This commit is contained in:
Aaron Kimbre 2023-05-09 10:58:57 -05:00
parent 7aad6e4bc2
commit 17aab41a9e
2 changed files with 238 additions and 344 deletions

View File

@ -33,7 +33,9 @@
RacingControlComponent::RacingControlComponent(Entity* parent)
: Component(parent) {
m_PathName = u"MainPath";
m_DirtyPathName = true;
m_RemainingLaps = 3;
m_DirtyRaceInfo = true;
m_LeadingPlayer = LWOOBJID_EMPTY;
m_RaceBestTime = 0;
m_RaceBestLap = 0;
@ -77,36 +79,27 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
m_LoadedPlayers);
m_LobbyPlayers.push_back(objectID);
m_DirtyLoadPlayer = true;
}
void RacingControlComponent::LoadPlayerVehicle(Entity* player,
uint32_t positionNumber, bool initialLoad) {
void RacingControlComponent::LoadPlayerVehicle(Entity* player, uint32_t positionNumber, bool initialLoad) {
// Load the player's vehicle.
if (player == nullptr) {
return;
}
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (inventoryComponent == nullptr) {
return;
}
if (!player) return;
// Find the player's vehicle.
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto* item = inventoryComponent->FindItemByLot(8092);
if (item == nullptr) {
if (!item) {
Game::logger->Log("RacingControlComponent", "Failed to find item");
return;
}
// Calculate the vehicle's starting position.
auto* path = dZoneManager::Instance()->GetZone()->GetPath(
GeneralUtils::UTF16ToWTF8(m_PathName));
auto* path = dZoneManager::Instance()->GetZone()->GetPath(GeneralUtils::UTF16ToWTF8(m_PathName));
auto spawnPointEntities = EntityManager::Instance()->GetEntitiesByLOT(4843);
auto startPosition = NiPoint3::ZERO;
@ -123,9 +116,13 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Make sure the player is at the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
GameMessages::SendTeleport(
player->GetObjectID(),
startPosition,
startRotation,
player->GetSystemAddress(),
true, true
);
// Spawn the vehicle entity.
@ -135,32 +132,26 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
info.rot = startRotation;
info.spawnerID = m_Parent->GetObjectID();
auto* carEntity =
EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
// Make the vehicle a child of the racing controller.
m_Parent->AddChild(carEntity);
auto* destroyableComponent =
carEntity->GetComponent<DestroyableComponent>();
auto* destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
// Setup the vehicle stats.
if (destroyableComponent != nullptr) {
if (destroyableComponent) {
destroyableComponent->SetMaxImagination(60);
destroyableComponent->SetImagination(0);
}
// Setup the vehicle as being possessed by the player.
auto* possessableComponent =
carEntity->GetComponent<PossessableComponent>();
auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
if (possessableComponent != nullptr) {
possessableComponent->SetPossessor(player->GetObjectID());
}
if (possessableComponent) possessableComponent->SetPossessor(player->GetObjectID());
// Load the vehicle's assemblyPartLOTs for display.
auto* moduleAssemblyComponent =
carEntity->GetComponent<ModuleAssemblyComponent>();
auto* moduleAssemblyComponent = carEntity->GetComponent<ModuleAssemblyComponent>();
if (moduleAssemblyComponent) {
moduleAssemblyComponent->SetSubKey(item->GetSubKey());
@ -177,7 +168,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Setup the player as possessing the vehicle.
auto* possessorComponent = player->GetComponent<PossessorComponent>();
if (possessorComponent != nullptr) {
if (possessorComponent) {
possessorComponent->SetPossessable(carEntity->GetObjectID());
possessorComponent->SetPossessableType(ePossessionType::ATTACHED_VISIBLE); // for racing it's always Attached_Visible
}
@ -185,24 +176,19 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Set the player's current activity as racing.
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
}
if (characterComponent) characterComponent->SetIsRacing(true);
// Init the player's racing entry.
if (initialLoad) {
m_RacingPlayers.push_back(
{ player->GetObjectID(),
{
player->GetObjectID(),
carEntity->GetObjectID(),
static_cast<uint32_t>(m_RacingPlayers.size()),
false,
{},
startPosition,
startRotation,
0,
0,
0,
0 });
false, {}, startPosition, startRotation, 0, 0, 0, 0
}
);
m_DirtyLoadPlayer = true;
}
// Construct and serialize everything when done.
