feat: Property behaviors partially functional (#1759)

* most of gameplay tab works

* smash unsmash and wait working

* Add pausing of models and behaviors

* working basic behaviors

* play sound functioning

* add resetting

* Fix asynchronous actions executing other strips actions

* Add comments, remove dead code etc.

* Skip Smashes if they coincide with a UnSmash

Remove debug logs

Comment on return
This commit is contained in:
David Markowitz 2025-05-05 00:17:39 -07:00 committed by GitHub
parent 841b754b01
commit 3ebc6709db
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GPG Key ID: B5690EEEBB952194
13 changed files with 465 additions and 64 deletions

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@ -4,7 +4,7 @@
#include <assert.h> #include <assert.h>
#ifdef _DEBUG #ifdef _DEBUG
# define DluAssert(expression) assert(expression) # define DluAssert(expression) do { assert(expression) } while(0)
#else #else
# define DluAssert(expression) # define DluAssert(expression)
#endif #endif

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@ -10,12 +10,50 @@
#include "SimplePhysicsComponent.h" #include "SimplePhysicsComponent.h"
#include "Database.h" #include "Database.h"
#include "DluAssert.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) { ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_Parent->GetDefaultPosition(); m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation(); m_OriginalRotation = m_Parent->GetDefaultRotation();
m_IsPaused = false;
m_NumListeningInteract = 0;
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID"); m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
RegisterMsg(MessageType::Game::REQUEST_USE, this, &ModelComponent::OnRequestUse);
RegisterMsg(MessageType::Game::RESET_MODEL_TO_DEFAULTS, this, &ModelComponent::OnResetModelToDefaults);
}
bool ModelComponent::OnResetModelToDefaults(GameMessages::GameMsg& msg) {
auto& reset = static_cast<GameMessages::ResetModelToDefaults&>(msg);
for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
GameMessages::UnSmash unsmash;
unsmash.target = GetParent()->GetObjectID();
unsmash.duration = 0.0f;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
m_NumListeningInteract = 0;
m_NumActiveUnSmash = 0;
m_Dirty = true;
Game::entityManager->SerializeEntity(GetParent());
return true;
}
bool ModelComponent::OnRequestUse(GameMessages::GameMsg& msg) {
bool toReturn = false;
if (!m_IsPaused) {
auto& requestUse = static_cast<GameMessages::RequestUse&>(msg);
for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
toReturn = true;
}
return toReturn;
}
void ModelComponent::Update(float deltaTime) {
if (m_IsPaused) return;
for (auto& behavior : m_Behaviors) {
behavior.Update(deltaTime, *this);
}
} }
void ModelComponent::LoadBehaviors() { void ModelComponent::LoadBehaviors() {
@ -29,9 +67,9 @@ void ModelComponent::LoadBehaviors() {
LOG_DEBUG("Loading behavior %d", behaviorId.value()); LOG_DEBUG("Loading behavior %d", behaviorId.value());
auto& inserted = m_Behaviors.emplace_back(); auto& inserted = m_Behaviors.emplace_back();
inserted.SetBehaviorId(*behaviorId); inserted.SetBehaviorId(*behaviorId);
const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value()); const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
tinyxml2::XMLDocument behaviorXml; tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size()); auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str()); LOG_DEBUG("Behavior %i %d: %s", res, behaviorId.value(), behaviorStr.c_str());
@ -45,6 +83,11 @@ void ModelComponent::LoadBehaviors() {
} }
} }
void ModelComponent::Resume() {
m_Dirty = true;
m_IsPaused = false;
}
void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) { void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// ItemComponent Serialization. Pets do not get this serialization. // ItemComponent Serialization. Pets do not get this serialization.
if (!m_Parent->HasComponent(eReplicaComponentType::PET)) { if (!m_Parent->HasComponent(eReplicaComponentType::PET)) {
@ -56,14 +99,14 @@ void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialU
//actual model component: //actual model component:
outBitStream.Write1(); // Yes we are writing model info outBitStream.Write1(); // Yes we are writing model info
outBitStream.Write0(); // Is pickable outBitStream.Write(m_NumListeningInteract > 0); // Is pickable
outBitStream.Write<uint32_t>(2); // Physics type outBitStream.Write<uint32_t>(2); // Physics type
outBitStream.Write(m_OriginalPosition); // Original position outBitStream.Write(m_OriginalPosition); // Original position
outBitStream.Write(m_OriginalRotation); // Original rotation outBitStream.Write(m_OriginalRotation); // Original rotation
outBitStream.Write1(); // We are writing behavior info outBitStream.Write1(); // We are writing behavior info
outBitStream.Write<uint32_t>(0); // Number of behaviors outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
outBitStream.Write1(); // Is this model paused outBitStream.Write(m_IsPaused); // Is this model paused
if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
} }
@ -135,3 +178,28 @@ std::array<std::pair<int32_t, std::string>, 5> ModelComponent::GetBehaviorsForSa
} }
return toReturn; return toReturn;
} }
void ModelComponent::AddInteract() {
LOG_DEBUG("Adding interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract++;
}
void ModelComponent::RemoveInteract() {
DluAssert(m_NumListeningInteract > 0);
LOG_DEBUG("Removing interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract--;
}
void ModelComponent::AddUnSmash() {
LOG_DEBUG("Adding UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash++;
}
void ModelComponent::RemoveUnSmash() {
// Players can assign an UnSmash without a Smash so an assert would be bad here
if (m_NumActiveUnSmash == 0) return;
LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash--;
}

