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:
David Markowitz
2026-10-05 10:33:45 -07:00
committed by GitHub
parent 66e2790193
commit fc6a7fbd52
20 changed files with 465 additions and 127 deletions

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@@ -60,7 +60,7 @@ constexpr LWOMAPID LWOMAPID_INVALID = -1; //!< Invalid LWOMAPID
constexpr uint64_t LWOZONEID_INVALID = 0; //!< Invalid LWOZONEID
constexpr uint32_t MAX_MESSAGE_LENGTH = 0x500000; //!< Prevent exceptionally large msgs from being processed. Should always be used to check user provided inputs.
constexpr float PI = 3.14159f;
constexpr float PI = 3.14159265358979323846264338327950288f;
//============ STRUCTS ==============

23
dCommon/dMath.h Normal file
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@@ -0,0 +1,23 @@
// Darkflame Universe
// Copyright 2025
#ifndef DMATH_H
#define DMATH_H
#include <cmath>
namespace Math {
constexpr float PI = 3.14159265358979323846264338327950288f;
constexpr float RATIO_DEG_TO_RAD = PI / 180.0f;
constexpr float RATIO_RAD_TO_DEG = 180.0f / PI;
inline float DegToRad(float degrees) {
return degrees * RATIO_DEG_TO_RAD;
}
inline float RadToDeg(float radians) {
return radians * RATIO_RAD_TO_DEG;
}
};
#endif //!DMATH_H

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@@ -588,7 +588,7 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
// Client does the same check, so we're doing it too
auto* const modelComponent = m_Parent->GetComponent<ModelComponent>();
if (modelComponent) {
modelComponent->OnHit();
modelComponent->OnHit(source);
// Don't actually deal the damage so the model doesn't die
return;
}

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@@ -1,8 +1,12 @@
#include "ModelComponent.h"
#include <cmath>
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "dMath.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
@@ -12,6 +16,7 @@
#include "SimplePhysicsComponent.h"
#include "eMissionTaskType.h"
#include "eObjectBits.h"
#include "DestroyableComponent.h"
#include "Database.h"
#include "DluAssert.h"
@@ -42,8 +47,13 @@ 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 = 3.0f;
m_NumListeningInteract = 0;
m_NumActiveAttack = 0;
@@ -71,11 +81,21 @@ bool ModelComponent::OnRequestUse(GameMessages::RequestUse& requestUse) {
void ModelComponent::Update(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{};
@@ -284,41 +304,102 @@ 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);
}
}
@@ -362,3 +443,14 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
return true;
}
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());
}
}

