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.
This commit is contained in:
David Markowitz
2025-06-11 12:52:15 -07:00
committed by GitHub
parent 6ae1c7a376
commit 2f315d9288
9 changed files with 210 additions and 22 deletions

View File

@@ -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();

View File

@@ -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__