mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
ef6f2f133e
* cast and code cleanup * cast cleanup * bug fixes and improvements * no getBoolField method exists * fixes * unbroke sg cannon scoring * removing comments * Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation) * (Hopefully) fix MacOS compilation error * partially-implemented feedback * more updates to account for feedback * change bool default --------- Co-authored-by: jadebenn <jonahebenn@yahoo.com>
887 lines
26 KiB
C++
887 lines
26 KiB
C++
/**
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* Thanks to Simon for his early research on the racing system.
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*/
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#include "RacingControlComponent.h"
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#include "CharacterComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "MissionComponent.h"
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#include "ModuleAssemblyComponent.h"
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#include "Player.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "eRacingTaskParam.h"
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#include "Spawner.h"
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#include "HavokVehiclePhysicsComponent.h"
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#include "dServer.h"
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#include "dZoneManager.h"
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#include "dConfig.h"
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#include "Loot.h"
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#include "eMissionTaskType.h"
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#include "LeaderboardManager.h"
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#include "dZoneManager.h"
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#include "CDActivitiesTable.h"
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#include <ctime>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846264338327950288
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#endif
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RacingControlComponent::RacingControlComponent(Entity* parent)
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: Component(parent) {
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m_PathName = u"MainPath";
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m_RemainingLaps = 3;
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m_LeadingPlayer = LWOOBJID_EMPTY;
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m_RaceBestTime = 0;
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m_RaceBestLap = 0;
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m_Started = false;
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m_StartTimer = 0;
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m_Loaded = false;
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m_LoadedPlayers = 0;
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m_LoadTimer = 0;
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m_Finished = 0;
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m_StartTime = 0;
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m_EmptyTimer = 0;
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m_SoloRacing = Game::config->GetValue("solo_racing") == "1";
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m_MainWorld = 1200;
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const auto worldID = Game::server->GetZoneID();
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if (Game::zoneManager->CheckIfAccessibleZone((worldID / 10) * 10)) m_MainWorld = (worldID / 10) * 10;
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m_ActivityID = 42;
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CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.instanceMapID == worldID); });
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for (CDActivities activity : activities) m_ActivityID = activity.ActivityID;
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}
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RacingControlComponent::~RacingControlComponent() {}
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void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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return;
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}
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auto* vehicle = inventoryComponent->FindItemByLot(8092);
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// If the race has already started, send the player back to the main world.
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if (m_Loaded || !vehicle) {
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auto* playerInstance = dynamic_cast<Player*>(player);
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if (playerInstance) {
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playerInstance->SendToZone(m_MainWorld);
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}
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return;
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}
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m_LoadedPlayers++;
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LOG("Loading player %i",
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m_LoadedPlayers);
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m_LobbyPlayers.push_back(player->GetObjectID());
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}
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void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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uint32_t positionNumber, bool initialLoad) {
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// Load the player's vehicle.
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if (player == nullptr) {
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return;
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}
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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// Find the player's vehicle.
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auto* item = inventoryComponent->FindItemByLot(8092);
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if (item == nullptr) {
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LOG("Failed to find item");
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auto* playerInstance = dynamic_cast<Player*>(player);
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if (playerInstance) {
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m_LoadedPlayers--;
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playerInstance->SendToZone(m_MainWorld);
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}
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return;
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}
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// Calculate the vehicle's starting position.
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auto* path = Game::zoneManager->GetZone()->GetPath(
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
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auto startPosition = NiPoint3::ZERO;
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auto startRotation = NiQuaternion::IDENTITY;
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const std::string placementAsString = std::to_string(positionNumber);
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for (auto entity : spawnPointEntities) {
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if (!entity) continue;
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if (entity->GetVarAsString(u"placement") == placementAsString) {
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startPosition = entity->GetPosition();
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startRotation = entity->GetRotation();
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break;
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}
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}
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// Make sure the player is at the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true);
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// Spawn the vehicle entity.
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EntityInfo info{};
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info.lot = 8092;
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info.pos = startPosition;
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity =
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Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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// Make the vehicle a child of the racing controller.
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m_Parent->AddChild(carEntity);
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auto* destroyableComponent =
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carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetMaxImagination(60);
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destroyableComponent->SetImagination(0);
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}
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// Setup the vehicle as being possessed by the player.
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auto* possessableComponent =
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carEntity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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possessableComponent->SetPossessor(player->GetObjectID());
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}
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// Load the vehicle's assemblyPartLOTs for display.
