From 84ba38bd1d7577f5d7907b2d97ce1cf31d62b287 Mon Sep 17 00:00:00 2001 From: Aaron Kimbre Date: Sat, 12 Aug 2023 00:40:48 -0500 Subject: [PATCH] Add some command handlers --- dCommon/dEnums/eWaypointCommandType.h | 3 +- dGame/dComponents/MovementAIComponent.h | 21 ++- .../dComponents/MovementAIComponentAronwk.cpp | 132 +++++++++++++----- dGame/dGameMessages/GameMessages.cpp | 17 +-- 4 files changed, 122 insertions(+), 51 deletions(-) diff --git a/dCommon/dEnums/eWaypointCommandType.h b/dCommon/dEnums/eWaypointCommandType.h index ffa7b720..4d306f6b 100644 --- a/dCommon/dEnums/eWaypointCommandType.h +++ b/dCommon/dEnums/eWaypointCommandType.h @@ -20,7 +20,6 @@ enum class eWaypointCommandType : uint32_t { CHANGE_WAYPOINT, DELETE_SELF, KILL_SELF, - REMOVE_SELF, SPAWN_OBJECT, PLAY_SOUND, }; @@ -45,7 +44,7 @@ public: {"changeWP", eWaypointCommandType::CHANGE_WAYPOINT}, {"DeleteSelf", eWaypointCommandType::DELETE_SELF}, {"killself", eWaypointCommandType::KILL_SELF}, - {"removeself", eWaypointCommandType::REMOVE_SELF}, + {"removeself", eWaypointCommandType::DELETE_SELF}, {"spawnOBJ", eWaypointCommandType::SPAWN_OBJECT}, {"playSound", eWaypointCommandType::PLAY_SOUND}, }; diff --git a/dGame/dComponents/MovementAIComponent.h b/dGame/dComponents/MovementAIComponent.h index 0120340b..536306e1 100644 --- a/dGame/dComponents/MovementAIComponent.h +++ b/dGame/dComponents/MovementAIComponent.h @@ -195,7 +195,7 @@ public: void ReversePath(); void HandleWaypointArrived(); - + void SetupPath(const std::string& pathname); /** @@ -223,6 +223,21 @@ public: */ static float GetBaseSpeed(LOT lot); + void SetCurrentPathWaypointIndex(uint32_t value) { m_CurrentPathWaypointIndex = value; }; + void SetNextPathWaypointIndex(uint32_t value) { m_NextPathWaypointIndex = value; }; + void HandleWaypointCommandGroupEmote(std::string data); + void HandleWaypointCommandSetVariable(std::string data); + void HandleWaypointCommandCastSkill(std::string data); + void HandleWaypointCommandEquipInventory(std::string data); + void HandleWaypointCommandUnequipInventory(std::string data); + void HandleWaypointCommandDelay(std::string data); + void HandleWaypointCommandEmote(std::string data); + void HandleWaypointCommandTeleport(std::string data); + void HandleWaypointCommandPathSpeed(std::string data); + void HandleWaypointCommandRemoveNPC(std::string data); + void HandleWaypointCommandChangeWaypoint(std::string data); + void HandleWaypointCommandSpawnObject(std::string data); + private: /** @@ -334,12 +349,12 @@ private: int32_t m_CurrentPathWaypointIndex; /** - * The index of the current waypoint in the path + * The index of the next waypoint in the path */ int32_t m_NextPathWaypointIndex; /** - * Whether or not the path is being read in reverse + * Whether or not the path is being read in reverse */ bool m_IsInReverse; diff --git a/dGame/dComponents/MovementAIComponentAronwk.cpp b/dGame/dComponents/MovementAIComponentAronwk.cpp index f03ad67d..1e06cce4 100644 --- a/dGame/dComponents/MovementAIComponentAronwk.cpp +++ b/dGame/dComponents/MovementAIComponentAronwk.cpp @@ -2,6 +2,8 @@ #include "MovementAIComponent.h" #endif #include "eWaypointCommandType.h" +#include "RenderComponent.h" +#include "SkillComponent.h" void MovementAIComponent::HandleWaypointArrived() { if (!m_Path) return; @@ -9,76 +11,138 @@ void MovementAIComponent::HandleWaypointArrived() { for(auto [command, data] : m_Path->pathWaypoints[m_CurrentPathWaypointIndex].commands){ switch(command){ case eWaypointCommandType::STOP: - // call stop + Stop(); break; case eWaypointCommandType::GROUP_EMOTE: - // get group - // make them all emote + HandleWaypointCommandGroupEmote(data); break; case eWaypointCommandType::SET_VARIABLE: - // set network variable??? + HandleWaypointCommandSetVariable(data); break; case eWaypointCommandType::CAST_SKILL: - // just call cast skill lol + HandleWaypointCommandCastSkill(data); break; case eWaypointCommandType::EQUIP_INVENTORY: - // equip item via ID (not lot???) + HandleWaypointCommandEquipInventory(data); break; case eWaypointCommandType::UNEQUIP_INVENTORY: - // unequip item via ID (not lot??) + HandleWaypointCommandUnequipInventory(data); break; case eWaypointCommandType::DELAY: - // number + HandleWaypointCommandDelay(data); break; case eWaypointCommandType::EMOTE: - // emote name + HandleWaypointCommandEmote(data); break; case eWaypointCommandType::TELEPORT: - // x,y,z + HandleWaypointCommandTeleport(data); break; case eWaypointCommandType::PATH_SPEED: - // set speed? + HandleWaypointCommandPathSpeed(data); break; case eWaypointCommandType::REMOVE_NPC: - // get objects in proximity - // KillOBJS ??? + HandleWaypointCommandRemoveNPC(data); break; case eWaypointCommandType::CHANGE_WAYPOINT: - // std::string path_string = ""; - // sometimes there's a path and what waypoint to start, which are comma separated - // if (intermed.find(",") != std::string::npos){ - // auto datas = GeneralUtils::SplitString(intermed, ','); - // path_string = datas[0]; - // m_PathIndex = stoi(datas[1]) - 1; - // } else { - // path_string = intermed; - // m_PathIndex = 0; - // } - - // if (path_string != "") { - // SetMovementPath(const_cast(dZoneManager::Instance()->GetZone()->GetPath(path_string))); - // } else m_MovementPath = nullptr; + HandleWaypointCommandChangeWaypoint(data); break; case eWaypointCommandType::KILL_SELF: - // Kill Silent + m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT); break; case eWaypointCommandType::DELETE_SELF: - case eWaypointCommandType::REMOVE_SELF: - // Delete Object + m_Parent->Kill(); break; case eWaypointCommandType::SPAWN_OBJECT: - // just make a new object + HandleWaypointCommandSpawnObject(data); break; case eWaypointCommandType::PLAY_SOUND: - // msgPlayNDAudioEmitter + GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data); break; case eWaypointCommandType::BOUNCE: - Game::logger->Log("MovementAIComponentAronwk", "Unusable Command %i", command); + Game::logger->LogDebug("MovementAIComponent", "Unusable Command %i", command); break; case eWaypointCommandType::INVALID: default: - Game::logger->LogDebug("MovementAIComponentAronwk", "Got invalid waypoint command %i", command); + Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command); break; } } } + +void MovementAIComponent::HandleWaypointCommandGroupEmote(std::string data) { + const auto& split = GeneralUtils::SplitString(data, ';'); + if (split.size() != 2) return; + const auto& entities = Game::entityManager->GetEntitiesInGroup(split[0]); + for (auto& entity: entities){ + RenderComponent::PlayAnimation(entity, split[1]); + } + // delay for animation time +} +void MovementAIComponent::HandleWaypointCommandSetVariable(std::string data) { + const auto& split = GeneralUtils::SplitString(data, '='); + m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split[0]), split[1]); +} +void MovementAIComponent::HandleWaypointCommandCastSkill(std::string data) { + if (data.empty()) return; + auto* skillComponent = m_Parent->GetComponent(); + if (!skillComponent) { + Game::logger->LogDebug("MovementAIComponent::HandleWaypointArrived", "Skill component not found!"); + return; + } + uint32_t skillId = 0; + GeneralUtils::TryParse(data, skillId); + if (skillId != 0) skillComponent->CastSkill(skillId); + // add some delay?? +} +void MovementAIComponent::HandleWaypointCommandEquipInventory(std::string data) { + // equip item via ID (not lot???) +} +void MovementAIComponent::HandleWaypointCommandUnequipInventory(std::string data) { + // unequip item via ID (not lot??) +} +void MovementAIComponent::HandleWaypointCommandDelay(std::string data) { + Pause(); + std::remove_if(data.begin(), data.end(), isspace); + // delay for time +} +void MovementAIComponent::HandleWaypointCommandEmote(std::string data) { + // pause fore animation time + auto delay = RenderComponent::PlayAnimation(m_Parent, data); +} +void MovementAIComponent::HandleWaypointCommandTeleport(std::string data) { + auto posString = GeneralUtils::SplitString(data, ','); + if (posString.size() == 0) return; + auto newPos = NiPoint3(); + if (posString.size() == 1) GeneralUtils::TryParse(posString[0], newPos.x); + if (posString.size() == 2) GeneralUtils::TryParse(posString[1], newPos.y); + if (posString.size() == 3) GeneralUtils::TryParse(posString[2], newPos.z); + GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS); +} +void MovementAIComponent::HandleWaypointCommandPathSpeed(std::string data) { + float speed = 0.0; + GeneralUtils::TryParse(data, speed); + SetMaxSpeed(speed); +} +void MovementAIComponent::HandleWaypointCommandRemoveNPC(std::string data) { + // get objects in proximity + // KillOBJS ??? +} +void MovementAIComponent::HandleWaypointCommandChangeWaypoint(std::string data) { + std::string path_string = ""; + int32_t index = 0; + // sometimes there's a path and what waypoint to start, which are comma separated + if (data.find(",") != std::string::npos){ + auto datas = GeneralUtils::SplitString(data, ','); + path_string = datas[0]; + index = stoi(datas[1]); + } else path_string = data; + + if (path_string != "") { + SetupPath(path_string); + SetCurrentPathWaypointIndex(index); + SetNextPathWaypointIndex(index); + } +} +void MovementAIComponent::HandleWaypointCommandSpawnObject(std::string data) { + // just do it +} diff --git a/dGame/dGameMessages/GameMessages.cpp b/dGame/dGameMessages/GameMessages.cpp index 020e0abe..4aafabd1 100644 --- a/dGame/dGameMessages/GameMessages.cpp +++ b/dGame/dGameMessages/GameMessages.cpp @@ -317,8 +317,8 @@ void GameMessages::SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& s bitStream.Write(entity->GetObjectID()); bitStream.Write((uint16_t)eGameMessageType::PLAY_ND_AUDIO_EMITTER); - bitStream.Write0(); - bitStream.Write0(); + bitStream.Write0(); // callback message data {lwoobjid} + bitStream.Write0(); // audio emmitterid {uint32_t}} uint32_t length = audioGUID.size(); bitStream.Write(length); @@ -326,16 +326,9 @@ void GameMessages::SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& s bitStream.Write(static_cast(audioGUID[k])); } - //PacketUtils::WriteString(bitStream, audioGUID, audioGUID.size()); - - //bitStream.Write(uint32_t(audioGUID.size())); - //for (char character : audioGUID) { - // bitStream.Write(character); - //} - - bitStream.Write(uint32_t(0)); - bitStream.Write0(); - bitStream.Write0(); + bitStream.Write(uint32_t(0)); // size of NDAudioMetaEventName (then print he string like the guid) + bitStream.Write0(); //result {bool} + bitStream.Write0(); // m_TargetObjectIDForNDAudioCallbackMessages {lwoobjid} SEND_PACKET_BROADCAST; }