@ -212,8 +198,10 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
EntityManager::Instance()->SerializeEntity(m_Parent);
GameMessages::SendRacingSetPlayerResetInfo(
m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(), 0, 0,
player->GetObjectID(), startPosition, 1,
UNASSIGNED_SYSTEM_ADDRESS
);
const auto playerID = player->GetObjectID();
@ -221,33 +209,39 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// went wrong.
m_Parent->AddCallbackTimer(1, [this, playerID]() {
auto* player = EntityManager::Instance()->GetEntity(playerID);
if (player == nullptr) {
return;
}
if (!player) return;
GameMessages::SendRacingResetPlayerToLastReset(
m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
});
m_Parent->GetObjectID(), playerID,
UNASSIGNED_SYSTEM_ADDRESS
);
}
);
GameMessages::SendSetJetPackMode(player, false);
// Set the vehicle's state.
GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(),
GameMessages::SendNotifyVehicleOfRacingObject(
carEntity->GetObjectID(),
m_Parent->GetObjectID(),
UNASSIGNED_SYSTEM_ADDRESS);
UNASSIGNED_SYSTEM_ADDRESS
);
GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false,
initialLoad,
UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendVehicleSetWheelLockState(
carEntity->GetObjectID(), false, initialLoad,
UNASSIGNED_SYSTEM_ADDRESS
);
// Make sure everything has the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
GameMessages::SendTeleport(
player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(),
true, true
);
GameMessages::SendTeleport(
carEntity->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(),
true, true
);
}
void RacingControlComponent::OnRacingClientReady(Entity* player) {
@ -257,18 +251,23 @@ void RacingControlComponent::OnRacingClientReady(Entity* player) {
if (racingPlayer.playerID != player->GetObjectID()) {
if (racingPlayer.playerLoaded) {
GameMessages::SendRacingPlayerLoaded(
m_Parent->GetObjectID(), racingPlayer.playerID,
racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(),
racingPlayer.playerID,
racingPlayer.vehicleID,
UNASSIGNED_SYSTEM_ADDRESS
);
}
continue;
}
racingPlayer.playerLoaded = true;
GameMessages::SendRacingPlayerLoaded(
m_Parent->GetObjectID(), racingPlayer.playerID,
racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(),
racingPlayer.playerID,
racingPlayer.vehicleID,
UNASSIGNED_SYSTEM_ADDRESS
);
}
EntityManager::Instance()->SerializeEntity(m_Parent);
@ -279,19 +278,20 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
// them.
for (auto& racingPlayer : m_RacingPlayers) {
if (racingPlayer.playerID != player->GetObjectID()) {
continue;
}
if (racingPlayer.playerID != player->GetObjectID()) continue;
auto* vehicle =
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
auto* vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
if (!vehicle) return;
if (!racingPlayer.noSmashOnReload) {
racingPlayer.smashedTimes++;
GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
GameMessages::SendDie(
vehicle, vehicle->GetObjectID(),
LWOOBJID_EMPTY, true,
eKillType::VIOLENT, u"", 0, 0, 90.0f,
false, true, 0
);
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
uint32_t respawnImagination = 0;
@ -306,8 +306,10 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
vehicle->AddCallbackTimer(2.0f, [=]() {
if (!vehicle || !this->m_Parent) return;
GameMessages::SendRacingResetPlayerToLastReset(
m_Parent->GetObjectID(), racingPlayer.playerID,
UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(),
racingPlayer.playerID,
UNASSIGNED_SYSTEM_ADDRESS
);
GameMessages::SendVehicleStopBoost(vehicle, player->GetSystemAddress(), true);
@ -315,7 +317,8 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
m_Parent->GetObjectID(), racingPlayer.lap,
racingPlayer.respawnIndex, player->GetObjectID(),
racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
UNASSIGNED_SYSTEM_ADDRESS);
UNASSIGNED_SYSTEM_ADDRESS
);
GameMessages::SendResurrect(vehicle);
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
@ -325,50 +328,37 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
});
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
}
if (characterComponent) characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
} else {
GameMessages::SendRacingSetPlayerResetInfo(
m_Parent->GetObjectID(), racingPlayer.lap,
racingPlayer.respawnIndex, player->GetObjectID(),
racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
UNASSIGNED_SYSTEM_ADDRESS);
UNASSIGNED_SYSTEM_ADDRESS
);
GameMessages::SendRacingResetPlayerToLastReset(
m_Parent->GetObjectID(), racingPlayer.playerID,
UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(),
racingPlayer.playerID,
UNASSIGNED_SYSTEM_ADDRESS
);
}
}
}
void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
// When the player has respawned.
