mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-12 19:28:21 +00:00
Merge remote-tracking branch 'upstream/main' into first-draft-leaderboard-re-write
This commit is contained in:
commit
45256a0338
@ -386,8 +386,8 @@ void Entity::Initialize() {
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comp->SetMaxCoins(currencyValues[0].maxvalue);
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}
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// extraInfo overrides
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comp->SetIsSmashable(GetVarAs<int32_t>(u"is_smashable") != 0);
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// extraInfo overrides. Client ORs the database smashable and the luz smashable.
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comp->SetIsSmashable(comp->GetIsSmashable() | (GetVarAs<int32_t>(u"is_smashable") != 0));
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}
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} else {
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comp->SetHealth(1);
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@ -1827,8 +1827,6 @@ bool Entity::IsSleeping() const {
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const NiPoint3& Entity::GetPosition() const {
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if (!this) return NiPoint3::ZERO;
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auto* controllable = GetComponent<ControllablePhysicsComponent>();
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if (controllable != nullptr) {
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@ -51,7 +51,7 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_IsGMImmune = false;
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m_IsShielded = false;
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m_DamageToAbsorb = 0;
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m_HasBricks = false;
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m_IsModuleAssembly = m_Parent->HasComponent(eReplicaComponentType::MODULE_ASSEMBLY);
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m_DirtyThreatList = false;
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m_HasThreats = false;
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m_ExplodeFactor = 1.0f;
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@ -163,7 +163,7 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
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outBitStream->Write(m_IsSmashed);
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if (m_IsSmashable) {
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outBitStream->Write(m_HasBricks);
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outBitStream->Write(m_IsModuleAssembly);
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outBitStream->Write(m_ExplodeFactor != 1.0f);
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if (m_ExplodeFactor != 1.0f) outBitStream->Write(m_ExplodeFactor);
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}
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@ -239,7 +239,7 @@ public:
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* Returns whether or not this entity has bricks flying out when smashed
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* @return whether or not this entity has bricks flying out when smashed
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*/
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bool GetHasBricks() const { return m_HasBricks; }
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bool GetHasBricks() const { return m_IsModuleAssembly; }
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/**
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* Sets the multiplier for the explosion that's visible when the bricks fly out when this entity is smashed
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@ -546,7 +546,7 @@ private:
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/**
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* Whether this entity has bricks flying out when smashed (causes the client to look up the files)
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*/
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bool m_HasBricks;
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bool m_IsModuleAssembly;
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/**
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* The rate at which bricks fly out when smashed
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@ -38,7 +38,7 @@
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#include "CDObjectSkillsTable.h"
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#include "CDSkillBehaviorTable.h"
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) {
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
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this->m_Dirty = true;
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this->m_Equipped = {};
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this->m_Pushed = {};
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@ -830,14 +830,22 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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const auto position = m_Parent->GetPosition();
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for (auto* lauchPad : rocketLauchPads) {
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if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue;
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for (auto* launchPad : rocketLauchPads) {
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if (!launchPad) continue;
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auto prereq = launchPad->GetVarAsString(u"rocketLaunchPreCondition");
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if (!prereq.empty()) {
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PreconditionExpression expression(prereq);
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if (!expression.Check(m_Parent)) continue;
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}
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if (Vector3::DistanceSquared(launchPad->GetPosition(), position) > 13 * 13) continue;
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
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lauchPad->OnUse(m_Parent);
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launchPad->OnUse(m_Parent);
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break;
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}
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@ -1002,7 +1010,6 @@ void InventoryComponent::HandlePossession(Item* item) {
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// Setup the destroyable stats
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsSmashable(false);
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destroyableComponent->SetIsImmune(true);
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}
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@ -125,8 +125,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Make sure the player is at the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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startRotation, player->GetSystemAddress(), true);
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// Spawn the vehicle entity.
