Add change idle flags behavior and GM (#871)

* update naming for animation flag enum value 0

* Add change idle flags behaviors and GM

* default to 0 when none is given
This commit is contained in:
Aaron Kimbrell 2022-12-16 15:24:13 -06:00 committed by GitHub
parent 32f8bda538
commit 631365b7f7
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 93 additions and 6 deletions

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@ -488,6 +488,7 @@ enum GAME_MSG : unsigned short {
GAME_MSG_MATCH_UPDATE = 1310, GAME_MSG_MATCH_UPDATE = 1310,
GAME_MSG_MODULE_ASSEMBLY_DB_DATA_FOR_CLIENT = 1131, GAME_MSG_MODULE_ASSEMBLY_DB_DATA_FOR_CLIENT = 1131,
GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA = 1132, GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA = 1132,
GAME_MSG_CHANGE_IDLE_FLAGS = 1338,
GAME_MSG_VEHICLE_ADD_PASSIVE_BOOST_ACTION = 1340, GAME_MSG_VEHICLE_ADD_PASSIVE_BOOST_ACTION = 1340,
GAME_MSG_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION = 1341, GAME_MSG_VEHICLE_REMOVE_PASSIVE_BOOST_ACTION = 1341,
GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION = 1342, GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION = 1342,

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@ -6,7 +6,7 @@
#include <cstdint> #include <cstdint>
enum class eAnimationFlags : uint32_t { enum class eAnimationFlags : uint32_t {
IDLE_INVALID = 0, // made up, for internal use!!! IDLE_NONE = 0,
IDLE_BASIC, IDLE_BASIC,
IDLE_SWIM, IDLE_SWIM,
IDLE_CARRY, IDLE_CARRY,

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@ -60,6 +60,7 @@
#include "SpeedBehavior.h" #include "SpeedBehavior.h"
#include "DamageReductionBehavior.h" #include "DamageReductionBehavior.h"
#include "JetPackBehavior.h" #include "JetPackBehavior.h"
#include "ChangeIdleFlagsBehavior.h"
//CDClient includes //CDClient includes
#include "CDBehaviorParameterTable.h" #include "CDBehaviorParameterTable.h"
@ -196,7 +197,9 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
behavior = new SkillCastFailedBehavior(behaviorId); behavior = new SkillCastFailedBehavior(behaviorId);
break; break;
case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break; case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: break; case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
behavior = new ChangeIdleFlagsBehavior(behaviorId);
break;
case BehaviorTemplates::BEHAVIOR_APPLY_BUFF: case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
behavior = new ApplyBuffBehavior(behaviorId); behavior = new ApplyBuffBehavior(behaviorId);
break; break;

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@ -12,6 +12,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
"BuffBehavior.cpp" "BuffBehavior.cpp"
"CarBoostBehavior.cpp" "CarBoostBehavior.cpp"
"ChainBehavior.cpp" "ChainBehavior.cpp"
"ChangeIdleFlagsBehavior.cpp"
"ChangeOrientationBehavior.cpp" "ChangeOrientationBehavior.cpp"
"ChargeUpBehavior.cpp" "ChargeUpBehavior.cpp"
"ClearTargetBehavior.cpp" "ClearTargetBehavior.cpp"

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@ -0,0 +1,37 @@
#include "ChangeIdleFlagsBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
void ChangeIdleFlagsBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
if (!target) return;
GameMessages::SendChangeIdleFlags(target, m_FlagsOn, m_FlagsOff, UNASSIGNED_SYSTEM_ADDRESS);
if (branch.duration > 0.0f) {
context->RegisterTimerBehavior(this, branch);
} else if (branch.start > 0) {
context->RegisterEndBehavior(this, branch);
}
}
void ChangeIdleFlagsBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
Handle(context, bitStream, branch);
}
void ChangeIdleFlagsBehavior::End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
const auto target = branch.target != LWOOBJID_EMPTY ? branch.target : context->originator;
if (!target) return;
// flip on and off to end behavior
GameMessages::SendChangeIdleFlags(target, m_FlagsOff, m_FlagsOn, UNASSIGNED_SYSTEM_ADDRESS);
}
void ChangeIdleFlagsBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) {
End(context, branch, second);
}
void ChangeIdleFlagsBehavior::Load() {
m_FlagsOff = static_cast<eAnimationFlags>(GetInt("flags_off", 0));
m_FlagsOn = static_cast<eAnimationFlags>(GetInt("flags_on", 0));
}