for (auto& racingPlayer : m_RacingPlayers) {
if (racingPlayer.playerID != player->GetObjectID()) {
continue;
}
auto* vehicle =
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
if (vehicle == nullptr) {
return;
}
if (racingPlayer.playerID != player->GetObjectID()) continue;
auto* vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
if (!vehicle) return;
racingPlayer.noSmashOnReload = false;
return;
}
}
void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
const std::string& id) {
void RacingControlComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
auto* data = GetPlayerData(player->GetObjectID());
if (data == nullptr) {
return;
}
if (!data) return;
if (id == "rewardButton") {
if (data->collectedRewards) {
@ -384,13 +374,15 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
// Giving rewards
GameMessages::SendNotifyRacingClient(
m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"",
player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(), 2, 0,
LWOOBJID_EMPTY, u"",
player->GetObjectID(),
UNASSIGNED_SYSTEM_ADDRESS
);
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::COMPETED_IN_RACE); // Progress task for competing in a race
missionComponent->Progress(eMissionTaskType::RACING, data->smashedTimes, (LWOOBJID)eRacingTaskParam::SAFE_DRIVER); // Finish a race without being smashed.
@ -406,87 +398,105 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
}
}
} else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") {
Game::logger->Log("RacingControlComponent", "exiting race");
auto* vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
if (vehicle == nullptr) {
return;
}
if (!vehicle) return;
// Exiting race
GameMessages::SendNotifyRacingClient(
m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
m_Parent->GetObjectID(), 3, 0,
LWOOBJID_EMPTY, u"",
player->GetObjectID(),
UNASSIGNED_SYSTEM_ADDRESS
);
auto* playerInstance = dynamic_cast<Player*>(player);
playerInstance->SendToZone(m_MainWorld);
vehicle->Kill();
}
}
void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream,
bool bIsInitialUpdate,
unsigned int& flags) {
void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
// BEGIN Scripted Activity
outBitStream->Write1();
outBitStream->Write(static_cast<uint32_t>(m_RacingPlayers.size()));
for (const auto& player : m_RacingPlayers) {
outBitStream->Write(player.playerID);
for (int i = 0; i < 10; i++) {
outBitStream->Write(player.data[i]);
}
}
// END Scripted Activity
// BEGIN Base Race Control
outBitStream->Write1(); // Dirty?
outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size()));
outBitStream->Write(m_DirtyLobby || bIsInitialUpdate);
if (m_DirtyLobby || bIsInitialUpdate) {
outBitStream->Write(static_cast<uint16_t>(m_LobbyPlayers.size()));
m_DirtyLobby = false;
}
outBitStream->Write(!m_RacingPlayers.empty());
if (!m_RacingPlayers.empty()) {
outBitStream->Write(m_DirtyLoadPlayer || bIsInitialUpdate);
if (m_DirtyLoadPlayer || bIsInitialUpdate) {
for (const auto& player : m_RacingPlayers) {
outBitStream->Write1(); // Has more date
if (player.playerLoaded) {
outBitStream->Write1(); // Has more data
outBitStream->Write(player.playerID);
outBitStream->Write(player.vehicleID);
outBitStream->Write(player.playerIndex);
outBitStream->Write(player.rank);
outBitStream->Write(player.playerLoaded);
}
}
outBitStream->Write0(); // No more data
m_DirtyLoadPlayer = false;
}
outBitStream->Write(!m_RacingPlayers.empty());
if (!m_RacingPlayers.empty()) {
outBitStream->Write(m_DirtyRank || bIsInitialUpdate);
if (m_DirtyRank || bIsInitialUpdate) {
for (const auto& player : m_RacingPlayers) {
outBitStream->Write1(); // Has more date
outBitStream->Write1(); // Has more data
outBitStream->Write(player.playerID);
outBitStream->Write<uint32_t>(0);
outBitStream->Write(player.rank);
}
outBitStream->Write0(); // No more data
m_DirtyRank = false;
}
outBitStream->Write1(); // Dirty?
