mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-04-26 08:36:30 +00:00
most of gameplay tab works
This commit is contained in:
parent
c490d45fe0
commit
0278123a0c
@ -4,7 +4,7 @@
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#include <assert.h>
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#ifdef _DEBUG
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# define DluAssert(expression) assert(expression)
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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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@ -10,12 +10,26 @@
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#include "SimplePhysicsComponent.h"
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#include "Database.h"
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#include "EntityInfo.h"
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ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
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RegisterMsg(MessageType::Game::REQUEST_USE, this, &ModelComponent::OnRequestUse);
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}
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bool ModelComponent::OnRequestUse(GameMessages::GameMsg& msg) {
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auto& requestUse = static_cast<GameMessages::RequestUse&>(msg);
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for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
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return true;
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}
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void ModelComponent::Update(float deltaTime) {
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for (auto& behavior : m_Behaviors) {
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behavior.Update(deltaTime, *this);
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}
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}
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void ModelComponent::LoadBehaviors() {
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@ -29,9 +43,9 @@ void ModelComponent::LoadBehaviors() {
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LOG_DEBUG("Loading behavior %d", behaviorId.value());
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auto& inserted = m_Behaviors.emplace_back();
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inserted.SetBehaviorId(*behaviorId);
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const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
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tinyxml2::XMLDocument behaviorXml;
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auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
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LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str());
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@ -56,14 +70,14 @@ void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialU
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//actual model component:
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outBitStream.Write1(); // Yes we are writing model info
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outBitStream.Write0(); // Is pickable
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outBitStream.Write1(); // Is pickable
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outBitStream.Write<uint32_t>(2); // Physics type
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outBitStream.Write(m_OriginalPosition); // Original position
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outBitStream.Write(m_OriginalRotation); // Original rotation
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outBitStream.Write1(); // We are writing behavior info
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outBitStream.Write<uint32_t>(0); // Number of behaviors
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outBitStream.Write1(); // Is this model paused
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outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
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outBitStream.Write0(); // Is this model paused
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if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
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}
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@ -30,6 +30,9 @@ public:
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ModelComponent(Entity* parent);
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void LoadBehaviors();
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void Update(float deltaTime) override;
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bool OnRequestUse(GameMessages::GameMsg& msg);
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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@ -114,6 +117,8 @@ public:
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std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const;
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const std::vector<PropertyBehavior>& GetBehaviors() const { return m_Behaviors; };
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private:
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/**
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* The behaviors of the model
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@ -45,6 +45,7 @@ namespace {
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using namespace GameMessages;
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using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>;
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std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
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{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
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{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
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{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
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};
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@ -118,11 +119,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
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break;
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}
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case MessageType::Game::REQUEST_USE: {
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GameMessages::HandleRequestUse(inStream, entity, sysAddr);
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break;
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}
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case MessageType::Game::SET_FLAG: {
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GameMessages::HandleSetFlag(inStream, entity);
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break;
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@ -4954,54 +4954,6 @@ void GameMessages::HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* e
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quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
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}
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void GameMessages::HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
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bool bIsMultiInteractUse = false;
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unsigned int multiInteractID;
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int multiInteractType;
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bool secondary;
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LWOOBJID objectID;
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inStream.Read(bIsMultiInteractUse);
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inStream.Read(multiInteractID);
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inStream.Read(multiInteractType);
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inStream.Read(objectID);
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inStream.Read(secondary);
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Entity* interactedObject = Game::entityManager->GetEntity(objectID);
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if (interactedObject == nullptr) {
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LOG("Object %llu tried to interact, but doesn't exist!", objectID);
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return;
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}
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if (interactedObject->GetLOT() == 9524) {
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entity->GetCharacter()->SetBuildMode(true);
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}
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if (bIsMultiInteractUse) {
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if (multiInteractType == 0) {
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auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
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if (missionOfferComponent != nullptr) {
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missionOfferComponent->OfferMissions(entity, multiInteractID);
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}
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} else {
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interactedObject->OnUse(entity);
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}
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} else {
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interactedObject->OnUse(entity);
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}
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//Perform use task if possible:
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auto missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
