most of gameplay tab works

This commit is contained in:
David Markowitz 2025-03-31 21:30:33 -07:00
parent c490d45fe0
commit 0278123a0c
12 changed files with 199 additions and 61 deletions

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@ -4,7 +4,7 @@
#include <assert.h> #include <assert.h>
#ifdef _DEBUG #ifdef _DEBUG
# define DluAssert(expression) assert(expression) # define DluAssert(expression) do { assert(expression) } while(0)
#else #else
# define DluAssert(expression) # define DluAssert(expression)
#endif #endif

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@ -10,12 +10,26 @@
#include "SimplePhysicsComponent.h" #include "SimplePhysicsComponent.h"
#include "Database.h" #include "Database.h"
#include "EntityInfo.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) { ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_Parent->GetDefaultPosition(); m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation(); m_OriginalRotation = m_Parent->GetDefaultRotation();
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID"); m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
RegisterMsg(MessageType::Game::REQUEST_USE, this, &ModelComponent::OnRequestUse);
}
bool ModelComponent::OnRequestUse(GameMessages::GameMsg& msg) {
auto& requestUse = static_cast<GameMessages::RequestUse&>(msg);
for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
return true;
}
void ModelComponent::Update(float deltaTime) {
for (auto& behavior : m_Behaviors) {
behavior.Update(deltaTime, *this);
}
} }
void ModelComponent::LoadBehaviors() { void ModelComponent::LoadBehaviors() {
@ -29,9 +43,9 @@ void ModelComponent::LoadBehaviors() {
LOG_DEBUG("Loading behavior %d", behaviorId.value()); LOG_DEBUG("Loading behavior %d", behaviorId.value());
auto& inserted = m_Behaviors.emplace_back(); auto& inserted = m_Behaviors.emplace_back();
inserted.SetBehaviorId(*behaviorId); inserted.SetBehaviorId(*behaviorId);
const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value()); const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
tinyxml2::XMLDocument behaviorXml; tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size()); auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str()); LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str());
@ -56,14 +70,14 @@ void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialU
//actual model component: //actual model component:
outBitStream.Write1(); // Yes we are writing model info outBitStream.Write1(); // Yes we are writing model info
outBitStream.Write0(); // Is pickable outBitStream.Write1(); // Is pickable
outBitStream.Write<uint32_t>(2); // Physics type outBitStream.Write<uint32_t>(2); // Physics type
outBitStream.Write(m_OriginalPosition); // Original position outBitStream.Write(m_OriginalPosition); // Original position
outBitStream.Write(m_OriginalRotation); // Original rotation outBitStream.Write(m_OriginalRotation); // Original rotation
outBitStream.Write1(); // We are writing behavior info outBitStream.Write1(); // We are writing behavior info
outBitStream.Write<uint32_t>(0); // Number of behaviors outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
outBitStream.Write1(); // Is this model paused outBitStream.Write0(); // Is this model paused
if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
} }

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@ -30,6 +30,9 @@ public:
ModelComponent(Entity* parent); ModelComponent(Entity* parent);
void LoadBehaviors(); void LoadBehaviors();
void Update(float deltaTime) override;
bool OnRequestUse(GameMessages::GameMsg& msg);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
@ -114,6 +117,8 @@ public:
std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const; std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const;
const std::vector<PropertyBehavior>& GetBehaviors() const { return m_Behaviors; };
private: private:
/** /**
* The behaviors of the model * The behaviors of the model

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@ -45,6 +45,7 @@ namespace {
using namespace GameMessages; using namespace GameMessages;
using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>; using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>;
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = { std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } }, { REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } }, { SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
}; };
@ -118,11 +119,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break; break;
} }
case MessageType::Game::REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case MessageType::Game::SET_FLAG: { case MessageType::Game::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity); GameMessages::HandleSetFlag(inStream, entity);
break; break;

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@ -4954,54 +4954,6 @@ void GameMessages::HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* e
quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY); quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
} }
void GameMessages::HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bIsMultiInteractUse = false;
unsigned int multiInteractID;
int multiInteractType;
bool secondary;
LWOOBJID objectID;
inStream.Read(bIsMultiInteractUse);
inStream.Read(multiInteractID);
inStream.Read(multiInteractType);
inStream.Read(objectID);
inStream.Read(secondary);
Entity* interactedObject = Game::entityManager->GetEntity(objectID);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", objectID);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity->GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(entity, multiInteractID);
}
} else {
interactedObject->OnUse(entity);
}
} else {
interactedObject->OnUse(entity);
}
//Perform use task if possible:
auto missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) { void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) {
int emoteID; int emoteID;
LWOOBJID targetID; LWOOBJID targetID;
@ -6443,4 +6395,51 @@ namespace GameMessages {
auto* handlingEntity = Game::entityManager->GetEntity(targetForReport); auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
if (handlingEntity) handlingEntity->HandleMsg(*this); if (handlingEntity) handlingEntity->HandleMsg(*this);
} }
bool RequestUse::Deserialize(RakNet::BitStream& stream) {
if (!stream.Read(bIsMultiInteractUse)) return false;
if (!stream.Read(multiInteractID)) return false;
if (!stream.Read(multiInteractType)) return false;
if (!stream.Read(object)) return false;
if (!stream.Read(secondary)) return false;
return true;
}
void RequestUse::Handle(Entity& entity, const SystemAddress& sysAddr) {
Entity* interactedObject = Game::entityManager->GetEntity(object);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", object);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity.GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(&entity, multiInteractID);
}
} else {
interactedObject->OnUse(&entity);
}
} else {
interactedObject->OnUse(&entity);
}
interactedObject->HandleMsg(*this);
//Perform use task if possible:
auto missionComponent = entity.GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
} }

