mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-11 15:23:43 +00:00
feat: Add a bunch of behaviors (All rotations, DoDamage, OnTimer, OnStartup, MoveBackToStart) and make models move based on normals, not world axes (#2038)
* add rotation behavior logic (not working correctly for multiple axes) * Fix FetchContent_Declare speed * remove manual quaternion math * feat: working rotations * remove flag * feat: make directional movements based on model rotation and not world axes * poggers rotation on the strip * Add OnStartup and OnTimer * go home works * Add DoDamage behavior and dont try and start the same node multiple times * fix: pause bbb models * interrupt rotations and save interrupt count across resets
This commit is contained in:
@@ -60,7 +60,7 @@ constexpr LWOMAPID LWOMAPID_INVALID = -1; //!< Invalid LWOMAPID
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constexpr uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
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constexpr uint32_t MAX_MESSAGE_LENGTH = 0x500000; //!< Prevent exceptionally large msgs from being processed. Should always be used to check user provided inputs.
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constexpr float PI = 3.14159f;
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constexpr float PI = 3.14159265358979323846264338327950288f;
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//============ STRUCTS ==============
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23
dCommon/dMath.h
Normal file
23
dCommon/dMath.h
Normal file
@@ -0,0 +1,23 @@
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// Darkflame Universe
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// Copyright 2025
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#ifndef DMATH_H
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#define DMATH_H
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#include <cmath>
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namespace Math {
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constexpr float PI = 3.14159265358979323846264338327950288f;
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constexpr float RATIO_DEG_TO_RAD = PI / 180.0f;
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constexpr float RATIO_RAD_TO_DEG = 180.0f / PI;
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inline float DegToRad(float degrees) {
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return degrees * RATIO_DEG_TO_RAD;
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}
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inline float RadToDeg(float radians) {
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return radians * RATIO_RAD_TO_DEG;
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}
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};
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#endif //!DMATH_H
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@@ -588,7 +588,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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// Client does the same check, so we're doing it too
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auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
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if (modelComponent) {
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modelComponent->OnHit();
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modelComponent->OnHit(source);
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// Don't actually deal the damage so the model doesn't die
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return;
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}
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@@ -1,8 +1,12 @@
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#include "ModelComponent.h"
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#include <cmath>
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#include "Entity.h"
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#include "Game.h"
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#include "Logger.h"
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#include "dMath.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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@@ -12,6 +16,7 @@
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#include "SimplePhysicsComponent.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include "DestroyableComponent.h"
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#include "Database.h"
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#include "DluAssert.h"
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@@ -42,8 +47,13 @@ bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults&
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if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
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if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
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m_Parent->SetVelocity(NiPoint3Constant::ZERO);
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// Save and increment the interrupt count so other behaviors on this model move to their next action instead of getting stuck
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const auto moveInterruptCount = m_Move.interruptCount + 1;
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m_Move = MoveState{};
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m_Move.interruptCount = moveInterruptCount;
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SyncLinearVelocity();
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ResetRotationState(m_Parent->GetRotation());
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m_Speed = 3.0f;
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m_NumListeningInteract = 0;
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m_NumActiveAttack = 0;
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@@ -71,11 +81,21 @@ bool ModelComponent::OnRequestUse(GameMessages::RequestUse& requestUse) {
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void ModelComponent::Update(float deltaTime) {
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if (m_IsPaused) return;
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m_DamageCooldown -= deltaTime;
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// Arrived once this frame's movement reached or passed the target
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if (m_Move.target && (*m_Move.target - m_Parent->GetPosition()).DotProduct(m_Move.targetDirection) <= 0.0f) {
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m_Parent->SetPosition(*m_Move.target);
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m_Move.target.reset();
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}
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for (auto& behavior : m_Behaviors) {
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behavior.Update(deltaTime, *this);
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}
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// Done after all behaviors so the heading reflects any rotation applied this frame
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SyncLinearVelocity();
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if (!m_RestartAtEndOfFrame) return;
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GameMessages::ResetModelToDefaults reset{};
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@@ -284,41 +304,102 @@ void ModelComponent::RemoveUnSmash() {
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m_NumActiveUnSmash--;
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}
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bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
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auto currentVelocity = m_Parent->GetVelocity();
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bool ModelComponent::TryStartMove(const int axis, const float direction, const float speed) {
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if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
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if (m_Move.velocity[axis] != 0.0f) return false;
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// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
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if (velocity != NiPoint3Constant::ZERO) {
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const auto [x, y, z] = velocity * m_Speed;
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if (x != 0.0f) {
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if (currentVelocity.x != 0.0f) return false;
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currentVelocity.x = x;
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} else if (y != 0.0f) {
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if (currentVelocity.y != 0.0f) return false;
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currentVelocity.y = y;
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} else if (z != 0.0f) {
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if (currentVelocity.z != 0.0f) return false;
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currentVelocity.z = z;
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}
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} else {
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currentVelocity = velocity;
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}
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m_Parent->SetVelocity(currentVelocity);
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m_Move.target.reset();
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m_Move.velocity[axis] = std::copysign(speed, direction);
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return true;
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}
