fix: Falling Off Edge in Pet Puzzle (#1584)

* FloatFix

* game activity setting

* Update dNavMesh.cpp

---------

Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
This commit is contained in:
TAHuntling 2024-05-21 20:01:44 -05:00 committed by GitHub
parent d8f079cb1b
commit d6cac65a8d
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GPG Key ID: B5690EEEBB952194
3 changed files with 59 additions and 11 deletions

View File

@ -32,6 +32,8 @@
#include "eGameMasterLevel.h" #include "eGameMasterLevel.h"
#include "eMissionState.h" #include "eMissionState.h"
#include "dNavMesh.h" #include "dNavMesh.h"
#include "eGameActivity.h"
#include "eStateChangeType.h"
std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::currentActivities{}; std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::currentActivities{};
std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::activePets{}; std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::activePets{};
@ -210,24 +212,23 @@ void PetComponent::OnUse(Entity* originator) {
if (dpWorld::IsLoaded()) { if (dpWorld::IsLoaded()) {
NiPoint3 attempt = petPosition + forward * interactionDistance; NiPoint3 attempt = petPosition + forward * interactionDistance;
float y = dpWorld::GetNavMesh()->GetHeightAtPoint(attempt); NiPoint3 nearestPoint = dpWorld::GetNavMesh()->NearestPoint(attempt);
while (std::abs(y - petPosition.y) > 4 && interactionDistance > 10) { while (std::abs(nearestPoint.y - petPosition.y) > 4 && interactionDistance > 10) {
const NiPoint3 forward = m_Parent->GetRotation().GetForwardVector(); const NiPoint3 forward = m_Parent->GetRotation().GetForwardVector();
attempt = originatorPosition + forward * interactionDistance; attempt = originatorPosition + forward * interactionDistance;
y = dpWorld::GetNavMesh()->GetHeightAtPoint(attempt); nearestPoint = dpWorld::GetNavMesh()->NearestPoint(attempt);
interactionDistance -= 0.5f; interactionDistance -= 0.5f;
} }
position = attempt; position = nearestPoint;
} else { } else {
position = petPosition + forward * interactionDistance; position = petPosition + forward * interactionDistance;
} }
auto rotation = NiQuaternion::LookAt(position, petPosition); auto rotation = NiQuaternion::LookAt(position, petPosition);
GameMessages::SendNotifyPetTamingMinigame( GameMessages::SendNotifyPetTamingMinigame(
@ -246,11 +247,11 @@ void PetComponent::OnUse(Entity* originator) {
m_Parent->GetObjectID(), m_Parent->GetObjectID(),
LWOOBJID_EMPTY, LWOOBJID_EMPTY,
originator->GetObjectID(), originator->GetObjectID(),
true, false,
ePetTamingNotifyType::BEGIN, ePetTamingNotifyType::BEGIN,
petPosition, NiPoint3Constant::ZERO,
position, NiPoint3Constant::ZERO,
rotation, NiQuaternion(0.0f, 0.0f, 0.0f, 0.0f),
UNASSIGNED_SYSTEM_ADDRESS UNASSIGNED_SYSTEM_ADDRESS
); );
@ -258,11 +259,18 @@ void PetComponent::OnUse(Entity* originator) {
m_Tamer = originator->GetObjectID(); m_Tamer = originator->GetObjectID();
SetStatus(5); SetStatus(5);
Game::entityManager->SerializeEntity(m_Parent);
currentActivities.insert_or_assign(m_Tamer, m_Parent->GetObjectID()); currentActivities.insert_or_assign(m_Tamer, m_Parent->GetObjectID());
// Notify the start of a pet taming minigame // Notify the start of a pet taming minigame
m_Parent->GetScript()->OnNotifyPetTamingMinigame(m_Parent, originator, ePetTamingNotifyType::BEGIN); m_Parent->GetScript()->OnNotifyPetTamingMinigame(m_Parent, originator, ePetTamingNotifyType::BEGIN);
auto* characterComponent = originator->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::PET_TAMING);
Game::entityManager->SerializeEntity(originator);
}
} }
void PetComponent::Update(float deltaTime) { void PetComponent::Update(float deltaTime) {
@ -627,6 +635,11 @@ void PetComponent::RequestSetPetName(std::u16string name) {
UNASSIGNED_SYSTEM_ADDRESS UNASSIGNED_SYSTEM_ADDRESS
); );
auto* characterComponent = tamer->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(tamer);
}
GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
auto* modelEntity = Game::entityManager->GetEntity(m_ModelId); auto* modelEntity = Game::entityManager->GetEntity(m_ModelId);
@ -666,6 +679,11 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
UNASSIGNED_SYSTEM_ADDRESS UNASSIGNED_SYSTEM_ADDRESS
); );
auto* characterComponent = tamer->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(tamer);
}
GameMessages::SendNotifyTamingModelLoadedOnServer(m_Tamer, tamer->GetSystemAddress()); GameMessages::SendNotifyTamingModelLoadedOnServer(m_Tamer, tamer->GetSystemAddress());
GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
@ -712,6 +730,11 @@ void PetComponent::ClientFailTamingMinigame() {
UNASSIGNED_SYSTEM_ADDRESS UNASSIGNED_SYSTEM_ADDRESS
); );
auto* characterComponent = tamer->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetCurrentActivity(eGameActivity::NONE);
Game::entityManager->SerializeEntity(tamer);
}
GameMessages::SendNotifyTamingModelLoadedOnServer(m_Tamer, tamer->GetSystemAddress()); GameMessages::SendNotifyTamingModelLoadedOnServer(m_Tamer, tamer->GetSystemAddress());
GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); GameMessages::SendTerminateInteraction(m_Tamer, eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());

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@ -112,6 +112,31 @@ void dNavMesh::LoadNavmesh() {
m_NavMesh = mesh; m_NavMesh = mesh;
} }
NiPoint3 dNavMesh::NearestPoint(const NiPoint3& location, const float halfExtent) const {
NiPoint3 toReturn = location;
if (m_NavMesh != nullptr) {
float pos[3];
pos[0] = location.x;
pos[1] = location.y;
pos[2] = location.z;
dtPolyRef nearestRef = 0;
float polyPickExt[3] = { halfExtent, halfExtent, halfExtent };
float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
dtQueryFilter filter{};
auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
if (hasPoly != DT_SUCCESS) {
toReturn = location;
} else {
toReturn.x = nearestPoint[0];
toReturn.y = nearestPoint[1];
toReturn.z = nearestPoint[2];
}
}
return toReturn;
}
float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const { float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const {
if (m_NavMesh == nullptr) { if (m_NavMesh == nullptr) {
return location.y; return location.y;

View File

@ -21,7 +21,7 @@ public:
/** /**
* Get the height at a point * Get the height at a point
* *
* @param location The location to check for height at. This is the center of the search area. * @param location The location to check for height at. This is the center of the search area.
* @param halfExtentsHeight The half extents height of the search area. This is the distance from the center to the top and bottom of the search area. * @param halfExtentsHeight The half extents height of the search area. This is the distance from the center to the top and bottom of the search area.
* The larger the value of halfExtentsHeight is, the larger the performance cost of the query. * The larger the value of halfExtentsHeight is, the larger the performance cost of the query.
@ -29,7 +29,7 @@ public:
*/ */
float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const; float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const;
std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f); std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f);
NiPoint3 NearestPoint(const NiPoint3& location, const float halfExtent = 32.0f) const;
bool IsNavmeshLoaded() { return m_NavMesh != nullptr; } bool IsNavmeshLoaded() { return m_NavMesh != nullptr; }
private: private: