mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 22:43:34 +00:00
feat: Dragonmaw (#1562)
* rigid as heck * abstract physics creation to separate function * loading Update FvRacePillarDServer.cpp consolidate abcd pillar logic modularization Update SimplePhysicsComponent.cpp Update EntityManager.cpp Update MovingPlatformComponent.cpp still need another pass * geiser works * columns working finally * consolidate logic * constiness * Update PhantomPhysicsComponent.cpp * Update PhysicsComponent.cpp * revert testing code * add versions info --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
This commit is contained in:
parent
07cb19cc30
commit
2ca61c3e57
@ -1,6 +1,6 @@
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PROJECT_VERSION_MAJOR=1
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PROJECT_VERSION_MINOR=1
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PROJECT_VERSION_PATCH=1
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PROJECT_VERSION_MINOR=2
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PROJECT_VERSION_PATCH=0
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# Debugging
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# Set DYNAMIC to 1 to enable the -rdynamic flag for the linker, yielding some symbols in crashlogs.
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@ -1840,6 +1840,12 @@ const NiPoint3& Entity::GetPosition() const {
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return vehicel->GetPosition();
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}
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auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
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if (rigidBodyPhantomPhysicsComponent != nullptr) {
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return rigidBodyPhantomPhysicsComponent->GetPosition();
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}
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return NiPoint3Constant::ZERO;
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}
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@ -1868,6 +1874,12 @@ const NiQuaternion& Entity::GetRotation() const {
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return vehicel->GetRotation();
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}
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auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
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if (rigidBodyPhantomPhysicsComponent != nullptr) {
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return rigidBodyPhantomPhysicsComponent->GetRotation();
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}
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return NiQuaternionConstant::IDENTITY;
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}
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@ -1896,6 +1908,12 @@ void Entity::SetPosition(const NiPoint3& position) {
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vehicel->SetPosition(position);
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}
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auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
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if (rigidBodyPhantomPhysicsComponent != nullptr) {
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rigidBodyPhantomPhysicsComponent->SetPosition(position);
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}
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Game::entityManager->SerializeEntity(this);
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}
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@ -1924,6 +1942,12 @@ void Entity::SetRotation(const NiQuaternion& rotation) {
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vehicel->SetRotation(rotation);
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}
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auto* rigidBodyPhantomPhysicsComponent = GetComponent<RigidbodyPhantomPhysicsComponent>();
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if (rigidBodyPhantomPhysicsComponent != nullptr) {
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rigidBodyPhantomPhysicsComponent->SetRotation(rotation);
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}
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Game::entityManager->SerializeEntity(this);
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}
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@ -47,7 +47,7 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
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m_Direction = NiPoint3(); // * m_DirectionalMultiplier
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if (m_Parent->GetVar<bool>(u"create_physics")) {
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CreatePhysics();
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m_dpEntity = CreatePhysicsLnv(m_Scale, ComponentType);
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}
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if (m_Parent->GetVar<bool>(u"respawnVol")) {
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@ -89,105 +89,9 @@ PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent) : PhysicsCompon
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m_RespawnRot = m_Rotation;
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}
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/*
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for (LDFBaseData* data : settings) {
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if (data) {
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if (data->GetKey() == u"create_physics") {
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if (bool(std::stoi(data->GetValueAsString()))) {
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CreatePhysics(settings);
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}
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}
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if (data->GetKey() == u"respawnVol") {
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if (bool(std::stoi(data->GetValueAsString()))) {
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m_IsRespawnVolume = true;
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}
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}
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if (m_IsRespawnVolume) {
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if (data->GetKey() == u"rspPos") {
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//Joy, we get to split strings!
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std::stringstream test(data->GetValueAsString());
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std::string segment;
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std::vector<std::string> seglist;
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while (std::getline(test, segment, '\x1f')) {
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seglist.push_back(segment);
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}
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m_RespawnPos = NiPoint3(std::stof(seglist[0]), std::stof(seglist[1]), std::stof(seglist[2]));
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}
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if (data->GetKey() == u"rspRot") {
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//Joy, we get to split strings!
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std::stringstream test(data->GetValueAsString());
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std::string segment;
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std::vector<std::string> seglist;
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while (std::getline(test, segment, '\x1f')) {
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seglist.push_back(segment);
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}
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m_RespawnRot = NiQuaternion(std::stof(seglist[0]), std::stof(seglist[1]), std::stof(seglist[2]), std::stof(seglist[3]));
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}
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}
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if (m_Parent->GetLOT() == 4945) // HF - RespawnPoints
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{
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m_IsRespawnVolume = true;
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m_RespawnPos = m_Position;
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m_RespawnRot = m_Rotation;
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}
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}
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}
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*/
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if (!m_HasCreatedPhysics) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::PHANTOM_PHYSICS);
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CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physComp == nullptr) return;
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auto* info = physComp->GetByID(componentID);
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if (info == nullptr || info->physicsAsset == "" || info->physicsAsset == "NO_PHYSICS") return;
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//temp test
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if (info->physicsAsset == "miscellaneous\\misc_phys_10x1x5.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 10.0f, 5.0f, 1.0f);
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} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
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// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);
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// Move this down by 13.521004 units so it is still effectively at the same height as before
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m_Position = m_Position - NiPoint3Constant::UNIT_Y * 13.521004f;
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} else if (info->physicsAsset == "env\\trigger_wall_tall.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 10.0f, 25.0f, 1.0f);
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} else if (info->physicsAsset == "env\\env_gen_placeholderphysics.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 20.0f, 20.0f, 20.0f);
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} else if (info->physicsAsset == "env\\POI_trigger_wall.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 1.0f, 12.5f, 20.0f); // Not sure what the real size is
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\env_ng_gen_gate_chamber_puzzle_ceiling_tile_falling_phantom.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 18.0f, 5.0f, 15.0f);
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m_Position += m_Rotation.GetForwardVector() * 7.5f;
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\ng_flamejet_brick_phantom.HKX") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 1.0f, 1.0f, 12.0f);
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m_Position += m_Rotation.GetForwardVector() * 6.0f;
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} else if (info->physicsAsset == "env\\Ring_Trigger.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 6.0f, 6.0f, 6.0f);
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} else if (info->physicsAsset == "env\\vfx_propertyImaginationBall.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 4.5f);
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
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m_Position.y -= (111.467964f * m_Scale) / 2;
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} else {
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// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
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//add fallback cube:
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
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}
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if (!m_dpEntity) {
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m_dpEntity = CreatePhysicsEntity(ComponentType);
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if (!m_dpEntity) return;
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m_dpEntity->SetScale(m_Scale);
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m_dpEntity->SetRotation(m_Rotation);
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m_dpEntity->SetPosition(m_Position);
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@ -201,69 +105,6 @@ PhantomPhysicsComponent::~PhantomPhysicsComponent() {
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}
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}
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void PhantomPhysicsComponent::CreatePhysics() {
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unsigned char alpha;
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unsigned char red;
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unsigned char green;
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unsigned char blue;
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int type = -1;
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float width = 0.0f; //aka "radius"
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float height = 0.0f;
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if (m_Parent->HasVar(u"primitiveModelType")) {
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type = m_Parent->GetVar<int32_t>(u"primitiveModelType");
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x = m_Parent->GetVar<float>(u"primitiveModelValueX");
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y = m_Parent->GetVar<float>(u"primitiveModelValueY");
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z = m_Parent->GetVar<float>(u"primitiveModelValueZ");
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} else {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::PHANTOM_PHYSICS);
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CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physComp == nullptr) return;
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auto info = physComp->GetByID(componentID);
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if (info == nullptr) return;
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type = info->pcShapeType;
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width = info->playerRadius;
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height = info->playerHeight;
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}
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switch (type) {
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case 1: { //Make a new box shape
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NiPoint3 boxSize(x, y, z);
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if (x == 0.0f) {
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//LU has some weird values, so I think it's best to scale them down a bit
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if (height < 0.5f) height = 2.0f;
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if (width < 0.5f) width = 2.0f;
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//Scale them:
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width = width * m_Scale;
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height = height * m_Scale;
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boxSize = NiPoint3(width, height, width);
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}
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m_dpEntity = new dpEntity(m_Parent->GetObjectID(), boxSize);
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break;
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}
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}
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if (!m_dpEntity) return;
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m_dpEntity->SetPosition({ m_Position.x, m_Position.y - (height / 2), m_Position.z });
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dpWorld::AddEntity(m_dpEntity);
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m_HasCreatedPhysics = true;
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}
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void PhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
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@ -308,8 +149,9 @@ void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effec
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controllablePhysicsComponent->SetGravityScale(effectScale);
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GameMessages::SendSetGravityScale(target, effectScale, targetEntity->GetSystemAddress());
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}
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break;
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}
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// The other types are not handled by the server
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case ePhysicsEffectType::ATTRACT:
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case ePhysicsEffectType::FRICTION:
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case ePhysicsEffectType::PUSH:
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@ -317,6 +159,7 @@ void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effec
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default:
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break;
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}
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// The other types are not handled by the server and are here to handle all cases of the enum.
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}
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void PhantomPhysicsComponent::Update(float deltaTime) {
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@ -356,24 +199,12 @@ void PhantomPhysicsComponent::SetDirection(const NiPoint3& pos) {
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m_IsDirectional = true;
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}
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void PhantomPhysicsComponent::SpawnVertices() {
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if (!m_dpEntity) return;
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LOG("%llu", m_Parent->GetObjectID());
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auto box = static_cast<dpShapeBox*>(m_dpEntity->GetShape());
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for (auto vert : box->GetVertices()) {
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LOG("%f, %f, %f", vert.x, vert.y, vert.z);
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EntityInfo info;
