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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 14:33:34 +00:00
this commit may be kinda broke but I'm gonna push it to check something
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f41321eb7b
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071c022058
@ -85,7 +85,7 @@ PetComponent::PetComponent(Entity* parentEntity, uint32_t componentId)
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m_MovementAI = nullptr;
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m_ReadyToInteract = false;
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m_State = PetAiState::spawn;
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m_State = PetAiState::SPAWN;
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SetIsHandlingInteraction(false);
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std::string checkPreconditions = GeneralUtils::UTF16ToWTF8(parentEntity->GetVar<std::u16string>(u"CheckPrecondition"));
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@ -139,23 +139,76 @@ void PetComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpd
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void PetComponent::OnUse(Entity* originator) {
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LOG_DEBUG("PET USE!");
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if (!IsReadyToInteract()) return;
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if (IsReadyToInteract()) {
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switch (m_Interaction.ability) {
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case ePetAbilityType::DigAtPosition: // Treasure dig
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StartInteractTreasureDig();
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break;
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switch (m_Interaction.ability) {
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case ePetAbilityType::DigAtPosition: // Treasure dig
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StartInteractTreasureDig();
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break;
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case ePetAbilityType::JumpOnObject: // Bouncer
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StartInteractBouncer();
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break;
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case ePetAbilityType::JumpOnObject: // Bouncer
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StartInteractBouncer();
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break;
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default:
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break;
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}
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default: // Pet taming minigame
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StartTamingMinigame(originator);
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break;
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}
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}
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void PetComponent::Update(float deltaTime) {
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// Update timers
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m_TimerBounce -= deltaTime;
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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return;
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}
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// The minigame logic beneath this comment should be rewritten... eventually
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// Remove "left behind" pets and handle failing pet taming minigame
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if (m_Owner != LWOOBJID_EMPTY) {
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const Entity* const owner = GetOwner();
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if (!owner) {
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m_Parent->Kill();
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return;
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}
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} else {
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ClientFailTamingMinigame(); // TODO: This is not despawning the built model correctly
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}
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if (m_Flags.Has<PetFlag::SPAWNING>()) OnSpawn();
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// Handle pet AI states
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switch (m_State) {
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case PetAiState::IDLE:
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Wander();
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break;
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case PetAiState::FOLLOW:
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OnFollow(deltaTime);
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break;
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case PetAiState::GO_TO_OBJ:
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if (m_MovementAI->AtFinalWaypoint()) {
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LOG_DEBUG("Reached object!");
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m_MovementAI->Stop();
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SetPetAiState(PetAiState::INTERACT);
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} else {
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m_Timer += 0.5f;
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}
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break;
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case PetAiState::INTERACT:
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OnInteract();
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break;
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default:
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LOG_DEBUG("Unknown state: %d!", m_Flags);
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break;
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}
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}
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void PetComponent::StartTamingMinigame(Entity* originator) {
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if (m_Owner != LWOOBJID_EMPTY) return;
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if (m_Tamer != LWOOBJID_EMPTY) {
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@ -167,7 +220,6 @@ void PetComponent::OnUse(Entity* originator) {
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}
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auto* const inventoryComponent = originator->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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if (m_Preconditions.has_value() && !m_Preconditions->Check(originator, true)) return;
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@ -186,7 +238,7 @@ void PetComponent::OnUse(Entity* originator) {
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std::string buildFile;
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// It may make sense to move this minigame-specific logic into another file
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if (cached == buildCache.end()) {
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if (cached == buildCache.cend()) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT ValidPiecesLXF, PuzzleModelLot, Timelimit, NumValidPieces, imagCostPerBuild FROM TamingBuildPuzzles WHERE NPCLot = ?;");
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query.bind(1, static_cast<int>(m_Parent->GetLOT()));
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@ -226,11 +278,9 @@ void PetComponent::OnUse(Entity* originator) {
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}
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const auto* const destroyableComponent = originator->GetComponent<DestroyableComponent>();
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if (!destroyableComponent) return;
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const auto imagination = destroyableComponent->GetImagination();
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if (imagination < imaginationCost) return;
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const auto& bricks = BrickDatabase::GetBricks(buildFile);
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@ -243,13 +293,11 @@ void PetComponent::OnUse(Entity* originator) {
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}
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const auto petPosition = m_Parent->GetPosition();
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const auto originatorPosition = originator->GetPosition();
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m_Parent->SetRotation(NiQuaternion::LookAt(petPosition, originatorPosition));
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float interactionDistance = m_Parent->GetVar<float>(u"interaction_distance");
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if (interactionDistance <= 0) {
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interactionDistance = 15;
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}
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@ -317,58 +365,6 @@ void PetComponent::OnUse(Entity* originator) {
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m_Parent->GetScript()->OnNotifyPetTamingMinigame(m_Parent, originator, ePetTamingNotifyType::BEGIN);
