mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-06-23 05:09:53 +00:00
feat: Movement behaviors (#1815)
* Move in all directions is functional * feat: add movement behaviors the following behaviors will function MoveRight MoveLeft FlyUp FlyDown MoveForward MoveBackward The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.
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@ -1994,6 +1994,38 @@ void Entity::SetRotation(const NiQuaternion& rotation) {
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Game::entityManager->SerializeEntity(this);
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}
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void Entity::SetVelocity(const NiPoint3& velocity) {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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controllable->SetVelocity(velocity);
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}
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auto* simple = GetComponent<SimplePhysicsComponent>();
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if (simple != nullptr) {
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simple->SetVelocity(velocity);
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}
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Game::entityManager->SerializeEntity(this);
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}
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const NiPoint3& Entity::GetVelocity() const {
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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return controllable->GetVelocity();
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}
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auto* simple = GetComponent<SimplePhysicsComponent>();
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if (simple != nullptr) {
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return simple->GetVelocity();
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}
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return NiPoint3Constant::ZERO;
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}
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bool Entity::GetBoolean(const std::u16string& name) const {
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return GetVar<bool>(name);
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}
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@ -124,6 +124,8 @@ public:
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// then return the collision group from that.
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int32_t GetCollisionGroup() const;
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const NiPoint3& GetVelocity() const;
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/**
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* Setters
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*/
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@ -148,6 +150,8 @@ public:
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void SetRespawnRot(const NiQuaternion& rotation);
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void SetVelocity(const NiPoint3& velocity);
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/**
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* Component management
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*/
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@ -329,7 +333,7 @@ public:
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* @brief The observable for player entity position updates.
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*/
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static Observable<Entity*, const PositionUpdate&> OnPlayerPositionUpdate;
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protected:
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LWOOBJID m_ObjectID;
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@ -435,7 +439,7 @@ const T& Entity::GetVar(const std::u16string& name) const {
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template<typename T>
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T Entity::GetVarAs(const std::u16string& name) const {
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const auto data = GetVarAsString(name);
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return GeneralUtils::TryParse<T>(data).value_or(LDFData<T>::Default);
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}
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@ -30,10 +30,16 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
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unsmash.target = GetParent()->GetObjectID();
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unsmash.duration = 0.0f;
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unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
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m_Parent->SetPosition(m_OriginalPosition);
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m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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m_NumListeningInteract = 0;
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m_NumActiveUnSmash = 0;
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m_Dirty = true;
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Game::entityManager->SerializeEntity(GetParent());
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return true;
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}
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@ -203,3 +209,31 @@ void ModelComponent::RemoveUnSmash() {
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LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
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m_NumActiveUnSmash--;
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}
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bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
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auto currentVelocity = m_Parent->GetVelocity();
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// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
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if (velocity != NiPoint3Constant::ZERO) {
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const auto [x, y, z] = velocity;
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if (x != 0.0f) {
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if (currentVelocity.x != 0.0f) return false;
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currentVelocity.x = x;
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} else if (y != 0.0f) {
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if (currentVelocity.y != 0.0f) return false;
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currentVelocity.y = y;
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} else if (z != 0.0f) {
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if (currentVelocity.z != 0.0f) return false;
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currentVelocity.z = z;
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}
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} else {
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currentVelocity = velocity;
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}
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m_Parent->SetVelocity(currentVelocity);
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return true;
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}
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void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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}
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@ -41,7 +41,7 @@ public:
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* Returns the original position of the model
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* @return the original position of the model
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*/
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const NiPoint3& GetPosition() { return m_OriginalPosition; }
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const NiPoint3& GetOriginalPosition() { return m_OriginalPosition; }
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/**
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* Sets the original position of the model
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@ -53,7 +53,7 @@ public:
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* Returns the original rotation of the model
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* @return the original rotation of the model
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*/
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const NiQuaternion& GetRotation() { return m_OriginalRotation; }
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const NiQuaternion& GetOriginalRotation() { return m_OriginalRotation; }
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/**
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* Sets the original rotation of the model
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@ -130,6 +130,14 @@ public:
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bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
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void Resume();
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// Attempts to set the velocity of an axis for movement.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetVelocity(const NiPoint3& velocity) const;
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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private:
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// Number of Actions that are awaiting an UnSmash to finish.