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info.lot = 33;
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info.pos = vert;
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info.spawner = nullptr;
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info.spawnerID = m_Parent->GetObjectID();
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info.spawnerNodeID = 0;
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Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
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Game::entityManager->ConstructEntity(newEntity);
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void PhantomPhysicsComponent::SpawnVertices() const {
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if (!m_dpEntity) {
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LOG("No dpEntity to spawn vertices for %llu:%i", m_Parent->GetObjectID(), m_Parent->GetLOT());
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return;
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}
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PhysicsComponent::SpawnVertices(m_dpEntity);
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}
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void PhantomPhysicsComponent::SetDirectionalMultiplier(float mul) {
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@ -18,6 +18,7 @@ class LDFBaseData;
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class Entity;
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class dpEntity;
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enum class ePhysicsEffectType : uint32_t ;
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enum class eReplicaComponentType : uint32_t;
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/**
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* Allows the creation of phantom physics for an entity: a physics object that is generally invisible but can be
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@ -34,11 +35,6 @@ public:
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Creates the physics shape for this entity based on LDF data
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*/
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void CreatePhysics();
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/**
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* Sets the direction this physics object is pointed at
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* @param pos the direction to set
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@ -109,7 +105,7 @@ public:
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/**
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* Spawns an object at each of the vertices for debugging purposes
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*/
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void SpawnVertices();
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void SpawnVertices() const;
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/**
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* Legacy stuff no clue what this does
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@ -166,11 +162,6 @@ private:
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*/
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dpEntity* m_dpEntity;
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/**
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* Whether or not the physics object has been created yet
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*/
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bool m_HasCreatedPhysics = false;
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/**
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* Whether or not this physics object represents an object that updates the respawn pos of an entity that crosses it
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*/
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@ -1,5 +1,19 @@
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "dpEntity.h"
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#include "dpWorld.h"
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#include "dpShapeBox.h"
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#include "dpShapeSphere.h"
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#include "EntityInfo.h"
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PhysicsComponent::PhysicsComponent(Entity* parent) : Component(parent) {
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m_Position = NiPoint3Constant::ZERO;
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m_Rotation = NiQuaternionConstant::IDENTITY;
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@ -19,3 +33,190 @@ void PhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitia
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if (!bIsInitialUpdate) m_DirtyPosition = false;
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}
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}
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dpEntity* PhysicsComponent::CreatePhysicsEntity(eReplicaComponentType type) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
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CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
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if (physComp == nullptr) return nullptr;
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auto* info = physComp->GetByID(componentID);
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if (info == nullptr || info->physicsAsset == "" || info->physicsAsset == "NO_PHYSICS") return nullptr;
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dpEntity* toReturn;
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if (info->physicsAsset == "miscellaneous\\misc_phys_10x1x5.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 5.0f, 1.0f);
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} else if (info->physicsAsset == "miscellaneous\\misc_phys_640x640.hkx") {
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// TODO Fix physics simulation to do simulation at high velocities due to bullet through paper problem...
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1638.4f, 13.521004f * 2.0f, 1638.4f);
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// Move this down by 13.521004 units so it is still effectively at the same height as before
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m_Position = m_Position - NiPoint3Constant::UNIT_Y * 13.521004f;
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} else if (info->physicsAsset == "env\\trigger_wall_tall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 10.0f, 25.0f, 1.0f);
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} else if (info->physicsAsset == "env\\env_gen_placeholderphysics.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 20.0f, 20.0f, 20.0f);
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} else if (info->physicsAsset == "env\\POI_trigger_wall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 12.5f, 20.0f); // Not sure what the real size is
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\env_ng_gen_gate_chamber_puzzle_ceiling_tile_falling_phantom.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 18.0f, 5.0f, 15.0f);
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m_Position += m_Rotation.GetForwardVector() * 7.5f;
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} else if (info->physicsAsset == "env\\NG_NinjaGo\\ng_flamejet_brick_phantom.HKX") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 1.0f, 1.0f, 12.0f);
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m_Position += m_Rotation.GetForwardVector() * 6.0f;
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} else if (info->physicsAsset == "env\\Ring_Trigger.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 6.0f, 6.0f, 6.0f);
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} else if (info->physicsAsset == "env\\vfx_propertyImaginationBall.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 4.5f);
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} else if (info->physicsAsset == "env\\env_won_fv_gas-blocking-volume.hkx") {
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toReturn = new dpEntity(m_Parent->GetObjectID(), 390.496826f, 111.467964f, 600.821534f, true);
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m_Position.y -= (111.467964f * m_Parent->GetDefaultScale()) / 2;
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} else {
|
||||
// LOG_DEBUG("This one is supposed to have %s", info->physicsAsset.c_str());
|
||||
|
||||
//add fallback cube:
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), 2.0f, 2.0f, 2.0f);
|
||||
}
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
dpEntity* PhysicsComponent::CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const {
|
||||
int pcShapeType = -1;
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
float width = 0.0f; //aka "radius"
|
||||
float height = 0.0f;
|
||||
dpEntity* toReturn = nullptr;
|
||||
|
||||
if (m_Parent->HasVar(u"primitiveModelType")) {
|
||||
pcShapeType = m_Parent->GetVar<int32_t>(u"primitiveModelType");
|
||||
x = m_Parent->GetVar<float>(u"primitiveModelValueX");
|
||||
y = m_Parent->GetVar<float>(u"primitiveModelValueY");
|
||||
z = m_Parent->GetVar<float>(u"primitiveModelValueZ");
|
||||
} else {
|
||||
CDComponentsRegistryTable* compRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
auto componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), type);
|
||||
|
||||
CDPhysicsComponentTable* physComp = CDClientManager::GetTable<CDPhysicsComponentTable>();
|
||||
|
||||
if (physComp == nullptr) return nullptr;
|
||||
|
||||
auto info = physComp->GetByID(componentID);
|
||||
|
||||
if (info == nullptr) return nullptr;
|
||||
|
||||
pcShapeType = info->pcShapeType;
|
||||
width = info->playerRadius;
|
||||
height = info->playerHeight;
|
||||
}
|
||||
|
||||
switch (pcShapeType) {
|
||||
case 0: { // HKX type
|
||||
break;
|
||||
}
|
||||
case 1: { //Make a new box shape
|
||||
NiPoint3 boxSize(x, y, z);
|
||||
if (x == 0.0f) {
|
||||
//LU has some weird values, so I think it's best to scale them down a bit
|
||||
if (height < 0.5f) height = 2.0f;
|
||||
if (width < 0.5f) width = 2.0f;
|
||||
|
||||
//Scale them:
|
||||
width = width * scale;
|
||||
height = height * scale;
|
||||
|
||||
boxSize = NiPoint3(width, height, width);
|
||||
}
|
||||
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), boxSize);
|
||||
|
||||
toReturn->SetPosition({ m_Position.x, m_Position.y - (height / 2), m_Position.z });
|
||||
break;
|
||||
}
|
||||
case 2: { //Make a new cylinder shape
|
||||
break;
|
||||
}
|
||||
case 3: { //Make a new sphere shape
|
||||
auto [x, y, z] = m_Position;
|
||||
toReturn = new dpEntity(m_Parent->GetObjectID(), width);
|
||||
toReturn->SetPosition({ x, y, z });
|
||||
break;
|
||||
}
|
||||
case 4: { //Make a new capsule shape
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (toReturn) dpWorld::AddEntity(toReturn);
|
||||
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
void PhysicsComponent::SpawnVertices(dpEntity* entity) const {
|
||||
if (!entity) return;
|
||||
|
||||
LOG("Spawning vertices for %llu", m_Parent->GetObjectID());
|
||||
EntityInfo info;
|
||||
info.lot = 33;
|
||||
info.spawner = nullptr;
|
||||
info.spawnerID = m_Parent->GetObjectID();
|
||||
info.spawnerNodeID = 0;
|
||||
|
||||
// These don't use overloaded methods as dPhysics does not link with dGame at the moment.
