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

View File

@@ -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 };
};