Merge origin/main into experimental: behaviors, raw terrain scene lookups, property model fixes, player count

Main's model behaviors (every rotation, DoDamage, OnTimer, OnStartup, MoveBackToStart, moves along the model's
local axes), raw terrain reading with scene lookups and scene tools, property model and brick by brick fixes and the
chat server's player count fix, merged onto this branch's structures:

- game messages stay structs; the angular velocity messages join them and the handler sets a message's target
- strips own their speed again and the block names, moves and rotations stay in the shared action table
  (PropertyBehaviorActions, which the dashboard's behavior player reads; it now lists rotations too)
- the zone keeps reading its file through ZoneFile and takes the boundaries from it, then loads the raw terrain as main
  does; the old dNavigation terrain reader is gone
- the show all response stays a struct and logs a player count mismatch as main does
- the property management component tells models who sent a chat message

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-11-10 10:57:45 -06:00
56 changed files with 2418 additions and 438 deletions

View File

@@ -1,9 +1,13 @@
#include "ModelComponent.h"
#include "CombatMessages.h"
#include <cmath>
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "dMath.h"
#include "BehaviorStates.h"
#include "PropertyBehaviorActions.h"
@@ -14,6 +18,7 @@
#include "SimplePhysicsComponent.h"
#include "eMissionTaskType.h"
#include "eObjectBits.h"
#include "DestroyableComponent.h"
#include "Database.h"
#include "DluAssert.h"
@@ -55,8 +60,13 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults&
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
// Save and increment the interrupt count so other behaviors on this model move to their next action instead of getting stuck
const auto moveInterruptCount = m_Move.interruptCount + 1;
m_Move = MoveState{};
m_Move.interruptCount = moveInterruptCount;
SyncLinearVelocity();
ResetRotationState(m_Parent->GetRotation());
m_Speed = PropertyBehaviorActions::DEFAULT_SPEED;
m_NumListeningInteract = 0;
m_NumActiveAttack = 0;
@@ -85,11 +95,21 @@ bool ModelComponent::OnRequestUse(GameMessages::RequestUseEvent& event) {
void ModelComponent::Run(float deltaTime) {
if (m_IsPaused) return;
m_DamageCooldown -= deltaTime;
// Arrived once this frame's movement reached or passed the target
if (m_Move.target && (*m_Move.target - m_Parent->GetPosition()).DotProduct(m_Move.targetDirection) <= 0.0f) {
m_Parent->SetPosition(*m_Move.target);
m_Move.target.reset();
}
for (auto& behavior : m_Behaviors) {
behavior.Update(deltaTime, *this);
}
// Done after all behaviors so the heading reflects any rotation applied this frame
SyncLinearVelocity();
if (!m_RestartAtEndOfFrame) return;
GameMessages::ResetModelToDefaults reset{};
@@ -302,41 +322,102 @@ void ModelComponent::RemoveUnSmash() {
m_NumActiveUnSmash--;
}
bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
auto currentVelocity = m_Parent->GetVelocity();
bool ModelComponent::TryStartMove(const int axis, const float direction, const float speed) {
if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
if (m_Move.velocity[axis] != 0.0f) return false;
// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
if (velocity != NiPoint3Constant::ZERO) {
const auto [x, y, z] = velocity * m_Speed;
if (x != 0.0f) {
if (currentVelocity.x != 0.0f) return false;
currentVelocity.x = x;
} else if (y != 0.0f) {
if (currentVelocity.y != 0.0f) return false;
currentVelocity.y = y;
} else if (z != 0.0f) {
if (currentVelocity.z != 0.0f) return false;
currentVelocity.z = z;
}
} else {
currentVelocity = velocity;
}
m_Parent->SetVelocity(currentVelocity);
m_Move.target.reset();