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void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
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m_Parent->SetVelocity(velocity);
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void ModelComponent::StopMove(const int axis) {
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if (axis < 0 || axis > 2) return;
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m_Move.velocity[axis] = 0.0f;
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage) {
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for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage);
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void ModelComponent::StartMoveTo(const NiPoint3& target, const float speed) {
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m_Move.velocity = NiPoint3Constant::ZERO;
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m_Move.interruptCount++;
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m_Move.target = target;
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m_Move.targetSpeed = speed;
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}
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void ModelComponent::OnHit() {
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void ModelComponent::SyncLinearVelocity() {
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const auto& rotation = m_Parent->GetRotation();
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m_Move.basis = { QuatUtils::Right(rotation), QuatUtils::Up(rotation), QuatUtils::Forward(rotation) };
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NiPoint3 velocity = NiPoint3Constant::ZERO;
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for (int axis = 0; axis < 3; axis++) velocity += m_Move.basis[axis] * m_Move.velocity[axis];
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if (m_Move.target) {
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const auto toTarget = *m_Move.target - m_Parent->GetPosition();
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const float distance = toTarget.Length();
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m_Move.targetDirection = distance > 0.0f ? toTarget / distance : NiPoint3Constant::ZERO;
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velocity += m_Move.targetDirection * m_Move.targetSpeed;
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}
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// Leave velocity alone unless a move owns it, e.g. pets are driven elsewhere
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const bool isMoving = velocity != NiPoint3Constant::ZERO;
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if (!isMoving && !m_Move.wasMoving) return;
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m_Move.wasMoving = isMoving;
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// Setting velocity always marks it dirty for serialization
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if (velocity != m_Parent->GetVelocity()) m_Parent->SetVelocity(velocity);
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}
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bool ModelComponent::TryStartRotation(const int axis, const float direction, const float speed) {
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if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
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if (m_Rotation.velocity[axis] != 0.0f) return false;
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// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
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if (m_Rotation.velocity == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
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m_Rotation.degrees[axis] = std::fmod(m_Rotation.degrees[axis], 360.0f);
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m_Rotation.actionStart[axis] = m_Rotation.degrees[axis];
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m_Rotation.velocity[axis] = std::copysign(BASE_ANGULAR_SPEED * speed, direction);
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SyncAngularVelocity();
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return true;
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}
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void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
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if (axis < 0 || axis > 2) return;
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m_Rotation.degrees[axis] = m_Rotation.actionStart[axis] + degrees;
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// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
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const NiPoint3 radians(
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Math::DegToRad(std::fmod(m_Rotation.degrees.x, 360.0f)),
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Math::DegToRad(std::fmod(m_Rotation.degrees.y, 360.0f)),
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Math::DegToRad(std::fmod(m_Rotation.degrees.z, 360.0f))
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);
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m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_Rotation.base);
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}
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void ModelComponent::StopRotation(const int axis) {
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if (axis < 0 || axis > 2) return;
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m_Rotation.velocity[axis] = 0.0f;
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SyncAngularVelocity();
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}
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void ModelComponent::SyncAngularVelocity() const {
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = m_Parent->GetObjectID();
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setAngVel.angVelocity = m_Rotation.velocity * Math::DegToRad(1.0f);
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setAngVel.Send();
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}
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void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
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m_Rotation = RotationState{ .base = newBase };
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SyncAngularVelocity();
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}
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void ModelComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
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for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage, sender);
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}
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void ModelComponent::OnHit(const LWOOBJID attacker) {
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for (auto& behavior : m_Behaviors) {
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behavior.OnHit();
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behavior.OnHit(attacker);
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}
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}
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@@ -362,3 +443,14 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
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return true;
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}
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void ModelComponent::DoDamage(const LWOOBJID target) {
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// dont do damage if we've done damage recently
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if (m_DamageCooldown > 0.0f) return;
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m_DamageCooldown = 1.0f;
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auto* const initiator = Game::entityManager->GetEntity(target);
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if (initiator) {
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auto* const destComp = initiator->GetComponent<DestroyableComponent>();
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if (destComp) destComp->Damage(1, GetParent()->GetObjectID());
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}
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}
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@@ -1,7 +1,9 @@
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#pragma once
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#include <array>
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#include <cmath>
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#include <map>
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#include <optional>
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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@@ -139,20 +141,41 @@ public:
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void Resume();
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// Attempts to set the velocity of an axis for movement.
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// If the axis currently has a velocity of zero, returns true.
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// If the axis is currently controlled by a behavior, returns false.
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bool TrySetVelocity(const NiPoint3& velocity) const;
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// Attempts to claim a local axis (0 = right, 1 = up, 2 = forward) for movement in direction (+1 or -1) at speed units per second.
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// Returns false if the axis is already controlled by a behavior. Cancels any active StartMoveTo.
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bool TryStartMove(const int axis, const float direction, const float speed);
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// Force sets the velocity to a value.
