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