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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +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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@@ -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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