushDebug<AMFDoubleValue>("Soft Tether Radius") = m_SoftTetherRadius;
cmptType.PushDebug<AMFDoubleValue>("Aggro Radius") = m_AggroRadius;
cmptType.PushDebug<AMFDoubleValue>("Tether Speed") = m_TetherSpeed;
cmptType.PushDebug<AMFDoubleValue>("Aggro Speed") = m_TetherSpeed;
// cmptType.PushDebug<AMFDoubleValue>("Specified Min Range") = m_SpecificMinRange;
// cmptType.PushDebug<AMFDoubleValue>("Specified Max Range") = m_SpecificMaxRange;
auto& threats = cmptType.PushDebug("Target Threats");
for (const auto& [id, threat] : m_ThreatEntries) {
threats.PushDebug<AMFDoubleValue>(std::to_string(id)) = threat;
}
auto& ignoredThreats = cmptType.PushDebug("Temp Ignored Threats");
for (const auto& [id, threat] : m_ThreatEntries) {
ignoredThreats.PushDebug<AMFDoubleValue>(std::to_string(id) + " - Time") = threat;
}
return true;
}

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@@ -234,6 +234,8 @@ public:
// Ignore a threat for a certain amount of time
void IgnoreThreat(const LWOOBJID target, const float time);
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
private:
/**
* Returns the current target or the target that currently is the largest threat to this entity

View File

@@ -8,15 +8,33 @@
#include "GameMessages.h"
#include "BitStream.h"
#include "eTriggerEventType.h"
#include "Amf3.h"
BouncerComponent::BouncerComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_PetEnabled = false;
m_PetBouncerEnabled = false;
m_PetSwitchLoaded = false;
m_Destination = GeneralUtils::TryParse<NiPoint3>(
GeneralUtils::SplitString(m_Parent->GetVarAsString(u"bouncer_destination"), '\x1f'))
.value_or(NiPoint3Constant::ZERO);
m_Speed = GeneralUtils::TryParse<float>(m_Parent->GetVarAsString(u"bouncer_speed")).value_or(-1.0f);
m_UsesHighArc = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"bouncer_uses_high_arc")).value_or(false);
m_LockControls = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"lock_controls")).value_or(false);
m_IgnoreCollision = !GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"ignore_collision")).value_or(true);
m_StickLanding = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"stickLanding")).value_or(false);
m_UsesGroupName = GeneralUtils::TryParse<bool>(m_Parent->GetVarAsString(u"uses_group_name")).value_or(false);
m_GroupName = m_Parent->GetVarAsString(u"grp_name");
m_MinNumTargets = GeneralUtils::TryParse<int32_t>(m_Parent->GetVarAsString(u"num_targets_to_activate")).value_or(1);
m_CinematicPath = m_Parent->GetVarAsString(u"attached_cinematic_path");
if (parent->GetLOT() == 7625) {
LookupPetSwitch();
}
{
using namespace GameMessages;
RegisterMsg<GetObjectReportInfo>(this, &BouncerComponent::MsgGetObjectReportInfo);
}
}
BouncerComponent::~BouncerComponent() {
@@ -94,3 +112,54 @@ void BouncerComponent::LookupPetSwitch() {
});
}
}
bool BouncerComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& cmptType = reportMsg.info->PushDebug("Bouncer");
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
auto& destPos = cmptType.PushDebug("Destination Position");
if (m_Destination != NiPoint3Constant::ZERO) {
destPos.PushDebug(m_Destination);
} else {
destPos.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has no target position, is likely missing config data");
}
if (m_Speed == -1.0f) {
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has no speed value, is likely missing config data");
} else {
cmptType.PushDebug<AMFDoubleValue>("Bounce Speed") = m_Speed;
}
cmptType.PushDebug<AMFStringValue>("Bounce trajectory arc") = m_UsesHighArc ? "High Arc" : "Low Arc";
cmptType.PushDebug<AMFBoolValue>("Collision Enabled") = m_IgnoreCollision;
cmptType.PushDebug<AMFBoolValue>("Stick Landing") = m_StickLanding;
cmptType.PushDebug<AMFBoolValue>("Locks character's controls") = m_LockControls;
if (!m_CinematicPath.empty()) cmptType.PushDebug<AMFStringValue>("Cinematic Camera Path (plays during bounce)") = m_CinematicPath;
auto* switchComponent = m_Parent->GetComponent<SwitchComponent>();
auto& respondsToFactions = cmptType.PushDebug("Responds to Factions");
if (!switchComponent || switchComponent->GetFactionsToRespondTo().empty()) respondsToFactions.PushDebug("Faction 1");
else {
for (const auto faction : switchComponent->GetFactionsToRespondTo()) {
respondsToFactions.PushDebug(("Faction " + std::to_string(faction)));
}
}
cmptType.PushDebug<AMFBoolValue>("Uses a group name for interactions") = m_UsesGroupName;
if (!m_UsesGroupName) {
if (m_MinNumTargets > 1) {
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Bouncer has a required number of objects to activate, but no group for interactions.");
}
if (!m_GroupName.empty()) {
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Has a group name for interactions , but is marked to not use that name.");
}
} else {
if (m_GroupName.empty()) {
cmptType.PushDebug("<font color=\'#FF0000\'>WARNING:</font> Set to use a group name for inter actions, but no group name is assigned");
}
cmptType.PushDebug<AMFIntValue>("Number of interactions to activate bouncer") = m_MinNumTargets;
}
return true;
}

