mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
this took 4 eons to get compiling again
Update Zone.cpp Update Zone.h Update Zone.h Update MovingPlatformComponent.cpp Update ProximityMonitorComponent.cpp quick cleanup Use correct logging
This commit is contained in:
@@ -2125,9 +2125,7 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
|
||||
possessedControllablePhysicsComponent->SetIsOnGround(update.onGround);
|
||||
possessedControllablePhysicsComponent->SetIsOnRail(update.onRail);
|
||||
possessedControllablePhysicsComponent->SetVelocity(update.velocity);
|
||||
possessedControllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3Constant::ZERO);
|
||||
possessedControllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
|
||||
possessedControllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3Constant::ZERO);
|
||||
}
|
||||
Game::entityManager->SerializeEntity(possassableEntity);
|
||||
}
|
||||
@@ -2149,9 +2147,7 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
|
||||
controllablePhysicsComponent->SetIsOnGround(update.onGround);
|
||||
controllablePhysicsComponent->SetIsOnRail(update.onRail);
|
||||
controllablePhysicsComponent->SetVelocity(update.velocity);
|
||||
controllablePhysicsComponent->SetDirtyVelocity(update.velocity != NiPoint3Constant::ZERO);
|
||||
controllablePhysicsComponent->SetAngularVelocity(update.angularVelocity);
|
||||
controllablePhysicsComponent->SetDirtyAngularVelocity(update.angularVelocity != NiPoint3Constant::ZERO);
|
||||
|
||||
auto* ghostComponent = GetComponent<GhostComponent>();
|
||||
if (ghostComponent) ghostComponent->SetGhostReferencePoint(update.position);
|
||||
|
@@ -22,7 +22,6 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Phy
|
||||
m_IsOnGround = true;
|
||||
m_IsOnRail = false;
|
||||
m_DirtyVelocity = true;
|
||||
m_DirtyAngularVelocity = true;
|
||||
m_dpEntity = nullptr;
|
||||
m_Static = false;
|
||||
m_SpeedMultiplier = 1;
|
||||
@@ -68,7 +67,7 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
|
||||
}
|
||||
|
||||
void ControllablePhysicsComponent::Update(float deltaTime) {
|
||||
if (m_Velocity == NiPoint3::ZERO) return;
|
||||
if (m_Velocity == NiPoint3Constant::ZERO) return;
|
||||
SetPosition(m_Position + (m_Velocity * deltaTime));
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
@@ -117,8 +116,8 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
|
||||
if (!bIsInitialUpdate) m_DirtyBubble = false;
|
||||
}
|
||||
|
||||
bool isVelocityZero = m_Velocity != NiPoint3::ZERO;
|
||||
bool isAngularVelocityZero = m_AngularVelocity != NiPoint3::ZERO;
|
||||
bool isVelocityZero = m_Velocity != NiPoint3Constant::ZERO;
|
||||
bool isAngularVelocityZero = m_AngularVelocity != NiPoint3Constant::ZERO;
|
||||
bool shouldWriteFrameStats = m_DirtyPosition || bIsInitialUpdate || isVelocityZero || isAngularVelocityZero;
|
||||
outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
|
||||
if (m_DirtyPosition || bIsInitialUpdate) {
|
||||
|
@@ -67,7 +67,7 @@ void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
|
||||
outBitStream->Write(m_IsOnGround);
|
||||
outBitStream->Write(m_IsOnRail);
|
||||
|
||||
bool isVelocityZero = m_Velocity == NiPoint3::ZERO;
|
||||
bool isVelocityZero = m_Velocity == NiPoint3Constant::ZERO;
|
||||
|
||||
outBitStream->Write(isVelocityZero);
|
||||
if (isVelocityZero) {
|
||||
@@ -76,7 +76,7 @@ void HavokVehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
|
||||
outBitStream->Write(m_Velocity.z);
|
||||
}
|
||||
|
||||
bool isAngularVelocityZero = m_AngularVelocity == NiPoint3::ZERO;
|
||||
bool isAngularVelocityZero = m_AngularVelocity == NiPoint3Constant::ZERO;
|
||||
outBitStream->Write(isAngularVelocityZero);
|
||||
if (isAngularVelocityZero) {
|
||||
outBitStream->Write(m_AngularVelocity.x);
|
||||
|
@@ -73,30 +73,30 @@ float MovementAIComponent::GetCurrentPathWaypointSpeed() const {
|
||||
|
||||
void MovementAIComponent::SetupPath(const std::string& pathname) {
|
||||
