mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 06:27:24 +00:00
WIP
This commit is contained in:
parent
7aad6e4bc2
commit
17aab41a9e
@ -33,7 +33,9 @@
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RacingControlComponent::RacingControlComponent(Entity* parent)
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: Component(parent) {
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m_PathName = u"MainPath";
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m_DirtyPathName = true;
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m_RemainingLaps = 3;
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m_DirtyRaceInfo = true;
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m_LeadingPlayer = LWOOBJID_EMPTY;
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m_RaceBestTime = 0;
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m_RaceBestLap = 0;
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@ -77,36 +79,27 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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m_LoadedPlayers);
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m_LobbyPlayers.push_back(objectID);
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m_DirtyLoadPlayer = true;
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}
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void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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uint32_t positionNumber, bool initialLoad) {
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void RacingControlComponent::LoadPlayerVehicle(Entity* player, uint32_t positionNumber, bool initialLoad) {
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// Load the player's vehicle.
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if (player == nullptr) {
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return;
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}
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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if (!player) return;
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// Find the player's vehicle.
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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auto* item = inventoryComponent->FindItemByLot(8092);
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if (item == nullptr) {
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if (!item) {
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Game::logger->Log("RacingControlComponent", "Failed to find item");
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return;
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}
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// Calculate the vehicle's starting position.
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auto* path = dZoneManager::Instance()->GetZone()->GetPath(
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto* path = dZoneManager::Instance()->GetZone()->GetPath(GeneralUtils::UTF16ToWTF8(m_PathName));
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auto spawnPointEntities = EntityManager::Instance()->GetEntitiesByLOT(4843);
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auto startPosition = NiPoint3::ZERO;
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@ -123,9 +116,13 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Make sure the player is at the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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GameMessages::SendTeleport(
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player->GetObjectID(),
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startPosition,
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startRotation,
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player->GetSystemAddress(),
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true, true
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);
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// Spawn the vehicle entity.
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@ -135,32 +132,26 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity =
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EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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// Make the vehicle a child of the racing controller.
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m_Parent->AddChild(carEntity);
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auto* destroyableComponent =
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carEntity->GetComponent<DestroyableComponent>();
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auto* destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
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if (destroyableComponent != nullptr) {
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if (destroyableComponent) {
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destroyableComponent->SetMaxImagination(60);
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destroyableComponent->SetImagination(0);
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}
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// Setup the vehicle as being possessed by the player.
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auto* possessableComponent =
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carEntity->GetComponent<PossessableComponent>();
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auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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possessableComponent->SetPossessor(player->GetObjectID());
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}
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if (possessableComponent) possessableComponent->SetPossessor(player->GetObjectID());
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// Load the vehicle's assemblyPartLOTs for display.
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auto* moduleAssemblyComponent =
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carEntity->GetComponent<ModuleAssemblyComponent>();
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auto* moduleAssemblyComponent = carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent) {
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moduleAssemblyComponent->SetSubKey(item->GetSubKey());
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@ -177,7 +168,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Setup the player as possessing the vehicle.
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auto* possessorComponent = player->GetComponent<PossessorComponent>();
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if (possessorComponent != nullptr) {
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if (possessorComponent) {
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possessorComponent->SetPossessable(carEntity->GetObjectID());
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possessorComponent->SetPossessableType(ePossessionType::ATTACHED_VISIBLE); // for racing it's always Attached_Visible
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}
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@ -185,24 +176,19 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Set the player's current activity as racing.
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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}
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if (characterComponent) characterComponent->SetIsRacing(true);
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// Init the player's racing entry.
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if (initialLoad) {
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m_RacingPlayers.push_back(
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{ player->GetObjectID(),
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{
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player->GetObjectID(),
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carEntity->GetObjectID(),
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static_cast<uint32_t>(m_RacingPlayers.size()),
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false,
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{},
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startPosition,
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startRotation,
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0,
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0,
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0,
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0 });
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false, {}, startPosition, startRotation, 0, 0, 0, 0
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}
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);
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m_DirtyLoadPlayer = true;
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}
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// Construct and serialize everything when done.
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@ -212,8 +198,10 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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EntityManager::Instance()->SerializeEntity(m_Parent);
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(), 0, 0,
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player->GetObjectID(), startPosition, 1,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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const auto playerID = player->GetObjectID();
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@ -221,33 +209,39 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// went wrong.
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m_Parent->AddCallbackTimer(1, [this, playerID]() {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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if (!player) return;
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
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});
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m_Parent->GetObjectID(), playerID,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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}
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);
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GameMessages::SendSetJetPackMode(player, false);
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// Set the vehicle's state.