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if (missionComponent == nullptr) return;
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missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
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missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
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}
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void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) {
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int emoteID;
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LWOOBJID targetID;
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@ -6443,4 +6395,51 @@ namespace GameMessages {
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auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
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if (handlingEntity) handlingEntity->HandleMsg(*this);
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}
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bool RequestUse::Deserialize(RakNet::BitStream& stream) {
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if (!stream.Read(bIsMultiInteractUse)) return false;
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if (!stream.Read(multiInteractID)) return false;
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if (!stream.Read(multiInteractType)) return false;
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if (!stream.Read(object)) return false;
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if (!stream.Read(secondary)) return false;
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return true;
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}
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void RequestUse::Handle(Entity& entity, const SystemAddress& sysAddr) {
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Entity* interactedObject = Game::entityManager->GetEntity(object);
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if (interactedObject == nullptr) {
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LOG("Object %llu tried to interact, but doesn't exist!", object);
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return;
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}
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if (interactedObject->GetLOT() == 9524) {
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entity.GetCharacter()->SetBuildMode(true);
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}
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if (bIsMultiInteractUse) {
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if (multiInteractType == 0) {
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auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
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if (missionOfferComponent != nullptr) {
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missionOfferComponent->OfferMissions(&entity, multiInteractID);
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}
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} else {
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interactedObject->OnUse(&entity);
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}
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} else {
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interactedObject->OnUse(&entity);
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}
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interactedObject->HandleMsg(*this);
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//Perform use task if possible:
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auto missionComponent = entity.GetComponent<MissionComponent>();
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if (!missionComponent) return;
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missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
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missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
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}
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}
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@ -631,7 +631,6 @@ namespace GameMessages {
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void HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity);
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void HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity);
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void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity);
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@ -782,6 +781,26 @@ namespace GameMessages {
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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};
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struct RequestUse : public GameMsg {
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RequestUse() : GameMsg(MessageType::Game::REQUEST_USE) {}
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bool Deserialize(RakNet::BitStream& stream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID object{};
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bool secondary{ false };
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// Set to true if this coming from a multi-interaction UI on the client.
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bool bIsMultiInteractUse{};
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// Used only for multi-interaction
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unsigned int multiInteractID{};
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// Used only for multi-interaction, is of the enum type InteractionType
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int multiInteractType{};
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};
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};
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#endif // GAMEMESSAGES_H
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "ModelComponent.h"
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#include <ranges>
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PropertyBehavior::PropertyBehavior() {
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m_LastEditedState = BehaviorState::HOME_STATE;
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m_ActiveState = BehaviorState::HOME_STATE;
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}
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template<>
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@ -84,6 +88,11 @@ void PropertyBehavior::HandleMsg(AddMessage& msg) {
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isLoot = m_BehaviorId != 7965;
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};
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template<>
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void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
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m_States[m_ActiveState].HandleMsg(msg);
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}
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void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
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args.Insert("id", std::to_string(m_BehaviorId));
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args.Insert("name", m_Name);
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@ -153,3 +162,12 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
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m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement);
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}
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}
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const State& PropertyBehavior::GetState(const BehaviorState state) {
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DluAssert(state >= BehaviorState::HOME_STATE && state <= BehaviorState::STAR_STATE);
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return m_States[state];
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}
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void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
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for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
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}
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@ -10,6 +10,7 @@ namespace tinyxml2 {
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enum class BehaviorState : uint32_t;
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class AMFArrayValue;
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class ModelComponent;
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/**
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* Represents the Entity of a Property Behavior and holds data associated with the behavior
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@ -31,8 +32,17 @@ public:
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void Serialize(tinyxml2::XMLElement& behavior) const;
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void Deserialize(const tinyxml2::XMLElement& behavior);
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const std::map<BehaviorState, State>& GetStates() const { return m_States; }
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const State& GetState(const BehaviorState state);
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const State& GetActiveState() const { return m_States.at(m_ActiveState); }
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State& GetActiveStateMut() { return m_States.at(m_ActiveState); }
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void Update(float deltaTime, ModelComponent& modelComponent);
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private:
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BehaviorState m_ActiveState;
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// The states this behavior has.
