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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-20 03:32:48 +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:
@@ -9,6 +9,7 @@
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#include "PropertyManagementComponent.h"
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#include "PlayerManager.h"
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#include "SimplePhysicsComponent.h"
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#include "DestroyableComponent.h"
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#include "dChatFilter.h"
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@@ -97,6 +98,7 @@ void Strip::HandleMsg(GameMessages::RequestUse& msg) {
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if (nextAction.GetType() == "OnInteract") {
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IncrementAction();
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m_WaitingForAction = false;
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m_StripInitiatorID = msg.target;
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}
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}
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@@ -105,27 +107,34 @@ void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
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m_WaitingForAction = false;
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m_PausedTime = 0.0f;
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m_NextActionIndex = 0;
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m_InActionMove = NiPoint3Constant::ZERO;
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m_InActionTranslation = NiPoint3Constant::ZERO;
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m_PreviousFramePosition = NiPoint3Constant::ZERO;
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m_InActionRotation = NiPoint3Constant::ZERO;
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m_RotationProgress = 0.0f;
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m_Speed = DEFAULT_SPEED;
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m_PausedFromOnTimer = false;
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m_MovingToStart = false;
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}
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void Strip::OnChatMessageReceived(const std::string& sMessage) {
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void Strip::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
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if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
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const auto& nextAction = GetNextAction();
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if (nextAction.GetType() == "OnChat" && nextAction.GetValueParameterString() == sMessage) {
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IncrementAction();
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m_WaitingForAction = false;
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m_StripInitiatorID = sender;
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}
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}
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void Strip::OnHit() {
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void Strip::OnHit(const LWOOBJID attacker) {
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if (m_PausedTime > 0.0f || !HasMinimumActions()) return;
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const auto& nextAction = GetNextAction();
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if (nextAction.GetType() == "OnAttack") {
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IncrementAction();
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m_WaitingForAction = false;
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m_StripInitiatorID = attacker;
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}
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}
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@@ -172,39 +181,67 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
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// TODO replace with switch case and nextActionType with enum
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/* BEGIN Move */
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if (nextActionType == "MoveRight" || nextActionType == "MoveLeft") {
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// X axis
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bool isMoveLeft = nextActionType == "MoveLeft";
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int negative = isMoveLeft ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_X * negative)) {
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// Local right axis
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const bool isMoveLeft = nextActionType == "MoveLeft";
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if (modelComponent.TryStartMove(0, isMoveLeft ? -1.0f : 1.0f, m_Speed)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.x = isMoveLeft ? -number : number;
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionTranslation.x = isMoveLeft ? -number : number;
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}
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} else if (nextActionType == "FlyUp" || nextActionType == "FlyDown") {
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// Y axis
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bool isFlyDown = nextActionType == "FlyDown";
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int negative = isFlyDown ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Y * negative)) {
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// Local up axis
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const bool isFlyDown = nextActionType == "FlyDown";
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if (modelComponent.TryStartMove(1, isFlyDown ? -1.0f : 1.0f, m_Speed)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.y = isFlyDown ? -number : number;
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionTranslation.y = isFlyDown ? -number : number;
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}
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} else if (nextActionType == "MoveForward" || nextActionType == "MoveBackward") {
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// Z axis
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bool isMoveBackward = nextActionType == "MoveBackward";
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int negative = isMoveBackward ? -1 : 1;
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// Default velocity is 3 units per second.