// END Base Race Control
// BEGIN Race Control
outBitStream->Write(m_DirtyRaceInfo || bIsInitialUpdate);
if (m_DirtyRaceInfo || bIsInitialUpdate) {
outBitStream->Write(m_RemainingLaps);
if (m_DirtyPathName){
outBitStream->Write(static_cast<uint16_t>(m_PathName.size()));
for (const auto character : m_PathName) {
outBitStream->Write(character);
}
m_DirtyPathName = false;
} else {
// once we set the path, we don't need to send it every time unless it changes
outBitStream->Write<uint16_t>(0);
}
m_DirtyRaceInfo = false;
}
outBitStream->Write1(); // ???
outBitStream->Write1(); // ???
outBitStream->Write(m_LeadingPlayer);
outBitStream->Write(m_RaceBestLap);
outBitStream->Write(m_RaceBestTime);
outBitStream->Write(m_DirtyEndOfRaceInfo || bIsInitialUpdate);
if (m_DirtyEndOfRaceInfo || bIsInitialUpdate){
for (const auto& player : m_RacingPlayers) {
if (player.finished > 0) {
outBitStream->Write1(); // Has more data
outBitStream->Write(player.playerID);
outBitStream->Write(player.bestLapTime);
outBitStream->Write(player.raceTime);
}
}
outBitStream->Write0(); // No more data
m_DirtyEndOfRaceInfo = false;
}
// END Race Control
}
RacingPlayerInfo* RacingControlComponent::GetPlayerData(LWOOBJID playerID) {
@ -506,71 +516,46 @@ void RacingControlComponent::Update(float deltaTime) {
if (!m_Loaded) {
// 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]);
if (playerEntity == nullptr) {
auto* playerEntity = EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]);
if (!playerEntity) {
--m_LoadedPlayers;
m_LobbyPlayers.erase(m_LobbyPlayers.begin() + i);
m_DirtyLoadPlayer = true;
return;
}
}
if (m_LoadedPlayers >= 2 || (m_LoadedPlayers == 1 && m_SoloRacing)) {
m_LoadTimer += deltaTime;
} else {
m_EmptyTimer += deltaTime;
}
if (m_LoadedPlayers >= 2 || (m_LoadedPlayers == 1 && m_SoloRacing)) m_LoadTimer += deltaTime;
else m_EmptyTimer += deltaTime;
// If a player happens to be left alone for more then 30 seconds without
// anyone else loading in, send them back to the main world
if (m_EmptyTimer >= 30) {
for (const auto player : m_LobbyPlayers) {
auto* playerEntity =
EntityManager::Instance()->GetEntity(player);
if (playerEntity == nullptr) {
continue;
}
auto* playerEntity = EntityManager::Instance()->GetEntity(player);
if (playerEntity) continue;
auto* playerInstance = dynamic_cast<Player*>(playerEntity);
playerInstance->SendToZone(m_MainWorld);
}
m_LobbyPlayers.clear();
}
// From the first 2 players loading in the rest have a max of 15 seconds
// to load in, can raise this if it's too low
if (m_LoadTimer >= 15) {
Game::logger->Log("RacingControlComponent",
"Loading all players...");
Game::logger->Log("RacingControlComponent", "Loading all players...");
for (size_t positionNumber = 0; positionNumber < m_LobbyPlayers.size(); positionNumber++) {
Game::logger->Log("RacingControlComponent",
"Loading player now!");
Game::logger->Log("RacingControlComponent", "Loading player now!");
auto* player =
EntityManager::Instance()->GetEntity(m_LobbyPlayers[positionNumber]);
if (player == nullptr) {
return;
}
Game::logger->Log("RacingControlComponent",
"Loading player now NOW!");
auto* player = EntityManager::Instance()->GetEntity(m_LobbyPlayers[positionNumber]);
if (!player) return;
Game::logger->Log("RacingControlComponent", "Loading player now NOW!");
LoadPlayerVehicle(player, positionNumber + 1, true);
m_Loaded = true;
}
m_Loaded = true;
}
return;
}