|
||||
auto box = dynamic_cast<dpShapeBox*>(entity->GetShape());
|
||||
if (box) {
|
||||
for (auto vert : box->GetVertices()) {
|
||||
LOG("Vertex at %f, %f, %f", vert.x, vert.y, vert.z);
|
||||
|
||||
info.pos = vert;
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
}
|
||||
}
|
||||
auto sphere = dynamic_cast<dpShapeSphere*>(entity->GetShape());
|
||||
if (sphere) {
|
||||
auto [x, y, z] = entity->GetPosition(); // Use shapes position instead of the parent's position in case it's different
|
||||
float plusX = x + sphere->GetRadius();
|
||||
float minusX = x - sphere->GetRadius();
|
||||
float plusY = y + sphere->GetRadius();
|
||||
float minusY = y - sphere->GetRadius();
|
||||
float plusZ = z + sphere->GetRadius();
|
||||
float minusZ = z - sphere->GetRadius();
|
||||
|
||||
auto radius = sphere->GetRadius();
|
||||
LOG("Radius: %f", radius);
|
||||
LOG("Plus Vertices %f %f %f", plusX, plusY, plusZ);
|
||||
LOG("Minus Vertices %f %f %f", minusX, minusY, minusZ);
|
||||
|
||||
info.pos = NiPoint3{ x, plusY, z };
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ x, minusY, z };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ plusX, y, z };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ minusX, y, z };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ x, y, plusZ };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ x, y, minusZ };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
|
||||
info.pos = NiPoint3{ x, y, z };
|
||||
newEntity = Game::entityManager->CreateEntity(info);
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
}
|
||||
}
|
||||
|
@ -9,6 +9,10 @@ namespace Raknet {
|
||||
class BitStream;
|
||||
};
|
||||
|
||||
enum class eReplicaComponentType : uint32_t;
|
||||
|
||||
class dpEntity;
|
||||
|
||||
class PhysicsComponent : public Component {
|
||||
public:
|
||||
PhysicsComponent(Entity* parent);
|
||||
@ -22,6 +26,12 @@ public:
|
||||
const NiQuaternion& GetRotation() const { return m_Rotation; }
|
||||
virtual void SetRotation(const NiQuaternion& rot) { if (m_Rotation == rot) return; m_Rotation = rot; m_DirtyPosition = true; }
|
||||
protected:
|
||||
dpEntity* CreatePhysicsEntity(eReplicaComponentType type);
|
||||
|
||||
dpEntity* CreatePhysicsLnv(const float scale, const eReplicaComponentType type) const;
|
||||
|
||||
void SpawnVertices(dpEntity* entity) const;
|
||||
|
||||
NiPoint3 m_Position;
|
||||
|
||||
NiQuaternion m_Rotation;
|
||||
|
@ -817,8 +817,10 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
|
||||
// Some offset up to make they don't fall through the terrain on a
|
||||
// respawn, seems to fix itself to the track anyhow
|
||||
player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
|
||||
player.respawnRotation = vehicle->GetRotation();
|
||||
if (waypoint.racing.isResetNode) {
|
||||
player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
|
||||
player.respawnRotation = vehicle->GetRotation();
|
||||
}
|
||||
player.respawnIndex = respawnIndex;
|
||||
|
||||
// Reached the start point, lapped
|
||||
|
@ -1,16 +1,57 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2023
|
||||
*/
|
||||
// Darkflame Universe
|
||||
// Copyright 2024
|
||||
|
||||
#include "RigidbodyPhantomPhysicsComponent.h"
|
||||
#include "Entity.h"
|
||||
|
||||
#include "dpEntity.h"
|
||||
#include "CDComponentsRegistryTable.h"
|
||||
#include "CDPhysicsComponentTable.h"
|
||||
#include "dpWorld.h"
|
||||
#include "dpShapeBox.h"
|
||||
#include "dpShapeSphere.h"
|
||||
#include"EntityInfo.h"
|
||||
|
||||
RigidbodyPhantomPhysicsComponent::RigidbodyPhantomPhysicsComponent(Entity* parent) : PhysicsComponent(parent) {
|
||||
m_Position = m_Parent->GetDefaultPosition();
|
||||
m_Rotation = m_Parent->GetDefaultRotation();
|
||||
m_Scale = m_Parent->GetDefaultScale();
|
||||
|
||||
if (m_Parent->GetVar<bool>(u"create_physics")) {
|
||||
m_dpEntity = CreatePhysicsLnv(m_Scale, ComponentType);
|
||||
if (!m_dpEntity) {
|
||||
m_dpEntity = CreatePhysicsEntity(ComponentType);
|
||||
if (!m_dpEntity) return;
|
||||
m_dpEntity->SetScale(m_Scale);
|
||||
m_dpEntity->SetRotation(m_Rotation);
|
||||
m_dpEntity->SetPosition(m_Position);
|
||||
dpWorld::AddEntity(m_dpEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RigidbodyPhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
|
||||
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
|
||||
}
|
||||
|
||||
void RigidbodyPhantomPhysicsComponent::Update(const float deltaTime) {
|
||||
if (!m_dpEntity) return;
|