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@ -30,6 +30,10 @@ public:
ModelComponent(Entity* parent); ModelComponent(Entity* parent);
void LoadBehaviors(); void LoadBehaviors();
void Update(float deltaTime) override;
bool OnRequestUse(GameMessages::GameMsg& msg);
bool OnResetModelToDefaults(GameMessages::GameMsg& msg);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
@ -59,7 +63,7 @@ public:
/** /**
* Main gateway for all behavior messages to be passed to their respective behaviors. * Main gateway for all behavior messages to be passed to their respective behaviors.
* *
* @tparam Msg The message type to pass * @tparam Msg The message type to pass
* @param args the arguments of the message to be deserialized * @param args the arguments of the message to be deserialized
*/ */
@ -68,7 +72,7 @@ public:
static_assert(std::is_base_of_v<BehaviorMessageBase, Msg>, "Msg must be a BehaviorMessageBase"); static_assert(std::is_base_of_v<BehaviorMessageBase, Msg>, "Msg must be a BehaviorMessageBase");
Msg msg{ args }; Msg msg{ args };
for (auto&& behavior : m_Behaviors) { for (auto&& behavior : m_Behaviors) {
if (behavior.GetBehaviorId() == msg.GetBehaviorId()) { if (behavior.GetBehaviorId() == msg.GetBehaviorId()) {
behavior.HandleMsg(msg); behavior.HandleMsg(msg);
return; return;
} }
@ -109,12 +113,35 @@ public:
void SendBehaviorListToClient(AMFArrayValue& args) const; void SendBehaviorListToClient(AMFArrayValue& args) const;
void SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const; void SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const;
void VerifyBehaviors(); void VerifyBehaviors();
std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const; std::array<std::pair<int32_t, std::string>, 5> GetBehaviorsForSave() const;
const std::vector<PropertyBehavior>& GetBehaviors() const { return m_Behaviors; };
void AddInteract();
void RemoveInteract();
void Pause() { m_Dirty = true; m_IsPaused = true; }
void AddUnSmash();
void RemoveUnSmash();
bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
void Resume();
private: private:
// Number of Actions that are awaiting an UnSmash to finish.
uint32_t m_NumActiveUnSmash{};
// Whether or not this component needs to have its extra data serialized.
bool m_Dirty{};
// The number of strips listening for a RequestUse GM to come in.
uint32_t m_NumListeningInteract{};
// Whether or not the model is paused and should reject all interactions regarding behaviors.
bool m_IsPaused{};
/** /**
* The behaviors of the model * The behaviors of the model
* Note: This is a vector because the order of the behaviors matters when serializing to the client. * Note: This is a vector because the order of the behaviors matters when serializing to the client.