m_Move.velocity[axis] = std::copysign(speed, direction);
return true;
}
void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
m_Parent->SetVelocity(velocity);
void ModelComponent::StopMove(const int axis) {
if (axis < 0 || axis > 2) return;
m_Move.velocity[axis] = 0.0f;
}
void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
void ModelComponent::StartMoveTo(const NiPoint3& target, const float speed) {
m_Move.velocity = NiPoint3Constant::ZERO;
m_Move.interruptCount++;
m_Move.target = target;
m_Move.targetSpeed = speed;
}
void ModelComponent::OnHit() {
void ModelComponent::SyncLinearVelocity() {
const auto& rotation = m_Parent->GetRotation();
m_Move.basis = { QuatUtils::Right(rotation), QuatUtils::Up(rotation), QuatUtils::Forward(rotation) };
NiPoint3 velocity = NiPoint3Constant::ZERO;
for (int axis = 0; axis < 3; axis++) velocity += m_Move.basis[axis] * m_Move.velocity[axis];
if (m_Move.target) {
const auto toTarget = *m_Move.target - m_Parent->GetPosition();
const float distance = toTarget.Length();
m_Move.targetDirection = distance > 0.0f ? toTarget / distance : NiPoint3Constant::ZERO;
velocity += m_Move.targetDirection * m_Move.targetSpeed;
}
// Leave velocity alone unless a move owns it, e.g. pets are driven elsewhere
const bool isMoving = velocity != NiPoint3Constant::ZERO;
if (!isMoving && !m_Move.wasMoving) return;
m_Move.wasMoving = isMoving;
// Setting velocity always marks it dirty for serialization
if (velocity != m_Parent->GetVelocity()) m_Parent->SetVelocity(velocity);
}
bool ModelComponent::TryStartRotation(const int axis, const float direction, const float speed) {
if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
if (m_Rotation.velocity[axis] != 0.0f) return false;
// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
if (m_Rotation.velocity == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
m_Rotation.degrees[axis] = std::fmod(m_Rotation.degrees[axis], 360.0f);
m_Rotation.actionStart[axis] = m_Rotation.degrees[axis];
m_Rotation.velocity[axis] = std::copysign(BASE_ANGULAR_SPEED * speed, direction);
SyncAngularVelocity();
return true;
}
void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
if (axis < 0 || axis > 2) return;
m_Rotation.degrees[axis] = m_Rotation.actionStart[axis] + degrees;
// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
const NiPoint3 radians(
Math::DegToRad(std::fmod(m_Rotation.degrees.x, 360.0f)),
Math::DegToRad(std::fmod(m_Rotation.degrees.y, 360.0f)),
Math::DegToRad(std::fmod(m_Rotation.degrees.z, 360.0f))
);
m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_Rotation.base);
}
void ModelComponent::StopRotation(const int axis) {
if (axis < 0 || axis > 2) return;
m_Rotation.velocity[axis] = 0.0f;
SyncAngularVelocity();
}
void ModelComponent::SyncAngularVelocity() const {
GameMessages::SetAngularVelocity setAngVel{};
setAngVel.target = m_Parent->GetObjectID();
setAngVel.angVelocity = m_Rotation.velocity * Math::DegToRad(1.0f);
setAngVel.Send();
}
void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
m_Rotation = RotationState{ .base = newBase };
SyncAngularVelocity();
}
void ModelComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage, sender);
}
void ModelComponent::OnHit(const LWOOBJID attacker) {
for (auto& behavior : m_Behaviors) {
behavior.OnHit();
behavior.OnHit(attacker);
}
}
@@ -405,3 +486,14 @@ void ModelComponent::Allocator(Entity& entity, ObjectLoadState& state) {
}
}
}
void ModelComponent::DoDamage(const LWOOBJID target) {
// dont do damage if we've done damage recently
if (m_DamageCooldown > 0.0f) return;
m_DamageCooldown = 1.0f;
auto* const initiator = Game::entityManager->GetEntity(target);
if (initiator) {
auto* const destComp = initiator->GetComponent<DestroyableComponent>();
if (destComp) destComp->Damage(1, GetParent()->GetObjectID());
}
}