Merge branch 'main' into pr/1107

This commit is contained in:
David Markowitz
2023-07-21 19:38:59 -07:00
205 changed files with 872 additions and 894 deletions

View File

@@ -109,7 +109,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
auto* path = dZoneManager::Instance()->GetZone()->GetPath(
GeneralUtils::UTF16ToWTF8(m_PathName));
auto spawnPointEntities = EntityManager::Instance()->GetEntitiesByLOT(4843);
auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
auto startPosition = NiPoint3::ZERO;
auto startRotation = NiQuaternion::IDENTITY;
const std::string placementAsString = std::to_string(positionNumber);
@@ -136,7 +136,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
info.spawnerID = m_Parent->GetObjectID();
auto* carEntity =
EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
Game::entityManager->CreateEntity(info, nullptr, m_Parent);
// Make the vehicle a child of the racing controller.
m_Parent->AddChild(carEntity);
@@ -207,9 +207,9 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Construct and serialize everything when done.
EntityManager::Instance()->ConstructEntity(carEntity);
EntityManager::Instance()->SerializeEntity(player);
EntityManager::Instance()->SerializeEntity(m_Parent);
Game::entityManager->ConstructEntity(carEntity);
Game::entityManager->SerializeEntity(player);
Game::entityManager->SerializeEntity(m_Parent);
GameMessages::SendRacingSetPlayerResetInfo(
m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
@@ -220,7 +220,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Reset the player to the start position during downtime, in case something
// went wrong.
m_Parent->AddCallbackTimer(1, [this, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
auto* player = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
@@ -269,7 +269,7 @@ void RacingControlComponent::OnRacingClientReady(Entity* player) {
racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
}
EntityManager::Instance()->SerializeEntity(m_Parent);
Game::entityManager->SerializeEntity(m_Parent);
}
void RacingControlComponent::OnRequestDie(Entity* player) {
@@ -282,7 +282,7 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
}
auto* vehicle =
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
Game::entityManager->GetEntity(racingPlayer.vehicleID);
if (!vehicle) return;
@@ -319,8 +319,8 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
if (destroyableComponent) destroyableComponent->SetImagination(respawnImagination);
EntityManager::Instance()->SerializeEntity(vehicle);
});
Game::entityManager->SerializeEntity(vehicle);
});
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
@@ -348,7 +348,7 @@ void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
}
auto* vehicle =
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
Game::entityManager->GetEntity(racingPlayer.vehicleID);
if (vehicle == nullptr) {
return;
@@ -401,7 +401,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t bu
}
}
} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
auto* vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
auto* vehicle = Game::entityManager->GetEntity(data->vehicleID);
if (vehicle == nullptr) {
return;
@@ -502,7 +502,7 @@ void RacingControlComponent::Update(float deltaTime) {
// Check if any players has disconnected before loading in
for (size_t i = 0; i < m_LobbyPlayers.size(); i++) {
auto* playerEntity =
EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]);
Game::entityManager->GetEntity(m_LobbyPlayers[i]);
if (playerEntity == nullptr) {
--m_LoadedPlayers;
@@ -524,7 +524,7 @@ void RacingControlComponent::Update(float deltaTime) {
if (m_EmptyTimer >= 30) {
for (const auto player : m_LobbyPlayers) {
auto* playerEntity =
EntityManager::Instance()->GetEntity(player);
Game::entityManager->GetEntity(player);
if (playerEntity == nullptr) {
continue;
@@ -549,7 +549,7 @@ void RacingControlComponent::Update(float deltaTime) {
"Loading player now!");
auto* player =
EntityManager::Instance()->GetEntity(m_LobbyPlayers[positionNumber]);
Game::entityManager->GetEntity(m_LobbyPlayers[positionNumber]);
if (player == nullptr) {
return;
@@ -573,7 +573,7 @@ void RacingControlComponent::Update(float deltaTime) {
if (!m_Started) {
// Check if anyone has disconnected during this period
for (size_t i = 0; i < m_RacingPlayers.size(); i++) {
auto* playerEntity = EntityManager::Instance()->GetEntity(
auto* playerEntity = Game::entityManager->GetEntity(
m_RacingPlayers[i].playerID);
if (playerEntity == nullptr) {
@@ -589,7 +589,7 @@ void RacingControlComponent::Update(float deltaTime) {
if (m_LoadedPlayers < 2 && !(m_LoadedPlayers == 1 && m_SoloRacing)) {
for (const auto player : m_LobbyPlayers) {
auto* playerEntity =
EntityManager::Instance()->GetEntity(player);
Game::entityManager->GetEntity(player);
if (playerEntity == nullptr) {
continue;
@@ -622,9 +622,9 @@ void RacingControlComponent::Update(float deltaTime) {
for (const auto& player : m_RacingPlayers) {
auto* vehicle =
EntityManager::Instance()->GetEntity(player.vehicleID);
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
Game::entityManager->GetEntity(player.playerID);
if (vehicle != nullptr && playerEntity != nullptr) {
GameMessages::SendTeleport(
@@ -642,8 +642,8 @@ void RacingControlComponent::Update(float deltaTime) {
destroyableComponent->SetImagination(0);
}
EntityManager::Instance()->SerializeEntity(vehicle);
EntityManager::Instance()->SerializeEntity(
Game::entityManager->SerializeEntity(vehicle);
Game::entityManager->SerializeEntity(
playerEntity);
}
}
@@ -669,9 +669,9 @@ void RacingControlComponent::Update(float deltaTime) {
// Reset players to their start location, without smashing them
for (auto& player : m_RacingPlayers) {
auto* vehicleEntity =
EntityManager::Instance()->GetEntity(player.vehicleID);
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
Game::entityManager->GetEntity(player.playerID);
if (vehicleEntity == nullptr || playerEntity == nullptr) {
continue;
@@ -688,9 +688,9 @@ void RacingControlComponent::Update(float deltaTime) {
// Activate the players movement
for (auto& player : m_RacingPlayers) {
auto* vehicleEntity =
EntityManager::Instance()->GetEntity(player.vehicleID);
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
Game::entityManager->GetEntity(player.playerID);
if (vehicleEntity == nullptr || playerEntity == nullptr) {
continue;
@@ -708,7 +708,7 @@ void RacingControlComponent::Update(float deltaTime) {
Game::logger->Log("RacingControlComponent", "Starting race");
EntityManager::Instance()->SerializeEntity(m_Parent);
Game::entityManager->SerializeEntity(m_Parent);
m_StartTime = std::time(nullptr);
}
@@ -726,9 +726,9 @@ void RacingControlComponent::Update(float deltaTime) {
GeneralUtils::UTF16ToWTF8(m_PathName));
for (auto& player : m_RacingPlayers) {
auto* vehicle = EntityManager::Instance()->GetEntity(player.vehicleID);
auto* vehicle = Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
Game::entityManager->GetEntity(player.playerID);
if (vehicle == nullptr || playerEntity == nullptr) {
continue;