mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 06:57:28 +00:00
157a05239e
* Add speed base readling and writing to the level prograssion component Add retroactive fix to the world transfer TODO: see about versioning charxml fixes to make them not run every time * version all current changes * cleanup speed behavior add calculate for future use in scripts make < 1 speed multiplier possible tested wormholer and it plays anims correctly * cap the lower end of the speed multiplier until the ending the behavior on hit properly works * address feedback add emun for character version make set ignore multipliers consistent in speed behavior switch case for char version upgrades * remove the ability to stack speed boosts * update value on level ups
301 lines
8.9 KiB
C++
301 lines
8.9 KiB
C++
#include "ControllablePhysicsComponent.h"
|
|
#include "Entity.h"
|
|
#include "BitStream.h"
|
|
#include "dLogger.h"
|
|
#include "Game.h"
|
|
|
|
#include "dpWorld.h"
|
|
#include "dpEntity.h"
|
|
#include "CDPhysicsComponentTable.h"
|
|
#include "CDComponentsRegistryTable.h"
|
|
#include "CDClientManager.h"
|
|
#include "EntityManager.h"
|
|
#include "Character.h"
|
|
#include "dZoneManager.h"
|
|
#include "LevelProgressionComponent.h"
|
|
|
|
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Component(entity) {
|
|
m_Position = {};
|
|
m_Rotation = NiQuaternion::IDENTITY;
|
|
m_Velocity = {};
|
|
m_AngularVelocity = {};
|
|
m_InJetpackMode = false;
|
|
m_IsOnGround = true;
|
|
m_IsOnRail = false;
|
|
m_DirtyPosition = true;
|
|
m_DirtyVelocity = true;
|
|
m_DirtyAngularVelocity = true;
|
|
m_dpEntity = nullptr;
|
|
m_Static = false;
|
|
m_SpeedMultiplier = 1;
|
|
m_GravityScale = 1;
|
|
m_DirtyCheats = false;
|
|
m_IgnoreMultipliers = false;
|
|
m_PickupRadius = 0.0f;
|
|
m_DirtyPickupRadiusScale = true;
|
|
m_IsTeleporting = false;
|
|
|
|
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
|
|
return;
|
|
|
|
if (entity->GetLOT() == 1) {
|
|
Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics");
|
|
|
|
float radius = 1.5f;
|
|
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
|
|
m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
|
|
dpWorld::Instance().AddEntity(m_dpEntity);
|
|
}
|
|
}
|
|
|
|
ControllablePhysicsComponent::~ControllablePhysicsComponent() {
|
|
if (m_dpEntity) {
|
|
dpWorld::Instance().RemoveEntity(m_dpEntity);
|
|
}
|
|
}
|
|
|
|
void ControllablePhysicsComponent::Update(float deltaTime) {
|
|
|
|
}
|
|
|
|
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
|
|
//If this is a creation, then we assume the position is dirty, even when it isn't.
|
|
//This is because new clients will still need to receive the position.
|
|
//if (bIsInitialUpdate) m_DirtyPosition = true;
|
|
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(m_InJetpackMode);
|
|
if (m_InJetpackMode) {
|
|
outBitStream->Write(m_JetpackEffectID);
|
|
outBitStream->Write(m_JetpackFlying);
|
|
outBitStream->Write(m_JetpackBypassChecks);
|
|
}
|
|
|
|
outBitStream->Write0(); //This contains info about immunities, but for now I'm leaving it out.
|
|
}
|
|
|
|
if (m_IgnoreMultipliers) m_DirtyCheats = false;
|
|
|
|
outBitStream->Write(m_DirtyCheats);
|
|
if (m_DirtyCheats) {
|
|
outBitStream->Write(m_GravityScale);
|
|
outBitStream->Write(m_SpeedMultiplier);
|
|
|
|
m_DirtyCheats = false;
|
|
}
|
|
|
|
outBitStream->Write(m_DirtyPickupRadiusScale);
|
|
if (m_DirtyPickupRadiusScale) {
|
|
outBitStream->Write(m_PickupRadius);
|
|
outBitStream->Write0(); //No clue what this is so im leaving it false.