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uint32_t m_NumActiveUnSmash{};
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@ -704,8 +704,9 @@ void PropertyManagementComponent::Save() {
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Database::Get()->AddBehavior(info);
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}
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const auto position = entity->GetPosition();
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const auto rotation = entity->GetRotation();
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// Always save the original position so we can move the model freely
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const auto& position = modelComponent->GetOriginalPosition();
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const auto& rotation = modelComponent->GetOriginalRotation();
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if (std::find(present.begin(), present.end(), id) == present.end()) {
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IPropertyContents::Model model;
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@ -33,6 +33,13 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, int32_t component
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SimplePhysicsComponent::~SimplePhysicsComponent() {
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}
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void SimplePhysicsComponent::Update(const float deltaTime) {
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if (m_Velocity == NiPoint3Constant::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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if (bIsInitialUpdate) {
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outBitStream.Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
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@ -33,6 +33,8 @@ public:
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SimplePhysicsComponent(Entity* parent, int32_t componentID);
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~SimplePhysicsComponent() override;
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void Update(const float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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@ -99,6 +99,8 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
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m_WaitingForAction = false;
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m_PausedTime = 0.0f;
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m_NextActionIndex = 0;
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m_InActionMove = NiPoint3Constant::ZERO;
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m_PreviousFramePosition = NiPoint3Constant::ZERO;
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}
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void Strip::IncrementAction() {
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@ -131,19 +133,39 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
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auto number = nextAction.GetValueParameterDouble();
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auto numberAsInt = static_cast<int32_t>(number);
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auto nextActionType = GetNextAction().GetType();
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if (nextActionType == "SpawnStromling") {
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Spawn(10495, entity); // Stromling property
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} else if (nextActionType == "SpawnPirate") {
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Spawn(10497, entity); // Maelstrom Pirate property
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} else if (nextActionType == "SpawnRonin") {
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Spawn(10498, entity); // Dark Ronin property
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} else if (nextActionType == "DropImagination") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
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} else if (nextActionType == "DropHealth") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(177, entity); // 1 Life powerup
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} else if (nextActionType == "DropArmor") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
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} else if (nextActionType == "Smash") {
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// TODO replace with switch case and nextActionType with enum
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/* BEGIN Move */
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if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
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// X axis
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bool isMoveLeft = nextActionType == "MoveLeft";
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3{ isMoveLeft ? -3.0f : 3.0f, 0.0f, 0.0f })) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.x = isMoveLeft ? -number : number;
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}
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} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
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// Y axis
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bool isFlyDown = nextActionType == "FlyDown";
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, isFlyDown ? -3.0f : 3.0f, 0.0f })) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.y = isFlyDown ? -number : number;
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}
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} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
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// Z axis
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bool isMoveBackward = nextActionType == "MoveBackward";
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3{ 0.0f, 0.0f, isMoveBackward ? -3.0f : 3.0f })) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.z = isMoveBackward ? -number : number;
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}
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}
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/* END Move */
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/* BEGIN Action */
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else if (nextActionType == "Smash") {
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if (!modelComponent.IsUnSmashing()) {
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GameMessages::Smash smash{};
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smash.target = entity.GetObjectID();
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@ -166,7 +188,24 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
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sound.target = modelComponent.GetParent()->GetObjectID();
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sound.soundID = numberAsInt;
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sound.Send(UNASSIGNED_SYSTEM_ADDRESS);
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} else {
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}
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/* END Action */
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/* BEGIN Gameplay */
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else if (nextActionType == "SpawnStromling") {
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Spawn(10495, entity); // Stromling property
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} else if (nextActionType == "SpawnPirate") {
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Spawn(10497, entity); // Maelstrom Pirate property
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} else if (nextActionType == "SpawnRonin") {
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Spawn(10498, entity); // Dark Ronin property
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} else if (nextActionType == "DropImagination") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
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} else if (nextActionType == "DropHealth") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(177, entity); // 1 Life powerup
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} else if (nextActionType == "DropArmor") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(6431, entity); // 1 Armor powerup
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}
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/* END Gameplay */
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else {
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static std::set<std::string> g_WarnedActions;
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if (!g_WarnedActions.contains(nextActionType.data())) {
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LOG("Tried to play action (%s) which is not supported.", nextActionType.data());
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@ -190,11 +229,60 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
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}
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}
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bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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auto& entity = *modelComponent.GetParent();
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const auto& currentPos = entity.GetPosition();
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const auto diff = currentPos - m_PreviousFramePosition;
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const auto [moveX, moveY, moveZ] = m_InActionMove;
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m_PreviousFramePosition = currentPos;
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// Only want to subtract from the move if one is being performed.