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@ -255,6 +255,18 @@ void PropertyManagementComponent::OnStartBuilding() {
// Push equipped items // Push equipped items
if (inventoryComponent) inventoryComponent->PushEquippedItems(); if (inventoryComponent) inventoryComponent->PushEquippedItems();
for (auto modelID : models | std::views::keys) {
auto* model = Game::entityManager->GetEntity(modelID);
if (model) {
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
Game::entityManager->SerializeEntity(model);
GameMessages::ResetModelToDefaults reset;
reset.target = modelID;
model->HandleMsg(reset);
}
}
} }
void PropertyManagementComponent::OnFinishBuilding() { void PropertyManagementComponent::OnFinishBuilding() {
@ -267,6 +279,18 @@ void PropertyManagementComponent::OnFinishBuilding() {
UpdateApprovedStatus(false); UpdateApprovedStatus(false);
Save(); Save();
for (auto modelID : models | std::views::keys) {
auto* model = Game::entityManager->GetEntity(modelID);
if (model) {
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Resume();
Game::entityManager->SerializeEntity(model);
GameMessages::ResetModelToDefaults reset;
reset.target = modelID;
model->HandleMsg(reset);
}
}
} }
void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const NiPoint3 position, NiQuaternion rotation) { void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const NiPoint3 position, NiQuaternion rotation) {
@ -318,6 +342,8 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
Entity* newEntity = Game::entityManager->CreateEntity(info); Entity* newEntity = Game::entityManager->CreateEntity(info);
if (newEntity != nullptr) { if (newEntity != nullptr) {
Game::entityManager->ConstructEntity(newEntity); Game::entityManager->ConstructEntity(newEntity);
auto* modelComponent = newEntity->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
// Make sure the propMgmt doesn't delete our model after the server dies // Make sure the propMgmt doesn't delete our model after the server dies
// Trying to do this after the entity is constructed. Shouldn't really change anything but // Trying to do this after the entity is constructed. Shouldn't really change anything but
@ -363,6 +389,8 @@ void PropertyManagementComponent::UpdateModelPosition(const LWOOBJID id, const N
info.nodes[0]->config.push_back(new LDFData<int>(u"componentWhitelist", 1)); info.nodes[0]->config.push_back(new LDFData<int>(u"componentWhitelist", 1));
auto* model = spawner->Spawn(); auto* model = spawner->Spawn();
auto* modelComponent = model->GetComponent<ModelComponent>();
if (modelComponent) modelComponent->Pause();
models.insert_or_assign(model->GetObjectID(), spawnerId); models.insert_or_assign(model->GetObjectID(), spawnerId);

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@ -45,6 +45,7 @@ namespace {
using namespace GameMessages; using namespace GameMessages;
using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>; using MessageCreator = std::function<std::unique_ptr<GameMessages::GameMsg>()>;
std::map<MessageType::Game, MessageCreator> g_MessageHandlers = { std::map<MessageType::Game, MessageCreator> g_MessageHandlers = {
{ REQUEST_USE, []() { return std::make_unique<RequestUse>(); }},
{ REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } }, { REQUEST_SERVER_OBJECT_INFO, []() { return std::make_unique<RequestServerObjectInfo>(); } },
{ SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } }, { SHOOTING_GALLERY_FIRE, []() { return std::make_unique<ShootingGalleryFire>(); } },
}; };
@ -118,11 +119,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
break; break;
} }
case MessageType::Game::REQUEST_USE: {
GameMessages::HandleRequestUse(inStream, entity, sysAddr);
break;
}
case MessageType::Game::SET_FLAG: { case MessageType::Game::SET_FLAG: {
GameMessages::HandleSetFlag(inStream, entity); GameMessages::HandleSetFlag(inStream, entity);
break; break;