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@ -631,7 +631,6 @@ namespace GameMessages {
void HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity); void HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity);
void HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity); void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity);
void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity); void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity);
@ -782,6 +781,26 @@ namespace GameMessages {
bool Deserialize(RakNet::BitStream& bitStream) override; bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override; void Handle(Entity& entity, const SystemAddress& sysAddr) override;
}; };
struct RequestUse : public GameMsg {
RequestUse() : GameMsg(MessageType::Game::REQUEST_USE) {}
bool Deserialize(RakNet::BitStream& stream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID object{};
bool secondary{ false };
// Set to true if this coming from a multi-interaction UI on the client.
bool bIsMultiInteractUse{};
// Used only for multi-interaction
unsigned int multiInteractID{};
// Used only for multi-interaction, is of the enum type InteractionType
int multiInteractType{};
};
}; };
#endif // GAMEMESSAGES_H #endif // GAMEMESSAGES_H

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@ -4,9 +4,13 @@
#include "BehaviorStates.h" #include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h" #include "ControlBehaviorMsgs.h"
#include "tinyxml2.h" #include "tinyxml2.h"
#include "ModelComponent.h"
#include <ranges>
PropertyBehavior::PropertyBehavior() { PropertyBehavior::PropertyBehavior() {
m_LastEditedState = BehaviorState::HOME_STATE; m_LastEditedState = BehaviorState::HOME_STATE;
m_ActiveState = BehaviorState::HOME_STATE;
} }
template<> template<>
@ -84,6 +88,11 @@ void PropertyBehavior::HandleMsg(AddMessage& msg) {
isLoot = m_BehaviorId != 7965; isLoot = m_BehaviorId != 7965;
}; };
template<>
void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
m_States[m_ActiveState].HandleMsg(msg);
}
void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const { void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("id", std::to_string(m_BehaviorId)); args.Insert("id", std::to_string(m_BehaviorId));
args.Insert("name", m_Name); args.Insert("name", m_Name);
@ -153,3 +162,12 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement); m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement);
} }
} }
const State& PropertyBehavior::GetState(const BehaviorState state) {
DluAssert(state >= BehaviorState::HOME_STATE && state <= BehaviorState::STAR_STATE);
return m_States[state];
}
void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
}

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@ -10,6 +10,7 @@ namespace tinyxml2 {
enum class BehaviorState : uint32_t; enum class BehaviorState : uint32_t;
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
/** /**
* Represents the Entity of a Property Behavior and holds data associated with the behavior * Represents the Entity of a Property Behavior and holds data associated with the behavior
@ -31,8 +32,17 @@ public:
void Serialize(tinyxml2::XMLElement& behavior) const; void Serialize(tinyxml2::XMLElement& behavior) const;
void Deserialize(const tinyxml2::XMLElement& behavior); void Deserialize(const tinyxml2::XMLElement& behavior);
const std::map<BehaviorState, State>& GetStates() const { return m_States; }
const State& GetState(const BehaviorState state);
const State& GetActiveState() const { return m_States.at(m_ActiveState); }
State& GetActiveStateMut() { return m_States.at(m_ActiveState); }
void Update(float deltaTime, ModelComponent& modelComponent);
private: private:
BehaviorState m_ActiveState;
// The states this behavior has. // The states this behavior has.
std::map<BehaviorState, State> m_States; std::map<BehaviorState, State> m_States;

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@ -117,6 +117,11 @@ void State::HandleMsg(MigrateActionsMessage& msg) {
} }
}; };
template<>
void State::HandleMsg(GameMessages::RequestUse& msg) {
for (auto& strip : m_Strips) strip.HandleMsg(msg);
}
bool State::IsEmpty() const { bool State::IsEmpty() const {
for (const auto& strip : m_Strips) { for (const auto& strip : m_Strips) {
if (!strip.IsEmpty()) return false; if (!strip.IsEmpty()) return false;
@ -152,3 +157,7 @@ void State::Deserialize(const tinyxml2::XMLElement& state) {
strip.Deserialize(*stripElement); strip.Deserialize(*stripElement);
} }
} }
void State::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent);
}

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@ -8,6 +8,7 @@ namespace tinyxml2 {
} }
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
class State { class State {
public: public:
@ -19,6 +20,11 @@ public:
void Serialize(tinyxml2::XMLElement& state) const; void Serialize(tinyxml2::XMLElement& state) const;
void Deserialize(const tinyxml2::XMLElement& state); void Deserialize(const tinyxml2::XMLElement& state);
const std::vector<Strip>& GetStrips() const { return m_Strips; }
std::vector<Strip>& GetStripsMut() { return m_Strips; }
void Update(float deltaTime, ModelComponent& modelComponent);
private: private:
std::vector<Strip> m_Strips; std::vector<Strip> m_Strips;
}; };

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@ -3,6 +3,9 @@
#include "Amf3.h" #include "Amf3.h"
#include "ControlBehaviorMsgs.h" #include "ControlBehaviorMsgs.h"
#include "tinyxml2.h" #include "tinyxml2.h"
#include "dEntity/EntityInfo.h"
#include "ModelComponent.h"
#include "PlayerManager.h"
template <> template <>
void Strip::HandleMsg(AddStripMessage& msg) { void Strip::HandleMsg(AddStripMessage& msg) {
@ -75,7 +78,54 @@ void Strip::HandleMsg(MigrateActionsMessage& msg) {
} else { } else {
m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end()); m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end());
} }
}; }
template<>
void Strip::HandleMsg(GameMessages::RequestUse& msg) {
if (m_Actions[m_NextActionIndex].GetType() == "OnInteract") IncrementAction();
}
void Strip::IncrementAction() {
if (m_Actions.empty()) return;
m_NextActionIndex++;
m_NextActionIndex %= m_Actions.size();
}
void Strip::Spawn(LOT lot, Entity& entity) {
EntityInfo info{};
info.lot = lot; // Dark Ronin property
info.pos = entity.GetPosition();
info.rot = NiQuaternionConstant::IDENTITY;
info.spawnerID = entity.GetObjectID();
Game::entityManager->ConstructEntity(Game::entityManager->CreateEntity(info, nullptr, &entity));
IncrementAction();
}
// Spawns a specific drop for all
void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
for (auto* const player : PlayerManager::GetAllPlayers()) {
GameMessages::SendDropClientLoot(player, entity.GetObjectID(), dropLOT, 0, entity.GetPosition());
}
IncrementAction();
}
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
auto& entity = *modelComponent.GetParent();
auto number = static_cast<int32_t>(GetNextAction().GetValueParameterDouble());
if (GetNextAction().GetType() == "SpawnStromling") {
Spawn(10495, entity);
} else if (GetNextAction().GetType() == "SpawnPirate") {
Spawn(10497, entity);
} else if (GetNextAction().GetType() == "SpawnRonin") {
Spawn(10498, entity);
} else if (GetNextAction().GetType() == "DropImagination") {
for (; number > 0; number--) SpawnDrop(935, entity);
} else if (GetNextAction().GetType() == "DropHealth") {
for (; number > 0; number--) SpawnDrop(177, entity);
} else if (GetNextAction().GetType() == "DropArmor") {
for (; number > 0; number--) SpawnDrop(6431, entity);
}
}
void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const { void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
m_Position.SendBehaviorBlocksToClient(args); m_Position.SendBehaviorBlocksToClient(args);

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@ -4,6 +4,8 @@
#include "Action.h" #include "Action.h"
#include "StripUiPosition.h" #include "StripUiPosition.h"
#include "DluAssert.h"
#include <vector> #include <vector>
namespace tinyxml2 { namespace tinyxml2 {
@ -11,6 +13,7 @@ namespace tinyxml2 {
} }
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
class Strip { class Strip {
public: public:
@ -22,7 +25,16 @@ public:
void Serialize(tinyxml2::XMLElement& strip) const; void Serialize(tinyxml2::XMLElement& strip) const;
void Deserialize(const tinyxml2::XMLElement& strip); void Deserialize(const tinyxml2::XMLElement& strip);
const std::vector<Action>& GetActions() const { return m_Actions; }
const Action& GetNextAction() const { DluAssert(m_NextActionIndex < m_Actions.size()); return m_Actions[m_NextActionIndex]; }
void IncrementAction();
void Spawn(LOT object, Entity& entity);
void Update(float deltaTime, ModelComponent& modelComponent);
void SpawnDrop(LOT dropLOT, Entity& entity);
private: private:
size_t m_NextActionIndex{ 0 };
std::vector<Action> m_Actions; std::vector<Action> m_Actions;
StripUiPosition m_Position; StripUiPosition m_Position;
}; };