/* * Darkflame Universe * Copyright 2019 */ #ifndef MOVINGPLATFORMCOMPONENT_H #define MOVINGPLATFORMCOMPONENT_H #include #include #include "RakNetTypes.h" #include "NiPoint3.h" #include "NiQuaternion.h" #include #include "dCommonVars.h" #include "EntityManager.h" #include "Component.h" #include "eMovementPlatformState.h" #include "eReplicaComponentType.h" struct ObjectLoadState; class Path; namespace GameMessages { struct PlatformResync; } /** * Different types of available platforms */ enum class eMoverSubComponentType : uint32_t { mover = 4, /** * A two point mover set up from the MovingPlatforms table or the platformMove* settings (used in NJ) */ simpleMover = 5, /** * A mover that turns between rotations along its path (same data as a mover) */ rotater = 6, /** * The level config set the platform flags all false: the client makes no subcomponent */ none = 0, }; /** * The client's platform state flags (LWOPlatform) */ namespace ePlatformStateFlag { constexpr uint32_t Stopped = 1; constexpr uint32_t Travelling = 2; constexpr uint32_t Waiting = 4; constexpr uint32_t ReachedDesiredWaypoint = 8; constexpr uint32_t ReachedFinalDestination = 16; }; /** * How the client picks the subcomponents (LWOMovingPlatformComponent::LoadConfigData and SetupPlatform): one for each * of the platformIsMover, platformIsSimpleMover and platformIsRotater settings that is true, in that order, and when * none is set a mover for a platform with no registry component (set up from its attached path) or a simple mover for * one with a registry component. */ std::vector ChooseSubComponentTypes(int32_t componentID, const Entity& entity); // The first of ChooseSubComponentTypes (none when there are none): the one the server runs eMoverSubComponentType ChooseMoverSubComponentType(int32_t componentID, const Entity& entity); /** * The base of the platform subcomponents, as the client's LWOPlatform (mover, simple mover and rotator are built on * it): the platform's state between the waypoints of its path, which LWOPlatform::Deserialize 0x00c870e0 reads. */ class PlatformSubComponent { public: virtual ~PlatformSubComponent() = default; virtual eMoverSubComponentType GetType() const = 0; // LWOPlatform::Deserialize 0x00c870e0: a dirty bit, the state, desired waypoint, whether to stop there, reverse, the // percent between the waypoints, where it is, the current and next waypoints, the time waited and the time travelled virtual void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate); // ePlatformStateFlag bits uint32_t mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint; int32_t mDesiredWaypointIndex = -1; bool mInReverse = false; bool mShouldStopAtDesiredWaypoint = false; // From the current waypoint (0) to the next (1) float mPercentBetweenPoints = 0; // Where it is now (current waypoint + percent towards the next) NiPoint3 mPosition{}; uint32_t mCurrentWaypointIndex = 0; uint32_t mNextWaypointIndex = 0; // Time spent at the waypoint, and how long it waits there (the waypoint's wait, at least 0.1 s) float mIdleTimeElapsed = 0; float mTimeToWait = 0; // Whether it leaves when the wait is over (false: stopped until told otherwise) bool mDepartAfterWait = false; // Time travelled since the current waypoint (time based paths only) float mMoveTimeElapsed = 0; // The current and next waypoints' speeds; time based paths: the seconds from one to the next in mCurrentSpeed float mCurrentSpeed = 0; float mNextSpeed = 0; // From the current waypoint to the next float mSegmentLength = 0; bool mTimeBased = false; }; /** * A mover along its path (4), as the client's LWOPlatformMover, run by the server as live ran it: the client's * LWOPlatform logic (ArrivedAtWaypoint 0x00c86c30, ProcessStateChange 0x00cce380, GetNextWaypoint 0x00bd4490 / * GetNextReversedWaypoint 0x00bd4420, the speeds of GetWaypointSpeed 0x00be90d0), with live's states: it travels (2), * and at a waypoint it is stopped (1) with ReachedDesiredWaypoint (8), and ReachedFinalDestination (16) at either end, * while it waits the waypoint's wait time; each arrival and departure is serialized (NT movers in the live captures: * 25 on arrival, 2 on departure). */ class MoverSubComponent final : public PlatformSubComponent { public: MoverSubComponent(const NiPoint3& startPos) { mPosition = startPos; } eMoverSubComponentType GetType() const override { return eMoverSubComponentType::mover; } }; /** * A rotator (6), as the client's LWOPlatformRotator: it only spins (rotX/rotY/rotZ at rate) while travelling; it sends * the LWOPlatform data a mover sends. */ class RotatorSubComponent final : public PlatformSubComponent { public: RotatorSubComponent(const NiPoint3& startPos) { mPosition = startPos; } eMoverSubComponentType GetType() const override { return eMoverSubComponentType::rotater; } }; /** * A simple mover (5), as the client's LWOPlatformSimpleMover: between a start point and that point moved by * platformMove (in the start rotation), taking platformMoveTime seconds, as GenerateSimpleMoverPath builds its two * waypoint path. Live constructed simple movers stopped at their desired waypoint. */ class SimpleMoverSubComponent final : public PlatformSubComponent { public: eMoverSubComponentType GetType() const override { return eMoverSubComponentType::simpleMover; } // LWOPlatformSimpleMover::Deserialize: a dirty bit, then whether there is a starting point with its position and // rotation (w, x, y, z); a dirty bit, then the state, the current waypoint and whether it is reversing