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@ -4954,54 +4954,6 @@ void GameMessages::HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* e
quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY); quickBuildComponent->CancelQuickBuild(Game::entityManager->GetEntity(userID), eQuickBuildFailReason::CANCELED_EARLY);
} }
void GameMessages::HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bIsMultiInteractUse = false;
unsigned int multiInteractID;
int multiInteractType;
bool secondary;
LWOOBJID objectID;
inStream.Read(bIsMultiInteractUse);
inStream.Read(multiInteractID);
inStream.Read(multiInteractType);
inStream.Read(objectID);
inStream.Read(secondary);
Entity* interactedObject = Game::entityManager->GetEntity(objectID);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", objectID);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity->GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(entity, multiInteractID);
}
} else {
interactedObject->OnUse(entity);
}
} else {
interactedObject->OnUse(entity);
}
//Perform use task if possible:
auto missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) { void GameMessages::HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity) {
int emoteID; int emoteID;
LWOOBJID targetID; LWOOBJID targetID;
@ -6443,4 +6395,70 @@ namespace GameMessages {
auto* handlingEntity = Game::entityManager->GetEntity(targetForReport); auto* handlingEntity = Game::entityManager->GetEntity(targetForReport);
if (handlingEntity) handlingEntity->HandleMsg(*this); if (handlingEntity) handlingEntity->HandleMsg(*this);
} }
bool RequestUse::Deserialize(RakNet::BitStream& stream) {
if (!stream.Read(bIsMultiInteractUse)) return false;
if (!stream.Read(multiInteractID)) return false;
if (!stream.Read(multiInteractType)) return false;
if (!stream.Read(object)) return false;
if (!stream.Read(secondary)) return false;
return true;
}
void RequestUse::Handle(Entity& entity, const SystemAddress& sysAddr) {
Entity* interactedObject = Game::entityManager->GetEntity(object);
if (interactedObject == nullptr) {
LOG("Object %llu tried to interact, but doesn't exist!", object);
return;
}
if (interactedObject->GetLOT() == 9524) {
entity.GetCharacter()->SetBuildMode(true);
}
if (bIsMultiInteractUse) {
if (multiInteractType == 0) {
auto* missionOfferComponent = static_cast<MissionOfferComponent*>(interactedObject->GetComponent(eReplicaComponentType::MISSION_OFFER));
if (missionOfferComponent != nullptr) {
missionOfferComponent->OfferMissions(&entity, multiInteractID);
}
} else {
interactedObject->OnUse(&entity);
}
} else {
interactedObject->OnUse(&entity);
}
interactedObject->HandleMsg(*this);
//Perform use task if possible:
auto missionComponent = entity.GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(eMissionTaskType::TALK_TO_NPC, interactedObject->GetLOT(), interactedObject->GetObjectID());
missionComponent->Progress(eMissionTaskType::INTERACT, interactedObject->GetLOT(), interactedObject->GetObjectID());
}
void Smash::Serialize(RakNet::BitStream& stream) const {
stream.Write(bIgnoreObjectVisibility);
stream.Write(force);
stream.Write(ghostCapacity);
stream.Write(killerID);
}
void UnSmash::Serialize(RakNet::BitStream& stream) const {
stream.Write(builderID != LWOOBJID_EMPTY);
if (builderID != LWOOBJID_EMPTY) stream.Write(builderID);
stream.Write(duration != 3.0f);
if (builderID != 3.0f) stream.Write(duration);
}
void PlayBehaviorSound::Serialize(RakNet::BitStream& stream) const {
stream.Write(soundID != -1);
if (soundID != -1) stream.Write(soundID);
}
} }

