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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +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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@@ -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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