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@@ -51,6 +51,8 @@ public:
*/
void LookupPetSwitch();
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
private:
/**
* Whether this bouncer needs to be activated by a pet
@@ -66,6 +68,36 @@ private:
* Whether the pet switch for this bouncer has been located
*/
bool m_PetSwitchLoaded;
// The bouncer destination
NiPoint3 m_Destination;
// The speed at which the player is bounced
float m_Speed{};
// Whether to use a high arc for the bounce trajectory
bool m_UsesHighArc{};
// Lock controls when bouncing
bool m_LockControls{};
// Ignore collision when bouncing
bool m_IgnoreCollision{};
// Stick the landing afterwards or let the player slide
bool m_StickLanding{};
// Whether or not there is a group name
bool m_UsesGroupName{};
// The group name for targets
std::string m_GroupName{};
// The number of targets to activate the bouncer
int32_t m_MinNumTargets{};
// The cinematic path to play during the bounce
std::string m_CinematicPath{};
};
#endif // BOUNCERCOMPONENT_H

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@@ -1,5 +1,39 @@
#include "CollectibleComponent.h"
#include "MissionComponent.h"
#include "dServer.h"
#include "Amf3.h"
CollectibleComponent::CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId) :
Component(parentEntity, componentID), m_CollectibleId(collectibleId) {
using namespace GameMessages;
RegisterMsg<GetObjectReportInfo>(this, &CollectibleComponent::MsgGetObjectReportInfo);
}
void CollectibleComponent::Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {
outBitStream.Write(GetCollectibleId());
}
bool CollectibleComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& cmptType = reportMsg.info->PushDebug("Collectible");
auto collectibleID = static_cast<uint32_t>(m_CollectibleId) + static_cast<uint32_t>(Game::server->GetZoneID() << 8);
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptType.PushDebug<AMFIntValue>("Collectible ID") = GetCollectibleId();
cmptType.PushDebug<AMFIntValue>("Mission Tracking ID (for save data)") = collectibleID;
auto* localCharEntity = Game::entityManager->GetEntity(reportMsg.clientID);
bool collected = false;
if (localCharEntity) {
auto* missionComponent = localCharEntity->GetComponent<MissionComponent>();
if (m_CollectibleId != 0) {
collected = missionComponent->HasCollectible(collectibleID);
}
}
cmptType.PushDebug<AMFBoolValue>("Has been collected") = collected;
return true;
}

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@@ -7,10 +7,12 @@
class CollectibleComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId) : Component(parentEntity, componentID), m_CollectibleId(collectibleId) {}
CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId);
int16_t GetCollectibleId() const { return m_CollectibleId; }
void Serialize(RakNet::BitStream& outBitStream, bool isConstruction) override;
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
private:
int16_t m_CollectibleId = 0;
};

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@@ -1122,8 +1122,8 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
stats.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
stats.PushDebug<AMFDoubleValue>("Maximum Imagination") = m_fMaxImagination;
stats.PushDebug<AMFIntValue>("Damage Absorption Points") = m_DamageToAbsorb;
destroyableInfo.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
destroyableInfo.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
stats.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
stats.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
destroyableInfo.PushDebug<AMFIntValue>("Attacks To Block") = m_AttacksToBlock;
destroyableInfo.PushDebug<AMFIntValue>("Damage Reduction") = m_DamageReduction;
std::stringstream factionsStream;
@@ -1140,7 +1140,7 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
destroyableInfo.PushDebug<AMFStringValue>("Enemy Factions") = factionsStream.str();
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashable") = m_IsSmashable;
destroyableInfo.PushDebug<AMFBoolValue>("Is A Smashable") = m_IsSmashable;
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashed") = m_IsSmashed;
destroyableInfo.PushDebug<AMFBoolValue>("Is Module Assembly") = m_IsModuleAssembly;
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;