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@ -631,7 +631,6 @@ namespace GameMessages {
void HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleFireEventServerSide(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleRequestPlatformResync(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity); void HandleQuickBuildCancel(RakNet::BitStream& inStream, Entity* entity);
void HandleRequestUse(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity); void HandlePlayEmote(RakNet::BitStream& inStream, Entity* entity);
void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr); void HandleModularBuildConvertModel(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity); void HandleSetFlag(RakNet::BitStream& inStream, Entity* entity);
@ -782,6 +781,58 @@ namespace GameMessages {
bool Deserialize(RakNet::BitStream& bitStream) override; bool Deserialize(RakNet::BitStream& bitStream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override; void Handle(Entity& entity, const SystemAddress& sysAddr) override;
}; };
struct RequestUse : public GameMsg {
RequestUse() : GameMsg(MessageType::Game::REQUEST_USE) {}
bool Deserialize(RakNet::BitStream& stream) override;
void Handle(Entity& entity, const SystemAddress& sysAddr) override;
LWOOBJID object{};
bool secondary{ false };
// Set to true if this coming from a multi-interaction UI on the client.
bool bIsMultiInteractUse{};
// Used only for multi-interaction
unsigned int multiInteractID{};
// Used only for multi-interaction, is of the enum type InteractionType
int multiInteractType{};
};
struct Smash : public GameMsg {
Smash() : GameMsg(MessageType::Game::SMASH) {}
void Serialize(RakNet::BitStream& stream) const;
bool bIgnoreObjectVisibility{};
bool force{};
float ghostCapacity{};
LWOOBJID killerID{};
};
struct UnSmash : public GameMsg {
UnSmash() : GameMsg(MessageType::Game::UN_SMASH) {}
void Serialize(RakNet::BitStream& stream) const;
LWOOBJID builderID{ LWOOBJID_EMPTY };
float duration{ 3.0f };
};
struct PlayBehaviorSound : public GameMsg {
PlayBehaviorSound() : GameMsg(MessageType::Game::PLAY_BEHAVIOR_SOUND) {}
void Serialize(RakNet::BitStream& stream) const;
int32_t soundID{ -1 };
};
struct ResetModelToDefaults : public GameMsg {
ResetModelToDefaults() : GameMsg(MessageType::Game::RESET_MODEL_TO_DEFAULTS) {}
};
}; };
#endif // GAMEMESSAGES_H #endif // GAMEMESSAGES_H

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@ -4,9 +4,13 @@
#include "BehaviorStates.h" #include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h" #include "ControlBehaviorMsgs.h"
#include "tinyxml2.h" #include "tinyxml2.h"
#include "ModelComponent.h"
#include <ranges>
PropertyBehavior::PropertyBehavior() { PropertyBehavior::PropertyBehavior() {
m_LastEditedState = BehaviorState::HOME_STATE; m_LastEditedState = BehaviorState::HOME_STATE;
m_ActiveState = BehaviorState::HOME_STATE;
} }
template<> template<>
@ -84,6 +88,17 @@ void PropertyBehavior::HandleMsg(AddMessage& msg) {
isLoot = m_BehaviorId != 7965; isLoot = m_BehaviorId != 7965;
}; };
template<>
void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
m_States[m_ActiveState].HandleMsg(msg);
}
template<>
void PropertyBehavior::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
m_ActiveState = BehaviorState::HOME_STATE;
for (auto& state : m_States | std::views::values) state.HandleMsg(msg);
}
void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const { void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("id", std::to_string(m_BehaviorId)); args.Insert("id", std::to_string(m_BehaviorId));
args.Insert("name", m_Name); args.Insert("name", m_Name);
@ -153,3 +168,7 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement); m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement);
} }
} }
void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
}

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@ -10,6 +10,7 @@ namespace tinyxml2 {
enum class BehaviorState : uint32_t; enum class BehaviorState : uint32_t;
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
/** /**
* Represents the Entity of a Property Behavior and holds data associated with the behavior * Represents the Entity of a Property Behavior and holds data associated with the behavior
@ -31,7 +32,12 @@ public:
void Serialize(tinyxml2::XMLElement& behavior) const; void Serialize(tinyxml2::XMLElement& behavior) const;
void Deserialize(const tinyxml2::XMLElement& behavior); void Deserialize(const tinyxml2::XMLElement& behavior);
void Update(float deltaTime, ModelComponent& modelComponent);
private: private:
// The current active behavior state. Behaviors can only be in ONE state at a time.
BehaviorState m_ActiveState;
// The states this behavior has. // The states this behavior has.
std::map<BehaviorState, State> m_States; std::map<BehaviorState, State> m_States;