std::string path = pathname;
|
||||
if (path.empty()) path = m_Parent->GetVarAsString(u"attached_path");
|
||||
if (path.empty()) {
|
||||
Game::logger->Log("MovementAIComponent", "No path to load for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
|
||||
return;
|
||||
path = m_Parent->GetVarAsString(u"attached_path");
|
||||
if (path.empty()) {
|
||||
LOG("No path to load for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
|
||||
return;
|
||||
}
|
||||
}
|
||||
const Path* pathData = Game::zoneManager->GetZone()->GetPath(path);
|
||||
if (pathData) {
|
||||
Game::logger->Log("MovementAIComponent", "found path %i %s", m_Parent->GetLOT(), path.c_str());
|
||||
LOG("found path %i %s", m_Parent->GetLOT(), path.c_str());
|
||||
m_Path = pathData;
|
||||
if (!HasAttachedPathStart() && m_Parent->HasVar(u"attached_path_start")) m_StartingWaypointIndex = m_Parent->GetVar<uint32_t>(u"attached_path_start");
|
||||
if (m_Path && HasAttachedPathStart() && (m_StartingWaypointIndex < 0 || m_StartingWaypointIndex >= m_Path->pathWaypoints.size())) {
|
||||
Game::logger->Log(
|
||||
"MovementAIComponent",
|
||||
"WARNING: attached path start is out of bounds for %i:%llu, defaulting path start to 0",
|
||||
LOG("WARNING: attached path start is out of bounds for %i:%llu, defaulting path start to 0",
|
||||
m_Parent->GetLOT(), m_Parent->GetObjectID());
|
||||
m_StartingWaypointIndex = 0;
|
||||
}
|
||||
std::vector<NiPoint3> waypoints;
|
||||
for (auto& waypoint : m_Path->pathWaypoints) {
|
||||
for (const auto& waypoint : m_Path->pathWaypoints) {
|
||||
waypoints.push_back(waypoint.position);
|
||||
}
|
||||
SetPath(waypoints);
|
||||
} else {
|
||||
Game::logger->Log("MovementAIComponent", "No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
|
||||
LOG("No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -270,7 +270,7 @@ bool MovementAIComponent::Warp(const NiPoint3& point) {
|
||||
void MovementAIComponent::Pause() {
|
||||
if (AtFinalWaypoint() || IsPaused()) return;
|
||||
SetPosition(ApproximateLocation());
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
SetVelocity(NiPoint3Constant::ZERO);
|
||||
|
||||
// Clear this as we may be somewhere else when we resume movement.
|
||||
m_InterpolatedWaypoints.clear();
|
||||
@@ -325,7 +325,7 @@ const NiPoint3& MovementAIComponent::GetCurrentPathWaypoint() const {
|
||||
return m_CurrentPath.at(m_CurrentPathWaypointIndex);
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetPath(std::vector<NiPoint3> path, bool startInReverse) {
|
||||
void MovementAIComponent::SetPath(const std::vector<NiPoint3>& path, bool startInReverse) {
|
||||
if (path.empty()) return;
|
||||
m_CurrentPath = path;
|
||||
m_IsInReverse = startInReverse;
|
||||
@@ -549,11 +549,11 @@ void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
|
||||
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
|
||||
break;
|
||||
case eWaypointCommandType::BOUNCE:
|
||||
Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
|
||||
LOG("Unable to process bounce waypoint command server side!");
|
||||
break;
|
||||
case eWaypointCommandType::INVALID:
|
||||
default:
|
||||
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
|
||||
LOG("Got invalid waypoint command %i", command);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -583,20 +583,18 @@ void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data
|
||||
if (data.empty()) return;
|
||||
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
|
||||
if (!skillComponent) {
|
||||
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
|
||||
LOG("Skill component not found!");
|
||||
return;
|
||||
}
|
||||
uint32_t skillId = 0;
|
||||
if (!GeneralUtils::TryParse<uint32_t>(data, skillId)) return;
|
||||
if (skillId != 0) skillComponent->CastSkill(skillId);
|
||||
return;
|
||||
auto skillId = GeneralUtils::TryParse<uint32_t>(data);
|
||||
if (skillId && skillId != 0) skillComponent->CastSkill(skillId.value());
|
||||
}
|