void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; NiPoint3 mStartPosition{}; NiQuaternion mStartRotation{}; NiPoint3 mMove{}; float mMoveTime = 0.0f; bool mStartAtEnd = false; bool mDirtyStartingPoint = false; bool mDirtyState = false; /** * The world position of a waypoint (0 the start, 1 the end) */ NiPoint3 GetWaypointPosition(int32_t index) const; }; /** * Represents entities that may be moving platforms, indicating how they should move through the world. * NOTE: the logic in this component hardly does anything, apparently the client can figure most of this stuff out * if you just serialize it correctly, resulting in smoother results anyway. Don't be surprised if the exposed APIs * don't at all do what you expect them to as we don't instruct the client of changes made here. * ^^^ Trivia: This made the red blocks platform and property platforms a pain to implement. */ class MovingPlatformComponent final : public Component { public: static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVING_PLATFORM; // The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order) static void Allocator(Entity& entity, ObjectLoadState& state); MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName); void LoadDataFromTemplate() override; void LoadConfigData() override; ~MovingPlatformComponent() override; void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; /** * Stops all pathing, called when an entity starts a quick build associated with this platform */ void OnQuickBuildInitilized(); /** * Starts the pathing, called when an entity completed a quick build associated with this platform */ void OnCompleteQuickBuild(); /** * Updates the movement state for the moving platform * @param value the movement state to set */ void SetMovementState(eMovementPlatformState value); /** * Instructs the moving platform to go to some waypoint * @param index the index of the waypoint * @param stopAtWaypoint determines if the platform should stop at the waypoint */ void GotoWaypoint(uint32_t index, bool stopAtWaypoint = true); /** * Starts the pathing of this platform, setting appropriate waypoints and speeds */ void StartPathing(); /** * Stops the platform from moving, waiting for it to be activated again. */ void StopPathing(); /** * Determines if the entity should be serialized on the next update * @param value whether to serialize the entity or not */ void SetSerialized(bool value); /** * Returns if this platform will start automatically after spawn * @return if this platform will start automatically after spawn */ bool GetNoAutoStart() const; /** * Sets the auto start value for this platform * @param value the auto start value to set */ void SetNoAutoStart(bool value); /** * Warps the platform to a waypoint index, skipping its current path * @param index the index to go to */ void WarpToWaypoint(size_t index); /** * Returns the waypoint this platform was previously at * @return the waypoint this platform was previously at */ size_t GetLastWaypointIndex() const; /** * The mover or rotator the server runs (the first subcomponent), if it is one */ PlatformSubComponent* GetMoverSubComponent() const; /** * Returns the simple mover sub component, if this platform is a simple mover */ SimpleMoverSubComponent* GetSimpleMoverSubComponent() const; eMoverSubComponentType GetMoverSubComponentType() const { return m_MoverSubComponentType; } /** * Called when a simple mover gets to the waypoint it was sent to: the client's LWOPlatform::ArrivedAtWaypoint * and HandleWaypointArrived (Arrived, then ArrivedAtDesiredWaypoint and PlatformAtLastWaypoint) */ void OnSimpleMoverArrived(int32_t index); private: /** * The path this platform is currently on */ const Path* m_Path = nullptr; /** * The name of the path this platform is currently on */ std::u16string m_PathName; /** * Whether the platform has stopped pathing */ bool m_PathingStopped = false; // The waypoint the path starts at (attached_path_start), written with the path uint32_t m_StartWaypoint = 0; /** * The type of the first subcomponent, the one the server runs (none without one) */ eMoverSubComponentType m_MoverSubComponentType = eMoverSubComponentType::none; /** * The subcomponents, one per type the client makes (ChooseSubComponentTypes), in its order */ std::vector> m_SubComponents; /** * Counts sends so an arrival timer from an older send does nothing */ uint32_t m_MoveGeneration = 0; void SimpleMoverGotoWaypoint(int32_t index); void FireArrivalHooks(uint32_t index, bool atDesiredWaypoint, bool atLastWaypoint); // The mover: index becomes the current waypoint (the next from the path's behavior and direction), at it void MoverProcessStateChange(uint32_t index); // At its current waypoint, stopped; it leaves after the waypoint's wait when depart void MoverStopAtWaypoint(bool depart); // Leaves (or carries on) towards the next waypoint void MoverDepart(); void MoverArrive(); public: void Run(float deltaTime) override; // The mover's state as a PlatformResync gives it (RequestPlatformResync) void FillResync(GameMessages::PlatformResync& resync) const; // A mover on a path, run by the server (a rotater only spins: no waypoints) bool IsMover() const; // Whether the platform follows a path (its attached_path); a simple mover without one has no waypoints bool HasPath() const { return m_Path != nullptr; } private: /** * Whether the platform shouldn't auto start */ bool m_NoAutoStart; /** * Whether to serialize the entity on the next update */ bool m_Serialize = false; }; #endif // MOVINGPLATFORMCOMPONENT_H