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@@ -1,7 +1,9 @@
#pragma once
#include <array>
#include <cmath>
#include <map>
#include <optional>
#include "dCommonVars.h"
#include "RakNetTypes.h"
@@ -139,20 +141,41 @@ public:
void Resume();
// Attempts to set the velocity of an axis for movement.
// If the axis currently has a velocity of zero, returns true.
// If the axis is currently controlled by a behavior, returns false.
bool TrySetVelocity(const NiPoint3& velocity) const;
// Attempts to claim a local axis (0 = right, 1 = up, 2 = forward) for movement in direction (+1 or -1) at speed units per second.
// Returns false if the axis is already controlled by a behavior. Cancels any active StartMoveTo.
bool TryStartMove(const int axis, const float direction, const float speed);
// Force sets the velocity to a value.
void SetVelocity(const NiPoint3& velocity) const;
// Releases the local axis so another behavior can move along it.
void StopMove(const int axis);
void OnChatMessageReceived(const std::string& sMessage);
// World space direction of the local axis used for the most recently applied velocity.
const NiPoint3& GetMoveAxis(const int axis) const { return m_Move.basis[axis]; }
void OnHit();
// Interrupts all active moves and moves in a straight line to target at speed units per second.
void StartMoveTo(const NiPoint3& target, const float speed);
// Sets the speed of the model
void SetSpeed(const float newSpeed) { m_Speed = newSpeed; }
// Whether a StartMoveTo move has yet to arrive or be overridden.
bool IsMovingToTarget() const noexcept { return m_Move.target.has_value(); }
// Changes whenever active moves are interrupted, so strips can tell their move was cancelled.
uint32_t GetMoveInterruptCount() const noexcept { return m_Move.interruptCount; }
// Attempts to claim a world axis (0 = x, 1 = y, 2 = z) for rotation in direction (+1 or -1) at the given behavior speed.
// Returns false if the axis is already controlled by a behavior.
bool TryStartRotation(const int axis, const float direction, const float speed);
// Sets how many signed degrees the active rotation on axis has progressed and updates the entity.
void SetRotationProgress(const int axis, const float degrees);
// Releases the axis so another behavior can rotate it.
void StopRotation(const int axis);
// Degrees per second of the active rotation on axis.
float GetAngularSpeed(const int axis) const noexcept { return std::abs(m_Rotation.velocity[axis]); }
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender);
void OnHit(const LWOOBJID attacker);
// Whether or not to restart at the end of the frame
void RestartAtEndOfFrame() { m_RestartAtEndOfFrame = true; }
@@ -164,7 +187,56 @@ public:
// Decrements the number of strips listening for an attack.
// If this is the last strip removing an attack, it will reset the factions to the default of -1.
void RemoveAttack();
void DoDamage(const LWOOBJID target);
private:
// Degrees per second per unit of behavior speed
static constexpr float BASE_ANGULAR_SPEED = 15.0f;
struct RotationState {
// The rotation that degrees is applied on top of
NiQuaternion base = QuatUtils::IDENTITY;
// Accumulated signed degrees per world axis since base was set
NiPoint3 degrees{};
// degrees at the moment the current rotation on each axis started
NiPoint3 actionStart{};
// Signed degrees per second per world axis. Non-zero means a behavior owns that axis.
NiPoint3 velocity{};
};
struct MoveState {
// Signed units per second along local right, up and forward. Non-zero means a behavior owns that axis.
NiPoint3 velocity{};
// Right, up and forward in world space as of the last velocity update
std::array<NiPoint3, 3> basis{ NiPoint3Constant::UNIT_X, NiPoint3Constant::UNIT_Y, NiPoint3Constant::UNIT_Z };
// Whether the last velocity update came from an active move
bool wasMoving{ false };
// World position of an active StartMoveTo move
std::optional<NiPoint3> target;
// Units per second of the move to target
float targetSpeed{};
// Direction to target as of the last velocity update, zero once there
NiPoint3 targetDirection{};
// Incremented each time StartMoveTo interrupts the active moves
uint32_t interruptCount{};
};
// Sends the client-side angular velocity for the currently active rotation axes.
void SyncAngularVelocity() const;
// Recomputes the linear velocity from the active move axes and the current rotation.
void SyncLinearVelocity();
// Clears all rotation state and makes rotation relative to newBase.
void ResetRotationState(const NiQuaternion& newBase);
// Loads a behavior from the database.
void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
@@ -208,9 +280,12 @@ private:
*/
LWOOBJID m_userModelID;
// The speed at which this model moves
float m_Speed{ 3.0f };
// Whether or not to restart at the end of the frame.
bool m_RestartAtEndOfFrame{ false };
RotationState m_Rotation;
MoveState m_Move;
float m_DamageCooldown { 0.0f };
};

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@@ -802,13 +802,13 @@ const std::map<LWOOBJID, LWOOBJID>& PropertyManagementComponent::GetModels() con
return models;
}
void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage) const {
void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const {
for (const auto& modelID : models | std::views::keys) {
auto* const model = Game::entityManager->GetEntity(modelID);
if (!model) continue;
auto* const modelComponent = model->GetComponent<ModelComponent>();
if (!modelComponent) continue;
modelComponent->OnChatMessageReceived(sMessage);
modelComponent->OnChatMessageReceived(sMessage, sender);
}
}

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@@ -165,7 +165,7 @@ public:
LWOOBJID GetId() const noexcept { return propertyId; }
void OnChatMessageReceived(const std::string& sMessage) const;
void OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) const;
private:
/**
* This

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@@ -16,6 +16,8 @@
#include "Amf3.h"
SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
RegisterMsg(&SimplePhysicsComponent::OnGetAngularVelocity);
RegisterMsg(&SimplePhysicsComponent::OnSetAngularVelocity);
RegisterMsg(&SimplePhysicsComponent::OnGetObjectReportInfo);
m_Position = m_Parent->GetDefaultPosition();
@@ -38,6 +40,7 @@ SimplePhysicsComponent::~SimplePhysicsComponent() {
}
void SimplePhysicsComponent::Update(const float deltaTime) {
// Rotation is driven by ModelComponent; angular velocity is only relayed to clients.
if (m_Velocity == NiPoint3Constant::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
@@ -52,8 +55,12 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
outBitStream.Write(m_Velocity);
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;
}

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@@ -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

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@@ -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)

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@@ -86,7 +86,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
return;
}
}
msg->target = objectID;
msg->Deserialize(inStream);
msg->Handle(*entity, sysAddr);
return;

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@@ -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

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@@ -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) {}

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@@ -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() {

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@@ -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();

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@@ -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);
}

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@@ -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.

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@@ -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);
}

View File

@@ -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__

View File

@@ -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;