||||
|
||||
//Process enter events
|
||||
for (const auto id : m_dpEntity->GetNewObjects()) {
|
||||
m_Parent->OnCollisionPhantom(id);
|
||||
}
|
||||
|
||||
//Process exit events
|
||||
for (const auto id : m_dpEntity->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionLeavePhantom(id);
|
||||
}
|
||||
}
|
||||
|
||||
void RigidbodyPhantomPhysicsComponent::SpawnVertices() const {
|
||||
if (!m_dpEntity) {
|
||||
LOG("No dpEntity to spawn vertices for %llu:%i", m_Parent->GetObjectID(), m_Parent->GetLOT());
|
||||
return;
|
||||
}
|
||||
PhysicsComponent::SpawnVertices(m_dpEntity);
|
||||
}
|
||||
|
@ -1,10 +1,8 @@
|
||||
/*
|
||||
* Darkflame Universe
|
||||
* Copyright 2023
|
||||
*/
|
||||
// Darkflame Universe
|
||||
// Copyright 2024
|
||||
|
||||
#ifndef __RIGIDBODYPHANTOMPHYSICS_H__
|
||||
#define __RIGIDBODYPHANTOMPHYSICS_H__
|
||||
#ifndef RIGIDBODYPHANTOMPHYSICS_H
|
||||
#define RIGIDBODYPHANTOMPHYSICS_H
|
||||
|
||||
#include "BitStream.h"
|
||||
#include "dCommonVars.h"
|
||||
@ -13,6 +11,8 @@
|
||||
#include "PhysicsComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
|
||||
class dpEntity;
|
||||
|
||||
/**
|
||||
* Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
|
||||
* bananas that fall from trees in GF.
|
||||
@ -23,7 +23,15 @@ public:
|
||||
|
||||
RigidbodyPhantomPhysicsComponent(Entity* parent);
|
||||
|
||||
void Update(const float deltaTime) override;
|
||||
|
||||
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
|
||||
|
||||
void SpawnVertices() const;
|
||||
private:
|
||||
float m_Scale{};
|
||||
|
||||
dpEntity* m_dpEntity{};
|
||||
};
|
||||
|
||||
#endif // __RIGIDBODYPHANTOMPHYSICS_H__
|
||||
#endif // RIGIDBODYPHANTOMPHYSICS_H
|
||||
|
@ -369,8 +369,8 @@ void GameMessages::SendPlatformResync(Entity* entity, const SystemAddress& sysAd
|
||||
|
||||
const auto lot = entity->GetLOT();
|
||||
|
||||
if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449) {
|
||||
iDesiredWaypointIndex = 0;
|
||||
if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449 || lot == 11306 || lot == 11308) {
|
||||
iDesiredWaypointIndex = (lot == 11306 || lot == 11308) ? 1 : 0;
|
||||
iIndex = 0;
|
||||
nextIndex = 0;
|
||||
bStopAtDesiredWaypoint = true;
|
||||
|
@ -41,6 +41,7 @@
|
||||
#include "ScriptedActivityComponent.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "TriggerComponent.h"
|
||||
#include "RigidbodyPhantomPhysicsComponent.h"
|
||||
|
||||
// Enums
|
||||
#include "eGameMasterLevel.h"
|
||||
@ -1129,8 +1130,13 @@ namespace DEVGMCommands {
|
||||
void SpawnPhysicsVerts(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
//Go tell physics to spawn all the vertices:
|
||||
auto entities = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::PHANTOM_PHYSICS);
|
||||
for (auto en : entities) {
|
||||
auto phys = static_cast<PhantomPhysicsComponent*>(en->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
|
||||
for (const auto* en : entities) {
|
||||
const auto* phys = static_cast<PhantomPhysicsComponent*>(en->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
|
||||
if (phys)
|
||||
phys->SpawnVertices();
|
||||
}
|
||||
for (const auto* en : Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS)) {
|
||||
const auto* phys = en->GetComponent<RigidbodyPhantomPhysicsComponent>();
|
||||
if (phys)
|
||||
phys->SpawnVertices();
|
||||
}
|
||||
|
@ -1,3 +1,6 @@
|
||||
set(DSCRIPTS_SOURCES_02_SERVER_MAP_FV_RACING
|
||||
"RaceFireballs.cpp"
|
||||
"RaceMaelstromGeiser.cpp"
|
||||
"RaceShipLapColumnsServer.cpp"
|
||||
"FvRacingColumns.cpp"
|
||||
PARENT_SCOPE)
|
||||
|
15
dScripts/02_server/Map/FV/Racing/FvRacingColumns.cpp
Normal file
15
dScripts/02_server/Map/FV/Racing/FvRacingColumns.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#include "FvRacingColumns.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
|
||||
void FvRacingColumns::OnStartup(Entity* self) {
|
||||
auto* movingPlatformComponent = self->GetComponent<MovingPlatformComponent>();
|
||||
if (!movingPlatformComponent) return;
|
||||
|
||||
movingPlatformComponent->StopPathing();
|
||||
movingPlatformComponent->SetSerialized(true);
|
||||
int32_t pathStart = 0;
|
||||
if (self->HasVar(u"attached_path_start")) {
|
||||
pathStart = self->GetVar<uint32_t>(u"attached_path_start");
|
||||
}
|
||||
movingPlatformComponent->WarpToWaypoint(pathStart);
|
||||
}
|
6
dScripts/02_server/Map/FV/Racing/FvRacingColumns.h
Normal file
6
dScripts/02_server/Map/FV/Racing/FvRacingColumns.h
Normal file
@ -0,0 +1,6 @@