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@@ -1,9 +1,14 @@
#include "GhostComponent.h"
#include "Amf3.h"
#include "GameMessages.h"
GhostComponent::GhostComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_GhostReferencePoint = NiPoint3Constant::ZERO;
m_GhostOverridePoint = NiPoint3Constant::ZERO;
m_GhostOverride = false;
RegisterMsg<GameMessages::GetObjectReportInfo>(this, &GhostComponent::MsgGetObjectReportInfo);
}
GhostComponent::~GhostComponent() {
@@ -55,3 +60,12 @@ bool GhostComponent::IsObserved(LWOOBJID id) {
void GhostComponent::GhostEntity(LWOOBJID id) {
m_ObservedEntities.erase(id);
}
bool GhostComponent::MsgGetObjectReportInfo(GameMessages::GameMsg& msg) {
auto& reportMsg = static_cast<GameMessages::GetObjectReportInfo&>(msg);
auto& cmptType = reportMsg.info->PushDebug("Ghost");
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = false;
return true;
}

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@@ -39,6 +39,8 @@ public:
void GhostEntity(const LWOOBJID id);
bool MsgGetObjectReportInfo(GameMessages::GameMsg& msg);
private:
NiPoint3 m_GhostReferencePoint;

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@@ -29,19 +29,22 @@ ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Comp
bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
auto& reset = static_cast<GameMessages::ResetModelToDefaults&>(msg);
for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
GameMessages::UnSmash unsmash;
unsmash.target = GetParent()->GetObjectID();
unsmash.duration = 0.0f;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
if (reset.bResetBehaviors) for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
m_Parent->SetPosition(m_OriginalPosition);
m_Parent->SetRotation(m_OriginalRotation);
if (reset.bUnSmash) {
GameMessages::UnSmash unsmash;
unsmash.target = GetParent()->GetObjectID();
unsmash.duration = 0.0f;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
m_NumActiveUnSmash = 0;
}
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
m_Speed = 3.0f;
m_NumListeningInteract = 0;
m_NumActiveUnSmash = 0;
m_NumActiveAttack = 0;
GameMessages::SetFaction set{};

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@@ -67,6 +67,10 @@ public:
*/
static SwitchComponent* GetClosestSwitch(NiPoint3 position);
const std::vector<int32_t>& GetFactionsToRespondTo() const {
return m_FactionsToRespondTo;
}
private:
/**
* A list of all pet switches.

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@@ -848,6 +848,11 @@ namespace GameMessages {
struct ResetModelToDefaults : public GameMsg {
ResetModelToDefaults() : GameMsg(MessageType::Game::RESET_MODEL_TO_DEFAULTS) {}
bool bResetPos{ true };
bool bResetRot{ true };
bool bUnSmash{ true };
bool bResetBehaviors{ true };
};
struct EmotePlayed : public GameMsg {

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@@ -5,6 +5,7 @@
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "ModelComponent.h"
#include "StringifiedEnum.h"
#include <ranges>
@@ -178,13 +179,33 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
}
void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
auto& activeState = GetActiveState();
UpdateResult updateResult{};
activeState.Update(deltaTime, modelComponent, updateResult);
if (updateResult.newState.has_value() && updateResult.newState.value() != m_ActiveState) {
LOG("Behavior %llu is changing from state %s to %s", StringifiedEnum::ToString(m_ActiveState).data(), StringifiedEnum::ToString(updateResult.newState.value()).data());
GameMessages::ResetModelToDefaults resetMsg{};
resetMsg.bResetPos = false;
resetMsg.bResetRot = false;
resetMsg.bUnSmash = false;
resetMsg.bResetBehaviors = false;
modelComponent.OnResetModelToDefaults(resetMsg);
HandleMsg(resetMsg);
m_ActiveState = updateResult.newState.value();
}
}
void PropertyBehavior::OnChatMessageReceived(const std::string& sMessage) {
for (auto& state : m_States | std::views::values) state.OnChatMessageReceived(sMessage);
auto& activeState = GetActiveState();
activeState.OnChatMessageReceived(sMessage);
}
void PropertyBehavior::OnHit() {
for (auto& state : m_States | std::views::values) state.OnHit();
auto& activeState = GetActiveState();
activeState.OnHit();
}
State& PropertyBehavior::GetActiveState() {
DluAssert(m_States.contains(m_ActiveState));
return m_States[m_ActiveState];
}