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void SetVelocity(const NiPoint3& velocity) const;
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// Releases the local axis so another behavior can move along it.
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void StopMove(const int axis);
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void OnChatMessageReceived(const std::string& sMessage);
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// World space direction of the local axis used for the most recently applied velocity.
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const NiPoint3& GetMoveAxis(const int axis) const { return m_Move.basis[axis]; }
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void OnHit();
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// Interrupts all active moves and moves in a straight line to target at speed units per second.
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void StartMoveTo(const NiPoint3& target, const float speed);
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// Sets the speed of the model
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void SetSpeed(const float newSpeed) { m_Speed = newSpeed; }
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// Whether a StartMoveTo move has yet to arrive or be overridden.
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bool IsMovingToTarget() const noexcept { return m_Move.target.has_value(); }
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// Changes whenever active moves are interrupted, so strips can tell their move was cancelled.
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uint32_t GetMoveInterruptCount() const noexcept { return m_Move.interruptCount; }
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// Attempts to claim a world axis (0 = x, 1 = y, 2 = z) for rotation in direction (+1 or -1) at the given behavior speed.
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// Returns false if the axis is already controlled by a behavior.
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bool TryStartRotation(const int axis, const float direction, const float speed);
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// Sets how many signed degrees the active rotation on axis has progressed and updates the entity.
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void SetRotationProgress(const int axis, const float degrees);
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// Releases the axis so another behavior can rotate it.
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void StopRotation(const int axis);
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// Degrees per second of the active rotation on axis.
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float GetAngularSpeed(const int axis) const noexcept { return std::abs(m_Rotation.velocity[axis]); }
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void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
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void OnHit(const LWOOBJID attacker);
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// Whether or not to restart at the end of the frame
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void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
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@@ -164,7 +187,56 @@ public:
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// Decrements the number of strips listening for an attack.
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// If this is the last strip removing an attack, it will reset the factions to the default of -1.
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void RemoveAttack();
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void DoDamage(const LWOOBJID target);
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private:
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// Degrees per second per unit of behavior speed
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static constexpr float BASE_ANGULAR_SPEED = 15.0f;
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struct RotationState {
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// The rotation that degrees is applied on top of
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NiQuaternion base = QuatUtils::IDENTITY;
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// Accumulated signed degrees per world axis since base was set
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NiPoint3 degrees{};
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// degrees at the moment the current rotation on each axis started
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NiPoint3 actionStart{};
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// Signed degrees per second per world axis. Non-zero means a behavior owns that axis.
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NiPoint3 velocity{};
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};
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struct MoveState {
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// Signed units per second along local right, up and forward. Non-zero means a behavior owns that axis.
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NiPoint3 velocity{};
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// Right, up and forward in world space as of the last velocity update
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std::array<NiPoint3, 3> basis{ NiPoint3Constant::UNIT_X, NiPoint3Constant::UNIT_Y, NiPoint3Constant::UNIT_Z };
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// Whether the last velocity update came from an active move
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bool wasMoving{ false };
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// World position of an active StartMoveTo move
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std::optional<NiPoint3> target;
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// Units per second of the move to target
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float targetSpeed{};
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// Direction to target as of the last velocity update, zero once there
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NiPoint3 targetDirection{};
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// Incremented each time StartMoveTo interrupts the active moves
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uint32_t interruptCount{};
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};
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// Sends the client-side angular velocity for the currently active rotation axes.
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void SyncAngularVelocity() const;
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// Recomputes the linear velocity from the active move axes and the current rotation.
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void SyncLinearVelocity();
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// Clears all rotation state and makes rotation relative to newBase.
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void ResetRotationState(const NiQuaternion& newBase);
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// Loads a behavior from the database.
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void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
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@@ -208,9 +280,12 @@ private:
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*/
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LWOOBJID m_userModelID;
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// The speed at which this model moves
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float m_Speed{ 3.0f };
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// Whether or not to restart at the end of the frame.
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bool m_RestartAtEndOfFrame{ false };
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RotationState m_Rotation;
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MoveState m_Move;
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float m_DamageCooldown { 0.0f };
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};
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@@ -802,13 +802,13 @@ const std::map<LWOOBJID, LWOOBJID>& PropertyManagementComponent::GetModels() con
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return models;
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}
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void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage) const {
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void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const {
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for (const auto& modelID : models | std::views::keys) {
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auto* const model = Game::entityManager->GetEntity(modelID);
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if (!model) continue;
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auto* const modelComponent = model->GetComponent<ModelComponent>();
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if (!modelComponent) continue;
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modelComponent->OnChatMessageReceived(sMessage);
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modelComponent->OnChatMessageReceived(sMessage, sender);
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}
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}
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@@ -165,7 +165,7 @@ public:
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LWOOBJID GetId() const noexcept { return propertyId; }
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void OnChatMessageReceived(const std::string& sMessage) const;
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void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const;
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private:
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/**
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* This
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@@ -16,6 +16,8 @@
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#include "Amf3.h"
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SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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RegisterMsg(&SimplePhysicsComponent::OnGetAngularVelocity);
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RegisterMsg(&SimplePhysicsComponent::OnSetAngularVelocity);
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RegisterMsg(&SimplePhysicsComponent::OnGetObjectReportInfo);
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m_Position = m_Parent->GetDefaultPosition();
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@@ -38,6 +40,7 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
|
||||
}
|
||||
|
||||
void SimplePhysicsComponent::Update(const float deltaTime) {
|
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// Rotation is driven by ModelComponent; angular velocity is only relayed to clients.
