#include "Strip.h" #include #include "CombatMessages.h" #include "Amf3.h" #include "ControlBehaviorMsgs.h" #include "tinyxml2.h" #include "dEntity/EntityInfo.h" #include "ModelComponent.h" #include "ChatPackets.h" #include "PropertyManagementComponent.h" #include "PlayerManager.h" #include "SimplePhysicsComponent.h" #include "DestroyableComponent.h" #include "dChatFilter.h" #include "DluAssert.h" #include "Loot.h" #include "PropertyBehaviorActions.h" #include "ObjectMessages.h" #include "InventoryMessages.h" #include "PropertyMessages.h" template <> void Strip::HandleMsg(AddStripMessage& msg) { m_Actions = msg.GetActionsToAdd(); m_Position = msg.GetPosition(); }; template <> void Strip::HandleMsg(AddActionMessage& msg) { if (msg.GetActionIndex() == -1) return; m_Actions.insert(m_Actions.begin() + msg.GetActionIndex(), msg.GetAction()); }; template <> void Strip::HandleMsg(UpdateStripUiMessage& msg) { m_Position = msg.GetPosition(); }; template <> void Strip::HandleMsg(RemoveStripMessage& msg) { m_Actions.clear(); }; template <> void Strip::HandleMsg(RemoveActionsMessage& msg) { if (msg.GetActionIndex() >= m_Actions.size()) return; m_Actions.erase(m_Actions.begin() + msg.GetActionIndex(), m_Actions.end()); }; template <> void Strip::HandleMsg(UpdateActionMessage& msg) { if (msg.GetActionIndex() >= m_Actions.size()) return; m_Actions.at(msg.GetActionIndex()) = msg.GetAction(); }; template <> void Strip::HandleMsg(RearrangeStripMessage& msg) { if (msg.GetDstActionIndex() >= m_Actions.size() || msg.GetSrcActionIndex() >= m_Actions.size() || msg.GetSrcActionIndex() <= msg.GetDstActionIndex()) return; std::rotate(m_Actions.begin() + msg.GetDstActionIndex(), m_Actions.begin() + msg.GetSrcActionIndex(), m_Actions.end()); }; template <> void Strip::HandleMsg(SplitStripMessage& msg) { if (msg.GetTransferredActions().empty() && !m_Actions.empty()) { auto startToMove = m_Actions.begin() + msg.GetSrcActionIndex(); msg.SetTransferredActions(startToMove, m_Actions.end()); m_Actions.erase(startToMove, m_Actions.end()); } else { m_Actions = msg.GetTransferredActions(); m_Position = msg.GetPosition(); } }; template <> void Strip::HandleMsg(MergeStripsMessage& msg) { if (msg.GetMigratedActions().empty() && !m_Actions.empty()) { msg.SetMigratedActions(m_Actions.begin(), m_Actions.end()); m_Actions.erase(m_Actions.begin(), m_Actions.end()); } else { m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end()); } }; template <> void Strip::HandleMsg(MigrateActionsMessage& msg) { if (msg.GetMigratedActions().empty() && !m_Actions.empty()) { auto startToMove = m_Actions.begin() + msg.GetSrcActionIndex(); msg.SetMigratedActions(startToMove, m_Actions.end()); m_Actions.erase(startToMove, m_Actions.end()); } else { m_Actions.insert(m_Actions.begin() + msg.GetDstActionIndex(), msg.GetMigratedActions().begin(), msg.GetMigratedActions().end()); } } template<> void Strip::HandleMsg(GameMessages::RequestUse& msg) { if (m_PausedTime > 0.0f || !HasMinimumActions()) return; auto& nextAction = GetNextAction(); if (nextAction.GetType() == PropertyBehaviorActions::ON_INTERACT) { IncrementAction(); m_WaitingForAction = false; m_StripInitiatorID = msg.target; } } template<> void Strip::HandleMsg(GameMessages::ResetModelToDefaults& msg) { m_WaitingForAction = false; m_PausedTime = 0.0f; m_NextActionIndex = 0; 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, const LWOOBJID sender) { if (m_PausedTime > 0.0f || !HasMinimumActions()) return; const auto& nextAction = GetNextAction(); if (nextAction.GetType() == PropertyBehaviorActions::ON_CHAT && nextAction.GetValueParameterString() == sMessage) { IncrementAction(); m_WaitingForAction = false; m_StripInitiatorID = sender; } } void Strip::OnHit(const LWOOBJID attacker) { if (m_PausedTime > 0.0f || !HasMinimumActions()) return; const auto& nextAction = GetNextAction(); if (nextAction.GetType() == PropertyBehaviorActions::ON_ATTACK) { IncrementAction(); m_WaitingForAction = false; m_StripInitiatorID = attacker; } } void Strip::IncrementAction() { if (m_Actions.empty()) return; m_NextActionIndex++; m_NextActionIndex %= m_Actions.size(); } void Strip::Spawn(LOT lot, Entity& entity) { EntityInfo info{}; info.lot = lot; info.pos = entity.GetPosition(); info.rot = QuatUtils::IDENTITY; info.spawnerID = entity.GetObjectID(); auto* const spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, &entity); spawnedEntity->AddToGroup("SpawnedPropertyEnemies"); Game::entityManager->ConstructEntity(spawnedEntity); } // Spawns a specific drop for all void Strip::SpawnDrop(LOT dropLOT, Entity& entity) { for (auto* const player : PlayerManager::GetAllPlayers()) { GameMessages::DropClientLoot lootMsg{}; lootMsg.target = player->GetObjectID(); lootMsg.ownerID = player->GetObjectID(); lootMsg.sourceID = entity.GetObjectID(); lootMsg.item = dropLOT; lootMsg.count = 1; lootMsg.spawnPos = entity.GetPosition(); Loot::DropItem(*player, lootMsg); } } void Strip::ProcNormalAction(float deltaTime, ModelComponent& modelComponent, UpdateResult& updateResult) { auto& entity = *modelComponent.GetParent(); auto& nextAction = GetNextAction(); auto number = nextAction.GetValueParameterDouble(); auto valueStr = nextAction.GetValueParameterString(); auto numberAsInt = static_cast(number); auto nextActionType = GetNextAction().GetType(); LOG_DEBUG("Processing Strip Action: %s with number %.2f and string %s", nextActionType.data(), number, valueStr.data()); // The blocks and what they do are listed in PropertyBehaviorActions (shared with the dashboard's behavior player) namespace Actions = PropertyBehaviorActions; /* BEGIN Move */ if (const auto* move = Actions::Find(Actions::MOVES, nextActionType)) { // Local right (x), up (y) and forward (z) axes const int axis = move->axis == 'x' ? 0 : move->axis == 'y' ? 1 : 2; if (modelComponent.TryStartMove(axis, move->sign, m_Speed)) { m_PreviousFramePosition = entity.GetPosition(); m_MoveInterruptCount = modelComponent.GetMoveInterruptCount(); auto& distance = move->axis == 'x' ? m_InActionTranslation.x : move->axis == 'y' ? m_InActionTranslation.y : m_InActionTranslation.z; distance = move->sign < 0 ? -number : number; } } /* END Move */ /* BEGIN Rotate */ else if (const auto* rotation = Actions::Find(Actions::ROTATIONS, nextActionType)) { // Local tilt (x), spin (y) and roll (z) axes const int axis = rotation->axis == 'x' ? 0 : rotation->axis == 'y' ? 1 : 2; if (number != 0.0 && modelComponent.TryStartRotation(axis, rotation->sign, m_Speed)) { m_MoveInterruptCount = modelComponent.GetMoveInterruptCount(); auto& degrees = rotation->axis == 'x' ? m_InActionRotation.x : rotation->axis == 'y' ? m_InActionRotation.y : m_InActionRotation.z; degrees = rotation->sign * number; m_RotationProgress = 0.0f; } } /* END Rotate */ /* BEGIN Navigation */ else if (nextActionType == Actions::SET_SPEED) { // Floored so a move or rotation can never stall forever m_Speed = std::max(static_cast(number), MIN_SPEED); } else if (nextActionType == Actions::MOVE_BACK_TO_START) { modelComponent.StartMoveTo(modelComponent.GetOriginalPosition(), m_Speed); m_MovingToStart = true; } /* END Navigation */ /* BEGIN Action */ else if (nextActionType == Actions::SMASH) { if (!modelComponent.IsUnSmashing()) { GameMessages::Smash smash{}; smash.target = entity.GetObjectID(); smash.killerID = entity.GetObjectID(); smash.Send(UNASSIGNED_SYSTEM_ADDRESS); } } else if (nextActionType == Actions::UNSMASH) { GameMessages::UnSmash unsmash{}; unsmash.target = entity.GetObjectID(); unsmash.duration = number; unsmash.builderID = LWOOBJID_EMPTY; unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS); modelComponent.AddUnSmash(); // since it may take time for the message to relay to clients m_PausedTime = number + 0.5f; } else if (nextActionType == Actions::WAIT) { m_PausedTime = number; } else if (nextActionType == Actions::CHAT) { bool isOk = Game::chatFilter->IsSentenceOkay(valueStr.data(), eGameMasterLevel::CIVILIAN).empty(); // 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::Client::GeneralChatMessage chatMessage; chatMessage.chatChannel = 12; chatMessage.senderName = LUWString(modelName); chatMessage.senderID = entity.GetObjectID(); chatMessage.message = GeneralUtils::ASCIIToUTF16(valueStr); chatMessage.Broadcast(); } PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID); } else if (nextActionType == Actions::PRIVATE_MESSAGE) { PropertyManagementComponent::Instance()->OnChatMessageReceived(valueStr.data(), m_StripInitiatorID); } else if (nextActionType == Actions::PLAY_SOUND) { GameMessages::PlayBehaviorSound sound; sound.target = modelComponent.GetParent()->GetObjectID(); sound.soundID = numberAsInt; sound.Send(UNASSIGNED_SYSTEM_ADDRESS); } else if (nextActionType == Actions::RESTART) { modelComponent.RestartAtEndOfFrame(); } /* END Action */ /* BEGIN Gameplay */ else if (const auto* spawn = Actions::Find(Actions::SPAWNS, nextActionType)) { Spawn(spawn->lot, entity); } else if (nextActionType == Actions::DO_DAMAGE) { modelComponent.DoDamage(m_StripInitiatorID); } else if (const auto* drop = Actions::Find(Actions::DROPS, nextActionType)) { for (; numberAsInt > 0; numberAsInt--) SpawnDrop(drop->lot, entity); } /* END Gameplay */ /* BEGIN StateMachine */ else if (const auto* stateChange = Actions::Find(Actions::STATE_CHANGES, nextActionType)) { updateResult.newState = stateChange->state; } /* END StateMachine*/ else { static std::set g_WarnedActions; if (!g_WarnedActions.contains(nextActionType.data())) { LOG("Tried to play action (%s) which is not supported.", nextActionType.data()); g_WarnedActions.insert(nextActionType.data()); } } IncrementAction(); } // Decrement references to the previous state if we have progressed to the next one. void Strip::RemoveStates(ModelComponent& modelComponent) const { const auto& prevAction = GetPreviousAction(); const auto prevActionType = prevAction.GetType(); if (prevActionType == PropertyBehaviorActions::ON_INTERACT) { modelComponent.RemoveInteract(); Game::entityManager->SerializeEntity(modelComponent.GetParent()); } else if (prevActionType == PropertyBehaviorActions::ON_ATTACK) { modelComponent.RemoveAttack(); } else if (prevActionType == PropertyBehaviorActions::UNSMASH) { modelComponent.RemoveUnSmash(); } } 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; m_PreviousFramePosition = currentPos; for (int axis = 0; axis < 3; axis++) { const float target = m_InActionTranslation[axis]; if (target == 0.0f) continue; // 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() + axisVector * m_InActionTranslation[axis]); modelComponent.StopMove(axis); m_InActionTranslation = NiPoint3Constant::ZERO; } 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) { // No point in running a strip with only one action. // Strips are also designed to have 2 actions or more to run. if (!HasMinimumActions()) return; // 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; if (m_PausedTime > 0.0f) return; m_PausedTime = 0.0f; // Return here if we're waiting for external interactions to continue. if (m_WaitingForAction) return; auto& entity = *modelComponent.GetParent(); auto& nextAction = GetNextAction(); RemoveStates(modelComponent); // 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() == PropertyBehaviorActions::ON_INTERACT) { modelComponent.AddInteract(); m_WaitingForAction = true; } else if (nextAction.GetType() == PropertyBehaviorActions::ON_CHAT) { m_WaitingForAction = true; } else if (nextAction.GetType() == PropertyBehaviorActions::ON_ATTACK) { modelComponent.AddAttack(); m_WaitingForAction = true; } else if (nextAction.GetType() == PropertyBehaviorActions::ON_STARTUP) { IncrementAction(); } else if (nextAction.GetType() == PropertyBehaviorActions::ON_TIMER) { 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); } else { // should be a normal block ProcNormalAction(deltaTime, modelComponent, updateResult); } } void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const { m_Position.SendBehaviorBlocksToClient(args); auto* const actions = args.InsertArray("actions"); for (const auto& action : m_Actions) { action.SendBehaviorBlocksToClient(*actions); } } void Strip::Serialize(tinyxml2::XMLElement& strip) const { auto* const positionElement = strip.InsertNewChildElement("Position"); m_Position.Serialize(*positionElement); for (const auto& action : m_Actions) { auto* const actionElement = strip.InsertNewChildElement("Action"); action.Serialize(*actionElement); } } void Strip::Deserialize(const tinyxml2::XMLElement& strip) { const auto* positionElement = strip.FirstChildElement("Position"); if (positionElement) { m_Position.Deserialize(*positionElement); } for (const auto* actionElement = strip.FirstChildElement("Action"); actionElement; actionElement = actionElement->NextSiblingElement("Action")) { auto& action = m_Actions.emplace_back(); action.Deserialize(*actionElement); } } const Action& Strip::GetNextAction() const { DluAssert(m_NextActionIndex < m_Actions.size()); return m_Actions[m_NextActionIndex]; } const Action& Strip::GetPreviousAction() const { DluAssert(m_NextActionIndex < m_Actions.size()); size_t index = m_NextActionIndex == 0 ? m_Actions.size() - 1 : m_NextActionIndex - 1; return m_Actions[index]; }