This commit is contained in:
Aaron Kimbre 2022-10-24 21:09:23 -05:00
parent f02e9c0f6a
commit 3386bf54a4
3 changed files with 167 additions and 4 deletions

View File

@ -321,10 +321,13 @@ void Entity::Initialize() {
//Which, for some reason didn't get added to the ComponentsRegistry so we have to check for a path manually here.
std::string attachedPath = GetVarAsString(u"attached_path");
if (!attachedPath.empty() || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
if ((!attachedPath.empty())){
const auto* path = dZoneManager::Instance()->GetZone()->GetPath(attachedPath);
if (path->pathType == PathType::MovingPlatform || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
}
}
//Also check for the collectible id:
m_CollectibleID = GetVarAs<int32_t>(u"collectible_id");

View File

@ -33,6 +33,10 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
m_PickupRadius = 0.0f;
m_DirtyPickupRadiusScale = true;
m_IsTeleporting = false;
m_AttachedPath = entity->GetVarAsString(u"attached_path");
m_PathWaypoint = entity->GetVarAs<int>(u"attached_path_start");
m_PathSpeed = 2.5f;
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
@ -54,7 +58,94 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
}
void ControllablePhysicsComponent::Update(float deltaTime) {
if (m_AttachedPath != ""){
const auto* path = dZoneManager::Instance()->GetZone()->GetPath(m_AttachedPath);
// Game::logger->Log("ControllablePhysicsComponent", "path type %i", path->pathType);
if (!m_Paused){
if (path->pathWaypoints.size() > m_PathWaypoint) {
// TODO: Get proper speed
auto speed = deltaTime * m_PathSpeed;
auto source = GetPosition();
auto dest = path->pathWaypoints.at(m_PathWaypoint).position;
dest.y = source.y;
if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
if (path->pathBehavior == PathBehavior::Loop) {
if (path->waypointCount < m_PathWaypoint + 1) {
m_PathWaypoint = 0;
} else m_PathWaypoint++;
} else if (path->pathBehavior == PathBehavior::Once){
if (path->waypointCount < m_PathWaypoint + 1) {
m_AttachedPath = "";
} else m_PathWaypoint++;
}
m_Paused = true;
}
const auto delta = dest - source;
const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
NiPoint3 velocity;
NiPoint3 velocity_pos;
if (length > 0) {
velocity_pos.x = (delta.x / length) * speed;
velocity_pos.y = (delta.y / length) * speed;
velocity_pos.z = (delta.z / length) * speed;
}
speed = speed + 2.8f;
if (length > 0) {
velocity.x = (delta.x / length) * speed;
velocity.y = (delta.y / length) * speed;
velocity.z = (delta.z / length) * speed;
}
SetRotation(NiQuaternion::LookAt(source, dest));
SetVelocity(velocity);
SetPosition(source + velocity_pos);
EntityManager::Instance()->SerializeEntity(m_Parent);
} else m_PathWaypoint = 0;
} else { // paused, meaing we are at a waypoint, and we want to do something
// Game::logger->Log("ControllablePhysicsComponent", "paused");
if (m_PausedTime > 0) {
Game::logger->Log("ControllablePhysicsComponent", "pause left %f", m_PausedTime);
m_PausedTime = m_PausedTime - deltaTime;
} else if (m_PausedTime < 0){
Game::logger->Log("ControllablePhysicsComponent", "done pausing");
m_Paused = false;
m_PausedTime = 0;
} else if (path->pathWaypoints.size() - 1 > m_PathWaypoint) {
Game::logger->Log("ControllablePhysicsComponent", "actiosnsss");
Game::logger->Log("ControllablePhysicsComponent", "path %s, waypoint %i", path->pathName.c_str(), m_PathWaypoint);
PathWaypoint waypoint = path->pathWaypoints.at(m_PathWaypoint);
Game::logger->Log("ControllablePhysicsComponent", "actions %i", waypoint.config.size());
if (waypoint.config.size() > 0) {
for (LDFBaseData* action : waypoint.config) {
if (action) {
Game::logger->Log("ControllablePhysicsComponent", "Message type %s", action->GetString().c_str());
if (action->GetKey() == u"delay"){
Game::logger->Log("ControllablePhysicsComponent", "delay");
m_PausedTime = std::stof(action->GetValueAsString());
Game::logger->Log("ControllablePhysicsComponent", "delay action %f", m_PausedTime);
} else if (action->GetKey() == u"emote"){
Game::logger->Log("ControllablePhysicsComponent", "emote actioN");
GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
} else if (action->GetKey() == u"pathspeed") {
Game::logger->Log("ControllablePhysicsComponent", "speedd action");
m_PathSpeed = std::stof(action->GetValueAsString());
Game::logger->Log("ControllablePhysicsComponent", "speed action %f", m_PathSpeed);
} else if (action->GetKey() == u"changeWP") {
Game::logger->Log("ControllablePhysicsComponent", "changewp action");
m_AttachedPath = action->GetValueAsString();
Game::logger->Log("ControllablePhysicsComponent", "changewp %s", m_AttachedPath.c_str());
} else {
Game::logger->Log("ControllablePhysicsComponent", "unknown action");
Game::logger->Log("ControllablePhysicsComponent", "Unhandled action %s", action->GetKey().c_str());
}
}
}
}
if (m_PausedTime == 0) {
m_Paused = false;
}
}
}
}
}
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
@ -276,3 +367,16 @@ void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
}
EntityManager::Instance()->SerializeEntity(m_Parent);
}
// void ControllablePhysicsComponent::FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0){
// m_Paused = paused;
// m_AttachedPath = newPathName;
// m_PathWaypoint = newPathStart;
// }
// void ControllablePhysicsComponent::FollowWaypoints(std::string newPathName, int newPathStart = 0){
// m_AttachedPath = newPathName;
// m_PathWaypoint = newPathStart;
// }

View File

@ -257,6 +257,36 @@ public:
*/
std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
/**
* @brief tell an npc how to use it's given path
*
* @param paused if they are not moving
*/
void FollowWaypoints(bool paused) {m_Paused = paused;};
/**
* @brief tell an npc how to use it's given path
*
* @param paused if they are not moving
* @param newPathName the new path to use
* @param newPathStart the waypoint on the new path to start at
*/
void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
/**
* @brief tell an npc how to use it's given path
*
* @param newPathName the new path to use
* @param newPathStart the waypoint on the new path to start at
*/
void FollowWaypoints(std::string newPathName, int newPathStart = 0);
/**
* @brief starts pathing
*
*/
void FollowWaypoints(){m_Paused = false;};
private:
/**
* The entity that owns this component
@ -372,6 +402,32 @@ private:
* If the entity is teleporting
*/
bool m_IsTeleporting;
/**
* The walking path the entity has
*/
std::string m_AttachedPath;
/**
* The curent pay waypoint
*/
int m_PathWaypoint;
/**
* If the path is being followed
*/
bool m_Paused = false;
/**
* the speed at which they will path
*/
float m_PathSpeed;
/**
* if we are waiting on a delay
*/
float m_PausedTime = 0.0;
};
#endif // CONTROLLABLEPHYSICSCOMPONENT_H