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@ -0,0 +1,23 @@
#pragma once
#include "Behavior.h"
#include "eAninmationFlags.h"
class ChangeIdleFlagsBehavior final : public Behavior {
public:
/*
* Inherited
*/
explicit ChangeIdleFlagsBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {}
void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void End(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
void Load() override;
private:
eAnimationFlags m_FlagsOff;
eAnimationFlags m_FlagsOn;
};

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@ -28,7 +28,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
return; return;
} }
Game::logger->Log("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination()); Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) { if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
this->m_actionTrue->Handle(context, bitStream, branch); this->m_actionTrue->Handle(context, bitStream, branch);

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@ -34,8 +34,8 @@ void PossessableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
outBitStream->Write(m_Possessor != LWOOBJID_EMPTY); outBitStream->Write(m_Possessor != LWOOBJID_EMPTY);
if (m_Possessor != LWOOBJID_EMPTY) outBitStream->Write(m_Possessor); if (m_Possessor != LWOOBJID_EMPTY) outBitStream->Write(m_Possessor);
outBitStream->Write(m_AnimationFlag != eAnimationFlags::IDLE_INVALID); outBitStream->Write(m_AnimationFlag != eAnimationFlags::IDLE_NONE);
if (m_AnimationFlag != eAnimationFlags::IDLE_INVALID) outBitStream->Write(m_AnimationFlag); if (m_AnimationFlag != eAnimationFlags::IDLE_NONE) outBitStream->Write(m_AnimationFlag);
outBitStream->Write(m_ImmediatelyDepossess); outBitStream->Write(m_ImmediatelyDepossess);
m_ImmediatelyDepossess = false; // reset flag m_ImmediatelyDepossess = false; // reset flag

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@ -109,7 +109,7 @@ private:
* @brief What animaiton flag to use * @brief What animaiton flag to use
* *
*/ */
eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_INVALID; eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_NONE;
/** /**
* @brief Should this be immediately depossessed * @brief Should this be immediately depossessed

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@ -3922,6 +3922,18 @@ void GameMessages::SendDisplayChatBubble(LWOOBJID objectId, const std::u16string
SEND_PACKET; SEND_PACKET;
} }
void GameMessages::SendChangeIdleFlags(LWOOBJID objectId, eAnimationFlags FlagsOn, eAnimationFlags FlagsOff, const SystemAddress& sysAddr) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
bitStream.Write(GAME_MSG::GAME_MSG_CHANGE_IDLE_FLAGS);
bitStream.Write(FlagsOff);
bitStream.Write(FlagsOn);
SEND_PACKET_BROADCAST;
}
// Mounts // Mounts
void GameMessages::SendSetMountInventoryID(Entity* entity, const LWOOBJID& objectID, const SystemAddress& sysAddr) { void GameMessages::SendSetMountInventoryID(Entity* entity, const LWOOBJID& objectID, const SystemAddress& sysAddr) {

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@ -14,6 +14,7 @@
#include "TradingManager.h" #include "TradingManager.h"
#include "LeaderboardManager.h" #include "LeaderboardManager.h"
#include "MovingPlatformComponent.h" #include "MovingPlatformComponent.h"
#include "eAninmationFlags.h"
class NiQuaternion; class NiQuaternion;
class User; class User;
@ -373,6 +374,15 @@ namespace GameMessages {
void SendDisplayChatBubble(LWOOBJID objectId, const std::u16string& text, const SystemAddress& sysAddr); void SendDisplayChatBubble(LWOOBJID objectId, const std::u16string& text, const SystemAddress& sysAddr);
/**
* @brief
*
* @param objectId ID of the entity to set idle flags
* @param FlagsOn Flag to turn on
* @param FlagsOff Flag to turn off
*/
void SendChangeIdleFlags(LWOOBJID objectId, eAnimationFlags FlagsOn, eAnimationFlags FlagsOff, const SystemAddress& sysAddr);
// Mounts // Mounts
/** /**
* @brief Set the Inventory LWOOBJID of the mount * @brief Set the Inventory LWOOBJID of the mount