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@@ -1,18 +1,23 @@
#ifndef __PROPERTYBEHAVIOR__H__
#define __PROPERTYBEHAVIOR__H__
#include "BehaviorStates.h"
#include "State.h"
#include <optional>
namespace tinyxml2 {
class XMLElement;
}
enum class BehaviorState : uint32_t;
class AMFArrayValue;
class BehaviorMessageBase;
class ModelComponent;
struct UpdateResult {
std::optional<BehaviorState> newState;
};
/**
* Represents the Entity of a Property Behavior and holds data associated with the behavior
*/
@@ -45,6 +50,7 @@ public:
void OnHit();
private:
State& GetActiveState();
// The current active behavior state. Behaviors can only be in ONE state at a time.
BehaviorState m_ActiveState;

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@@ -163,8 +163,8 @@ void State::Deserialize(const tinyxml2::XMLElement& state) {
}
}
void State::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent);
void State::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent, updateResult);
}
void State::OnChatMessageReceived(const std::string& sMessage) {

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@@ -9,6 +9,7 @@ namespace tinyxml2 {
class AMFArrayValue;
class ModelComponent;
struct UpdateResult;
class State {
public:
@@ -21,7 +22,7 @@ public:
void Serialize(tinyxml2::XMLElement& state) const;
void Deserialize(const tinyxml2::XMLElement& state);
void Update(float deltaTime, ModelComponent& modelComponent);
void Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
void OnChatMessageReceived(const std::string& sMessage);
void OnHit();

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@@ -160,13 +160,14 @@ void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
}
}
void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
auto& entity = *modelComponent.GetParent();
auto& nextAction = GetNextAction();
auto number = nextAction.GetValueParameterDouble();
auto valueStr = nextAction.GetValueParameterString();
auto numberAsInt = static_cast<int32_t>(number);
auto nextActionType = GetNextAction().GetType();
LOG_DEBUG("Processing Strip Action: %s with number %.2f and string %s", nextActionType.data(), number, valueStr.data());
// TODO replace with switch case and nextActionType with enum
/* BEGIN Move */
@@ -223,7 +224,8 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
modelComponent.AddUnSmash();
m_PausedTime = number;
// since it may take time for the message to relay to clients
m_PausedTime = number + 0.5f;
} else if (nextActionType == "Wait") {
m_PausedTime = number;
} else if (nextActionType == "Chat") {
@@ -258,6 +260,21 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
}
/* END Gameplay */
/* BEGIN StateMachine */
else if (nextActionType == "ChangeStateHome") {
updateResult.newState = BehaviorState::HOME_STATE;
} else if (nextActionType == "ChangeStateCircle") {
updateResult.newState = BehaviorState::CIRCLE_STATE;
} else if (nextActionType == "ChangeStateSquare") {
updateResult.newState = BehaviorState::SQUARE_STATE;
} else if (nextActionType == "ChangeStateDiamond") {
updateResult.newState = BehaviorState::DIAMOND_STATE;
} else if (nextActionType == "ChangeStateTriangle") {
updateResult.newState = BehaviorState::TRIANGLE_STATE;
} else if (nextActionType == "ChangeStateStar") {
updateResult.newState = BehaviorState::STAR_STATE;
}
/* END StateMachine*/
else {
static std::set<std::string> g_WarnedActions;
if (!g_WarnedActions.contains(nextActionType.data())) {
@@ -330,7 +347,7 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
return moveFinished;
}
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
// 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;
@@ -354,9 +371,9 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
// Check for trigger blocks and if not a trigger block proc this blocks action
if (m_NextActionIndex == 0) {
LOG("Behavior strip started %s", nextAction.GetType().data());
if (nextAction.GetType() == "OnInteract") {
modelComponent.AddInteract();
} else if (nextAction.GetType() == "OnChat") {
// logic here if needed
} else if (nextAction.GetType() == "OnAttack") {
@@ -365,7 +382,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
Game::entityManager->SerializeEntity(entity);
m_WaitingForAction = true;
} else { // should be a normal block
ProcNormalAction(deltaTime, modelComponent);
ProcNormalAction(deltaTime, modelComponent, updateResult);
}
}

