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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-05-24 07:42:29 +00:00
WIP
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@ -321,9 +321,12 @@ void Entity::Initialize() {
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//Which, for some reason didn't get added to the ComponentsRegistry so we have to check for a path manually here.
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std::string attachedPath = GetVarAsString(u"attached_path");
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if (!attachedPath.empty() || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
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if ((!attachedPath.empty())){
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const auto* path = dZoneManager::Instance()->GetZone()->GetPath(attachedPath);
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if (path->pathType == PathType::MovingPlatform || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
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}
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}
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//Also check for the collectible id:
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@ -33,6 +33,10 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
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m_PickupRadius = 0.0f;
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m_DirtyPickupRadiusScale = true;
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m_IsTeleporting = false;
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m_AttachedPath = entity->GetVarAsString(u"attached_path");
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m_PathWaypoint = entity->GetVarAs<int>(u"attached_path_start");
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m_PathSpeed = 2.5f;
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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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return;
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@ -54,7 +58,94 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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}
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_AttachedPath != ""){
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const auto* path = dZoneManager::Instance()->GetZone()->GetPath(m_AttachedPath);
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// Game::logger->Log("ControllablePhysicsComponent", "path type %i", path->pathType);
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if (!m_Paused){
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if (path->pathWaypoints.size() > m_PathWaypoint) {
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// TODO: Get proper speed
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auto speed = deltaTime * m_PathSpeed;
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auto source = GetPosition();
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auto dest = path->pathWaypoints.at(m_PathWaypoint).position;
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dest.y = source.y;
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (path->pathBehavior == PathBehavior::Loop) {
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if (path->waypointCount < m_PathWaypoint + 1) {
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m_PathWaypoint = 0;
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} else m_PathWaypoint++;
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} else if (path->pathBehavior == PathBehavior::Once){
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if (path->waypointCount < m_PathWaypoint + 1) {
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m_AttachedPath = "";
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} else m_PathWaypoint++;
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}
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m_Paused = true;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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NiPoint3 velocity_pos;
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if (length > 0) {
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velocity_pos.x = (delta.x / length) * speed;
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velocity_pos.y = (delta.y / length) * speed;
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velocity_pos.z = (delta.z / length) * speed;
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}
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speed = speed + 2.8f;
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if (length > 0) {
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velocity.x = (delta.x / length) * speed;
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velocity.y = (delta.y / length) * speed;
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velocity.z = (delta.z / length) * speed;
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}
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else m_PathWaypoint = 0;
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} else { // paused, meaing we are at a waypoint, and we want to do something
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// Game::logger->Log("ControllablePhysicsComponent", "paused");
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if (m_PausedTime > 0) {
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Game::logger->Log("ControllablePhysicsComponent", "pause left %f", m_PausedTime);
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m_PausedTime = m_PausedTime - deltaTime;
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} else if (m_PausedTime < 0){
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Game::logger->Log("ControllablePhysicsComponent", "done pausing");
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m_Paused = false;
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m_PausedTime = 0;
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} else if (path->pathWaypoints.size() - 1 > m_PathWaypoint) {
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Game::logger->Log("ControllablePhysicsComponent", "actiosnsss");
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Game::logger->Log("ControllablePhysicsComponent", "path %s, waypoint %i", path->pathName.c_str(), m_PathWaypoint);
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PathWaypoint waypoint = path->pathWaypoints.at(m_PathWaypoint);
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Game::logger->Log("ControllablePhysicsComponent", "actions %i", waypoint.config.size());
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if (waypoint.config.size() > 0) {
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for (LDFBaseData* action : waypoint.config) {
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if (action) {
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Game::logger->Log("ControllablePhysicsComponent", "Message type %s", action->GetString().c_str());
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if (action->GetKey() == u"delay"){
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Game::logger->Log("ControllablePhysicsComponent", "delay");
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m_PausedTime = std::stof(action->GetValueAsString());
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Game::logger->Log("ControllablePhysicsComponent", "delay action %f", m_PausedTime);
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} else if (action->GetKey() == u"emote"){
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Game::logger->Log("ControllablePhysicsComponent", "emote actioN");
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GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
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} else if (action->GetKey() == u"pathspeed") {
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Game::logger->Log("ControllablePhysicsComponent", "speedd action");
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m_PathSpeed = std::stof(action->GetValueAsString());
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Game::logger->Log("ControllablePhysicsComponent", "speed action %f", m_PathSpeed);
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} else if (action->GetKey() == u"changeWP") {
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Game::logger->Log("ControllablePhysicsComponent", "changewp action");
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m_AttachedPath = action->GetValueAsString();
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Game::logger->Log("ControllablePhysicsComponent", "changewp %s", m_AttachedPath.c_str());
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} else {
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Game::logger->Log("ControllablePhysicsComponent", "unknown action");
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Game::logger->Log("ControllablePhysicsComponent", "Unhandled action %s", action->GetKey().c_str());
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}
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}
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}
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}
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if (m_PausedTime == 0) {
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m_Paused = false;
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}
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}
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}
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}
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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@ -276,3 +367,16 @@ void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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// void ControllablePhysicsComponent::FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0){
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// m_Paused = paused;
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// m_AttachedPath = newPathName;
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// m_PathWaypoint = newPathStart;
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// }
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// void ControllablePhysicsComponent::FollowWaypoints(std::string newPathName, int newPathStart = 0){
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// m_AttachedPath = newPathName;
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// m_PathWaypoint = newPathStart;
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// }
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@ -257,6 +257,36 @@ public:
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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*/
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void FollowWaypoints(bool paused) {m_Paused = paused;};
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(std::string newPathName, int newPathStart = 0);
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/**
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* @brief starts pathing
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*
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*/
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void FollowWaypoints(){m_Paused = false;};
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private:
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/**
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* The entity that owns this component
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@ -372,6 +402,32 @@ private:
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* If the entity is teleporting
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*/
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bool m_IsTeleporting;
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/**
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* The walking path the entity has
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*/
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std::string m_AttachedPath;
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/**
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* The curent pay waypoint
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*/
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int m_PathWaypoint;
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/**
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* If the path is being followed
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*/
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bool m_Paused = false;
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/**
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* the speed at which they will path
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*/
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float m_PathSpeed;
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/**
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* if we are waiting on a delay
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*/
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float m_PausedTime = 0.0;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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