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@ -117,6 +117,16 @@ void State::HandleMsg(MigrateActionsMessage& msg) {
} }
}; };
template<>
void State::HandleMsg(GameMessages::RequestUse& msg) {
for (auto& strip : m_Strips) strip.HandleMsg(msg);
}
template<>
void State::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
for (auto& strip : m_Strips) strip.HandleMsg(msg);
}
bool State::IsEmpty() const { bool State::IsEmpty() const {
for (const auto& strip : m_Strips) { for (const auto& strip : m_Strips) {
if (!strip.IsEmpty()) return false; if (!strip.IsEmpty()) return false;
@ -152,3 +162,7 @@ void State::Deserialize(const tinyxml2::XMLElement& state) {
strip.Deserialize(*stripElement); strip.Deserialize(*stripElement);
} }
} }
void State::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent);
}

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@ -8,6 +8,7 @@ namespace tinyxml2 {
} }
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
class State { class State {
public: public:
@ -19,7 +20,11 @@ public:
void Serialize(tinyxml2::XMLElement& state) const; void Serialize(tinyxml2::XMLElement& state) const;
void Deserialize(const tinyxml2::XMLElement& state); void Deserialize(const tinyxml2::XMLElement& state);
void Update(float deltaTime, ModelComponent& modelComponent);
private: private:
// The strips contained within this state.
std::vector<Strip> m_Strips; std::vector<Strip> m_Strips;
}; };