|
|
m_DirtyPickupRadiusScale = false;
|
|
}
|
|
|
|
outBitStream->Write0();
|
|
|
|
outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
|
|
if (m_DirtyPosition || bIsInitialUpdate) {
|
|
outBitStream->Write(m_Position.x);
|
|
outBitStream->Write(m_Position.y);
|
|
outBitStream->Write(m_Position.z);
|
|
|
|
outBitStream->Write(m_Rotation.x);
|
|
outBitStream->Write(m_Rotation.y);
|
|
outBitStream->Write(m_Rotation.z);
|
|
outBitStream->Write(m_Rotation.w);
|
|
|
|
outBitStream->Write(m_IsOnGround);
|
|
outBitStream->Write(m_IsOnRail);
|
|
|
|
outBitStream->Write(m_DirtyVelocity);
|
|
if (m_DirtyVelocity) {
|
|
outBitStream->Write(m_Velocity.x);
|
|
outBitStream->Write(m_Velocity.y);
|
|
outBitStream->Write(m_Velocity.z);
|
|
}
|
|
|
|
outBitStream->Write(m_DirtyAngularVelocity);
|
|
if (m_DirtyAngularVelocity) {
|
|
outBitStream->Write(m_AngularVelocity.x);
|
|
outBitStream->Write(m_AngularVelocity.y);
|
|
outBitStream->Write(m_AngularVelocity.z);
|
|
}
|
|
|
|
outBitStream->Write0();
|
|
}
|
|
|
|
if (!bIsInitialUpdate) {
|
|
outBitStream->Write(m_IsTeleporting);
|
|
m_IsTeleporting = false;
|
|
}
|
|
}
|
|
|
|
void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
|
|
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
|
|
if (!character) {
|
|
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag!");
|
|
return;
|
|
}
|
|
|
|
m_Parent->GetCharacter()->LoadXmlRespawnCheckpoints();
|
|
|
|
character->QueryAttribute("lzx", &m_Position.x);
|
|
character->QueryAttribute("lzy", &m_Position.y);
|
|
character->QueryAttribute("lzz", &m_Position.z);
|
|
character->QueryAttribute("lzrx", &m_Rotation.x);
|
|
character->QueryAttribute("lzry", &m_Rotation.y);
|
|
character->QueryAttribute("lzrz", &m_Rotation.z);
|
|
character->QueryAttribute("lzrw", &m_Rotation.w);
|
|
|
|
m_DirtyPosition = true;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::ResetFlags() {
|
|
m_DirtyAngularVelocity = false;
|
|
m_DirtyPosition = false;
|
|
m_DirtyVelocity = false;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
|
|
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
|
|
if (!character) {
|
|
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag while updating XML!");
|
|
return;
|
|
}
|
|
|
|
auto zoneInfo = dZoneManager::Instance()->GetZone()->GetZoneID();
|
|
|
|
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
|
|
character->SetAttribute("lzx", m_Position.x);
|
|
character->SetAttribute("lzy", m_Position.y);
|
|
character->SetAttribute("lzz", m_Position.z);
|
|
character->SetAttribute("lzrx", m_Rotation.x);
|
|
character->SetAttribute("lzry", m_Rotation.y);
|
|
character->SetAttribute("lzrz", m_Rotation.z);
|
|
character->SetAttribute("lzrw", m_Rotation.w);
|
|
}
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
|
|
if (m_Static) {
|
|
return;
|
|
}
|
|
|
|
m_Position.x = pos.x;
|
|
m_Position.y = pos.y;
|
|
m_Position.z = pos.z;
|
|
m_DirtyPosition = true;
|
|
|
|
if (m_dpEntity) m_dpEntity->SetPosition(pos);
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
|
|
if (m_Static) {
|
|
return;
|
|
}
|
|
|
|
m_Rotation = rot;
|
|
m_DirtyPosition = true;
|
|
|
|
if (m_dpEntity) m_dpEntity->SetRotation(rot);
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
|
|
if (m_Static) {
|
|
return;
|
|
}
|
|
|
|
m_Velocity = vel;
|
|
m_DirtyPosition = true;
|
|
m_DirtyVelocity = true;
|
|
|
|
if (m_dpEntity) m_dpEntity->SetVelocity(vel);
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
|
|
if (m_Static) {
|
|
return;
|
|
}
|
|
|
|
m_AngularVelocity = vel;
|
|
m_DirtyPosition = true;
|
|
m_DirtyAngularVelocity = true;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetIsOnGround(bool val) {
|
|
m_DirtyPosition = true;
|
|
m_IsOnGround = val;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetIsOnRail(bool val) {
|
|
m_DirtyPosition = true;
|
|
m_IsOnRail = val;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
|
|
m_DirtyPosition = val;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetDirtyVelocity(bool val) {
|
|
m_DirtyVelocity = val;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::SetDirtyAngularVelocity(bool val) {
|
|
m_DirtyAngularVelocity = val;
|
|
}
|
|
|
|
void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
|
|
m_ActivePickupRadiusScales.push_back(value);
|
|
if (value > m_PickupRadius) {
|
|
m_PickupRadius = value;
|
|
m_DirtyPickupRadiusScale = true;
|
|
}
|
|
}
|
|
|
|
void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
|
|
// Attempt to remove pickup radius from active radii
|
|
const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value);
|
|
if (pos != m_ActivePickupRadiusScales.end()) {
|
|
m_ActivePickupRadiusScales.erase(pos);
|
|
} else {
|
|
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
|
|
return;
|
|
}
|
|
|
|
// Recalculate pickup radius since we removed one by now
|
|
m_PickupRadius = 0.0f;
|
|
m_DirtyPickupRadiusScale = true;
|
|
for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
|
|
auto candidateRadius = m_ActivePickupRadiusScales[i];
|
|
if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
|
|
}
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
void ControllablePhysicsComponent::AddSpeedboost(float value) {
|
|
m_ActiveSpeedBoosts.push_back(value);
|
|
m_SpeedBoost = value;
|
|
SetSpeedMultiplier(value / 500.0f); // 500 being the base speed
|
|
}
|
|
|
|
void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
|
|
const auto pos = std::find(m_ActiveSpeedBoosts.begin(), m_ActiveSpeedBoosts.end(), value);
|
|
if (pos != m_ActiveSpeedBoosts.end()) {
|
|
m_ActiveSpeedBoosts.erase(pos);
|
|
} else {
|
|
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
|
|
return;
|
|
}
|
|
|
|
// Recalculate speedboost since we removed one
|
|
m_SpeedBoost = 0.0f;
|
|
if (m_ActiveSpeedBoosts.size() == 0) { // no active speed boosts left, so return to base speed
|
|
auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
|
|
if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
|
|
} else { // Used the last applied speedboost
|
|
m_SpeedBoost = m_ActiveSpeedBoosts.back();
|
|
}
|
|
SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|