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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-06-28 15:50:02 +00:00
feat: add movement behaviors
the following behaviors will function MoveRight MoveLeft FlyUp FlyDown MoveForward MoveBackward The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.
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@ -2010,6 +2010,22 @@ void Entity::SetVelocity(const NiPoint3& velocity) {
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Game::entityManager->SerializeEntity(this);
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Game::entityManager->SerializeEntity(this);
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}
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}
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const NiPoint3& Entity::GetVelocity() const {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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return controllable->GetVelocity();
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}
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auto* simple = GetComponent<SimplePhysicsComponent>();
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if (simple != nullptr) {
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return simple->GetVelocity();
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}
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return NiPoint3Constant::ZERO;
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}
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bool Entity::GetBoolean(const std::u16string& name) const {
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bool Entity::GetBoolean(const std::u16string& name) const {
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return GetVar<bool>(name);
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return GetVar<bool>(name);
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}
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}
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@ -124,6 +124,8 @@ public:
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// then return the collision group from that.
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// then return the collision group from that.
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int32_t GetCollisionGroup() const;
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int32_t GetCollisionGroup() const;
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const NiPoint3& GetVelocity() const;
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/**
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/**
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* Setters
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* Setters
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*/
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*/
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@ -209,3 +209,31 @@ void ModelComponent::RemoveUnSmash() {
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LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
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LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
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m_NumActiveUnSmash--;
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m_NumActiveUnSmash--;
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}
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}
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bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
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auto currentVelocity = m_Parent->GetVelocity();
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// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
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if (velocity != NiPoint3Constant::ZERO) {
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const auto [x, y, z] = velocity;
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if (x != 0.0f) {
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if (currentVelocity.x != 0.0f) return false;
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currentVelocity.x = x;
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} else if (y != 0.0f) {
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if (currentVelocity.y != 0.0f) return false;
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currentVelocity.y = y;
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} else if (z != 0.0f) {
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if (currentVelocity.z != 0.0f) return false;
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currentVelocity.z = z;
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}
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} else {
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currentVelocity = velocity;
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}
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m_Parent->SetVelocity(currentVelocity);
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return true;
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}
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void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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}
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@ -130,6 +130,14 @@ public:
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bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
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bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
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void Resume();
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void Resume();
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// Attempts to set the velocity of an axis for movement.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetVelocity(const NiPoint3& velocity) const;
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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private:
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private:
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// Number of Actions that are awaiting an UnSmash to finish.
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// Number of Actions that are awaiting an UnSmash to finish.
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uint32_t m_NumActiveUnSmash{};
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uint32_t m_NumActiveUnSmash{};
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@ -136,30 +136,31 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
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// TODO replace with switch case and nextActionType with enum
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// TODO replace with switch case and nextActionType with enum
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/* BEGIN Move */
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/* BEGIN Move */
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if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
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if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
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bool isFlyDown = nextActionType == "FlyDown";
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// X axis
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.y = isFlyDown ? -number : number;
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// Default velocity is 3 units per second.
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entity.SetVelocity(NiPoint3{0.0f, isFlyDown ? -3.0f : 3.0f, 0.0f});
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modelComponent.SetVelocity(NiPoint3{0.0f, isFlyDown ? -3.0f : 3.0f, 0.0f});
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}
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else if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
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bool isMoveLeft = nextActionType == "MoveLeft";
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bool isMoveLeft = nextActionType == "MoveLeft";
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.x = isMoveLeft ? -number : number;
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// Default velocity is 3 units per second.
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// Default velocity is 3 units per second.
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entity.SetVelocity(NiPoint3{isMoveLeft ? -3.0f : 3.0f, 0.0f, 0.0f});
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if (modelComponent.TrySetVelocity(NiPoint3{ isMoveLeft ? -3.0f : 3.0f, 0.0f, 0.0f })) {
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}
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m_PreviousFramePosition = entity.GetPosition();
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else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
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m_InActionMove.x = isMoveLeft ? -number : number;
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}
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} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
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// Y axis
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bool isFlyDown = nextActionType == "FlyDown";
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, isFlyDown ? -3.0f : 3.0f, 0.0f })) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.y = isFlyDown ? -number : number;
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}
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} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
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// Z axis
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bool isMoveBackward = nextActionType == "MoveBackward";
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bool isMoveBackward = nextActionType == "MoveBackward";
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.z = isMoveBackward ? -number : number;
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// Default velocity is 3 units per second.
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// Default velocity is 3 units per second.
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entity.SetVelocity(NiPoint3{0.0f, 0.0f, isMoveBackward ? -3.0f : 3.0f});
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if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, 0.0f, isMoveBackward ? -3.0f : 3.0f })) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.z = isMoveBackward ? -number : number;
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}
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}
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}
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/* END Move */
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/* END Move */
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@ -239,23 +240,35 @@ bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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// Starts at true because we may not be doing a move at all.
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// Starts at true because we may not be doing a move at all.
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// If one is being done, then one of the move_ variables will be non-zero
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// If one is being done, then one of the move_ variables will be non-zero
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bool moveFinished = true;
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bool moveFinished = true;
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NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
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if (moveX != 0.0f) {
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if (moveX != 0.0f) {
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m_InActionMove.x -= diff.x;
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m_InActionMove.x -= diff.x;
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// If the sign bit is different between the two numbers, then we have finished our move.
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
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moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
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finalPositionAdjustment.x = m_InActionMove.x;
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} else if (moveY != 0.0f) {
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} else if (moveY != 0.0f) {
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m_InActionMove.y -= diff.y;
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m_InActionMove.y -= diff.y;
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// If the sign bit is different between the two numbers, then we have finished our move.
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
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moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
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finalPositionAdjustment.y = m_InActionMove.y;
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} else if (moveZ != 0.0f) {
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} else if (moveZ != 0.0f) {
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m_InActionMove.z -= diff.z;
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m_InActionMove.z -= diff.z;
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// If the sign bit is different between the two numbers, then we have finished our move.
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
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moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
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finalPositionAdjustment.z = m_InActionMove.z;
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}
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}
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// once done, set the in action move & velocity to zero
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// Once done, set the in action move & velocity to zero
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if (moveFinished) {
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if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
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entity.SetVelocity(NiPoint3Constant::ZERO);
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auto entityVelocity = entity.GetVelocity();
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// Zero out only the velocity that was acted on
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if (moveX != 0.0f) entityVelocity.x = 0.0f;
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else if (moveY != 0.0f) entityVelocity.y = 0.0f;
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else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
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modelComponent.SetVelocity(entityVelocity);
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// Do the final adjustment so we will have moved exactly the requested units
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entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
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m_InActionMove = NiPoint3Constant::ZERO;
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m_InActionMove = NiPoint3Constant::ZERO;
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}
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}
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@ -267,6 +280,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
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// Strips are also designed to have 2 actions or more to run.
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// Strips are also designed to have 2 actions or more to run.
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if (!HasMinimumActions()) return;
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if (!HasMinimumActions()) return;
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// Return if this strip has an active movement action
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if (!CheckMovement(deltaTime, modelComponent)) return;
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if (!CheckMovement(deltaTime, modelComponent)) return;
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// Don't run this strip if we're paused.
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// Don't run this strip if we're paused.
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