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The subcomponent comes from the platformIsMover, platformIsSimpleMover and platformIsRotater settings; with none set, a platform without a registry component is a mover and one with a registry component a simple mover (also when it has an attached path, so the registry ID is passed then too). All flags set false means no subcomponent. A simple mover reads its MovingPlatforms row and the platformMove* settings, is always constructed with its starting point and state as live did, and travels between its start and start + platformMove in platformMoveTime. A rotater is written as type 6 with a mover's data. On arrival platforms fire OnWaypointReached, then OnArrivedAtDesiredWaypoint at the waypoint they were sent to and OnPlatformAtLastWaypoint at an end. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
559 lines
20 KiB
C++
559 lines
20 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#include "MovingPlatformComponent.h"
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#include "BitStream.h"
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Logger.h"
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "SimplePhysicsComponent.h"
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#include "Zone.h"
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#include "CDClientDatabase.h"
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#include <glm/gtc/quaternion.hpp>
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MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
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mPosition = {};
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mState = eMovementPlatformState::Stopped;
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mDesiredWaypointIndex = 0; // -1;
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mInReverse = false;
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mShouldStopAtDesiredWaypoint = false;
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mPercentBetweenPoints = 0.0f;
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mCurrentWaypointIndex = 0;
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mNextWaypointIndex = 0; //mCurrentWaypointIndex + 1;
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mIdleTimeElapsed = 0.0f;
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}
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MoverSubComponent::~MoverSubComponent() = default;
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void MoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write<bool>(true);
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outBitStream.Write(mState);
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outBitStream.Write<int32_t>(mDesiredWaypointIndex);
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outBitStream.Write(mShouldStopAtDesiredWaypoint);
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outBitStream.Write(mInReverse);
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outBitStream.Write<float_t>(mPercentBetweenPoints);
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outBitStream.Write<float_t>(mPosition.x);
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outBitStream.Write<float_t>(mPosition.y);
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outBitStream.Write<float_t>(mPosition.z);
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outBitStream.Write<uint32_t>(mCurrentWaypointIndex);
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outBitStream.Write<uint32_t>(mNextWaypointIndex);
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outBitStream.Write<float_t>(mIdleTimeElapsed);
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outBitStream.Write<float_t>(0.0f); // Move time elapsed
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}
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//------------- SimpleMoverSubComponent below --------------
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// LWOPlatformSimpleMover::Deserialize: a dirty bit, then whether there is a starting point with its position and
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// rotation (w, x, y, z); a dirty bit, then the state, the current waypoint and whether it is reversing
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void SimpleMoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(bIsInitialUpdate || mDirtyStartingPoint);
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if (bIsInitialUpdate || mDirtyStartingPoint) {
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outBitStream.Write1();
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outBitStream.Write(mStartPosition.x);
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outBitStream.Write(mStartPosition.y);
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outBitStream.Write(mStartPosition.z);
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outBitStream.Write(mStartRotation.w);
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outBitStream.Write(mStartRotation.x);
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outBitStream.Write(mStartRotation.y);
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outBitStream.Write(mStartRotation.z);
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if (!bIsInitialUpdate) mDirtyStartingPoint = false;
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}
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outBitStream.Write(bIsInitialUpdate || mDirtyState);
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if (bIsInitialUpdate || mDirtyState) {
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outBitStream.Write<uint32_t>(mState);
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outBitStream.Write<int32_t>(mCurrentWaypointIndex);
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outBitStream.Write(mInReverse);
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if (!bIsInitialUpdate) mDirtyState = false;
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}
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}
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NiPoint3 SimpleMoverSubComponent::GetWaypointPosition(const int32_t index) const {
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if (index <= 0) return mStartPosition;
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const glm::vec3 moved = mStartRotation * glm::vec3(mMove.x, mMove.y, mMove.z);
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return mStartPosition + NiPoint3(moved.x, moved.y, moved.z);
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}
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eMoverSubComponentType ChooseMoverSubComponentType(const int32_t componentID, const Entity& entity) {
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const bool setRotater = entity.HasVar(u"platformIsRotater");