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if (modelComponent.TrySetVelocity(NiPoint3Constant::UNIT_Z * negative)) {
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// Local forward axis
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const bool isMoveBackward = nextActionType == "MoveBackward";
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if (modelComponent.TryStartMove(2, isMoveBackward ? -1.0f : 1.0f, m_Speed)) {
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m_PreviousFramePosition = entity.GetPosition();
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m_InActionMove.z = isMoveBackward ? -number : number;
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionTranslation.z = isMoveBackward ? -number : number;
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}
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}
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/* END Move */
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/* BEGIN Rotate */
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else if (nextActionType == "Spin" || nextActionType == "SpinNegative") {
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// Y axis
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const float direction = nextActionType == "SpinNegative" ? -1.0f : 1.0f;
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if (number != 0.0 && modelComponent.TryStartRotation(1, direction, m_Speed)) {
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionRotation.y = direction * number;
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m_RotationProgress = 0.0f;
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}
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} else if (nextActionType == "Tilt" || nextActionType == "TiltNegative") {
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// X axis
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const float direction = nextActionType == "TiltNegative" ? -1.0f : 1.0f;
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if (number != 0.0 && modelComponent.TryStartRotation(0, direction, m_Speed)) {
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionRotation.x = direction * number;
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m_RotationProgress = 0.0f;
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}
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} else if (nextActionType == "Roll" || nextActionType == "RollNegative") {
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// Z axis
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const float direction = nextActionType == "RollNegative" ? -1.0f : 1.0f;
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if (number != 0.0 && modelComponent.TryStartRotation(2, direction, m_Speed)) {
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m_MoveInterruptCount = modelComponent.GetMoveInterruptCount();
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m_InActionRotation.z = direction * number;
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m_RotationProgress = 0.0f;
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}
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}
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/* END Rotate */
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/* BEGIN Navigation */
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else if (nextActionType == "SetSpeed") {
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modelComponent.SetSpeed(number);
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// Floored so a move or rotation can never stall forever
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m_Speed = std::max(static_cast<float>(number), MIN_SPEED);
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} else if (nextActionType == "MoveBackToStart") {
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modelComponent.StartMoveTo(modelComponent.GetOriginalPosition(), m_Speed);
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m_MovingToStart = true;
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}
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/* END Navigation */
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@@ -233,9 +270,9 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
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// In case a word is removed from the whitelist after it was approved
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const auto modelName = "%[Objects_" + std::to_string(entity.GetLOT()) + "_name]";
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if (isOk) ChatPackets::SendChatMessage(UNASSIGNED_SYSTEM_ADDRESS, 12, modelName, entity.GetObjectID(), false, GeneralUtils::ASCIIToUTF16(valueStr));
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PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
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PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
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} else if (nextActionType == "PrivateMessage") {
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PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data());
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PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID);
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} else if (nextActionType == "PlaySound") {
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GameMessages::PlayBehaviorSound sound;
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sound.target = modelComponent.GetParent()->GetObjectID();
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@@ -252,6 +289,8 @@ void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, Up
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Spawn(10497, entity); // Maelstrom Pirate property
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} else if (nextActionType == "SpawnRonin") {
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Spawn(10498, entity); // Dark Ronin property
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} else if (nextActionType == "DoDamage") {
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modelComponent.DoDamage(m_StripInitiatorID);
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} else if (nextActionType == "DropImagination") {
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for (; numberAsInt > 0; numberAsInt--) SpawnDrop(935, entity); // 1 Imagination powerup
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} else if (nextActionType == "DropHealth") {
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@@ -302,49 +341,66 @@ void Strip::RemoveStates(ModelComponent& modelComponent) const {
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}
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bool Strip::CheckMovement(float deltaTime, ModelComponent& modelComponent) {
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if (m_MovingToStart) {
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if (modelComponent.IsMovingToTarget()) return false;
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m_MovingToStart = false;
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}
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// A MoveBackToStart cancelled our move, so skip to the next action
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if (m_MoveInterruptCount != modelComponent.GetMoveInterruptCount()) m_InActionTranslation = NiPoint3Constant::ZERO;
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auto& entity = *modelComponent.GetParent();
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const auto& currentPos = entity.GetPosition();
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const auto diff = currentPos - m_PreviousFramePosition;
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const auto [moveX, moveY, moveZ] = m_InActionMove;
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m_PreviousFramePosition = currentPos;
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// Only want to subtract from the move if one is being performed.
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// Starts at true because we may not be doing a move at all.
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// If one is being done, then one of the move_ variables will be non-zero
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bool moveFinished = true;
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NiPoint3 finalPositionAdjustment = NiPoint3Constant::ZERO;
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if (moveX != 0.0f) {
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m_InActionMove.x -= diff.x;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.x) != std::signbit(moveX);
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finalPositionAdjustment.x = m_InActionMove.x;
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} else if (moveY != 0.0f) {
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m_InActionMove.y -= diff.y;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.y) != std::signbit(moveY);
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finalPositionAdjustment.y = m_InActionMove.y;
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} else if (moveZ != 0.0f) {
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m_InActionMove.z -= diff.z;
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// If the sign bit is different between the two numbers, then we have finished our move.