|
||||
if (m_Velocity == NiPoint3Constant::ZERO) return;
|
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m_Position += m_Velocity * deltaTime;
|
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m_DirtyPosition = true;
|
||||
@@ -52,8 +55,12 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
|
||||
|
||||
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
|
||||
if (m_DirtyVelocity || bIsInitialUpdate) {
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||||
outBitStream.Write(m_Velocity);
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||||
outBitStream.Write(m_AngularVelocity);
|
||||
outBitStream.Write(m_Velocity.x);
|
||||
outBitStream.Write(m_Velocity.y);
|
||||
outBitStream.Write(m_Velocity.z);
|
||||
outBitStream.Write(m_AngularVelocity.x);
|
||||
outBitStream.Write(m_AngularVelocity.y);
|
||||
outBitStream.Write(m_AngularVelocity.z);
|
||||
|
||||
m_DirtyVelocity = false;
|
||||
}
|
||||
@@ -85,3 +92,16 @@ bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReport
|
||||
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel) {
|
||||
m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
|
||||
m_AngularVelocity = setAngVel.angVelocity;
|
||||
LOG_DEBUG("Angular velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel) {
|
||||
getAngVel.angVelocity = m_AngularVelocity;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -22,6 +22,11 @@ enum class eClimbableType : int32_t {
|
||||
CLIMBABLE_TYPE_WALL_STICK
|
||||
};
|
||||
|
||||
namespace GameMessages {
|
||||
struct SetAngularVelocity;
|
||||
struct GetAngularVelocity;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Component that serializes locations of entities to the client
|
||||
@@ -61,6 +66,9 @@ public:
|
||||
*/
|
||||
void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
|
||||
|
||||
bool OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel);
|
||||
bool OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel);
|
||||
|
||||
/**
|
||||
* Returns the physics motion state
|
||||
* @return the physics motion state
|
||||
|
||||
@@ -14,10 +14,12 @@ target_include_directories(dGameMessages PUBLIC "."
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dComponents" # direct MissionComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # direct SlashCommandHandler.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dPropertyBehaviors" # direct ControlBehaviors.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dPropertyBehaviors/ControlBehaviorMessages" # direct ControlBehaviors.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dMission" # via MissionComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" # via InventoryComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dInventory" # via InventoryComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager/Spawner.h
|
||||
"${PROJECT_SOURCE_DIR}/dZoneManager" # via GameMessages.cpp, GameMessageHandler.cpp
|
||||
"${PROJECT_SOURCE_DIR}/dGame/d"
|
||||
)
|
||||
target_precompile_headers(dGameMessages REUSE_FROM dGameBase)
|
||||
|
||||
@@ -86,7 +86,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
msg->target = objectID;
|
||||
msg->Deserialize(inStream);
|
||||
msg->Handle(*entity, sysAddr);
|
||||
return;
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
#include "eStateChangeType.h"
|
||||
#include "ServiceType.h"
|
||||
#include "ePlayerFlag.h"
|
||||
#include "ModelComponent.h"
|
||||
|
||||
#include <sstream>
|
||||
#include <future>
|
||||
@@ -2627,6 +2628,8 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream& inStream, Entity* ent
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
|
||||
if (newEntity) {
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
auto* const modelComponent = newEntity->GetComponent<ModelComponent>();
|
||||
if (modelComponent) modelComponent->Pause();
|
||||
|
||||
//Make sure the propMgmt doesn't delete our model after the server dies
|
||||
//Trying to do this after the entity is constructed. Shouldn't really change anything but
|
||||
|
||||
@@ -880,6 +880,22 @@ namespace GameMessages {
|
||||
bool bIgnoreChecks{ false };
|
||||
};
|
||||
|
||||
struct GetAngularVelocity : public GameMsg {
|
||||
GetAngularVelocity() : GameMsg(MessageType::Game::GET_ANGULAR_VELOCITY) {}
|
||||
|
||||
NiPoint3 angVelocity{};
|
||||
};
|
||||
|
||||
struct SetAngularVelocity : public GameMsg {
|
||||
SetAngularVelocity() : GameMsg(MessageType::Game::SET_ANGULAR_VELOCITY) {}
|
||||
|
||||
NiPoint3 angVelocity{};
|
||||
|
||||
bool bIgnoreDirtyFlags{};
|
||||
|
||||
bool bForceFlagDirty{};
|
||||
};
|
||||
|
||||
struct DropClientLoot : public GameMsg {
|
||||
DropClientLoot() : GameMsg(MessageType::Game::DROP_CLIENT_LOOT) {}
|
||||
|
||||
|
||||
@@ -211,14 +211,14 @@ void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
|
||||
}
|
||||
}
|
||||
|
||||
void PropertyBehavior::OnChatMessageReceived(const std::string& sMessage) {
|
||||
void PropertyBehavior::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
|
||||
auto& activeState = GetActiveState();
|
||||
activeState.OnChatMessageReceived(sMessage);
|
||||
activeState.OnChatMessageReceived(sMessage, sender);
|
||||
}
|
||||
|
||||