@ -578,14 +563,11 @@ 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(
m_RacingPlayers[i].playerID);
auto* playerEntity = EntityManager::Instance()->GetEntity(m_RacingPlayers[i].playerID);
if (playerEntity == nullptr) {
if (!playerEntity) {
m_RacingPlayers.erase(m_RacingPlayers.begin() + i);
--m_LoadedPlayers;
return;
}
}
@ -593,29 +575,18 @@ void RacingControlComponent::Update(float deltaTime) {
// If less then 2 players are left, send the rest back to the main world
if (m_LoadedPlayers < 2 && !(m_LoadedPlayers == 1 && m_SoloRacing)) {
for (const auto player : m_LobbyPlayers) {
auto* playerEntity =
EntityManager::Instance()->GetEntity(player);
if (playerEntity == nullptr) {
continue;
}
auto* playerEntity = EntityManager::Instance()->GetEntity(player);
if (!playerEntity) continue;
auto* playerInstance = dynamic_cast<Player*>(playerEntity);
playerInstance->SendToZone(m_MainWorld);
}
return;
}
// Check if all players have send a ready message
int32_t readyPlayers = 0;
for (const auto& player : m_RacingPlayers) {
if (player.playerLoaded) {
++readyPlayers;
}
if (player.playerLoaded) ++readyPlayers;
}
if (readyPlayers >= m_LoadedPlayers) {
@ -623,67 +594,43 @@ void RacingControlComponent::Update(float deltaTime) {
if (m_StartTimer == 0) {
GameMessages::SendNotifyRacingClient(
m_Parent->GetObjectID(), 1, 0, LWOOBJID_EMPTY, u"",
LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS
);
for (const auto& player : m_RacingPlayers) {
auto* vehicle =
EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
if (vehicle != nullptr && playerEntity != nullptr) {
auto* vehicle = EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity = EntityManager::Instance()->GetEntity(player.playerID);
if (vehicle && playerEntity) {
GameMessages::SendTeleport(
player.playerID, player.respawnPosition,
player.respawnRotation,
playerEntity->GetSystemAddress(), true, true);
playerEntity->GetSystemAddress(), true, true
);
vehicle->SetPosition(player.respawnPosition);
vehicle->SetRotation(player.respawnRotation);
auto* destroyableComponent =
vehicle->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetImagination(0);
}
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
if (destroyableComponent)destroyableComponent->SetImagination(0);
EntityManager::Instance()->SerializeEntity(vehicle);
EntityManager::Instance()->SerializeEntity(
playerEntity);
EntityManager::Instance()->SerializeEntity(playerEntity);
}
}
// Spawn imagination pickups
auto* minSpawner = dZoneManager::Instance()->GetSpawnersByName(
"ImaginationSpawn_Min")[0];
auto* medSpawner = dZoneManager::Instance()->GetSpawnersByName(
"ImaginationSpawn_Med")[0];
auto* maxSpawner = dZoneManager::Instance()->GetSpawnersByName(
"ImaginationSpawn_Max")[0];
auto* minSpawner = dZoneManager::Instance()->GetSpawnersByName("ImaginationSpawn_Min")[0];
auto* medSpawner = dZoneManager::Instance()->GetSpawnersByName("ImaginationSpawn_Med")[0];
auto* maxSpawner = dZoneManager::Instance()->GetSpawnersByName("ImaginationSpawn_Max")[0];
minSpawner->Activate();
if (m_LoadedPlayers > 2) {
medSpawner->Activate();
}
if (m_LoadedPlayers > 4) {
maxSpawner->Activate();
}
if (m_LoadedPlayers > 2) medSpawner->Activate();
if (m_LoadedPlayers > 4) maxSpawner->Activate();
// Reset players to their start location, without smashing them
for (auto& player : m_RacingPlayers) {
auto* vehicleEntity =
EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