|
||||
#include "CppScripts.h"
|
||||
|
||||
class FvRacingColumns : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
};
|
15
dScripts/02_server/Map/FV/Racing/RaceFireballs.cpp
Normal file
15
dScripts/02_server/Map/FV/Racing/RaceFireballs.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#include "RaceFireballs.h"
|
||||
#include "SkillComponent.h"
|
||||
|
||||
void RaceFireballs::OnStartup(Entity* self) {
|
||||
self->AddTimer("fire", GeneralUtils::GenerateRandomNumber<float>(3.0f, 10.0f));
|
||||
}
|
||||
|
||||
void RaceFireballs::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName == "fire") {
|
||||
auto* skillComponent = self->GetComponent<SkillComponent>();
|
||||
if (skillComponent) skillComponent->CastSkill(894);
|
||||
self->AddTimer("fire", GeneralUtils::GenerateRandomNumber<float>(3.0f, 10.0f));
|
||||
|
||||
}
|
||||
}
|
9
dScripts/02_server/Map/FV/Racing/RaceFireballs.h
Normal file
9
dScripts/02_server/Map/FV/Racing/RaceFireballs.h
Normal file
@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class RaceFireballs : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
};
|
@ -0,0 +1,47 @@
|
||||
#include "RaceShipLapColumnsServer.h"
|
||||
|
||||
#include "RacingControlComponent.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
|
||||
void RaceShipLapColumnsServer::OnStartup(Entity* self) {
|
||||
self->SetVar(u"Lap2Complete", false);
|
||||
self->SetVar(u"Lap3Complete", false);
|
||||
}
|
||||
|
||||
void SetMovingToWaypoint(const int32_t waypointIndex, const std::string group) {
|
||||
const auto entities = Game::entityManager->GetEntitiesInGroup(group);
|
||||
if (entities.empty()) return;
|
||||
|
||||
auto* entity = entities[0];
|
||||
entity->SetIsGhostingCandidate(false);
|
||||
|
||||
auto* movingPlatfromComponent = entity->GetComponent<MovingPlatformComponent>();
|
||||
if (!movingPlatfromComponent) return;
|
||||
|
||||
movingPlatfromComponent->SetSerialized(true);
|
||||
movingPlatfromComponent->GotoWaypoint(waypointIndex);
|
||||
Game::entityManager->SerializeEntity(entity);
|
||||
}
|
||||
|
||||
void RaceShipLapColumnsServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (!target) return;
|
||||
|
||||
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
|
||||
if (racingControllers.empty()) return;
|
||||
|
||||
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
|
||||
if (!racingControlComponent) return;
|
||||
|
||||
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
|
||||
if (!player) return;
|
||||
|
||||
if (player->lap == 1 && !self->GetVar<bool>(u"Lap2Complete")) {
|
||||
self->SetVar(u"Lap2Complete", true);
|
||||
SetMovingToWaypoint(1, "Lap2Column");
|
||||
SetMovingToWaypoint(0, "Lap2Ramp");
|
||||
} else if (player->lap == 2 && !self->GetVar<bool>(u"Lap3Complete")) {
|
||||
self->SetVar(u"Lap3Complete", true);
|
||||
SetMovingToWaypoint(1, "Lap3Column");
|
||||
SetMovingToWaypoint(0, "Lap3Ramp");
|
||||
}
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class RaceShipLapColumnsServer : public CppScripts::Script {
|
||||
public:
|
||||
void OnStartup(Entity* self) override;
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
};
|
@ -154,6 +154,11 @@
|
||||
#include "FvBounceOverWall.h"
|
||||
#include "FvFong.h"
|
||||
#include "FvMaelstromGeyser.h"
|
||||
#include "FvRaceDragon.h"
|
||||
#include "FvRacePillarABCServer.h"
|
||||
#include "FvRacePillarDServer.h"
|
||||
#include "RaceFireballs.h"
|
||||
#include "RaceShipLapColumnsServer.h"
|
||||
|
||||
// FB Scripts
|
||||
#include "AgJetEffectServer.h"
|
||||
@ -179,6 +184,7 @@
|
||||
#include "RaceMaelstromGeiser.h"
|
||||
#include "FvRaceSmashEggImagineServer.h"
|
||||
#include "RaceSmashServer.h"
|
||||
#include "FvRacingColumns.h"
|
||||
|
||||
// NT Scripts
|
||||
#include "NtSentinelWalkwayServer.h"
|
||||
@ -622,9 +628,25 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
|
||||
script = new FvBounceOverWall();
|
||||
else if (scriptName == "scripts\\02_server\\Map\\FV\\L_NPC_FONG.lua")
|
||||
script = new FvFong();
|
||||
else if (scriptName == "scripts\\ai\\FV\\L_FV_MAELSTROM_GEYSER.lua") {
|
||||
else if (scriptName == "scripts\\ai\\FV\\L_FV_MAELSTROM_GEYSER.lua")
|
||||
script = new FvMaelstromGeyser();
|
||||
}
|
||||
else if (scriptName == "scripts\\02_server\\Map\\FV\\Racing\\RACE_SHIP_LAP_COLUMNS_SERVER.lua")
|
||||
script = new RaceShipLapColumnsServer();
|
||||
|
||||
// yes we know the lap numbers dont match the file name or anim. thats what they desgined it as.