void PropertyBehavior::OnHit() {
|
||||
void PropertyBehavior::OnHit(const LWOOBJID attacker) {
|
||||
auto& activeState = GetActiveState();
|
||||
activeState.OnHit();
|
||||
activeState.OnHit(attacker);
|
||||
}
|
||||
|
||||
State& PropertyBehavior::GetActiveState() {
|
||||
|
||||
@@ -46,8 +46,8 @@ public:
|
||||
void Deserialize(const tinyxml2::XMLElement& behavior);
|
||||
|
||||
void Update(float deltaTime, ModelComponent& modelComponent);
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
void OnHit();
|
||||
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
|
||||
void OnHit(const LWOOBJID attacker);
|
||||
|
||||
private:
|
||||
State& GetActiveState();
|
||||
|
||||
@@ -167,10 +167,10 @@ void State::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
|
||||
for (auto& strip : m_Strips) strip.Update(deltaTime, modelComponent, updateResult);
|
||||
}
|
||||
|
||||
void State::OnChatMessageReceived(const std::string& sMessage) {
|
||||
for (auto& strip : m_Strips) strip.OnChatMessageReceived(sMessage);
|
||||
void State::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
|
||||
for (auto& strip : m_Strips) strip.OnChatMessageReceived(sMessage, sender);
|
||||
}
|
||||
|
||||
void State::OnHit() {
|
||||
for (auto& strip : m_Strips) strip.OnHit();
|
||||
void State::OnHit(const LWOOBJID attacker) {
|
||||
for (auto& strip : m_Strips) strip.OnHit(attacker);
|
||||
}
|
||||
|
||||
@@ -24,8 +24,8 @@ public:
|
||||
|
||||
void Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
void OnHit();
|
||||
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
|
||||
void OnHit(const LWOOBJID attacker);
|
||||
private:
|
||||
|
||||
// The strips contained within this state.
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "PropertyManagementComponent.h"
|
||||
#include "PlayerManager.h"
|
||||
#include "SimplePhysicsComponent.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
#include "dChatFilter.h"
|
||||
|
||||
@@ -97,6 +98,7 @@ void Strip::HandleMsg(GameMessages::RequestUse& msg) {
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
IncrementAction();
|
||||
m_WaitingForAction = false;
|
||||
m_StripInitiatorID = msg.target;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,27 +107,34 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
|
||||
m_WaitingForAction = false;
|
||||
m_PausedTime = 0.0f;
|
||||
m_NextActionIndex = 0;
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
m_PreviousFramePosition = NiPoint3Constant::ZERO;
|
||||
m_InActionRotation = NiPoint3Constant::ZERO;
|
||||
m_RotationProgress = 0.0f;
|
||||
m_Speed = DEFAULT_SPEED;
|
||||
m_PausedFromOnTimer = false;
|
||||
m_MovingToStart = false;
|
||||
}
|
||||
|
||||
void Strip::OnChatMessageReceived(const std::string& sMessage) {
|
||||
void Strip::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
|
||||
if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
|
||||
|
||||
const auto& nextAction = GetNextAction();
|
||||
if (nextAction.GetType() == "OnChat" && nextAction.GetValueParameterString() == sMessage) {
|
||||
IncrementAction();
|
||||
m_WaitingForAction = false;
|
||||
m_StripInitiatorID = sender;
|
||||
}
|
||||
}
|
||||
|
||||
void Strip::OnHit() {
|
||||
void Strip::OnHit(const LWOOBJID attacker) {
|
||||
if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
|
||||
|
||||
const auto& nextAction = GetNextAction();
|
||||
if (nextAction.GetType() == "OnAttack") {
|
||||
IncrementAction();
|
||||
m_WaitingForAction = false;
|
||||
m_StripInitiatorID = attacker;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -172,39 +181,67 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
// TODO replace with switch case and nextActionType with enum
|
||||
/* BEGIN Move */
|
||||
if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
|
||||
// X axis
|
||||
bool isMoveLeft = nextActionType == "MoveLeft";
|
||||
int negative = isMoveLeft ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_X * negative)) {
|
||||
// Local right axis
|
||||
const bool isMoveLeft = nextActionType == "MoveLeft";
|
||||
if (modelComponent.TryStartMove(0, isMoveLeft ? -1.0f : 1.0f, m_Speed)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.x = isMoveLeft ? -number : number;
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionTranslation.x = isMoveLeft ? -number : number;
|
||||
}
|
||||
} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
|
||||
// Y axis
|
||||
bool isFlyDown = nextActionType == "FlyDown";
|
||||
int negative = isFlyDown ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Y * negative)) {
|
||||
// Local up axis
|
||||
const bool isFlyDown = nextActionType == "FlyDown";
|
||||
if (modelComponent.TryStartMove(1, isFlyDown ? -1.0f : 1.0f, m_Speed)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.y = isFlyDown ? -number : number;
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionTranslation.y = isFlyDown ? -number : number;
|
||||
}
|
||||
|
||||
} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
|
||||
// Z axis
|
||||
bool isMoveBackward = nextActionType == "MoveBackward";
|
||||
int negative = isMoveBackward ? -1 : 1;
|
||||
// Default velocity is 3 units per second.
