/** * Thanks to Simon for his early research on the racing system. */ #include "RacingControlComponent.h" #include "CharacterComponent.h" #include "DestroyableComponent.h" #include "EntityManager.h" #include "GameMessages.h" #include "InventoryComponent.h" #include "Item.h" #include "MissionComponent.h" #include "ModuleAssemblyComponent.h" #include "Player.h" #include "PossessableComponent.h" #include "PossessorComponent.h" #include "Spawner.h" #include "VehiclePhysicsComponent.h" #include "dServer.h" #include "dZoneManager.h" #include "dConfig.h" #ifndef M_PI #define M_PI 3.14159265358979323846264338327950288 #endif RacingControlComponent::RacingControlComponent(Entity *parent) : Component(parent) { m_PathName = u"MainPath"; m_RemainingLaps = 3; m_LeadingPlayer = LWOOBJID_EMPTY; m_RaceBestTime = 0; m_RaceBestLap = 0; m_Started = false; m_StartTimer = 0; m_Loaded = false; m_LoadedPlayers = 0; m_LoadTimer = 0; m_Finished = 0; m_StartTime = 0; m_EmptyTimer = 0; m_SoloRacing = Game::config->GetValue("solo_racing") == "1"; // Select the main world ID as fallback when a player fails to load. const auto worldID = Game::server->GetZoneID(); switch (worldID) { case 1203: m_ActivityID = 42; m_MainWorld = 1200; break; case 1303: m_ActivityID = 39; m_MainWorld = 1300; break; case 1403: m_ActivityID = 54; m_MainWorld = 1400; break; default: m_ActivityID = 42; m_MainWorld = 1200; break; } } RacingControlComponent::~RacingControlComponent() {} void RacingControlComponent::OnPlayerLoaded(Entity *player) { // If the race has already started, send the player back to the main world. if (m_Loaded) { auto *playerInstance = dynamic_cast(player); playerInstance->SendToZone(m_MainWorld); return; } const auto objectID = player->GetObjectID(); m_LoadedPlayers++; Game::logger->Log("RacingControlComponent", "Loading player %i\n", m_LoadedPlayers); m_LobbyPlayers.push_back(objectID); } void RacingControlComponent::LoadPlayerVehicle(Entity *player, bool initialLoad) { // Load the player's vehicle. if (player == nullptr) { return; } auto *inventoryComponent = player->GetComponent(); if (inventoryComponent == nullptr) { return; } // Find the player's vehicle. auto *item = inventoryComponent->FindItemByLot(8092); if (item == nullptr) { Game::logger->Log("RacingControlComponent", "Failed to find item\n"); return; } // Calculate the vehicle's starting position. auto *path = dZoneManager::Instance()->GetZone()->GetPath( GeneralUtils::UTF16ToWTF8(m_PathName)); auto startPosition = path->pathWaypoints[0].position + NiPoint3::UNIT_Y * 3; const auto spacing = 15; // This sometimes spawns the vehicle out of the map if there are lots of // players loaded. const auto range = m_LoadedPlayers * spacing; startPosition = startPosition + NiPoint3::UNIT_Z * ((m_LeadingPlayer / 2) + m_RacingPlayers.size() * spacing); auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X); auto angles = startRotation.GetEulerAngles(); angles.y -= M_PI; startRotation = NiQuaternion::FromEulerAngles(angles); Game::logger->Log("RacingControlComponent", "Start position <%f, %f, %f>, <%f, %f, %f>\n", startPosition.x, startPosition.y, startPosition.z, angles.x * (180.0f / M_PI), angles.y * (180.0f / M_PI), angles.z * (180.0f / M_PI)); // Make sure the player is at the correct position. GameMessages::SendTeleport(player->GetObjectID(), startPosition, startRotation, player->GetSystemAddress(), true, true); // Spawn the vehicle entity. EntityInfo info{}; info.lot = 8092; info.pos = startPosition; info.rot = startRotation; info.spawnerID = m_Parent->GetObjectID(); auto *carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent); // Make the vehicle a child of the racing controller. m_Parent->AddChild(carEntity); auto *destroyableComponent = carEntity->GetComponent(); // Setup the vehicle stats. if (destroyableComponent != nullptr) { destroyableComponent->SetMaxImagination(60); destroyableComponent->SetImagination(0); } // Setup the vehicle as being possessed by the player. auto *possessableComponent = carEntity->GetComponent(); if (possessableComponent != nullptr) { possessableComponent->SetPossessor(player->GetObjectID()); } // Load the vehicle's assemblyPartLOTs for display. auto *moduleAssemblyComponent = carEntity->GetComponent(); if (moduleAssemblyComponent) { moduleAssemblyComponent->SetSubKey(item->GetSubKey()); moduleAssemblyComponent->SetUseOptionalParts(false); for (auto *config : item->GetConfig()) { if (config->GetKey() == u"assemblyPartLOTs") { moduleAssemblyComponent->SetAssemblyPartsLOTs( GeneralUtils::ASCIIToUTF16(config->GetValueAsString())); } } } // Setup the player as possessing the vehicle. auto *possessorComponent = player->GetComponent(); if (possessorComponent != nullptr) { possessorComponent->SetPossessable(carEntity->GetObjectID()); } // Set the player's current activity as racing. auto *characterComponent = player->GetComponent(); if (characterComponent != nullptr) { characterComponent->SetIsRacing(true); characterComponent->SetVehicleObjectID(carEntity->GetObjectID()); } // Init the player's racing entry. if (initialLoad) { m_RacingPlayers.push_back( {player->GetObjectID(), carEntity->GetObjectID(), static_cast(m_RacingPlayers.size()), false, {}, startPosition, startRotation, 0, 0, 0, 0}); } // Construct and serialize everything when done. EntityManager::Instance()->ConstructEntity(carEntity); EntityManager::Instance()->SerializeEntity(player); EntityManager::Instance()->SerializeEntity(m_Parent); GameMessages::SendRacingSetPlayerResetInfo( m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1, UNASSIGNED_SYSTEM_ADDRESS); const auto playerID = player->GetObjectID(); // Reset the player to the start position during downtime, in case something // went wrong. m_Parent->AddCallbackTimer(1, [this, playerID]() { auto *player = EntityManager::Instance()->GetEntity(playerID); if (player == nullptr) { return; } GameMessages::SendRacingResetPlayerToLastReset( m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS); }); GameMessages::SendSetJetpackMode(player, false, false, false); // Set the vehicle's state. GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false, initialLoad, UNASSIGNED_SYSTEM_ADDRESS); // Make sure everything has the correct position. GameMessages::SendTeleport(player->GetObjectID(), startPosition, startRotation, player->GetSystemAddress(), true, true); GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, player->GetSystemAddress(), true, true); } void RacingControlComponent::OnRacingClientReady(Entity *player) { // Notify the other players that this player is ready. for (auto &racingPlayer : m_RacingPlayers) { if (racingPlayer.playerID != player->GetObjectID()) { if (racingPlayer.playerLoaded) { GameMessages::SendRacingPlayerLoaded( m_Parent->GetObjectID(), racingPlayer.playerID, racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS); } continue; } racingPlayer.playerLoaded = true; GameMessages::SendRacingPlayerLoaded( m_Parent->GetObjectID(), racingPlayer.playerID, racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS); } EntityManager::Instance()->SerializeEntity(m_Parent); } void RacingControlComponent::OnRequestDie(Entity *player) { // Sent by the client when they collide with something which should smash // them. for (auto &racingPlayer : m_RacingPlayers) { if (racingPlayer.playerID != player->GetObjectID()) { continue; } auto *vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID); if (vehicle == nullptr) { return; } racingPlayer.smashedTimes++; // Reset player to last checkpoint GameMessages::SendRacingSetPlayerResetInfo( m_Parent->GetObjectID(), racingPlayer.lap, racingPlayer.respawnIndex, player->GetObjectID(), racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1, UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendRacingResetPlayerToLastReset( m_Parent->GetObjectID(), racingPlayer.playerID, UNASSIGNED_SYSTEM_ADDRESS); auto *characterComponent = player->GetComponent(); if (characterComponent != nullptr) { characterComponent->UpdatePlayerStatistic(RacingTimesWrecked); } return; } } void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity *player) { // When the player has respawned. for (auto &racingPlayer : m_RacingPlayers) { if (racingPlayer.playerID != player->GetObjectID()) { continue; } auto *vehicle = EntityManager::Instance()->GetEntity(racingPlayer.vehicleID); if (vehicle == nullptr) { return; } if (!racingPlayer.noSmashOnReload) { GameMessages::SendDie(vehicle, LWOOBJID_EMPTY, LWOOBJID_EMPTY, true, VIOLENT, u"", 0, 0, 0, true, false, 0); GameMessages::SendVehicleUnlockInput(racingPlayer.vehicleID, false, UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendVehicleSetWheelLockState( racingPlayer.vehicleID, false, false, UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendResurrect(vehicle); } racingPlayer.noSmashOnReload = false; return; } } void RacingControlComponent::HandleMessageBoxResponse(Entity *player, const std::string &id) { auto *data = GetPlayerData(player->GetObjectID()); if (data == nullptr) { return; } if (id == "rewardButton") { if (data->collectedRewards) { return; } data->collectedRewards = true; // Calculate the score, different loot depending on player count const auto score = m_LoadedPlayers * 10 + data->finished; Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score); // Giving rewards GameMessages::SendNotifyRacingClient( m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"", player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS); auto *missionComponent = player->GetComponent(); if (missionComponent != nullptr) { missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, 0, 13); // Enter race missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished, 1); // Finish with rating, one track missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished, 15); // Finish with rating, multiple tracks missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, data->smashedTimes, 10); // Safe driver type missions } } else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") { auto *vehicle = EntityManager::Instance()->GetEntity(data->vehicleID); if (vehicle == nullptr) { return; } // Exiting race GameMessages::SendNotifyRacingClient( m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"", player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS); auto *playerInstance = dynamic_cast(player); playerInstance->SendToZone(m_MainWorld); vehicle->Kill(); } } void RacingControlComponent::Serialize(RakNet::BitStream *outBitStream, bool bIsInitialUpdate, unsigned int &flags) { // BEGIN Scripted Activity outBitStream->Write1(); outBitStream->Write(static_cast(m_RacingPlayers.size())); for (const auto &player : m_RacingPlayers) { outBitStream->Write(player.playerID); for (int i = 0; i < 10; i++) { outBitStream->Write(player.data[i]); } } // END Scripted Activity outBitStream->Write1(); // Dirty? outBitStream->Write(static_cast(m_RacingPlayers.size())); outBitStream->Write(!m_RacingPlayers.empty()); if (!m_RacingPlayers.empty()) { for (const auto &player : m_RacingPlayers) { outBitStream->Write1(); // Has more date outBitStream->Write(player.playerID); outBitStream->Write(player.vehicleID); outBitStream->Write(player.playerIndex); outBitStream->Write(player.playerLoaded); } outBitStream->Write0(); // No more data } outBitStream->Write(!m_RacingPlayers.empty()); if (!m_RacingPlayers.empty()) { for (const auto &player : m_RacingPlayers) { outBitStream->Write1(); // Has more date outBitStream->Write(player.playerID); outBitStream->Write(0); } outBitStream->Write0(); // No more data } outBitStream->Write1(); // Dirty? outBitStream->Write(m_RemainingLaps); outBitStream->Write(static_cast(m_PathName.size())); for (const auto character : m_PathName) { outBitStream->Write(character); } outBitStream->Write1(); // ??? outBitStream->Write1(); // ??? outBitStream->Write(m_LeadingPlayer); outBitStream->Write(m_RaceBestLap); outBitStream->Write(m_RaceBestTime); } RacingPlayerInfo *RacingControlComponent::GetPlayerData(LWOOBJID playerID) { for (auto &player : m_RacingPlayers) { if (player.playerID == playerID) { return &player; } } return nullptr; } void RacingControlComponent::Update(float deltaTime) { // This method is a mess. // Pre-load routine if (!m_Loaded) { // Check if any players has disconnected before loading in for (size_t i = 0; i < m_LobbyPlayers.size(); i++) { auto *playerEntity = EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]); if (playerEntity == nullptr) { --m_LoadedPlayers; m_LobbyPlayers.erase(m_LobbyPlayers.begin() + i); return; } } if (m_LoadedPlayers >= 2 || (m_LoadedPlayers == 1 && m_SoloRacing)) { m_LoadTimer += deltaTime; } else { m_EmptyTimer += deltaTime; } // If a player happens to be left alone for more then 30 seconds without // anyone else loading in, send them back to the main world if (m_EmptyTimer >= 30) { for (const auto player : m_LobbyPlayers) { auto *playerEntity = EntityManager::Instance()->GetEntity(player); if (playerEntity == nullptr) { continue; } auto *playerInstance = dynamic_cast(playerEntity); playerInstance->SendToZone(m_MainWorld); } m_LobbyPlayers.clear(); } // From the first 2 players loading in the rest have a max of 15 seconds // to load in, can raise this if it's too low if (m_LoadTimer >= 15) { Game::logger->Log("RacingControlComponent", "Loading all players...\n"); for (size_t i = 0; i < m_LobbyPlayers.size(); i++) { Game::logger->Log("RacingControlComponent", "Loading player now!\n"); auto *player = EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]); if (player == nullptr) { return; } Game::logger->Log("RacingControlComponent", "Loading player now NOW!\n"); LoadPlayerVehicle(player, true); m_Loaded = true; } m_Loaded = true; } return; } // The players who will be participating have loaded if (!m_Started) { // Check if anyone has disconnected during this period for (size_t i = 0; i < m_RacingPlayers.size(); i++) { auto *playerEntity = EntityManager::Instance()->GetEntity( m_RacingPlayers[i].playerID); if (playerEntity == nullptr) { m_RacingPlayers.erase(m_RacingPlayers.begin() + i); --m_LoadedPlayers; return; } } // If less then 2 players are left, send the rest back to the main world if (m_LoadedPlayers < 2 && !(m_LoadedPlayers == 1 && m_SoloRacing)) { for (const auto player : m_LobbyPlayers) { auto *playerEntity = EntityManager::Instance()->GetEntity(player); if (playerEntity == nullptr) { continue; } auto *playerInstance = dynamic_cast(playerEntity); playerInstance->SendToZone(m_MainWorld); } return; } // Check if all players have send a ready message int32_t readyPlayers = 0; for (const auto &player : m_RacingPlayers) { if (player.playerLoaded) { ++readyPlayers; } } if (readyPlayers >= m_LoadedPlayers) { // Setup for racing if (m_StartTimer == 0) { GameMessages::SendNotifyRacingClient( m_Parent->GetObjectID(), 1, 0, LWOOBJID_EMPTY, u"", LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS); for (const auto &player : m_RacingPlayers) { auto *vehicle = EntityManager::Instance()->GetEntity(player.vehicleID); auto *playerEntity = EntityManager::Instance()->GetEntity(player.playerID); if (vehicle != nullptr && playerEntity != nullptr) { GameMessages::SendTeleport( player.playerID, player.respawnPosition, player.respawnRotation, playerEntity->GetSystemAddress(), true, true); vehicle->SetPosition(player.respawnPosition); vehicle->SetRotation(player.respawnRotation); auto *destroyableComponent = vehicle->GetComponent(); if (destroyableComponent != nullptr) { destroyableComponent->SetImagination(0); } EntityManager::Instance()->SerializeEntity(vehicle); EntityManager::Instance()->SerializeEntity( playerEntity); } } // Spawn imagination pickups auto *minSpawner = dZoneManager::Instance()->GetSpawnersByName( "ImaginationSpawn_Min")[0]; auto *medSpawner = dZoneManager::Instance()->GetSpawnersByName( "ImaginationSpawn_Med")[0]; auto *maxSpawner = dZoneManager::Instance()->GetSpawnersByName( "ImaginationSpawn_Max")[0]; minSpawner->Activate(); if (m_LoadedPlayers > 2) { medSpawner->Activate(); } if (m_LoadedPlayers > 4) { maxSpawner->Activate(); } // Reset players to their start location, without smashing them for (auto &player : m_RacingPlayers) { auto *vehicleEntity = EntityManager::Instance()->GetEntity(player.vehicleID); auto *playerEntity = EntityManager::Instance()->GetEntity(player.playerID); if (vehicleEntity == nullptr || playerEntity == nullptr) { continue; } player.noSmashOnReload = true; OnRequestDie(playerEntity); } } // This 6 seconds seems to be hardcoded in the client, start race // after that amount of time else if (m_StartTimer >= 6) { // Activate the players movement for (auto &player : m_RacingPlayers) { auto *vehicleEntity = EntityManager::Instance()->GetEntity(player.vehicleID); auto *playerEntity = EntityManager::Instance()->GetEntity(player.playerID); if (vehicleEntity == nullptr || playerEntity == nullptr) { continue; } GameMessages::SendVehicleUnlockInput( player.vehicleID, false, UNASSIGNED_SYSTEM_ADDRESS); } // Start the race GameMessages::SendActivityStart(m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS); m_Started = true; Game::logger->Log("RacingControlComponent", "Starting race\n"); EntityManager::Instance()->SerializeEntity(m_Parent); m_StartTime = std::time(nullptr); } m_StartTimer += deltaTime; } else { m_StartTimer = 0; } return; } // Race routines auto *path = dZoneManager::Instance()->GetZone()->GetPath( GeneralUtils::UTF16ToWTF8(m_PathName)); for (auto &player : m_RacingPlayers) { auto *vehicle = EntityManager::Instance()->GetEntity(player.vehicleID); auto *playerEntity = EntityManager::Instance()->GetEntity(player.playerID); if (vehicle == nullptr || playerEntity == nullptr) { continue; } const auto vehiclePosition = vehicle->GetPosition(); // If the player is this far below the map, safe to assume they should // be smashed by death plane if (vehiclePosition.y < -500) { GameMessages::SendDie(vehicle, m_Parent->GetObjectID(), LWOOBJID_EMPTY, true, VIOLENT, u"", 0, 0, 0, true, false, 0); OnRequestDie(playerEntity); continue; } // Loop through all the waypoints and see if the player has reached a // new checkpoint uint32_t respawnIndex = 0; for (const auto &waypoint : path->pathWaypoints) { if (player.lap == 3) { break; } if (player.respawnIndex == respawnIndex) { ++respawnIndex; continue; } const auto &position = waypoint.position; if (std::abs((int)respawnIndex - (int)player.respawnIndex) > 10 && player.respawnIndex != path->pathWaypoints.size() - 1) { ++respawnIndex; continue; } if (Vector3::DistanceSquared(position, vehiclePosition) > 50 * 50) { ++respawnIndex; continue; } // Only go upwards, except if we've lapped // Not sure how we are supposed to check if they've reach a // checkpoint, within 50 units seems safe if (!(respawnIndex > player.respawnIndex || player.respawnIndex == path->pathWaypoints.size() - 1)) { ++respawnIndex; continue; } // Some offset up to make they don't fall through the terrain on a // respawn, seems to fix itself to the track anyhow player.respawnPosition = position + NiPoint3::UNIT_Y * 5; player.respawnRotation = vehicle->GetRotation(); player.respawnIndex = respawnIndex; // Reached the start point, lapped if (respawnIndex == 0) { time_t lapTime = std::time(nullptr) - (player.lap == 1 ? m_StartTime : player.lapTime); // Cheating check if (lapTime < 40) { continue; } player.lap++; player.lapTime = std::time(nullptr); if (player.bestLapTime == 0 || player.bestLapTime > lapTime) { player.bestLapTime = lapTime; Game::logger->Log("RacingControlComponent", "Best lap time (%llu)\n", lapTime); } auto *missionComponent = playerEntity->GetComponent(); if (missionComponent != nullptr) { // Lap time missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, (lapTime)*1000, 2); if (player.lap == 3) { m_Finished++; player.finished = m_Finished; const auto raceTime = (std::time(nullptr) - m_StartTime); player.raceTime = raceTime; Game::logger->Log("RacingControlComponent", "Completed time %llu, %llu\n", raceTime, raceTime * 1000); // Entire race time missionComponent->Progress( MissionTaskType::MISSION_TASK_TYPE_RACING, (raceTime)*1000, 3); auto *characterComponent = playerEntity->GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackRaceCompleted(m_Finished == 1); } // TODO: Figure out how to update the GUI leaderboard. } } Game::logger->Log("RacingControlComponent", "Lapped (%i) in (%llu)\n", player.lap, lapTime); } Game::logger->Log("RacingControlComponent", "Reached point (%i)/(%i)\n", player.respawnIndex, path->pathWaypoints.size()); break; } } } std::string RacingControlComponent::FormatTimeString(time_t time) { int32_t min = time / 60; time -= min * 60; int32_t sec = time; std::string minText; std::string secText; if (min <= 0) { minText = "0"; } else { minText = std::to_string(min); } if (sec <= 0) { secText = "00"; } else if (sec <= 9) { secText = "0" + std::to_string(sec); } else { secText = std::to_string(sec); } return minText + ":" + secText + ".00"; }