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auto* moduleAssemblyComponent =
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carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent) {
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moduleAssemblyComponent->SetSubKey(item->GetSubKey());
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moduleAssemblyComponent->SetUseOptionalParts(false);
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for (auto* config : item->GetConfig()) {
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if (config->GetKey() == u"assemblyPartLOTs") {
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moduleAssemblyComponent->SetAssemblyPartsLOTs(
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GeneralUtils::ASCIIToUTF16(config->GetValueAsString()));
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}
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}
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}
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// Setup the player as possessing the vehicle.
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auto* possessorComponent = player->GetComponent<PossessorComponent>();
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if (possessorComponent != nullptr) {
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possessorComponent->SetPossessable(carEntity->GetObjectID());
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possessorComponent->SetPossessableType(ePossessionType::ATTACHED_VISIBLE); // for racing it's always Attached_Visible
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}
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// Set the player's current activity as racing.
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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}
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// Init the player's racing entry.
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if (initialLoad) {
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m_RacingPlayers.push_back(
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{ player->GetObjectID(),
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carEntity->GetObjectID(),
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static_cast<uint32_t>(m_RacingPlayers.size()),
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false,
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{},
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startPosition,
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startRotation,
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0,
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0,
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0,
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0 });
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m_AllPlayersReady = false;
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}
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// Construct and serialize everything when done.
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Game::entityManager->ConstructEntity(carEntity);
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Game::entityManager->SerializeEntity(player);
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Game::entityManager->SerializeEntity(m_Parent);
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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const auto playerID = player->GetObjectID();
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// Reset the player to the start position during downtime, in case something
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// went wrong.
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m_Parent->AddCallbackTimer(1, [this, playerID]() {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
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});
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GameMessages::SendSetJetPackMode(player, false);
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// Set the vehicle's state.
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(),
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m_Parent->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false,
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initialLoad,
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UNASSIGNED_SYSTEM_ADDRESS);
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// Make sure everything has the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true);
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}
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void RacingControlComponent::OnRacingClientReady(Entity* player) {
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// Notify the other players that this player is ready.
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for (auto& racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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if (racingPlayer.playerLoaded) {
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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}
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continue;
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}
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racingPlayer.playerLoaded = true;
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void RacingControlComponent::OnRequestDie(Entity* player) {
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// Sent by the client when they collide with something which should smash
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// them.
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for (auto& racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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auto* vehicle =
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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (!vehicle) return;
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if (!racingPlayer.noSmashOnReload) {
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racingPlayer.smashedTimes++;
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GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
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eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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uint32_t respawnImagination = 0;
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// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
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// Do not actually change the value yet. Do that on respawn.
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if (destroyableComponent) {
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respawnImagination = static_cast<int32_t>(ceil(destroyableComponent->GetImagination() / 2.0f / 10.0f)) * 10.0f;
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GameMessages::SendSetResurrectRestoreValues(vehicle, -1, -1, respawnImagination);
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}
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// Respawn the player in 2 seconds, as was done in live. Not sure if this value is in a setting somewhere else...
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vehicle->AddCallbackTimer(2.0f, [=]() {
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if (!vehicle || !this->m_Parent) return;
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleStopBoost(vehicle, player->GetSystemAddress(), true);
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), racingPlayer.lap,
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racingPlayer.respawnIndex, player->GetObjectID(),
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racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendResurrect(vehicle);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
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if (destroyableComponent) destroyableComponent->SetImagination(respawnImagination);
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Game::entityManager->SerializeEntity(vehicle);
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});
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
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}
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} else {
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), racingPlayer.lap,
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racingPlayer.respawnIndex, player->GetObjectID(),
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racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS);
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}
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}
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}
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void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
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// When the player has respawned.
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for (auto& racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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auto* vehicle =
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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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racingPlayer.noSmashOnReload = false;
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return;
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}
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}
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void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t button, const std::string& id) {
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auto* data = GetPlayerData(player->GetObjectID());
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if (data == nullptr) {
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return;
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}
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if (id == "rewardButton") {
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if (data->collectedRewards) return;
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data->collectedRewards = true;
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// Calculate the score, different loot depending on player count
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auto playersRating = m_LoadedPlayers;
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if (m_LoadedPlayers == 1 && m_SoloRacing) {
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playersRating *= 2;
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}
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const auto score = playersRating * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) return;
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missionComponent->Progress(eMissionTaskType::RACING, 0, static_cast<LWOOBJID>(eRacingTaskParam::COMPETED_IN_RACE)); // Progress task for competing in a race
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missionComponent->Progress(eMissionTaskType::RACING, data->smashedTimes, static_cast<LWOOBJID>(eRacingTaskParam::SAFE_DRIVER)); // Finish a race without being smashed.