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(),
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GameMessages::SendNotifyVehicleOfRacingObject(
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carEntity->GetObjectID(),
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m_Parent->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS);
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UNASSIGNED_SYSTEM_ADDRESS
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);
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GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false,
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initialLoad,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleSetWheelLockState(
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carEntity->GetObjectID(), false, initialLoad,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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// Make sure everything has the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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GameMessages::SendTeleport(
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player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(),
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true, true
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);
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GameMessages::SendTeleport(
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carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(),
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true, true
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);
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}
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void RacingControlComponent::OnRacingClientReady(Entity* player) {
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@ -257,18 +251,23 @@ void RacingControlComponent::OnRacingClientReady(Entity* player) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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if (racingPlayer.playerLoaded) {
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(),
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racingPlayer.playerID,
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racingPlayer.vehicleID,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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}
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continue;
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}
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racingPlayer.playerLoaded = true;
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(),
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racingPlayer.playerID,
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racingPlayer.vehicleID,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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@ -279,19 +278,20 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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// them.
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for (auto& racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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if (racingPlayer.playerID != player->GetObjectID()) continue;
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auto* vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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auto* vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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if (!vehicle) return;
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if (!racingPlayer.noSmashOnReload) {
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racingPlayer.smashedTimes++;
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GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
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eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
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GameMessages::SendDie(
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vehicle, vehicle->GetObjectID(),
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LWOOBJID_EMPTY, true,
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eKillType::VIOLENT, u"", 0, 0, 90.0f,
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false, true, 0
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);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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uint32_t respawnImagination = 0;
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@ -306,8 +306,10 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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vehicle->AddCallbackTimer(2.0f, [=]() {
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if (!vehicle || !this->m_Parent) return;
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(),
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racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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GameMessages::SendVehicleStopBoost(vehicle, player->GetSystemAddress(), true);
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@ -315,7 +317,8 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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m_Parent->GetObjectID(), racingPlayer.lap,
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racingPlayer.respawnIndex, player->GetObjectID(),
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racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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UNASSIGNED_SYSTEM_ADDRESS
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);
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GameMessages::SendResurrect(vehicle);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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@ -325,50 +328,37 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
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});
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
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}
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if (characterComponent) characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
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} else {
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), racingPlayer.lap,
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racingPlayer.respawnIndex, player->GetObjectID(),
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racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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UNASSIGNED_SYSTEM_ADDRESS
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);
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(),
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racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS
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);
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}
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}
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}
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void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
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// When the player has respawned.
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for (auto& racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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auto* vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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if (racingPlayer.playerID != player->GetObjectID()) continue;
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auto* vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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if (!vehicle) return;
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racingPlayer.noSmashOnReload = false;
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return;
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}
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}
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void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
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const std::string& id) {
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void RacingControlComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
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auto* data = GetPlayerData(player->GetObjectID());
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if (data == nullptr) {
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return;
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}
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if (!data) return;
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if (id == "rewardButton") {
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if (data->collectedRewards) {
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@ -384,13 +374,15 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(), 2, 0,
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LWOOBJID_EMPTY, u"",
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player->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS
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);
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) return;
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if (!missionComponent) return;
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missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::COMPETED_IN_RACE); // Progress task for competing in a race
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missionComponent->Progress(eMissionTaskType::RACING, data->smashedTimes, (LWOOBJID)eRacingTaskParam::SAFE_DRIVER); // Finish a race without being smashed.
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@ -406,87 +398,105 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
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}
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}
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} else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") {
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Game::logger->Log("RacingControlComponent", "exiting race");
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auto* vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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if (!vehicle) return;
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// Exiting race
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->GetObjectID(), 3, 0,
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LWOOBJID_EMPTY, u"",
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player->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS
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);
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auto* playerInstance = dynamic_cast<Player*>(player);
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playerInstance->SendToZone(m_MainWorld);
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vehicle->Kill();
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}
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}
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void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream,
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bool bIsInitialUpdate,
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unsigned int& flags) {
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void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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// BEGIN Scripted Activity
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outBitStream->Write1();
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outBitStream->Write(static_cast<uint32_t>(m_RacingPlayers.size()));
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write(player.playerID);
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for (int i = 0; i < 10; i++) {
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outBitStream->Write(player.data[i]);
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}
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}
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// END Scripted Activity
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// BEGIN Base Race Control
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outBitStream->Write1(); // Dirty?
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outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size()));
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outBitStream->Write(m_DirtyLobby || bIsInitialUpdate);
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if (m_DirtyLobby || bIsInitialUpdate) {
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outBitStream->Write(static_cast<uint16_t>(m_LobbyPlayers.size()));
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m_DirtyLobby = false;
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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outBitStream->Write(m_DirtyLoadPlayer || bIsInitialUpdate);
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if (m_DirtyLoadPlayer || bIsInitialUpdate) {
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more date
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if (player.playerLoaded) {
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outBitStream->Write1(); // Has more data
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.vehicleID);
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outBitStream->Write(player.playerIndex);
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outBitStream->Write(player.rank);
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outBitStream->Write(player.playerLoaded);
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}
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}
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outBitStream->Write0(); // No more data
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m_DirtyLoadPlayer = false;
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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outBitStream->Write(m_DirtyRank || bIsInitialUpdate);
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if (m_DirtyRank || bIsInitialUpdate) {
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more date
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outBitStream->Write1(); // Has more data
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outBitStream->Write(player.playerID);
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outBitStream->Write<uint32_t>(0);
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outBitStream->Write(player.rank);
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}
|
||||
|
||||
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";
|
||||
}
|
||||
|
@ -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;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user