View File

@@ -12,6 +12,7 @@ namespace tinyxml2 {
class AMFArrayValue;
class ModelComponent;
struct UpdateResult;
class Strip {
public:
@@ -33,9 +34,9 @@ public:
// 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 Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
void SpawnDrop(LOT dropLOT, Entity& entity);
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
void RemoveStates(ModelComponent& modelComponent) const;
// 2 actions are required for strips to work

View File

@@ -365,6 +365,7 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
lootMsg.spawnPos = spawnPosition;
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
CalcFinalDropPos(lootMsg);
lootMsg.Send();
const auto* const memberEntity = Game::entityManager->GetEntity(member);
if (memberEntity) lootMsg.Send(memberEntity->GetSystemAddress());
@@ -377,6 +378,7 @@ void DropLoot(Entity* player, const LWOOBJID source, const std::map<LOT, LootDro
lootMsg.spawnPos = spawnPosition;
lootMsg.sourceID = source;
lootMsg.item = LOT_NULL;
CalcFinalDropPos(lootMsg);
lootMsg.Send();
lootMsg.Send(player->GetSystemAddress());
}

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@@ -1053,7 +1053,7 @@ void SlashCommandHandler::Startup() {
.info = "Resurrects the player",
.aliases = { "resurrect" },
.handle = GMZeroCommands::Resurrect,
.requiredLevel = eGameMasterLevel::CIVILIAN
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(ResurrectCommand);

View File

@@ -55,36 +55,20 @@ void GfBanana::OnHit(Entity* self, Entity* attacker) {
return;
}
bananaEntity->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
bananaEntity->SetPosition(bananaEntity->GetPosition() - NiPoint3Constant::UNIT_Y * 8);
auto* bananaDestroyable = bananaEntity->GetComponent<DestroyableComponent>();
bananaDestroyable->SetHealth(0);
bananaDestroyable->Smash(attacker->GetObjectID());
/*
auto position = self->GetPosition();
const auto rotation = self->GetRotation();
position.y += 12;
position.x -= rotation.GetRightVector().x * 5;
position.z -= rotation.GetRightVector().z * 5;
EntityInfo info {};
info.pos = position;
info.rot = rotation;
EntityInfo info{};
info.lot = 6718;
info.pos = self->GetPosition();
info.pos.y += 12;
info.pos.x -= QuatUtils::Right(rotation).x * 5;
info.pos.z -= QuatUtils::Right(rotation).z * 5;
info.rot = rotation;
info.spawnerID = self->GetObjectID();
auto* entity = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(entity, UNASSIGNED_SYSTEM_ADDRESS);
*/
Game::entityManager->SerializeEntity(self);
info.settings = { new LDFData<uint32_t>(u"motionType", 5) };
auto* const newEn = Game::entityManager->CreateEntity(info, nullptr, self);
Game::entityManager->ConstructEntity(newEn);
}
void GfBanana::OnTimerDone(Entity* self, std::string timerName) {

View File

@@ -1,5 +1,9 @@
#include "GfBananaCluster.h"
#include "Entity.h"
#include "dpWorld.h"
#include "dNavMesh.h"
#include "Loot.h"
#include "DestroyableComponent.h"
void GfBananaCluster::OnStartup(Entity* self) {
self->AddTimer("startup", 100);
@@ -10,3 +14,21 @@ void GfBananaCluster::OnTimerDone(Entity* self, std::string timerName) {
self->ScheduleKillAfterUpdate(nullptr);
}
}
// Hack in banana loot dropping from tree area since it seemed to do that in live for some reason
void GfBananaCluster::OnHit(Entity* self, Entity* attacker) {
auto* parentEntity = self->GetParentEntity();
GameMessages::GetPosition posMsg{};
if (parentEntity) {
posMsg.target = parentEntity->GetObjectID();
}
posMsg.Send();
const auto rotation = parentEntity ? parentEntity->GetRotation() : self->GetRotation();
if (dpWorld::GetNavMesh()) posMsg.pos.y = dpWorld::GetNavMesh()->GetHeightAtPoint(posMsg.pos) + 3.0f;
else posMsg.pos = posMsg.pos - (NiPoint3Constant::UNIT_Y * 8);
posMsg.pos.x -= QuatUtils::Right(rotation).x * 5;
posMsg.pos.z -= QuatUtils::Right(rotation).z * 5;
self->SetPosition(posMsg.pos);
}

View File

@@ -7,4 +7,5 @@ public:
void OnStartup(Entity* self) override;
void OnTimerDone(Entity* self, std::string timerName) override;
void OnHit(Entity* self, Entity* attacker) override;
};