if (vehicleEntity == nullptr || playerEntity == nullptr) {
continue;
}
auto* vehicleEntity = EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity = EntityManager::Instance()->GetEntity(player.playerID);
if (!vehicleEntity || !playerEntity) continue;
player.noSmashOnReload = true;
OnRequestDie(playerEntity);
}
}
@ -692,64 +639,45 @@ void RacingControlComponent::Update(float deltaTime) {
else if (m_StartTimer >= 6) {
// Activate the players movement
for (auto& player : m_RacingPlayers) {
auto* vehicleEntity =
EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
if (vehicleEntity == nullptr || playerEntity == nullptr) {
continue;
}
GameMessages::SendVehicleUnlockInput(
player.vehicleID, false, UNASSIGNED_SYSTEM_ADDRESS);
auto* vehicleEntity = EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity = EntityManager::Instance()->GetEntity(player.playerID);
if (!vehicleEntity || !playerEntity) continue;
GameMessages::SendVehicleUnlockInput(player.vehicleID, false, UNASSIGNED_SYSTEM_ADDRESS);
}
// Start the race
GameMessages::SendActivityStart(m_Parent->GetObjectID(),
UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendActivityStart(m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
m_Started = true;
Game::logger->Log("RacingControlComponent", "Starting race");
EntityManager::Instance()->SerializeEntity(m_Parent);
m_StartTime = std::time(nullptr);
}
m_StartTimer += deltaTime;
} else {
m_StartTimer = 0;
}
} else m_StartTimer = 0;
return;
}
// Race routines
auto* path = dZoneManager::Instance()->GetZone()->GetPath(
GeneralUtils::UTF16ToWTF8(m_PathName));
auto* path = dZoneManager::Instance()->GetZone()->GetPath(GeneralUtils::UTF16ToWTF8(m_PathName));
for (auto& player : m_RacingPlayers) {
auto* vehicle = EntityManager::Instance()->GetEntity(player.vehicleID);
auto* playerEntity =
EntityManager::Instance()->GetEntity(player.playerID);
if (vehicle == nullptr || playerEntity == nullptr) {
continue;
}
auto* playerEntity = EntityManager::Instance()->GetEntity(player.playerID);
if (!vehicle || !playerEntity) continue;
const auto vehiclePosition = vehicle->GetPosition();
// If the player is this far below the map, safe to assume they should
// be smashed by death plane
if (vehiclePosition.y < -500) {
GameMessages::SendDie(vehicle, m_Parent->GetObjectID(),
LWOOBJID_EMPTY, true, eKillType::VIOLENT, u"", 0, 0, 0,
true, false, 0);
GameMessages::SendDie(
vehicle, m_Parent->GetObjectID(),
LWOOBJID_EMPTY, true, eKillType::VIOLENT,
u"", 0, 0, 0, true, false, 0
);
OnRequestDie(playerEntity);
continue;
}
@ -757,13 +685,10 @@ void RacingControlComponent::Update(float deltaTime) {
// new checkpoint
uint32_t respawnIndex = 0;
for (const auto& waypoint : path->pathWaypoints) {
if (player.lap == 3) {
break;
}
if (player.lap == 3) break;
if (player.respawnIndex == respawnIndex) {
++respawnIndex;
continue;
}
@ -772,23 +697,19 @@ void RacingControlComponent::Update(float deltaTime) {
if (std::abs((int)respawnIndex - (int)player.respawnIndex) > 10 &&
player.respawnIndex != path->pathWaypoints.size() - 1) {
++respawnIndex;
continue;
}
if (Vector3::DistanceSquared(position, vehiclePosition) > 50 * 50) {
++respawnIndex;
continue;
}
// Only go upwards, except if we've lapped
// Not sure how we are supposed to check if they've reach a
// checkpoint, within 50 units seems safe
if (!(respawnIndex > player.respawnIndex ||
player.respawnIndex == path->pathWaypoints.size() - 1)) {