|
||||
if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Z * negative)) {
|
||||
// Local forward axis
|
||||
const bool isMoveBackward = nextActionType == "MoveBackward";
|
||||
if (modelComponent.TryStartMove(2, isMoveBackward ? -1.0f : 1.0f, m_Speed)) {
|
||||
m_PreviousFramePosition = entity.GetPosition();
|
||||
m_InActionMove.z = isMoveBackward ? -number : number;
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionTranslation.z = isMoveBackward ? -number : number;
|
||||
}
|
||||
}
|
||||
/* END Move */
|
||||
|
||||
/* BEGIN Rotate */
|
||||
else if (nextActionType == "Spin" || nextActionType == "SpinNegative") {
|
||||
// Y axis
|
||||
const float direction = nextActionType == "SpinNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(1, direction, m_Speed)) {
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionRotation.y = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
} else if (nextActionType == "Tilt" || nextActionType == "TiltNegative") {
|
||||
// X axis
|
||||
const float direction = nextActionType == "TiltNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(0, direction, m_Speed)) {
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionRotation.x = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
} else if (nextActionType == "Roll" || nextActionType == "RollNegative") {
|
||||
// Z axis
|
||||
const float direction = nextActionType == "RollNegative" ? -1.0f : 1.0f;
|
||||
if (number != 0.0 && modelComponent.TryStartRotation(2, direction, m_Speed)) {
|
||||
m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
|
||||
m_InActionRotation.z = direction * number;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
}
|
||||
/* END Rotate */
|
||||
|
||||
/* BEGIN Navigation */
|
||||
else if (nextActionType == "SetSpeed") {
|
||||
modelComponent.SetSpeed(number);
|
||||
// Floored so a move or rotation can never stall forever
|
||||
m_Speed = std::max(static_cast<float>(number), MIN_SPEED);
|
||||
} else if (nextActionType == "MoveBackToStart") {
|
||||
modelComponent.StartMoveTo(modelComponent.GetOriginalPosition(), m_Speed);
|
||||
m_MovingToStart = true;
|
||||
}
|
||||
/* END Navigation */
|
||||
|
||||
@@ -233,9 +270,9 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
// In case a word is removed from the whitelist after it was approved
|
||||
const auto modelName = "%[Objects_" + std::to_string(entity.GetLOT()) + "_name]";
|
||||
if (isOk) ChatPackets::SendChatMessage(UNASSIGNED_SYSTEM_ADDRESS, 12, modelName, entity.GetObjectID(), false, GeneralUtils::ASCIIToUTF16(valueStr));
|
||||
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
|
||||
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
|
||||
} else if (nextActionType == "PrivateMessage") {
|
||||
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
|
||||
PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
|
||||
} else if (nextActionType == "PlaySound") {
|
||||
GameMessages::PlayBehaviorSound sound;
|
||||
sound.target = modelComponent.GetParent()->GetObjectID();
|
||||
@@ -252,6 +289,8 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
|
||||
Spawn(10497, entity); // Maelstrom Pirate property
|
||||
} else if (nextActionType == "SpawnRonin") {
|
||||
Spawn(10498, entity); // Dark Ronin property
|
||||
} else if (nextActionType == "DoDamage") {
|
||||
modelComponent.DoDamage(m_StripInitiatorID);
|
||||
} else if (nextActionType == "DropImagination") {
|
||||
for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
|
||||
} else if (nextActionType == "DropHealth") {
|
||||
@@ -302,49 +341,66 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
|
||||
}
|
||||
|
||||
bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_MovingToStart) {
|
||||
if (modelComponent.IsMovingToTarget()) return false;
|
||||
m_MovingToStart = false;
|
||||
}
|
||||
|
||||
// A MoveBackToStart cancelled our move, so skip to the next action
|
||||
if (m_MoveInterruptCount != modelComponent.GetMoveInterruptCount()) m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
|
||||
auto& entity = *modelComponent.GetParent();
|
||||
const auto& currentPos = entity.GetPosition();
|
||||
const auto diff = currentPos - m_PreviousFramePosition;
|
||||
const auto [moveX, moveY, moveZ] = m_InActionMove;
|
||||
m_PreviousFramePosition = currentPos;
|
||||
|
||||
// Only want to subtract from the move if one is being performed.