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@ -3,6 +3,11 @@
#include "Amf3.h" #include "Amf3.h"
#include "ControlBehaviorMsgs.h" #include "ControlBehaviorMsgs.h"
#include "tinyxml2.h" #include "tinyxml2.h"
#include "dEntity/EntityInfo.h"
#include "ModelComponent.h"
#include "PlayerManager.h"
#include "DluAssert.h"
template <> template <>
void Strip::HandleMsg(AddStripMessage& msg) { void Strip::HandleMsg(AddStripMessage& msg) {
@ -75,7 +80,138 @@ void Strip::HandleMsg(MigrateActionsMessage& msg) {
} else { } else {
m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end()); m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end());
} }
}; }
template<>
void Strip::HandleMsg(GameMessages::RequestUse& msg) {
if (m_PausedTime > 0.0f) return;
if (m_Actions[m_NextActionIndex].GetType() == "OnInteract") {
IncrementAction();
m_WaitingForAction = false;
}
}
template<>
void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
m_WaitingForAction = false;
m_PausedTime = 0.0f;
m_NextActionIndex = 0;
}
void Strip::IncrementAction() {
if (m_Actions.empty()) return;
m_NextActionIndex++;
m_NextActionIndex %= m_Actions.size();
}
void Strip::Spawn(LOT lot, Entity& entity) {
EntityInfo info{};
info.lot = lot;
info.pos = entity.GetPosition();
info.rot = NiQuaternionConstant::IDENTITY;
info.spawnerID = entity.GetObjectID();
Game::entityManager->ConstructEntity(Game::entityManager->CreateEntity(info, nullptr, &entity));
}
// Spawns a specific drop for all
void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
for (auto* const player : PlayerManager::GetAllPlayers()) {
GameMessages::SendDropClientLoot(player, entity.GetObjectID(), dropLOT, 0, entity.GetPosition());
}
}
void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent) {
auto& entity = *modelComponent.GetParent();
auto& nextAction = GetNextAction();
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") {
if (!modelComponent.IsUnSmashing()) {
GameMessages::Smash smash{};
smash.target = entity.GetObjectID();
smash.killerID = entity.GetObjectID();
smash.Send(UNASSIGNED_SYSTEM_ADDRESS);
}
} else if (nextActionType == "UnSmash") {
GameMessages::UnSmash unsmash{};
unsmash.target = entity.GetObjectID();
unsmash.duration = number;
unsmash.builderID = LWOOBJID_EMPTY;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
modelComponent.AddUnSmash();
m_PausedTime = number;
} else if (nextActionType == "Wait") {
m_PausedTime = number;
} else if (nextActionType == "PlaySound") {
GameMessages::PlayBehaviorSound sound;
sound.target = modelComponent.GetParent()->GetObjectID();
sound.soundID = numberAsInt;
sound.Send(UNASSIGNED_SYSTEM_ADDRESS);
} 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());
g_WarnedActions.insert(nextActionType.data());
}
return;
}
IncrementAction();
}
// Decrement references to the previous state if we have progressed to the next one.
void Strip::RemoveStates(ModelComponent& modelComponent) const {
const auto& prevAction = GetPreviousAction();
const auto prevActionType = prevAction.GetType();
if (prevActionType == "OnInteract") {
modelComponent.RemoveInteract();
Game::entityManager->SerializeEntity(modelComponent.GetParent());
} else if (prevActionType == "UnSmash") {
modelComponent.RemoveUnSmash();
}
}
void Strip::Update(float deltaTime, ModelComponent& modelComponent) {
m_PausedTime -= deltaTime;
if (m_PausedTime > 0.0f) return;
m_PausedTime = 0.0f;
if (m_WaitingForAction) return;
auto& entity = *modelComponent.GetParent();
auto& nextAction = GetNextAction();
RemoveStates(modelComponent);
// Check for starting blocks and if not a starting block proc this blocks action
if (m_NextActionIndex == 0) {
if (nextAction.GetType() == "OnInteract") {
modelComponent.AddInteract();
Game::entityManager->SerializeEntity(entity);
m_WaitingForAction = true;
}
} else { // should be a normal block
ProcNormalAction(deltaTime, modelComponent);
}
}
void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const { void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
m_Position.SendBehaviorBlocksToClient(args); m_Position.SendBehaviorBlocksToClient(args);
@ -106,3 +242,13 @@ void Strip::Deserialize(const tinyxml2::XMLElement& strip) {
action.Deserialize(*actionElement); action.Deserialize(*actionElement);
} }
} }
const Action& Strip::GetNextAction() const {
DluAssert(m_NextActionIndex < m_Actions.size()); return m_Actions[m_NextActionIndex];
}
const Action& Strip::GetPreviousAction() const {
DluAssert(m_NextActionIndex < m_Actions.size());
size_t index = m_NextActionIndex == 0 ? m_Actions.size() - 1 : m_NextActionIndex - 1;
return m_Actions[index];
}

View File

@ -11,6 +11,7 @@ namespace tinyxml2 {
} }
class AMFArrayValue; class AMFArrayValue;
class ModelComponent;
class Strip { class Strip {
public: public:
@ -22,8 +23,30 @@ public:
void Serialize(tinyxml2::XMLElement& strip) const; void Serialize(tinyxml2::XMLElement& strip) const;
void Deserialize(const tinyxml2::XMLElement& strip); void Deserialize(const tinyxml2::XMLElement& strip);
const Action& GetNextAction() const;
const Action& GetPreviousAction() const;
void IncrementAction();
void Spawn(LOT object, Entity& entity);
void Update(float deltaTime, ModelComponent& modelComponent);
void SpawnDrop(LOT dropLOT, Entity& entity);
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent);
void RemoveStates(ModelComponent& modelComponent) const;
private: 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.
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()).
size_t m_NextActionIndex{ 0 };
// The list of actions to be executed on this behavior.
std::vector<Action> m_Actions; std::vector<Action> m_Actions;
// The location of this strip on the UGBehaviorEditor UI
StripUiPosition m_Position; StripUiPosition m_Position;
}; };