||||
|
||||
void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
|
||||
if (data.empty()) return;
|
||||
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) {
|
||||
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
|
||||
LOG("Inventory component not found!");
|
||||
return;
|
||||
}
|
||||
// the client says use slot 0 of items
|
||||
@@ -611,7 +609,7 @@ void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::strin
|
||||
if (data.empty()) return;
|
||||
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
|
||||
if (!inventoryComponent) {
|
||||
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
|
||||
LOG("Inventory component not found!");
|
||||
return;
|
||||
}
|
||||
// the client says use slot 0 of items
|
||||
@@ -623,35 +621,50 @@ void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::strin
|
||||
}
|
||||
|
||||
float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
|
||||
float delay = 0.0f;
|
||||
std::string delayString = data;
|
||||
if (!GeneralUtils::TryParse<float>(delayString, delay)) {
|
||||
Game::logger->LogDebug("MovementAIComponentAronwk", "Failed to parse delay %s", data.c_str());
|
||||
auto delay = GeneralUtils::TryParse<float>(data);
|
||||
if (!delay) {
|
||||
LOG("Failed to parse delay %s", data.c_str());
|
||||
}
|
||||
return delay;
|
||||
return delay.value_or(0.0f);
|
||||
}
|
||||
|
||||
void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
|
||||
auto posString = GeneralUtils::SplitString(data, ',');
|
||||
if (posString.size() == 0) return;
|
||||
auto newPos = NiPoint3();
|
||||
if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
|
||||
if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
|
||||
if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
|
||||
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
std::optional<float> intermediate;
|
||||
if (posString.size() >= 1) {
|
||||
intermediate = GeneralUtils::TryParse<float>(posString.at(0));
|
||||
if (!intermediate) return;
|
||||
|
||||
newPos.x = intermediate.value();
|
||||
if (posString.size() >= 2) {
|
||||
intermediate = GeneralUtils::TryParse<float>(posString.at(1));
|
||||
if (!intermediate) return;
|
||||
|
||||
newPos.y = intermediate.value();
|
||||
if (posString.size() >= 3) {
|
||||
intermediate = GeneralUtils::TryParse<float>(posString.at(2));
|
||||
if (!intermediate) return;
|
||||
|
||||
newPos.z = intermediate.value();
|
||||
}
|
||||
}
|
||||
}
|
||||
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternionConstant::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
|
||||
void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
|
||||
float speed = 0.0;
|
||||
if (!GeneralUtils::TryParse<float>(data, speed)) return;
|
||||
SetMaxSpeed(speed);
|
||||
auto speed = GeneralUtils::TryParse<float>(data);
|
||||
if (!speed) return;
|
||||
SetMaxSpeed(speed.value());
|
||||
}
|
||||
|
||||
void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
|
||||
if (data.empty()) return;
|
||||
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
|
||||
if (!proximityMonitorComponent) {
|
||||
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
|
||||
LOG("Proximity monitor component not found!");
|
||||
return;
|
||||
}
|
||||
const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
|
||||
@@ -660,11 +673,13 @@ void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data
|
||||
if (!entity) return;
|
||||
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
|
||||
if (!destroyableComponent) {
|
||||
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
|
||||
LOG("Destroyable component not found!");
|
||||
return;
|
||||
}
|
||||
uint32_t factionID = -1;
|
||||
if (!GeneralUtils::TryParse<uint32_t>(data, factionID)) return;
|
||||
int32_t factionID = -1;
|
||||
auto parsed = GeneralUtils::TryParse<uint32_t>(data);
|
||||
if (!parsed) return;
|
||||
factionID = parsed.value();
|
||||
if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
|
||||
}