|
||||
// Starts at true because we may not be doing a move at all.
|
||||
// If one is being done, then one of the move_ variables will be non-zero
|
||||
bool moveFinished = true;
|
||||
NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
|
||||
if (moveX != 0.0f) {
|
||||
m_InActionMove.x -= diff.x;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
|
||||
finalPositionAdjustment.x = m_InActionMove.x;
|
||||
} else if (moveY != 0.0f) {
|
||||
m_InActionMove.y -= diff.y;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
|
||||
finalPositionAdjustment.y = m_InActionMove.y;
|
||||
} else if (moveZ != 0.0f) {
|
||||
m_InActionMove.z -= diff.z;
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
|
||||
finalPositionAdjustment.z = m_InActionMove.z;
|
||||
}
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
const float target = m_InActionTranslation[axis];
|
||||
if (target == 0.0f) continue;
|
||||
|
||||
// Once done, set the in action move & velocity to zero
|
||||
if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
|
||||
auto entityVelocity = entity.GetVelocity();
|
||||
// Zero out only the velocity that was acted on
|
||||
if (moveX != 0.0f) entityVelocity.x = 0.0f;
|
||||
else if (moveY != 0.0f) entityVelocity.y = 0.0f;
|
||||
else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
|
||||
modelComponent.SetVelocity(entityVelocity);
|
||||
// The local axes are orthonormal so this isolates our axis from any other active moves
|
||||
const auto& axisVector = modelComponent.GetMoveAxis(axis);
|
||||
m_InActionTranslation[axis] -= diff.DotProduct(axisVector);
|
||||
|
||||
// If the sign bit is different between the two numbers, then we have finished our move.
|
||||
if (std::signbit(m_InActionTranslation[axis]) == std::signbit(target)) return false;
|
||||
|
||||
// Do the final adjustment so we will have moved exactly the requested units
|
||||
entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
|
||||
m_InActionMove = NiPoint3Constant::ZERO;
|
||||
entity.SetPosition(entity.GetPosition() + axisVector * m_InActionTranslation[axis]);
|
||||
modelComponent.StopMove(axis);
|
||||
m_InActionTranslation = NiPoint3Constant::ZERO;
|
||||
}
|
||||
|
||||
return moveFinished;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
|
||||
if (m_MoveInterruptCount != modelComponent.GetMoveInterruptCount()) {
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
if (m_InActionRotation[axis] != 0.0f) modelComponent.StopRotation(axis);
|
||||
}
|
||||
m_InActionRotation = NiPoint3Constant::ZERO;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
const float target = m_InActionRotation[axis];
|
||||
if (target == 0.0f) continue;
|
||||
|
||||
// Snapping to the target keeps the final angle exact regardless of speed or frame time
|
||||
const float step = modelComponent.GetAngularSpeed(axis) * deltaTime;
|
||||
if (std::abs(target - m_RotationProgress) <= step) m_RotationProgress = target;
|
||||
else m_RotationProgress += std::copysign(step, target);
|
||||
|
||||
modelComponent.SetRotationProgress(axis, m_RotationProgress);
|
||||
if (m_RotationProgress != target) return false;
|
||||
|
||||
modelComponent.StopRotation(axis);
|
||||
m_InActionRotation = NiPoint3Constant::ZERO;
|
||||
m_RotationProgress = 0.0f;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
|
||||
@@ -352,8 +408,9 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
|
||||
// Strips are also designed to have 2 actions or more to run.
|
||||
if (!HasMinimumActions()) return;
|
||||
|
||||
// Return if this strip has an active movement action
|
||||
// Return if this strip has an active movement or rotation action
|
||||
if (!CheckMovement(deltaTime, modelComponent)) return;
|
||||
if (!CheckRotation(deltaTime, modelComponent)) return;
|
||||
|
||||
// Don't run this strip if we're paused.
|
||||
m_PausedTime -= deltaTime;
|
||||
@@ -371,16 +428,35 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
|
||||
|
||||
// Check for trigger blocks and if not a trigger block proc this blocks action
|
||||
if (m_NextActionIndex == 0) {
|
||||
m_StripInitiatorID = LWOOBJID_EMPTY;
|
||||
LOG("Behavior strip started %s", nextAction.GetType().data());
|
||||
m_Speed = DEFAULT_SPEED;
|
||||
if (nextAction.GetType() == "OnInteract") {
|
||||
modelComponent.AddInteract();
|
||||
m_WaitingForAction = true;
|
||||
} else if (nextAction.GetType() == "OnChat") {
|
||||
// logic here if needed
|
||||
m_WaitingForAction = true;
|
||||
} else if (nextAction.GetType() == "OnAttack") {
|
||||
modelComponent.AddAttack();
|
||||
m_WaitingForAction = true;
|
||||
} else if (nextAction.GetType() == "OnStartup") {
|
||||
IncrementAction();
|
||||
} else if (nextAction.GetType() == "OnTimer") {
|
||||
if (!m_PausedFromOnTimer) {
|
||||
m_PausedTime = nextAction.GetValueParameterDouble();
|
||||
m_PausedFromOnTimer = true;
|
||||
} else {
|
||||
IncrementAction();
|
||||
m_PausedFromOnTimer = false;
|
||||
}
|
||||
} else {
|
||||
// in case we run into an unimplemented action or one that isnt a start node
|
||||
// mark as waiting for action so we dont waste time re-starting the same logic and serializing
|
||||
// every frame
|
||||
m_WaitingForAction = true;
|
||||
}
|
||||
|
||||
Game::entityManager->SerializeEntity(entity);
|
||||
m_WaitingForAction = true;
|
||||
} else { // should be a normal block
|
||||
ProcNormalAction(deltaTime, modelComponent, updateResult);
|
||||
}
|
||||
|
||||
@@ -34,6 +34,10 @@ public:
|
||||
// Checks the movement logic for whether or not to proceed
|
||||
// Returns true if the movement can continue, false if it needs to wait more.