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_DRAGON_LAP1_SERVER.lua")
|
||||
script = new FvRaceDragon("lap_01", 2);
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_DRAGON_LAP2_SERVER.lua")
|
||||
script = new FvRaceDragon("lap_02", 0);
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_DRAGON_LAP3_SERVER.lua")
|
||||
script = new FvRaceDragon("lap_03", 1);
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_PILLAR_ABC_SERVER.lua")
|
||||
script = new FvRacePillarABCServer();
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_PILLAR_D_SERVER.lua")
|
||||
script = new FvRacePillarDServer();
|
||||
else if (scriptName == "scripts\\02_server\\Map\\FV\\Racing\\RACE_FIREBALLS.lua")
|
||||
script = new RaceFireballs();
|
||||
|
||||
|
||||
//Misc:
|
||||
if (scriptName == "scripts\\02_server\\Map\\General\\L_EXPLODING_ASSET.lua")
|
||||
@ -661,6 +683,8 @@ CppScripts::Script* const CppScripts::GetScript(Entity* parent, const std::strin
|
||||
script = new RaceMaelstromGeiser();
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\FV_RACE_SMASH_EGG_IMAGINE_SERVER.lua")
|
||||
script = new FvRaceSmashEggImagineServer();
|
||||
else if (scriptName == "scripts\\02_server\\Map\\FV\\Racing\\FV_RACING_COLUMNS.lua")
|
||||
script = new FvRacingColumns();
|
||||
else if (scriptName == "scripts\\ai\\RACING\\OBJECTS\\RACE_SMASH_SERVER.lua")
|
||||
script = new RaceSmashServer();
|
||||
|
||||
|
@ -1,6 +1,10 @@
|
||||
set(DSCRIPTS_SOURCES_AI_RACING_OBJECTS
|
||||
"RaceImagineCrateServer.cpp"
|
||||
"RaceImaginePowerup.cpp"
|
||||
"FvRaceDragon.cpp"
|
||||
"FvRacePillarServer.cpp"
|
||||
"FvRacePillarABCServer.cpp"
|
||||
"FvRacePillarDServer.cpp"
|
||||
"FvRaceSmashEggImagineServer.cpp"
|
||||
"RaceSmashServer.cpp"
|
||||
PARENT_SCOPE)
|
||||
|
30
dScripts/ai/RACING/OBJECTS/FvRaceDragon.cpp
Normal file
30
dScripts/ai/RACING/OBJECTS/FvRaceDragon.cpp
Normal file
@ -0,0 +1,30 @@
|
||||
#include "FvRaceDragon.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "RacingControlComponent.h"
|
||||
|
||||
void FvRaceDragon::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (!target) return;
|
||||
|
||||
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
|
||||
if (racingControllers.empty()) return;
|
||||
|
||||
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
|
||||
if (!racingControlComponent) return;
|
||||
|
||||
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
|
||||
if (!player) return;
|
||||
|
||||
if (player->lap != m_Lap) return;
|
||||
|
||||
const auto dragons = Game::entityManager->GetEntitiesInGroup("dragon");
|
||||
for (const auto& dragon : dragons) {
|
||||
if (!dragon || dragon->GetLOT() != this->m_Dragon) continue;
|
||||
|
||||
auto* renderComponent = dragon->GetComponent<RenderComponent>();
|
||||
if (!renderComponent) continue;
|
||||
|
||||
renderComponent->PlayAnimation(dragon, m_LapAnimName);
|
||||
|
||||
}
|
||||
Game::entityManager->DestroyEntity(self);
|
||||
}
|
15
dScripts/ai/RACING/OBJECTS/FvRaceDragon.h
Normal file
15
dScripts/ai/RACING/OBJECTS/FvRaceDragon.h
Normal file
@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
|
||||
class FvRaceDragon : public CppScripts::Script {
|
||||
public:
|
||||
FvRaceDragon(const std::string_view lapAnimName, const int32_t lap) : m_LapAnimName(lapAnimName), m_Lap(lap) {}
|
||||
private:
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
const std::string m_LapAnimName;
|
||||
const int32_t m_Lap;
|
||||
const LOT m_Dragon = 11898;
|
||||
};
|
34
dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.cpp
Normal file
34
dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.cpp
Normal file
@ -0,0 +1,34 @@
|
||||
#include "FvRacePillarABCServer.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "RacingControlComponent.h"
|
||||
|
||||
void FvRacePillarABCServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (!target) return;
|
||||
|
||||
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
|
||||
if (racingControllers.empty()) return;
|
||||
|
||||
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
|
||||
if (!racingControlComponent) return;
|
||||
|
||||
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
|
||||
if (!player || player->lap != 1) return;
|
||||
|
||||
PlayAnimation("crumble", "pillars", m_PillarA);
|
||||
PlayAnimation("roar", "dragon", m_Dragon);
|
||||
|
||||
self->AddTimer("PillarBFall", 2.5f);
|
||||
self->AddTimer("PillarCFall", 3.7f);
|
||||
self->AddTimer("DeleteObject", 3.8f);
|
||||
}
|
||||
|
||||