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}
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void PetComponent::Update(float deltaTime) {
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// Update timers
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m_TimerBounce -= deltaTime;
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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return;
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}
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// Remove "left behind" pets and handle failing pet taming minigame
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if (m_Owner != LWOOBJID_EMPTY) {
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const Entity* const owner = GetOwner();
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if (!owner) {
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m_Parent->Kill();
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return;
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}
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} else {
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ClientFailTamingMinigame(); // TODO: This is not despawning the built model correctly
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}
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if (m_Flags.Has<PetFlag::SPAWNING>()) OnSpawn();
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// Handle pet AI states
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switch (m_State) {
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case PetAiState::idle:
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Wander();
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break;
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case PetAiState::follow:
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OnFollow(deltaTime);
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break;
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case PetAiState::goToObj:
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if (m_MovementAI->AtFinalWaypoint()) {
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LOG_DEBUG("Reached object!");
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m_MovementAI->Stop();
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SetPetAiState(PetAiState::interact);
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} else {
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m_Timer += 0.5f;
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}
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break;
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case PetAiState::interact:
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OnInteract();
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break;
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default:
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LOG_DEBUG("Unknown state: %d!", m_Flags);
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break;
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}
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}
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void PetComponent::TryBuild(uint32_t numBricks, bool clientFailed) {
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if (m_Tamer == LWOOBJID_EMPTY) return;
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@ -628,7 +624,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
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void PetComponent::StartTimer() {
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const auto& cached = buildCache.find(m_Parent->GetLOT());
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if (cached == buildCache.end()) {
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if (cached == buildCache.cend()) {
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return;
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}
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@ -724,10 +720,10 @@ void PetComponent::OnSpawn() {
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m_Parent->SetOwnerOverride(m_Owner);
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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SetPetAiState(PetAiState::follow);
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SetPetAiState(PetAiState::FOLLOW);
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} else {
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m_Flags.Set<PetFlag::TAMEABLE>();
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SetPetAiState(PetAiState::idle);
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SetPetAiState(PetAiState::IDLE);
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}
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m_Flags.Set<PetFlag::IDLE>();
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@ -748,7 +744,7 @@ void PetComponent::OnFollow(const float deltaTime) {
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const LWOOBJID switchID = closestSwitch->GetParentEntity()->GetObjectID();
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const float distance = Vector3::DistanceSquared(ownerPos, switchPos);
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if (distance < 16 * 16) {
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StartInteract(switchPos, PetInteractType::bouncer, switchID);
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StartInteract(switchPos, PetInteractType::BOUNCER, switchID);
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return;
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}
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}
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@ -764,7 +760,7 @@ void PetComponent::OnFollow(const float deltaTime) {
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const NiPoint3 treasurePos = closestTreasure->GetPosition();
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const float distance = Vector3::DistanceSquared(ownerPos, treasurePos);
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if (distance < 16 * 16) {
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StartInteract(treasurePos, PetInteractType::treasure, m_Owner);
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StartInteract(treasurePos, PetInteractType::TREASURE, m_Owner);
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return;
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}
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}
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@ -810,12 +806,12 @@ void PetComponent::OnInteract() {
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}
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switch (m_Interaction.type) {
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case PetInteractType::bouncer:
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case PetInteractType::BOUNCER:
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if (IsReadyToInteract()) HandleInteractBouncer();
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else SetupInteractBouncer();
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break;
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case PetInteractType::treasure:
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case PetInteractType::TREASURE:
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if (IsReadyToInteract()) HandleInteractTreasureDig();
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else SetupInteractTreasureDig();
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break;
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@ -832,7 +828,7 @@ void PetComponent::StartInteract(const NiPoint3 position, const PetInteractType
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m_Interaction.obj = interactID; // TODO: Check if this should be serialized for goToObj
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m_Interaction.type = interactionType;
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m_Interaction.ability = ePetAbilityType::GoToObject;
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SetPetAiState(PetAiState::goToObj);
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SetPetAiState(PetAiState::GO_TO_OBJ);
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m_MovementAI->SetMaxSpeed(m_PetInfo.runSpeed);
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m_MovementAI->SetHaltDistance(0.0f);
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m_MovementAI->SetDestination(position);
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@ -847,11 +843,10 @@ void PetComponent::StopInteract(bool bDontSerialize) {
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constexpr auto petAbility = ePetAbilityType::Invalid;
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m_Interaction.obj = LWOOBJID_EMPTY;
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m_Interaction.type = PetInteractType::none;
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m_Interaction.type = PetInteractType::NONE;
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m_Interaction.ability = petAbility;
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SetPetAiState(PetAiState::follow);
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SetPetAiState(PetAiState::FOLLOW);
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m_Flags.Reset<PetFlag::IDLE>();
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SetIsReadyToInteract(false);
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SetIsHandlingInteraction(false); // Needed?