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// Starts at true because we may not be doing a move at all.
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// If one is being done, then one of the move_ variables will be non-zero
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bool moveFinished = true;
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NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
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if (moveX != 0.0f) {
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m_InActionMove.x -= diff.x;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
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finalPositionAdjustment.x = m_InActionMove.x;
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} else if (moveY != 0.0f) {
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m_InActionMove.y -= diff.y;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
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finalPositionAdjustment.y = m_InActionMove.y;
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} else if (moveZ != 0.0f) {
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m_InActionMove.z -= diff.z;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
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finalPositionAdjustment.z = m_InActionMove.z;
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}
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// Once done, set the in action move & velocity to zero
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if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
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auto entityVelocity = entity.GetVelocity();
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// Zero out only the velocity that was acted on
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if (moveX != 0.0f) entityVelocity.x = 0.0f;
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else if (moveY != 0.0f) entityVelocity.y = 0.0f;
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else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
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modelComponent.SetVelocity(entityVelocity);
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// Do the final adjustment so we will have moved exactly the requested units
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entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
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m_InActionMove = NiPoint3Constant::ZERO;
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}
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return moveFinished;
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}
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void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
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// No point in running a strip with only one action.
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// Strips are also designed to have 2 actions or more to run.
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if (!HasMinimumActions()) return;
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// Return if this strip has an active movement action
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if (!CheckMovement(deltaTime, modelComponent)) return;
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// Don't run this strip if we're paused.
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m_PausedTime -= deltaTime;
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if (m_PausedTime > 0.0f) return;
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@ -209,7 +297,7 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
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RemoveStates(modelComponent);
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// Check for starting blocks and if not a starting block proc this blocks action
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// Check for trigger blocks and if not a trigger block proc this blocks action
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if (m_NextActionIndex == 0) {
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if (nextAction.GetType() == "OnInteract") {
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modelComponent.AddInteract();
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@ -29,6 +29,10 @@ public:
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void IncrementAction();
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void Spawn(LOT object, Entity& entity);
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// Checks the movement logic for whether or not to proceed
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// Returns true if the movement can continue, false if it needs to wait more.
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bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
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void Update(float deltaTime, ModelComponent& modelComponent);
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void SpawnDrop(LOT dropLOT, Entity& entity);
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void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
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@ -40,7 +44,8 @@ private:
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// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
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bool m_WaitingForAction{ false };
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// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
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// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
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// Actions that do not use time do not use this (ex. positions).
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float m_PausedTime{ 0.0f };
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// The index of the next action to be played. This should always be within range of [0, m_Actions.size()).
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@ -51,6 +56,13 @@ private:
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// The location of this strip on the UGBehaviorEditor UI
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StripUiPosition m_Position;
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// The current actions remaining distance to the target
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// Only 1 of these vertexs' will be active at once for any given strip.
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NiPoint3 m_InActionMove{};
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// The position of the parent model on the previous frame
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NiPoint3 m_PreviousFramePosition{};
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};
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#endif //!__STRIP__H__
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