void FvRacePillarABCServer::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName == "PillarBFall") {
|
||||
PlayAnimation("crumble", "pillars", m_PillarB);
|
||||
} else if (timerName == "PillarCFall") {
|
||||
PlayAnimation("crumble", "pillars", m_PillarC);
|
||||
} else if (timerName == "DeleteObject") {
|
||||
Game::entityManager->DestroyEntity(self);
|
||||
}
|
||||
}
|
||||
|
13
dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.h
Normal file
13
dScripts/ai/RACING/OBJECTS/FvRacePillarABCServer.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
#include "FvRacePillarServer.h"
|
||||
|
||||
class FvRacePillarABCServer : public FvRacePillarServer {
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
void OnTimerDone(Entity* self, std::string timerName) override;
|
||||
private:
|
||||
const LOT m_PillarA = 11946;
|
||||
const LOT m_PillarB = 11947;
|
||||
const LOT m_PillarC = 11948;
|
||||
const LOT m_Dragon = 11898;
|
||||
};
|
21
dScripts/ai/RACING/OBJECTS/FvRacePillarDServer.cpp
Normal file
21
dScripts/ai/RACING/OBJECTS/FvRacePillarDServer.cpp
Normal file
@ -0,0 +1,21 @@
|
||||
#include "FvRacePillarDServer.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "RacingControlComponent.h"
|
||||
|
||||
void FvRacePillarDServer::OnCollisionPhantom(Entity* self, Entity* target) {
|
||||
if (!target) return;
|
||||
|
||||
const auto racingControllers = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::RACING_CONTROL);
|
||||
if (racingControllers.empty()) return;
|
||||
|
||||
auto* racingControlComponent = racingControllers[0]->GetComponent<RacingControlComponent>();
|
||||
if (!racingControlComponent) return;
|
||||
|
||||
const auto* player = racingControlComponent->GetPlayerData(target->GetObjectID());
|
||||
if (!player) return;
|
||||
|
||||
if (player->lap == 2) {
|
||||
PlayAnimation("crumble", "pillars", m_PillarD);
|
||||
PlayAnimation("roar", "dragon", m_Dragon);
|
||||
}
|
||||
}
|
10
dScripts/ai/RACING/OBJECTS/FvRacePillarDServer.h
Normal file
10
dScripts/ai/RACING/OBJECTS/FvRacePillarDServer.h
Normal file
@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
#include "FvRacePillarServer.h"
|
||||
|
||||
class FvRacePillarDServer : public FvRacePillarServer {
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
private:
|
||||
const LOT m_PillarD = 11949;
|
||||
const LOT m_Dragon = 11898;
|
||||
};
|
15
dScripts/ai/RACING/OBJECTS/FvRacePillarServer.cpp
Normal file
15
dScripts/ai/RACING/OBJECTS/FvRacePillarServer.cpp
Normal file
@ -0,0 +1,15 @@
|
||||
#include "FvRacePillarServer.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "EntityManager.h"
|
||||
#include "RenderComponent.h"
|
||||
|
||||
void FvRacePillarServer::PlayAnimation(const std::string animName, const std::string group, const LOT lot) {
|
||||
const auto entities = Game::entityManager->GetEntitiesInGroup(group);
|
||||
for (const auto& entity : entities) {
|
||||
if (!entity || entity->GetLOT() != lot) continue;
|
||||
auto* renderComponent = entity->GetComponent<RenderComponent>();
|
||||
if (!renderComponent) continue;
|
||||
renderComponent->PlayAnimation(entity, animName);
|
||||
}
|
||||
}
|
12
dScripts/ai/RACING/OBJECTS/FvRacePillarServer.h
Normal file
12
dScripts/ai/RACING/OBJECTS/FvRacePillarServer.h
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef FVRACEPILLARSERVER__H
|
||||
#define FVRACEPILLARSERVER__H
|
||||
|
||||
#include "CppScripts.h"
|
||||
|
||||
class FvRacePillarServer : public virtual CppScripts::Script {
|
||||
protected:
|
||||
// Plays an animation on all entities in a group with a specific LOT
|
||||
void PlayAnimation(const std::string animName, const std::string group, const LOT lot);
|
||||
};
|
||||
|
||||
#endif // FVRACEPILLARSERVER__H
|
@ -1,3 +1,5 @@
|
||||
1.2 - Dragonmaw functional
|
||||
1.1 - Whole lot of fixed bugs and implemented features
|
||||
1.0 - Final cleanup and bug fixing for public release
|
||||
0.9 - Includes BBB without the need for a UGC server, cannon cove minigame, and bug fixes.
|
||||
0.8 - Added Ninjago! and it's various features + frakjaw minigame. AG survival now works.
|
||||
@ -7,4 +9,4 @@
|
||||
0.4 - Added Havok to replace Bullet, Instancing, Quickbuilds, rockets, and a ton more fixes and additions.
|
||||
0.3 - FrostBurgh, Snowdrift and Snowman's Land testing version. Includes bodged systems.
|
||||
0.2 - Transfer to VS2019 & Bullet
|
||||
0.1 - Initial transfer from NixLU, up until BehaviorManager inclusion
|
||||
0.1 - Initial transfer from NixLU, up until BehaviorManager inclusion
|
||||
|
Loading…
Reference in New Issue
Block a user