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std::map<BehaviorState, State> m_States;
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@ -117,6 +117,11 @@ void State::HandleMsg(MigrateActionsMessage& msg) {
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}
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};
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template<>
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void State::HandleMsg(GameMessages::RequestUse& msg) {
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for (auto& strip : m_Strips) strip.HandleMsg(msg);
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}
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bool State::IsEmpty() const {
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for (const auto& strip : m_Strips) {
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if (!strip.IsEmpty()) return false;
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@ -152,3 +157,7 @@ void State::Deserialize(const tinyxml2::XMLElement& state) {
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strip.Deserialize(*stripElement);
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}
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}
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void State::Update(float deltaTime, ModelComponent& modelComponent) {
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for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent);
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}
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@ -8,6 +8,7 @@ namespace tinyxml2 {
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}
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class AMFArrayValue;
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class ModelComponent;
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class State {
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public:
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@ -19,6 +20,11 @@ public:
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void Serialize(tinyxml2::XMLElement& state) const;
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void Deserialize(const tinyxml2::XMLElement& state);
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const std::vector<Strip>& GetStrips() const { return m_Strips; }
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std::vector<Strip>& GetStripsMut() { return m_Strips; }
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void Update(float deltaTime, ModelComponent& modelComponent);
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private:
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std::vector<Strip> m_Strips;
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};
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@ -3,6 +3,9 @@
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#include "Amf3.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "dEntity/EntityInfo.h"
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#include "ModelComponent.h"
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#include "PlayerManager.h"
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template <>
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void Strip::HandleMsg(AddStripMessage& msg) {
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@ -75,7 +78,54 @@ void Strip::HandleMsg(MigrateActionsMessage& msg) {
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} else {
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m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end());
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}
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};
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}
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template<>
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void Strip::HandleMsg(GameMessages::RequestUse& msg) {
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if (m_Actions[m_NextActionIndex].GetType() == "OnInteract") IncrementAction();
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}
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void Strip::IncrementAction() {
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if (m_Actions.empty()) return;
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m_NextActionIndex++;
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m_NextActionIndex %= m_Actions.size();
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}
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void Strip::Spawn(LOT lot, Entity& entity) {
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EntityInfo info{};
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info.lot = lot; // Dark Ronin property
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info.pos = entity.GetPosition();
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info.rot = NiQuaternionConstant::IDENTITY;
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info.spawnerID = entity.GetObjectID();
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Game::entityManager->ConstructEntity(Game::entityManager->CreateEntity(info, nullptr, &entity));
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IncrementAction();
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}
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// Spawns a specific drop for all
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void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
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for (auto* const player : PlayerManager::GetAllPlayers()) {
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GameMessages::SendDropClientLoot(player, entity.GetObjectID(), dropLOT, 0, entity.GetPosition());
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}
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IncrementAction();
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}
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void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
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auto& entity = *modelComponent.GetParent();
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auto number = static_cast<int32_t>(GetNextAction().GetValueParameterDouble());
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if (GetNextAction().GetType() == "SpawnStromling") {
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Spawn(10495, entity);
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} else if (GetNextAction().GetType() == "SpawnPirate") {
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Spawn(10497, entity);
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} else if (GetNextAction().GetType() == "SpawnRonin") {
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Spawn(10498, entity);
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} else if (GetNextAction().GetType() == "DropImagination") {
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for (; number > 0; number--) SpawnDrop(935, entity);
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} else if (GetNextAction().GetType() == "DropHealth") {
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for (; number > 0; number--) SpawnDrop(177, entity);
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} else if (GetNextAction().GetType() == "DropArmor") {
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for (; number > 0; number--) SpawnDrop(6431, entity);
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}
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}
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void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
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m_Position.SendBehaviorBlocksToClient(args);
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@ -4,6 +4,8 @@
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#include "Action.h"
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#include "StripUiPosition.h"
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#include "DluAssert.h"
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#include <vector>
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namespace tinyxml2 {
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@ -11,6 +13,7 @@ namespace tinyxml2 {
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}
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class AMFArrayValue;
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class ModelComponent;
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class Strip {
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public:
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@ -22,7 +25,16 @@ public:
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void Serialize(tinyxml2::XMLElement& strip) const;
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void Deserialize(const tinyxml2::XMLElement& strip);
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const std::vector<Action>& GetActions() const { return m_Actions; }
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const Action& GetNextAction() const { DluAssert(m_NextActionIndex < m_Actions.size()); return m_Actions[m_NextActionIndex]; }
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void IncrementAction();
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void Spawn(LOT object, Entity& entity);
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void Update(float deltaTime, ModelComponent& modelComponent);
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void SpawnDrop(LOT dropLOT, Entity& entity);
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private:
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size_t m_NextActionIndex{ 0 };
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std::vector<Action> m_Actions;
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StripUiPosition m_Position;
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};
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