|
||||
bool CheckMovement(float deltaTime, ModelComponent& modelComponent);
|
||||
|
||||
// Checks the rotation logic for whether or not to proceed
|
||||
// Returns true if the rotation can continue, false if it needs to wait more.
|
||||
bool CheckRotation(float deltaTime, ModelComponent& modelComponent);
|
||||
void Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
void SpawnDrop(LOT dropLOT, Entity& entity);
|
||||
void ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult);
|
||||
@@ -42,8 +46,8 @@ public:
|
||||
// 2 actions are required for strips to work
|
||||
bool HasMinimumActions() const { return m_Actions.size() >= 2; }
|
||||
|
||||
void OnChatMessageReceived(const std::string& sMessage);
|
||||
void OnHit();
|
||||
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
|
||||
void OnHit(const LWOOBJID attacker);
|
||||
private:
|
||||
// Indicates this Strip is waiting for an action to be taken upon it to progress to its actions
|
||||
bool m_WaitingForAction{ false };
|
||||
@@ -51,6 +55,7 @@ private:
|
||||
// The amount of time this strip is paused for. Any interactions with this strip should be bounced if this is greater than 0.
|
||||
// Actions that do not use time do not use this (ex. positions).
|
||||
float m_PausedTime{ 0.0f };
|
||||
bool m_PausedFromOnTimer{ false };
|
||||
|
||||
// The index of the next action to be played. This should always be within range of [0, m_Actions.size()).
|
||||
size_t m_NextActionIndex{ 0 };
|
||||
@@ -61,14 +66,32 @@ private:
|
||||
// The location of this strip on the UGBehaviorEditor UI
|
||||
StripUiPosition m_Position;
|
||||
|
||||
// The current actions remaining distance to the target
|
||||
// The current actions remaining translation to the target along the model's local right (x), up (y) and forward (z) axes.
|
||||
// Only 1 of these vertexs' will be active at once for any given strip.
|
||||
NiPoint3 m_InActionMove{};
|
||||
NiPoint3 m_InActionTranslation{};
|
||||
|
||||
// The position of the parent model on the previous frame
|
||||
NiPoint3 m_PreviousFramePosition{};
|
||||
|
||||
NiPoint3 m_SavedVelocity{};
|
||||
// The signed target degrees of the current rotation action. Only 1 axis is active at once for any given strip.
|
||||
NiPoint3 m_InActionRotation{};
|
||||
|
||||
// The signed degrees the current rotation action has progressed so far
|
||||
float m_RotationProgress{ 0.0f };
|
||||
|
||||
// Whether this strip is waiting on a MoveBackToStart to arrive
|
||||
bool m_MovingToStart{ false };
|
||||
|
||||
// The model's move interrupt count when this strip's current move or rotation started
|
||||
uint32_t m_MoveInterruptCount{};
|
||||
|
||||
static constexpr float DEFAULT_SPEED = 3.0f;
|
||||
static constexpr float MIN_SPEED = 0.1f;
|
||||
|
||||
// Speed applied to moves and rotations started by this strip
|
||||
float m_Speed{ DEFAULT_SPEED };
|
||||
|
||||
LWOOBJID m_StripInitiatorID{ LWOOBJID_EMPTY };
|
||||
};
|
||||
|
||||
#endif //!__STRIP__H__
|
||||
|
||||
@@ -1430,7 +1430,7 @@ void HandlePacket(Packet* packet) {
|
||||
std::string sMessage = GeneralUtils::UTF16ToWTF8(chatMessage.message);
|
||||
LOG("%s: %s", playerName.c_str(), sMessage.c_str());
|
||||
ChatPackets::SendChatMessage(packet->systemAddress, chatMessage.chatChannel, playerName, user->GetLoggedInChar(), isMythran, chatMessage.message);
|
||||
if (PropertyManagementComponent::Instance()) PropertyManagementComponent::Instance()->OnChatMessageReceived(sMessage);
|
||||
if (PropertyManagementComponent::Instance()) PropertyManagementComponent::Instance()->OnChatMessageReceived(sMessage, lastChar->GetObjectID());
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user