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const bool setMover = entity.HasVar(u"platformIsMover");
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const bool setSimpleMover = entity.HasVar(u"platformIsSimpleMover");
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if (!setRotater && !setMover && !setSimpleMover) {
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return componentID < 1 ? eMoverSubComponentType::mover : eMoverSubComponentType::simpleMover;
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}
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if (setMover && entity.GetVar<bool>(u"platformIsMover")) return eMoverSubComponentType::mover;
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if (setSimpleMover && entity.GetVar<bool>(u"platformIsSimpleMover")) return eMoverSubComponentType::simpleMover;
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if (setRotater && entity.GetVar<bool>(u"platformIsRotater")) return eMoverSubComponentType::rotater;
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return eMoverSubComponentType::none;
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}
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//------------- MovingPlatformComponent below --------------
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName) : Component(parent, componentID) {
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m_MoverSubComponentType = ChooseMoverSubComponentType(componentID, *m_Parent);
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = new SimpleMoverSubComponent();
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m_MoverSubComponent = simpleMover;
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simpleMover->mStartPosition = m_Parent->GetDefaultPosition();
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simpleMover->mStartRotation = m_Parent->GetDefaultRotation();
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// LWOPlatformSimpleMover::LoadTemplateData: the MovingPlatforms row, unless the object sets dbonly false
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const bool dbOnly = m_Parent->GetVar<bool>(u"dbonly");
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if (componentID > 0 && (!m_Parent->HasVar(u"dbonly") || dbOnly)) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT platformMoveX, platformMoveY, platformMoveZ, platformMoveTime, platformStartAtEnd FROM MovingPlatforms WHERE id = ?;");
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query.bind(1, componentID);
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auto result = query.execQuery();
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if (!result.eof()) {
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simpleMover->mMove = NiPoint3(result.getFloatField(0), result.getFloatField(1), result.getFloatField(2));
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simpleMover->mMoveTime = result.getFloatField(3);
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simpleMover->mStartAtEnd = result.getIntField(4) != 0;
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} else {
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LOG("LOT %i couldn't find simple mover %i in MovingPlatforms", m_Parent->GetLOT(), componentID);
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}
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}
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// LWOPlatformSimpleMover::LoadConfigData: the object's settings over the table's, unless it is db only
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if (m_Parent->HasVar(u"attached_path_start")) simpleMover->mStartAtEnd = m_Parent->GetVar<int32_t>(u"attached_path_start") != 0;
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if (m_Parent->HasVar(u"platformStartAtEnd")) simpleMover->mStartAtEnd = m_Parent->GetVar<bool>(u"platformStartAtEnd");
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if (!dbOnly) {
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if (m_Parent->HasVar(u"platformMoveX")) simpleMover->mMove.x = m_Parent->GetVar<float>(u"platformMoveX");
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if (m_Parent->HasVar(u"platformMoveY")) simpleMover->mMove.y = m_Parent->GetVar<float>(u"platformMoveY");
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if (m_Parent->HasVar(u"platformMoveZ")) simpleMover->mMove.z = m_Parent->GetVar<float>(u"platformMoveZ");
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if (m_Parent->HasVar(u"platformMoveTime")) simpleMover->mMoveTime = m_Parent->GetVar<float>(u"platformMoveTime");
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}
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simpleMover->mCurrentWaypointIndex = simpleMover->mStartAtEnd ? 1 : 0;
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} else {
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m_MoverSubComponent = new MoverSubComponent(m_Parent->GetDefaultPosition());
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}
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m_PathName = GeneralUtils::ASCIIToUTF16(pathName);
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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m_NoAutoStart = false;
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if (m_Path == nullptr) {
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LOG("Path not found: %s", pathName.c_str());
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}
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// Live constructed every moving platform with simple physics as keyframed
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auto* const simplePhysics = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysics && !m_Parent->HasVar(u"motionType")) simplePhysics->SetPhysicsMotionState(SimplePhysicsComponent::MOTION_TYPE_KEYFRAMED);
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}
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MovingPlatformComponent::~MovingPlatformComponent() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) delete static_cast<SimpleMoverSubComponent*>(m_MoverSubComponent);
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else delete static_cast<MoverSubComponent*>(m_MoverSubComponent);
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}
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void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// Live always constructed a simple mover with its starting point (the client builds its path from it), and
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// serialized it only when its state changed: no path, then the one subcomponent and the 0 bit ending the list
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = GetSimpleMoverSubComponent();
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const bool dirty = bIsInitialUpdate || simpleMover->mDirtyStartingPoint || simpleMover->mDirtyState;