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@ -244,11 +243,9 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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// Make sure everything has the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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startRotation, player->GetSystemAddress(), true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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startRotation, player->GetSystemAddress(), true);
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}
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void RacingControlComponent::OnRacingClientReady(Entity* player) {
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@ -633,7 +630,7 @@ void RacingControlComponent::Update(float deltaTime) {
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GameMessages::SendTeleport(
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player.playerID, player.respawnPosition,
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player.respawnRotation,
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playerEntity->GetSystemAddress(), true, true);
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playerEntity->GetSystemAddress(), true);
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vehicle->SetPosition(player.respawnPosition);
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vehicle->SetRotation(player.respawnRotation);
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@ -19,34 +19,47 @@ VehiclePhysicsComponent::~VehiclePhysicsComponent() {
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}
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void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (pos == m_Position) return;
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m_DirtyPosition = true;
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m_Position = pos;
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}
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void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (rot == m_Rotation) return;
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m_DirtyPosition = true;
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m_Rotation = rot;
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}
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void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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if (vel == m_Velocity) return;
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m_DirtyPosition = true;
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m_Velocity = vel;
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}
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void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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if (vel == m_AngularVelocity) return;
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m_DirtyPosition = true;
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m_AngularVelocity = vel;
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}
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void VehiclePhysicsComponent::SetIsOnGround(bool val) {
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if (val == m_IsOnGround) return;
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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void VehiclePhysicsComponent::SetIsOnRail(bool val) {
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if (val == m_IsOnRail) return;
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m_DirtyPosition = true;
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m_IsOnRail = val;
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}
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void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
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if (m_RemoteInputInfo == remoteInputInfo) return;
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this->m_RemoteInputInfo = remoteInputInfo;
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m_DirtyRemoteInput = true;
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}
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void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
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m_DirtyPosition = val;
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}
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@ -63,9 +76,15 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
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outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
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if (bIsInitialUpdate || m_DirtyPosition) {
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outBitStream->Write(m_Position);
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m_DirtyPosition = false;
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_Rotation);
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outBitStream->Write(m_Rotation.x);
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outBitStream->Write(m_Rotation.y);
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outBitStream->Write(m_Rotation.z);
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outBitStream->Write(m_Rotation.w);
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outBitStream->Write(m_IsOnGround);
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outBitStream->Write(m_IsOnRail);
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@ -73,20 +92,33 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
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outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
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if (bIsInitialUpdate || m_DirtyVelocity) {
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outBitStream->Write(m_Velocity);
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outBitStream->Write(m_Velocity.x);
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outBitStream->Write(m_Velocity.y);
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outBitStream->Write(m_Velocity.z);
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m_DirtyVelocity = false;
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}
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outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
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if (bIsInitialUpdate || m_DirtyAngularVelocity) {
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outBitStream->Write(m_AngularVelocity);
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outBitStream->Write(m_AngularVelocity.x);
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outBitStream->Write(m_AngularVelocity.y);
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outBitStream->Write(m_AngularVelocity.z);
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m_DirtyAngularVelocity = false;
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}
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outBitStream->Write0();
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outBitStream->Write0(); // local_space_info. TODO: Implement this
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outBitStream->Write0();
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outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
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if (m_DirtyRemoteInput || bIsInitialUpdate) {
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outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
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outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
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outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
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outBitStream->Write(m_RemoteInputInfo.m_IsModified);
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m_DirtyRemoteInput = false;
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}
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outBitStream->Write(0.0f);
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outBitStream->Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
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if (!bIsInitialUpdate) {
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outBitStream->Write0();
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@ -95,7 +127,7 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
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if (bIsInitialUpdate) {
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outBitStream->Write<uint8_t>(m_EndBehavior);
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outBitStream->Write1();
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outBitStream->Write1(); // is input locked?
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||||
}
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||||
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||||
outBitStream->Write0();
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@ -104,7 +136,6 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
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||||
void VehiclePhysicsComponent::Update(float deltaTime) {
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if (m_SoftUpdate > 5) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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||||
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||||
m_SoftUpdate = 0;
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||||
} else {
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m_SoftUpdate += deltaTime;
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||||
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@ -5,6 +5,24 @@
|
||||
#include "Component.h"
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||||
#include "eReplicaComponentType.h"
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||||
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||||
struct RemoteInputInfo {
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||||
void operator=(const RemoteInputInfo& other) {
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||||
m_RemoteInputX = other.m_RemoteInputX;
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m_RemoteInputY = other.m_RemoteInputY;
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||||
m_IsPowersliding = other.m_IsPowersliding;
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||||
m_IsModified = other.m_IsModified;
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||||
}
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||||
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||||
bool operator==(const RemoteInputInfo& other) {
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return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
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||||
}
|
||||
|
||||
float m_RemoteInputX;
|
||||
float m_RemoteInputY;
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||||
bool m_IsPowersliding;
|
||||
bool m_IsModified;
|
||||
};
|
||||
|
||||
/**
|
||||
* Physics component for vehicles.
|
||||
*/
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||||
@ -94,6 +112,7 @@ public:
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||||
void SetDirtyPosition(bool val);
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||||
void SetDirtyVelocity(bool val);
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||||
void SetDirtyAngularVelocity(bool val);
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||||
void SetRemoteInputInfo(const RemoteInputInfo&);
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||||
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||||
private:
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||||
bool m_DirtyPosition;
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||||
@ -110,4 +129,6 @@ private:
|
||||
|
||||
float m_SoftUpdate = 0;
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||||
uint32_t m_EndBehavior;
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||||
RemoteInputInfo m_RemoteInputInfo;
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||||
bool m_DirtyRemoteInput;
|
||||
};
|
||||
|
@ -120,7 +120,7 @@ void GameMessages::SendFireEventClientSide(const LWOOBJID& objectID, const Syste
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation, bool noGravTeleport) {
|
||||
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
bitStream.Write(objectID);
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||||
@ -141,7 +141,6 @@ void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, c
|
||||
bitStream.Write(pos.y);
|
||||
bitStream.Write(pos.z);
|
||||
bitStream.Write(bUseNavmesh);
|
||||
bitStream.Write(noGravTeleport);
|
||||
|
||||
bitStream.Write(rot.w != 1.0f);
|
||||
if (rot.w != 1.0f) bitStream.Write(rot.w);
|
||||
|
@ -40,7 +40,7 @@ enum class eRebuildState : uint32_t;
|
||||
namespace GameMessages {
|
||||
class PropertyDataMessage;
|
||||
void SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender);
|
||||
void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false, bool noGravTeleport = true);
|
||||
void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false);
|
||||
void SendPlayAnimation(Entity* entity, const std::u16string& animationName, float fPriority = 0.0f, float fScale = 1.0f);
|
||||
void SendPlayerReady(Entity* entity, const SystemAddress& sysAddr);
|
||||
void SendPlayerAllowedRespawn(LWOOBJID entityID, bool doNotPromptRespawn, const SystemAddress& systemAddress);
|
||||
|
@ -119,7 +119,7 @@ void VanityUtilities::SpawnVanity() {
|
||||
|
||||
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
|
||||
|
||||
if (scriptComponent != nullptr) {
|
||||
if (scriptComponent && !npc.m_Script.empty()) {
|
||||
scriptComponent->SetScript(npc.m_Script);
|
||||
scriptComponent->SetSerialized(false);
|
||||
|
||||
@ -163,7 +163,7 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
|
||||
|
||||
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
|
||||
|
||||
if (inventoryComponent != nullptr) {
|
||||
if (inventoryComponent && !inventory.empty()) {
|
||||
inventoryComponent->SetNPCItems(inventory);
|
||||
}
|
||||
|
||||
|
@ -136,6 +136,33 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
|
||||
inStream.Read(angVelocity.z);
|
||||
}
|
||||
|
||||
// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
|
||||
bool hasLocalSpaceInfo{};
|
||||
LWOOBJID objectId{};
|
||||
NiPoint3 localSpacePosition{};
|
||||
bool hasLinearVelocity{};
|
||||
NiPoint3 linearVelocity{};
|
||||
if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
|
||||
inStream.Read(objectId);
|
||||
inStream.Read(localSpacePosition.x);
|
||||
inStream.Read(localSpacePosition.y);
|
||||
inStream.Read(localSpacePosition.z);
|
||||
if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
|
||||
inStream.Read(linearVelocity.x);
|
||||
inStream.Read(linearVelocity.y);
|
||||
inStream.Read(linearVelocity.z);
|
||||
}
|
||||
}
|
||||
bool hasRemoteInputInfo{};
|
||||
RemoteInputInfo remoteInput{};
|
||||
|
||||
if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
|
||||
inStream.Read(remoteInput.m_RemoteInputX);
|
||||
inStream.Read(remoteInput.m_RemoteInputY);
|
||||
inStream.Read(remoteInput.m_IsPowersliding);
|
||||
inStream.Read(remoteInput.m_IsModified);
|
||||
}
|
||||
|
||||
bool updateChar = true;
|
||||
|
||||
if (possessorComponent != nullptr) {
|
||||
@ -150,9 +177,6 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
|
||||
|
||||
auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
|
||||
if (vehiclePhysicsComponent != nullptr) {
|
||||
// This is flipped for whatever reason
|
||||
rotation = NiQuaternion(rotation.z, rotation.y, rotation.x, rotation.w);
|
||||
|
||||
vehiclePhysicsComponent->SetPosition(position);
|
||||
vehiclePhysicsComponent->SetRotation(rotation);
|
||||
vehiclePhysicsComponent->SetIsOnGround(onGround);
|
||||
@ -161,6 +185,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
|
||||
vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
|
||||
vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
|
||||
vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
|
||||
vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
|
||||
} else {
|
||||
// Need to get the mount's controllable physics
|
||||
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();
|
||||
|
@ -43,15 +43,7 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
|
||||
|
||||
GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
|
||||
|
||||
// Hacky fix for odd rotations
|
||||
auto mastName = self->GetVar<std::u16string>(u"MastName");
|
||||
if (mastName == u"Elephant") {
|
||||
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 140.0f, player->GetSystemAddress());
|
||||
} else if (mastName == u"Jail") {
|
||||
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 100.0f, player->GetSystemAddress());
|
||||
} else if (mastName == u""){
|
||||
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 203.0f, player->GetSystemAddress());
|
||||
}
|
||||
GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
|
||||
|
||||
const auto cinematic = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"Cinematic"));
|
||||
const auto leanIn = self->GetVar<float>(u"LeanIn");
|
||||
|
@ -11,7 +11,7 @@ void BuccaneerValiantShip::OnStartup(Entity* self) {
|
||||
|
||||
// Kill self if missed
|
||||
self->AddCallbackTimer(1.1F, [self]() {
|
||||
self->Kill();
|
||||
self->Smash();
|
||||
});
|
||||
}
|
||||
});
|
||||
|
@ -30,12 +30,6 @@ public:
|
||||
struct SceneObjectDataChunk {
|
||||
std::map<LWOOBJID, SceneObject> objects;
|
||||
|
||||
SceneObject& GetObject(LWOOBJID id) {
|
||||
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
|
||||
if (it->first == id) return it->second;
|
||||
}
|
||||
}
|
||||
|
||||
const void PrintAllObjects() {
|
||||
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
|
||||
std::cout << "\t ID: " << it->first << " LOT: " << it->second.lot << std::endl;
|
||||
|
Loading…
Reference in New Issue
Block a user