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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
base speed stuff
looping fixes proper stopping
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8ecfdb6256
commit
e70e2025a8
@ -36,6 +36,7 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
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m_AttachedPath = entity->GetVarAsString(u"attached_path");
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m_PathWaypoint = entity->GetVarAs<int>(u"attached_path_start");
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m_PathSpeed = 2.5f;
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m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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@ -60,14 +61,22 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_AttachedPath != ""){
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const auto* path = dZoneManager::Instance()->GetZone()->GetPath(m_AttachedPath);
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// Game::logger->Log("ControllablePhysicsComponent", "path type %i", path->pathType);
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if (!m_Paused){
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if (path->pathWaypoints.size() > m_PathWaypoint) {
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// TODO: Get proper speed
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auto speed = deltaTime * m_PathSpeed;
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auto mod_speed = m_BaseSpeed;
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if (m_PathSpeed < 1.0) {
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mod_speed = m_BaseSpeed * m_PathSpeed;
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} else {
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mod_speed = m_PathSpeed;
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}
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auto speed = deltaTime * mod_speed;
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auto source = GetPosition();
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auto dest = path->pathWaypoints.at(m_PathWaypoint).position;
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dest.y = source.y;
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dest.y = source.y; // hacky way to not glitch with weird heights
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// if we are close enough to the destination waypoint
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (path->pathBehavior == PathBehavior::Loop) {
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if (path->waypointCount < m_PathWaypoint + 1) {
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@ -79,7 +88,9 @@ void ControllablePhysicsComponent::Update(float deltaTime) {
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} else m_PathWaypoint++;
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}
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m_Paused = true;
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return;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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@ -99,14 +110,15 @@ void ControllablePhysicsComponent::Update(float deltaTime) {
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else m_PathWaypoint = 0;
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} else if (path->pathBehavior == PathBehavior::Loop) m_PathWaypoint = 0;
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} else { // paused, meaing we are at a waypoint, and we want to do something
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if (m_PausedTime > 0) {
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m_PausedTime = m_PausedTime - deltaTime;
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} else if (m_PausedTime < 0){
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m_Paused = false;
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m_PausedTime = 0;
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} else if (path->pathWaypoints.size() - 1 > m_PathWaypoint) {
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} else if (path->pathWaypoints.size() > m_PathWaypoint) {
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PathWaypoint waypoint = path->pathWaypoints.at(m_PathWaypoint);
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if (waypoint.config.size() > 0) {
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for (LDFBaseData* action : waypoint.config) {
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@ -114,8 +126,12 @@ void ControllablePhysicsComponent::Update(float deltaTime) {
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if (action->GetKey() == u"delay"){
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m_PausedTime = std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else if (action->GetKey() == u"emote"){
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GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
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m_PausedTime += 10;
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else if (action->GetKey() == u"pathspeed") {
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m_PathSpeed = std::stof(action->GetValueAsString());
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if (m_PathSpeed < 2.5f) m_PathSpeed = 2.5f;
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@ -130,7 +146,7 @@ void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_PausedTime == 0) {
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m_Paused = false;
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}
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}
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} else if (path->pathBehavior == PathBehavior::Loop) m_PathWaypoint = 0;
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}
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}
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}
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@ -366,4 +382,24 @@ void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
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// m_PathWaypoint = newPathStart;
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// }
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float ControllablePhysicsComponent::GetBaseSpeed(LOT lot) {
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance()->GetTable<CDPhysicsComponentTable>("PhysicsComponent");
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int32_t componentID;
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CDPhysicsComponent* physicsComponent = nullptr;
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componentID = componentRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_CONTROLLABLE_PHYSICS, -1);
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if (componentID != -1) physicsComponent = physicsComponentTable->GetByID(componentID);
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float speed;
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if (physicsComponent == nullptr) {
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speed = 8;
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} else {
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speed = physicsComponent->speed;
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}
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return speed;
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}
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@ -287,6 +287,13 @@ public:
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*/
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void FollowWaypoints(){m_Paused = false;};
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/**
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* Returns the base speed from the DB for a given LOT
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* @param lot the lot to check for
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* @return the base speed of the lot
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*/
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static float GetBaseSpeed(LOT lot);
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private:
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/**
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* The entity that owns this component
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@ -428,6 +435,11 @@ private:
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*/
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float m_PausedTime = 0.0;
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/**
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* The laden speed of an object
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*/
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float m_BaseSpeed;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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