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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@ -1170,7 +1165,7 @@ void PetComponent::Command(const NiPoint3& position, const LWOOBJID source, cons
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GameMessages::SendPlayEmote(m_Parent->GetObjectID(), typeId, owner->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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} else if (commandType == 3) {
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StopInteract(); // TODO: Verify this is necessary
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SetPetAiState(PetAiState::follow);
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SetPetAiState(PetAiState::FOLLOW);
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} else if (commandType == 6) {
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// TODO: Go to player
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}
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@ -18,21 +18,21 @@
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* The current state of the pet AI
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*/
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enum class PetAiState : uint8_t {
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idle = 0, // Doing nothing
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spawn, // Spawning into the world
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follow, // Begin following
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goToObj, // Go to object
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interact, // Interact with an object
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despawn // Despawning from world
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IDLE = 0, // Doing nothing
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SPAWN, // Spawning into the world
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FOLLOW, // Begin following
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GO_TO_OBJ, // Go to object
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INTERACT, // Interact with an object
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DESPAWN // Despawning from world
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};
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/*
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* The type of object the pet is interacting with
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*/
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enum class PetInteractType : uint8_t {
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none, // Not interacting
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treasure, // Treasure dig
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bouncer // Bouncer switch
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NONE, // Not interacting
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TREASURE, // Treasure dig
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BOUNCER // Bouncer switch
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};
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/**
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@ -113,6 +113,11 @@ public:
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*/
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void OnUse(Entity* originator) override;
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/**
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* Start the pet taming minigame
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*/
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void StartTamingMinigame(Entity* originator);
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/**
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* Attempts to complete the pet minigame by passing a list of bricks to build the minigame model.
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* @param bricks the bricks to try to complete the minigame with
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@ -396,7 +401,7 @@ private:
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/**
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* The type of object that the pet is currently interacting with (e.g. a treasure chest or switch)
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*/
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PetInteractType type = PetInteractType::none;
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PetInteractType type = PetInteractType::NONE;
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/**
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* The interaction ability
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@ -41,25 +41,25 @@ TEST_F(PetTest, PlacementNewAddComponentTest) {
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// Test getting initial status
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ASSERT_EQ(petComponent->GetParent()->GetObjectID(), 15);
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ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::spawn);
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ASSERT_EQ(petComponent->GetPetAiState(), PetAiState::SPAWN);
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}
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TEST_F(PetTest, PetAiState) {
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const auto initialState = petComponent->GetPetAiState();
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ASSERT_EQ(initialState, PetAiState::spawn);
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ASSERT_EQ(initialState, PetAiState::SPAWN);
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petComponent->SetPetAiState(PetAiState::follow);
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ASSERT_EQ(PetAiState::follow, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::FOLLOW);
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ASSERT_EQ(PetAiState::FOLLOW, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::idle);
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ASSERT_EQ(PetAiState::idle, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::IDLE);
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ASSERT_EQ(PetAiState::IDLE, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::interact);
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ASSERT_EQ(PetAiState::interact, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::INTERACT);
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ASSERT_EQ(PetAiState::INTERACT, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::despawn);
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ASSERT_EQ(PetAiState::despawn, petComponent->GetPetAiState());
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petComponent->SetPetAiState(PetAiState::DESPAWN);
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ASSERT_EQ(PetAiState::DESPAWN, petComponent->GetPetAiState());
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}
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// Test the pet use logic
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