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moveFinished = std::signbit(m_InActionMove.z) != std::signbit(moveZ);
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finalPositionAdjustment.z = m_InActionMove.z;
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}
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for (int axis = 0; axis < 3; axis++) {
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const float target = m_InActionTranslation[axis];
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if (target == 0.0f) continue;
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// Once done, set the in action move & velocity to zero
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if (moveFinished && m_InActionMove != NiPoint3Constant::ZERO) {
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auto entityVelocity = entity.GetVelocity();
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// Zero out only the velocity that was acted on
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if (moveX != 0.0f) entityVelocity.x = 0.0f;
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else if (moveY != 0.0f) entityVelocity.y = 0.0f;
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else if (moveZ != 0.0f) entityVelocity.z = 0.0f;
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modelComponent.SetVelocity(entityVelocity);
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// The local axes are orthonormal so this isolates our axis from any other active moves
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const auto& axisVector = modelComponent.GetMoveAxis(axis);
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m_InActionTranslation[axis] -= diff.DotProduct(axisVector);
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// If the sign bit is different between the two numbers, then we have finished our move.
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if (std::signbit(m_InActionTranslation[axis]) == std::signbit(target)) return false;
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// Do the final adjustment so we will have moved exactly the requested units
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entity.SetPosition(entity.GetPosition() + finalPositionAdjustment);
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m_InActionMove = NiPoint3Constant::ZERO;
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entity.SetPosition(entity.GetPosition() + axisVector * m_InActionTranslation[axis]);
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modelComponent.StopMove(axis);
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m_InActionTranslation = NiPoint3Constant::ZERO;
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}
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return moveFinished;
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return true;
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}
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bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
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if (m_MoveInterruptCount != modelComponent.GetMoveInterruptCount()) {
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for (int axis = 0; axis < 3; axis++) {
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if (m_InActionRotation[axis] != 0.0f) modelComponent.StopRotation(axis);
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}
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m_InActionRotation = NiPoint3Constant::ZERO;
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m_RotationProgress = 0.0f;
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}
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for (int axis = 0; axis < 3; axis++) {
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const float target = m_InActionRotation[axis];
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if (target == 0.0f) continue;
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// Snapping to the target keeps the final angle exact regardless of speed or frame time
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const float step = modelComponent.GetAngularSpeed(axis) * deltaTime;
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if (std::abs(target - m_RotationProgress) <= step) m_RotationProgress = target;
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else m_RotationProgress += std::copysign(step, target);
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modelComponent.SetRotationProgress(axis, m_RotationProgress);
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if (m_RotationProgress != target) return false;
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modelComponent.StopRotation(axis);
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m_InActionRotation = NiPoint3Constant::ZERO;
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m_RotationProgress = 0.0f;
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}
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return true;
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}
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void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) {
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@@ -352,8 +408,9 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
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// Strips are also designed to have 2 actions or more to run.
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if (!HasMinimumActions()) return;
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// Return if this strip has an active movement action
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// Return if this strip has an active movement or rotation action
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if (!CheckMovement(deltaTime, modelComponent)) return;
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if (!CheckRotation(deltaTime, modelComponent)) return;
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// Don't run this strip if we're paused.
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m_PausedTime -= deltaTime;
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@@ -371,16 +428,35 @@ void Strip::Update(float deltaTime, ModelComponent& modelComponent, UpdateResult
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// Check for trigger blocks and if not a trigger block proc this blocks action
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if (m_NextActionIndex == 0) {
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m_StripInitiatorID = LWOOBJID_EMPTY;
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LOG("Behavior strip started %s", nextAction.GetType().data());
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m_Speed = DEFAULT_SPEED;
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if (nextAction.GetType() == "OnInteract") {
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modelComponent.AddInteract();
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m_WaitingForAction = true;
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} else if (nextAction.GetType() == "OnChat") {
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// logic here if needed
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m_WaitingForAction = true;
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} else if (nextAction.GetType() == "OnAttack") {
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modelComponent.AddAttack();
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m_WaitingForAction = true;
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} else if (nextAction.GetType() == "OnStartup") {
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IncrementAction();
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} else if (nextAction.GetType() == "OnTimer") {
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if (!m_PausedFromOnTimer) {
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m_PausedTime = nextAction.GetValueParameterDouble();
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m_PausedFromOnTimer = true;
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} else {
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IncrementAction();
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m_PausedFromOnTimer = false;
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}
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} else {
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// in case we run into an unimplemented action or one that isnt a start node
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// mark as waiting for action so we dont waste time re-starting the same logic and serializing
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// every frame
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m_WaitingForAction = true;
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}
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Game::entityManager->SerializeEntity(entity);
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m_WaitingForAction = true;
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} else { // should be a normal block
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ProcNormalAction(deltaTime, modelComponent, updateResult);
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}
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