if (!(respawnIndex > player.respawnIndex || player.respawnIndex == path->pathWaypoints.size() - 1)) {
++respawnIndex;
continue;
}
@ -801,28 +722,17 @@ void RacingControlComponent::Update(float deltaTime) {
// Reached the start point, lapped
if (respawnIndex == 0) {
time_t lapTime = std::time(nullptr) - (player.lap == 0 ? m_StartTime : player.lapTime);
// Cheating check
if (lapTime < 40) {
continue;
}
if (lapTime < 40) continue;
player.lap++;
player.lapTime = std::time(nullptr);
if (player.bestLapTime == 0 || player.bestLapTime > lapTime) {
player.bestLapTime = lapTime;
Game::logger->Log("RacingControlComponent",
"Best lap time (%llu)", lapTime);
Game::logger->Log("RacingControlComponent", "Best lap time (%llu)", lapTime);
}
auto* missionComponent =
playerEntity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
auto* missionComponent = playerEntity->GetComponent<MissionComponent>();
if (missionComponent) {
// Progress lap time tasks
missionComponent->Progress(eMissionTaskType::RACING, (lapTime) * 1000, (LWOOBJID)eRacingTaskParam::LAP_TIME);
@ -830,36 +740,20 @@ void RacingControlComponent::Update(float deltaTime) {
m_Finished++;
player.finished = m_Finished;
const auto raceTime =
(std::time(nullptr) - m_StartTime);
player.raceTime = raceTime;
Game::logger->Log("RacingControlComponent",
"Completed time %llu, %llu",
raceTime, raceTime * 1000);
// Entire race time
const auto raceTime = (std::time(nullptr) - m_StartTime);
player.raceTime = raceTime;
Game::logger->Log("RacingControlComponent", "Completed time %llu, %llu", raceTime, raceTime * 1000);
missionComponent->Progress(eMissionTaskType::RACING, (raceTime) * 1000, (LWOOBJID)eRacingTaskParam::TOTAL_TRACK_TIME);
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackRaceCompleted(m_Finished == 1);
}
// TODO: Figure out how to update the GUI leaderboard.
if (characterComponent) characterComponent->TrackRaceCompleted(m_Finished == 1);
m_DirtyEndOfRaceInfo = true;
}
}
Game::logger->Log("RacingControlComponent",
"Lapped (%i) in (%llu)", player.lap,
lapTime);
Game::logger->Log("RacingControlComponent", "Lapped (%i) in (%llu)", player.lap, lapTime);
}
Game::logger->Log("RacingControlComponent",
"Reached point (%i)/(%i)", player.respawnIndex,
path->pathWaypoints.size());
Game::logger->Log("RacingControlComponent", "Reached point (%i)/(%i)", player.respawnIndex, path->pathWaypoints.size());
break;
}
}
@ -873,19 +767,12 @@ std::string RacingControlComponent::FormatTimeString(time_t time) {
std::string minText;
std::string secText;
if (min <= 0) {
minText = "0";
} else {
minText = std::to_string(min);
}
if (min <= 0) minText = "0";
else minText = std::to_string(min);
if (sec <= 0) {
secText = "00";
} else if (sec <= 9) {
secText = "0" + std::to_string(sec);
} else {
secText = std::to_string(sec);
}
if (sec <= 0) secText = "00";
else if (sec <= 9) secText = "0" + std::to_string(sec);
else secText = std::to_string(sec);
return minText + ":" + secText + ".00";
}

View File

@ -25,9 +25,9 @@ struct RacingPlayerInfo {
LWOOBJID vehicleID;
/**
* The index of this player in the list of players
* The rank of a player
*/
uint32_t playerIndex;
uint32_t rank;
/**
* Whether the player has finished loading or not
@ -246,4 +246,11 @@ private:
float m_EmptyTimer;
bool m_SoloRacing;
bool m_DirtyEndOfRaceInfo;
bool m_DirtyRaceInfo;
bool m_DirtyPathName;
bool m_DirtyRank;
bool m_DirtyLoadPlayer;
bool m_DirtyLobby;
};