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// If solo racing is enabled OR if there are 3 players in the race, progress placement tasks.
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if (m_SoloRacing || m_LoadedPlayers > 2) {
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missionComponent->Progress(eMissionTaskType::RACING, data->finished, static_cast<LWOOBJID>(eRacingTaskParam::FINISH_WITH_PLACEMENT)); // Finish in 1st place on a race
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if (data->finished == 1) {
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missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::FIRST_PLACE_MULTIPLE_TRACKS)); // Finish in 1st place on multiple tracks.
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missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::WIN_RACE_IN_WORLD)); // Finished first place in specific world.
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}
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if (data->finished == m_LoadedPlayers) {
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missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::LAST_PLACE_FINISH)); // Finished first place in specific world.
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}
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}
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} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
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auto* vehicle = Game::entityManager->GetEntity(data->vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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// Exiting race
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto* playerInstance = dynamic_cast<Player*>(player);
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playerInstance->SendToZone(m_MainWorld);
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vehicle->Kill();
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}
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}
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void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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// BEGIN Scripted Activity
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outBitStream->Write1();
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outBitStream->Write<uint32_t>(m_RacingPlayers.size());
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.data[0]);
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if (player.finished != 0) outBitStream->Write<float>(player.raceTime);
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else outBitStream->Write(player.data[1]);
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if (player.finished != 0) outBitStream->Write<float>(player.bestLapTime);
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else outBitStream->Write(player.data[2]);
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if (player.finished == 1) outBitStream->Write<float>(1.0f);
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else outBitStream->Write(player.data[3]);
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outBitStream->Write(player.data[4]);
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outBitStream->Write(player.data[5]);
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outBitStream->Write(player.data[6]);
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outBitStream->Write(player.data[7]);
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outBitStream->Write(player.data[8]);
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outBitStream->Write(player.data[9]);
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}
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// END Scripted Activity
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outBitStream->Write1();
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outBitStream->Write<uint16_t>(m_RacingPlayers.size());
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outBitStream->Write(!m_AllPlayersReady);
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if (!m_AllPlayersReady) {
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int32_t numReady = 0;
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for (const auto& player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more player data
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.vehicleID);
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outBitStream->Write(player.playerIndex);
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outBitStream->Write(player.playerLoaded);
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if (player.playerLoaded) numReady++;
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}
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outBitStream->Write0(); // No more data
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if (numReady == m_RacingPlayers.size()) m_AllPlayersReady = true;
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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for (const auto& player : m_RacingPlayers) {
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if (player.finished == 0) continue;
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outBitStream->Write1(); // Has more date
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.finished);
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}
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outBitStream->Write0(); // No more data
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}
