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:
David Markowitz 2024-02-24 23:29:41 -08:00
parent 6863ee9d76
commit 772ac06e94
14 changed files with 88 additions and 68 deletions

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@ -19,7 +19,7 @@ INCLUDE_BACKTRACE=0
COMPILE_BACKTRACE=0
# Set to the number of jobs (make -j equivalent) to compile the mariadbconn files with.
MARIADB_CONNECTOR_COMPILE_JOBS=1
MARIADB_CONNECTOR_COMPILE_JOBS=
# When set to 1 and uncommented, compiling and linking testing folders and libraries will be done.
ENABLE_TESTING=1

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@ -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);

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@ -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) {

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@ -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);

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@ -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();

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@ -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();

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@ -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;

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@ -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");
}
}
}

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@ -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();
}

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@ -17,7 +17,7 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_AM
"AmBlueX.cpp"
"AmTeapotServer.cpp"
"WanderingVendor.cpp"
PARENT_SCOPE)
)
add_library(dScriptsServerMapAM ${DSCRIPTS_SOURCES_02_SERVER_MAP_AM})
target_include_directories(dScriptsServerMapAM PUBLIC ".")

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@ -18,7 +18,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
} else if (status == "LEAVE") {
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
LOG("Proximity monitor component not found!");
return;
}
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");

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@ -22,6 +22,7 @@ add_library(dScriptsZone STATIC ${DSCRIPTS_SOURCES_ZONE})
target_include_directories(dScriptsZone PUBLIC "."
"AG"
"LUPs"
"LUPs/RobotCity_Intro"
"PROPERTY"
"PROPERTY/FV"
"PROPERTY/GF"

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@ -420,7 +420,7 @@ void Zone::LoadPath(std::istream& file) {
if (path.pathType == PathType::MovingPlatform) {
BinaryIO::BinaryRead(file, waypoint.movingPlatform.lockPlayer);
BinaryIO::BinaryRead(file, waypoint.speed);
BinaryIO::BinaryRead(file, waypoint.movingPlatform.speed);
BinaryIO::BinaryRead(file, waypoint.movingPlatform.wait);
if (path.pathVersion >= 13) {
BinaryIO::ReadString<uint8_t>(file, waypoint.movingPlatform.departSound, BinaryIO::ReadType::WideString);
@ -439,7 +439,7 @@ void Zone::LoadPath(std::istream& file) {
BinaryIO::BinaryRead(file, waypoint.racing.planeHeight);
BinaryIO::BinaryRead(file, waypoint.racing.shortestDistanceToEnd);
} else if (path.pathType == PathType::Rail) {
if (path.pathVersion > 16) BinaryIO::BinaryRead(file, waypoint.speed);
if (path.pathVersion > 16) BinaryIO::BinaryRead(file, waypoint.rail.speed);
}
// object LDF configs
@ -460,7 +460,7 @@ void Zone::LoadPath(std::istream& file) {
auto waypointCommand = WaypointCommandType::StringToWaypointCommandType(parameter);
if (waypointCommand == eWaypointCommandType::DELAY) value.erase(std::remove_if(value.begin(), value.end(), ::isspace), value.end());
if (waypointCommand != eWaypointCommandType::INVALID) waypoint.commands.push_back(WaypointCommand(waypointCommand, value));
else Game::logger->Log("Zone", "Tried to load invalid waypoint command '%s'", parameter.c_str());
else LOG("Tried to load invalid waypoint command '%s'", parameter.c_str());
} else {
ldfConfig = LDFBaseData::DataFromString(parameter + "=" + value);
if (ldfConfig) waypoint.config.push_back(ldfConfig);

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@ -50,6 +50,7 @@ struct SceneTransition {
struct MovingPlatformPathWaypoint {
uint8_t lockPlayer;
float speed;
float wait;
std::string departSound;
std::string arriveSound;
@ -71,13 +72,17 @@ struct RacingPathWaypoint {
float shortestDistanceToEnd;
};
struct RailPathWaypoint {
float speed;
};
struct PathWaypoint {
NiPoint3 position;
NiQuaternion rotation; // not included in all, but it's more convenient here
MovingPlatformPathWaypoint movingPlatform;
CameraPathWaypoint camera;
RacingPathWaypoint racing;
float speed = 1.0f;
RailPathWaypoint rail;
std::vector<LDFBaseData*> config;
std::vector<WaypointCommand> commands;
};