|
||||
}
|
||||
@@ -676,7 +691,9 @@ void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string&
|
||||
if (data.find(",") != std::string::npos) {
|
||||
auto datas = GeneralUtils::SplitString(data, ',');
|
||||
path_string = datas.at(0);
|
||||
if (!GeneralUtils::TryParse(datas.at(1), index)) return;
|
||||
auto parsed = GeneralUtils::TryParse<int32_t>(datas.at(1));
|
||||
if (!parsed) return;
|
||||
index = parsed.value();
|
||||
} else path_string = data;
|
||||
|
||||
if (path_string != "") {
|
||||
@@ -687,7 +704,9 @@ void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string&
|
||||
|
||||
void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
|
||||
LOT newObjectLOT = 0;
|
||||
if (!GeneralUtils::TryParse(data, newObjectLOT)) return;
|
||||
auto parsed = GeneralUtils::TryParse<LOT>(data);
|
||||
if (!parsed) return;
|
||||
newObjectLOT = parsed.value();
|
||||
EntityInfo info{};
|
||||
info.lot = newObjectLOT;
|
||||
info.pos = m_Parent->GetPosition();
|
||||
|
@@ -224,7 +224,7 @@ public:
|
||||
* Sets a path to follow for the AI
|
||||
* @param path the path to follow
|
||||
*/
|
||||
void SetPath(std::vector<NiPoint3> path, bool startsInReverse = false);
|
||||
void SetPath(const std::vector<NiPoint3>& path, bool startsInReverse = false);
|
||||
|
||||
// Advance the path waypoint index and return if there is a next waypoint
|
||||
bool AdvancePathWaypointIndex();
|
||||
|
@@ -162,7 +162,7 @@ void MovingPlatformComponent::StartPathing() {
|
||||
const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
|
||||
|
||||
subComponent->mPosition = currentWaypoint.position;
|
||||
subComponent->mSpeed = currentWaypoint.speed;
|
||||
subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
|
||||
subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
|
||||
|
||||
targetPosition = nextWaypoint.position;
|
||||
@@ -213,7 +213,7 @@ void MovingPlatformComponent::ContinuePathing() {
|
||||
const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
|
||||
|
||||
subComponent->mPosition = currentWaypoint.position;
|
||||
subComponent->mSpeed = currentWaypoint.speed;
|
||||
subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
|
||||
subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
|
||||
|
||||
pathSize = m_Path->pathWaypoints.size() - 1;
|
||||
|
@@ -61,17 +61,17 @@ bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID
|
||||
}
|
||||
|
||||
void ProximityMonitorComponent::Update(float deltaTime) {
|
||||
for (const auto& [name, dpentity] : m_ProximitiesData) {
|
||||
if (!dpentity) continue;
|
||||
dpentity->SetPosition(m_Parent->GetPosition());
|
||||
for (const auto& prox : m_ProximitiesData) {
|
||||
if (!prox.second) continue;
|
||||
prox.second->SetPosition(m_Parent->GetPosition());
|
||||
//Process enter events
|
||||
for (auto* en : dpentity->GetNewObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), name, "ENTER");
|
||||
for (auto* en : prox.second->GetNewObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
|
||||
}
|
||||
|
||||
//Process exit events
|
||||
for (auto* en : dpentity->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), name, "LEAVE");
|
||||
for (auto* en : prox.second->GetRemovedObjects()) {
|
||||
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -227,9 +227,9 @@ void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::stri
|
||||
if (!movementAIComponent) return;
|
||||
movementAIComponent->SetupPath(argArray.at(0));
|
||||
if (argArray.size() >= 2) {
|
||||
int32_t index = 0;
|
||||
if (!GeneralUtils::TryParse(argArray.at(1), index)) return;
|
||||
movementAIComponent->SetPathStartingWaypointIndex(index);
|
||||
auto index = GeneralUtils::TryParse<int32_t>(argArray.at(1));
|
||||
if (!index) return;
|
||||
movementAIComponent->SetPathStartingWaypointIndex(index.value());
|
||||
}
|
||||
if (argArray.size() >= 3 && argArray.at(2) == "1") movementAIComponent->ReversePath();
|
||||
}
|
||||
|
Reference in New Issue
Block a user