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|
|
|
outBitStream->Write(bIsInitialUpdate);
|
|
if (bIsInitialUpdate) {
|
|
outBitStream->Write(m_RemainingLaps);
|
|
outBitStream->Write<uint16_t>(m_PathName.size());
|
|
for (const auto character : m_PathName) {
|
|
outBitStream->Write(character);
|
|
}
|
|
}
|
|
|
|
outBitStream->Write(!m_RacingPlayers.empty());
|
|
if (!m_RacingPlayers.empty()) {
|
|
for (const auto& player : m_RacingPlayers) {
|
|
if (player.finished == 0) continue;
|
|
outBitStream->Write1(); // Has more data
|
|
outBitStream->Write(player.playerID);
|
|
outBitStream->Write<float>(player.bestLapTime);
|
|
outBitStream->Write<float>(player.raceTime);
|
|
}
|
|
|
|
outBitStream->Write0(); // No more data
|
|
}
|
|
}
|
|
|
|
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 =
|
|
Game::entityManager->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 =
|
|
Game::entityManager->GetEntity(player);
|
|
|
|
if (playerEntity == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
auto* playerInstance = dynamic_cast<Player*>(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) {
|
|
LOG("Loading all players...");
|
|
|
|
for (size_t positionNumber = 0; positionNumber < m_LobbyPlayers.size(); positionNumber++) {
|
|
LOG("Loading player now!");
|
|
|
|
auto* player =
|
|
Game::entityManager->GetEntity(m_LobbyPlayers[positionNumber]);
|
|
|
|
if (player == nullptr) {
|
|
return;
|
|
}
|
|
|
|
LOG("Loading player now NOW!");
|
|
|
|
LoadPlayerVehicle(player, positionNumber + 1, true);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
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 = Game::entityManager->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 =
|
|
Game::entityManager->GetEntity(player);
|
|
|
|
if (playerEntity == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
auto* playerInstance = dynamic_cast<Player*>(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 =
|
|
Game::entityManager->GetEntity(player.vehicleID);
|
|
auto* playerEntity =
|
|
Game::entityManager->GetEntity(player.playerID);
|
|
|
|
if (vehicle != nullptr && playerEntity != nullptr) {
|
|
GameMessages::SendTeleport(
|
|
player.playerID, player.respawnPosition,
|
|
player.respawnRotation,
|
|
playerEntity->GetSystemAddress(), true);
|
|
|
|
vehicle->SetPosition(player.respawnPosition);
|
|
vehicle->SetRotation(player.respawnRotation);
|
|
|
|
auto* destroyableComponent =
|
|
vehicle->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyableComponent != nullptr) {
|
|
destroyableComponent->SetImagination(0);
|
|
}
|
|
|
|
Game::entityManager->SerializeEntity(vehicle);
|
|
Game::entityManager->SerializeEntity(
|
|
playerEntity);
|
|
}
|
|
}
|
|
|
|
// Spawn imagination pickups
|
|
auto* minSpawner = Game::zoneManager->GetSpawnersByName(
|
|
"ImaginationSpawn_Min")[0];
|
|
auto* medSpawner = Game::zoneManager->GetSpawnersByName(
|
|
"ImaginationSpawn_Med")[0];
|
|
auto* maxSpawner = Game::zoneManager->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 =
|
|
Game::entityManager->GetEntity(player.vehicleID);
|
|
auto* playerEntity =
|
|
Game::entityManager->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 =
|
|
Game::entityManager->GetEntity(player.vehicleID);
|
|
auto* playerEntity =
|
|
Game::entityManager->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;
|
|
|
|
LOG("Starting race");
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
m_StartTime = std::time(nullptr);
|
|
}
|
|
|
|
m_StartTimer += deltaTime;
|
|
} else {
|
|
m_StartTimer = 0;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Race routines
|
|
auto* path = Game::zoneManager->GetZone()->GetPath(
|
|
GeneralUtils::UTF16ToWTF8(m_PathName));
|
|
|
|
for (auto& player : m_RacingPlayers) {
|
|
auto* vehicle = Game::entityManager->GetEntity(player.vehicleID);
|
|
auto* playerEntity =
|
|
Game::entityManager->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, eKillType::VIOLENT, u"", 0, 0, 0,
|
|
true, false, 0);
|
|
|
|
OnRequestDie(playerEntity);
|
|
|
|
continue;
|
|
}
|
|
|
|
if (m_Finished != 0) Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
// 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(static_cast<int>(respawnIndex) - static_cast<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 == 0 ? 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;
|
|
|
|
LOG("Best lap time (%llu)", lapTime);
|
|
}
|
|
|
|
auto* missionComponent =
|
|
playerEntity->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
|
|
// Progress lap time tasks
|
|
missionComponent->Progress(eMissionTaskType::RACING, (lapTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::LAP_TIME));
|
|
|
|
if (player.lap == 3) {
|
|
m_Finished++;
|
|
player.finished = m_Finished;
|
|
|
|
const auto raceTime =
|
|
(std::time(nullptr) - m_StartTime);
|
|
|
|
player.raceTime = raceTime;
|
|
|
|
LOG("Completed time %llu, %llu",
|
|
raceTime, raceTime * 1000);
|
|
|
|
LeaderboardManager::SaveScore(playerEntity->GetObjectID(), m_ActivityID, static_cast<float>(player.raceTime), static_cast<float>(player.bestLapTime), static_cast<float>(player.finished == 1));
|
|
// Entire race time
|
|
missionComponent->Progress(eMissionTaskType::RACING, (raceTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::TOTAL_TRACK_TIME));
|
|
|
|
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->TrackRaceCompleted(m_Finished == 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
LOG("Lapped (%i) in (%llu)", player.lap,
|
|
lapTime);
|
|
}
|
|
|
|
LOG("Reached point (%i)/(%i)", player.respawnIndex,
|
|
path->pathWaypoints.size());
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|