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outBitStream.Write(dirty);
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outBitStream.Write(bIsInitialUpdate);
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if (bIsInitialUpdate) outBitStream.Write0();
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if (dirty) {
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outBitStream.Write1();
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outBitStream.Write(m_MoverSubComponentType);
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simpleMover->Serialize(outBitStream, bIsInitialUpdate);
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outBitStream.Write0();
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}
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return;
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}
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// Here we don't serialize the moving platform to let the client simulate the movement
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if (!m_Serialize) {
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outBitStream.Write<bool>(false);
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outBitStream.Write<bool>(false);
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return;
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}
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outBitStream.Write<bool>(true);
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auto hasPath = !m_PathingStopped && !m_PathName.empty();
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outBitStream.Write(hasPath);
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if (hasPath) {
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// Is on rail
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outBitStream.Write1();
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outBitStream.Write<uint16_t>(m_PathName.size());
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for (const auto& c : m_PathName) {
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outBitStream.Write<uint16_t>(c);
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}
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// Starting point
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outBitStream.Write<uint32_t>(0);
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// Reverse
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outBitStream.Write<bool>(false);
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}
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// A platform the client made no subcomponent for must not get one: it could not read it
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const auto hasPlatform = m_MoverSubComponentType != eMoverSubComponentType::none;
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outBitStream.Write<bool>(hasPlatform);
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if (hasPlatform) {
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// A rotater's data is a mover's (both read by LWOPlatform::Deserialize)
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auto* mover = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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outBitStream.Write(m_MoverSubComponentType);
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mover->Serialize(outBitStream, bIsInitialUpdate);
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// The client reads subcomponents while a 1 bit comes before one: a 0 bit ends the list
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outBitStream.Write0();
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}
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}
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void MovingPlatformComponent::OnQuickBuildInitilized() {
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// Live left a quick built simple mover (the NJ counterweights) where it was, only resending its state: scripts
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// send it on
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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GetSimpleMoverSubComponent()->mDirtyState = true;
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return;
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}
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StopPathing();
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}
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void MovingPlatformComponent::OnCompleteQuickBuild() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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GetSimpleMoverSubComponent()->mDirtyState = true;
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return;
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}
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if (m_NoAutoStart)
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return;
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StartPathing();
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}
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void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = GetSimpleMoverSubComponent();
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simpleMover->mState = static_cast<uint32_t>(value);
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simpleMover->mDirtyState = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = value;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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SimpleMoverGotoWaypoint(static_cast<int32_t>(index));
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return;
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}
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mDesiredWaypointIndex = index;
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subComponent->mNextWaypointIndex = index;
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subComponent->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
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StartPathing();
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}
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void MovingPlatformComponent::StartPathing() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// A simple mover's path is start to end: starting sends it to the other end
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SimpleMoverGotoWaypoint(GetSimpleMoverSubComponent()->mCurrentWaypointIndex == 0 ? 1 : 0);
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return;
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}
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//GameMessages::SendStartPathing(m_Parent);
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m_PathingStopped = false;
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mShouldStopAtDesiredWaypoint = true;
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subComponent->mState = eMovementPlatformState::Stationary;
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NiPoint3 targetPosition;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
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subComponent->mSpeed = 1.0f;
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subComponent->mWaitTime = 2.0f;
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targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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}
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(eMovementPlatformState::Moving);
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});
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const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
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const auto travelNext = subComponent->mWaitTime + travelTime;
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m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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FireArrivalHooks(subComponent->mNextWaypointIndex, subComponent->mNextWaypointIndex == static_cast<uint32_t>(subComponent->mDesiredWaypointIndex));
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});
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m_Parent->AddCallbackTimer(travelNext, [this] {
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ContinuePathing();
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});
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::ContinuePathing() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return;
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = eMovementPlatformState::Stationary;
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subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
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NiPoint3 targetPosition;
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uint32_t pathSize;
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PathBehavior behavior;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
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pathSize = m_Path->pathWaypoints.size() - 1;
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behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
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subComponent->mSpeed = 1.0f;
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subComponent->mWaitTime = 2.0f;
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targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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pathSize = 1;
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behavior = PathBehavior::Loop;
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}
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if (m_Parent->GetLOT() == 9483) {
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behavior = PathBehavior::Bounce;
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} else {
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return;
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}
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if (subComponent->mCurrentWaypointIndex >= pathSize) {
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subComponent->mCurrentWaypointIndex = pathSize;
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switch (behavior) {
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case PathBehavior::Once:
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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case PathBehavior::Bounce:
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subComponent->mInReverse = true;
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break;
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case PathBehavior::Loop:
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subComponent->mNextWaypointIndex = 0;
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break;
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default:
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break;
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}
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} else if (subComponent->mCurrentWaypointIndex == 0) {
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subComponent->mInReverse = false;
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}
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if (subComponent->mInReverse) {
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subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex - 1;
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} else {
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subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex + 1;
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}
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/*
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subComponent->mNextWaypointIndex = 0;
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subComponent->mCurrentWaypointIndex = 1;
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*/
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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if (subComponent->mCurrentWaypointIndex == subComponent->mDesiredWaypointIndex) {
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// TODO: Send event?
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StopPathing();
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return;
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}
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m_Parent->CancelCallbackTimers();
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(eMovementPlatformState::Moving);
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});
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auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
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if (m_Parent->GetLOT() == 9483) {
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travelTime += 20;
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}
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const auto travelNext = subComponent->mWaitTime + travelTime;
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m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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FireArrivalHooks(subComponent->mNextWaypointIndex, subComponent->mNextWaypointIndex == static_cast<uint32_t>(subComponent->mDesiredWaypointIndex));
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});
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m_Parent->AddCallbackTimer(travelNext, [this] {
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ContinuePathing();
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});
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::StopPathing() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// LWOPlatformSimpleMover::StopPlatform: it stops where it is, no longer travelling
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auto* const simpleMover = GetSimpleMoverSubComponent();
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m_MoveGeneration++;
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simpleMover->mState = ePlatformStateFlag::Stopped;
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simpleMover->mDirtyState = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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//m_Parent->CancelCallbackTimers();
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|
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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|
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m_PathingStopped = true;
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|
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subComponent->mState = eMovementPlatformState::Stopped;
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subComponent->mDesiredWaypointIndex = -1;
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subComponent->mShouldStopAtDesiredWaypoint = false;
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|
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Game::entityManager->SerializeEntity(m_Parent);
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|
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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}
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|
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void MovingPlatformComponent::SetSerialized(bool value) {
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m_Serialize = value;
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}
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|
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bool MovingPlatformComponent::GetNoAutoStart() const {
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return m_NoAutoStart;
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|
}
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|
|
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void MovingPlatformComponent::SetNoAutoStart(const bool value) {
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|
m_NoAutoStart = value;
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|
}
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|
|
|
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
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|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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|
auto* const simpleMover = GetSimpleMoverSubComponent();
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|
m_MoveGeneration++;
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|
simpleMover->mCurrentWaypointIndex = index == 0 ? 0 : 1;
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|
simpleMover->mInReverse = simpleMover->mCurrentWaypointIndex == 1;
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|
simpleMover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination;
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|
simpleMover->mDirtyState = true;
|
|
m_Parent->SetPosition(simpleMover->GetWaypointPosition(simpleMover->mCurrentWaypointIndex));
|
|
Game::entityManager->SerializeEntity(m_Parent);
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|
return;
|
|
}
|
|
const auto& waypoint = m_Path->pathWaypoints[index];
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|
|
|
m_Parent->SetPosition(waypoint.position);
|
|
m_Parent->SetRotation(waypoint.rotation);
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|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
|
|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return 1;
|
|
return m_Path->pathWaypoints.size() - 1;
|
|
}
|
|
|
|
MoverSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
|
|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return nullptr;
|
|
return static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
|
}
|
|
|
|
SimpleMoverSubComponent* MovingPlatformComponent::GetSimpleMoverSubComponent() const {
|
|
if (m_MoverSubComponentType != eMoverSubComponentType::simpleMover) return nullptr;
|
|
return static_cast<SimpleMoverSubComponent*>(m_MoverSubComponent);
|
|
}
|
|
|
|
// The client runs the two point path at |platformMove| / platformMoveTime, so it takes platformMoveTime seconds from
|
|
// either end. Sending it travelling from its current waypoint towards the other one is all the client needs.
|
|
void MovingPlatformComponent::SimpleMoverGotoWaypoint(int32_t index) {
|
|
auto* const simpleMover = GetSimpleMoverSubComponent();
|
|
index = index <= 0 ? 0 : 1;
|
|
const bool travelling = (simpleMover->mState & ePlatformStateFlag::Travelling) != 0;
|
|
if (!travelling && index == simpleMover->mCurrentWaypointIndex) return;
|
|
|
|
simpleMover->mCurrentWaypointIndex = index == 1 ? 0 : 1;
|
|
simpleMover->mInReverse = index == 0;
|
|
simpleMover->mState = ePlatformStateFlag::Travelling;
|
|
simpleMover->mDirtyState = true;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
const auto generation = ++m_MoveGeneration;
|
|
m_Parent->AddCallbackTimer(simpleMover->mMoveTime, [this, generation, index] {
|
|
if (generation == m_MoveGeneration) OnSimpleMoverArrived(index);
|
|
});
|
|
}
|
|
|
|
void MovingPlatformComponent::OnSimpleMoverArrived(const int32_t index) {
|
|
auto* const simpleMover = GetSimpleMoverSubComponent();
|
|
if (!simpleMover) return;
|
|
|
|
// LWOPlatform::ArrivedAtWaypoint: both ends are the path's ends, and a path run once stops there
|
|
simpleMover->mCurrentWaypointIndex = index;
|
|
simpleMover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination;
|
|
simpleMover->mInReverse = index == 1;
|
|
simpleMover->mDirtyState = true;
|
|
m_Parent->SetPosition(simpleMover->GetWaypointPosition(index));
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
FireArrivalHooks(index, true);
|
|
}
|
|
|
|
// LWOPlatform::HandleWaypointArrived: Arrived, then ArrivedAtDesiredWaypoint at the waypoint it was sent to, then
|
|
// PlatformAtLastWaypoint at either end of the path
|
|
void MovingPlatformComponent::FireArrivalHooks(const uint32_t index, const bool atDesiredWaypoint) {
|
|
auto* const script = m_Parent->GetScript();
|
|
script->OnWaypointReached(m_Parent, index);
|
|
if (atDesiredWaypoint) script->OnArrivedAtDesiredWaypoint(m_Parent, index);
|
|
const size_t last = m_MoverSubComponentType == eMoverSubComponentType::simpleMover ? 1 : (m_Path ? m_Path->pathWaypoints.size() - 1 : 0);
|
|
if (index == 0 || index == last) script->OnPlatformAtLastWaypoint(m_Parent);
|
|
}
|