Files
DarkflameServer/dGame/dComponents/MovingPlatformComponent.cpp
Aaron Kimbrell 3112379387 fix(moving platform): a mover's states as the client and live: 12 stopped, 9 and 25 waiting, 28 stopped at an end
The state bits were named the wrong way round: 1 is waiting and 4 is stopped (LWOPlatform::StartTravelling 0x0058b170, StopTravelling 0x0058b1d0), and the client only stops on 4 (LWOPlatform::Deserialize 0x00c870e0), so a mover stopped on its way kept moving on the client. The mover now runs as LWOPlatform::RunPlatform 0x00c86e10, ArrivedAtWaypoint 0x00c86c30, HandleWaypointArrived 0x00c17bc0 and ResumeTravelling 0x00c86b90, which gives the states of the live captures: 12 until started, 9 waiting at a waypoint (25 at an end), 2 on its way, 28 stopped at an end of a path run once. A GoToWaypoint at a waypoint waits there first with the desired waypoint, as the NJ falling tiles did, and a mover that stops is not serialized for it. A quick build's mover does not run until it is built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 14:14:44 -06:00

730 lines
33 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#include "MovingPlatformComponent.h"
#include "BitStream.h"
#include "GeneralUtils.h"
#include "dZoneManager.h"
#include "EntityManager.h"
#include "Logger.h"
#include "GameMessages.h"
#include "CppScripts.h"
#include "SimplePhysicsComponent.h"
#include "Zone.h"
#include "CDClientDatabase.h"
#include "MovementMessages.h"
#include <glm/gtc/quaternion.hpp>
#include "Entity.h"
#include "ObjectLoadState.h"
#include "MovementAIComponent.h"
#include "QuickBuildComponent.h"
#include "eQuickBuildState.h"
void PlatformSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write<bool>(true);
outBitStream.Write<uint32_t>(mState);
outBitStream.Write<int32_t>(mDesiredWaypointIndex);
outBitStream.Write(mShouldStopAtDesiredWaypoint);
outBitStream.Write(mInReverse);
outBitStream.Write<float_t>(mPercentBetweenPoints);
outBitStream.Write<float_t>(mPosition.x);
outBitStream.Write<float_t>(mPosition.y);
outBitStream.Write<float_t>(mPosition.z);
outBitStream.Write<uint32_t>(mCurrentWaypointIndex);
outBitStream.Write<uint32_t>(mNextWaypointIndex);
outBitStream.Write<float_t>(mIdleTimeElapsed);
outBitStream.Write<float_t>(mMoveTimeElapsed);
}
//------------- SimpleMoverSubComponent below --------------
// LWOPlatformSimpleMover::Deserialize: a dirty bit, then whether there is a starting point with its position and
// rotation (w, x, y, z); a dirty bit, then the state, the current waypoint and whether it is reversing
void SimpleMoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(bIsInitialUpdate || mDirtyStartingPoint);
if (bIsInitialUpdate || mDirtyStartingPoint) {
outBitStream.Write1();
outBitStream.Write(mStartPosition.x);
outBitStream.Write(mStartPosition.y);
outBitStream.Write(mStartPosition.z);
outBitStream.Write(mStartRotation.w);
outBitStream.Write(mStartRotation.x);
outBitStream.Write(mStartRotation.y);
outBitStream.Write(mStartRotation.z);
if (!bIsInitialUpdate) mDirtyStartingPoint = false;
}
outBitStream.Write(bIsInitialUpdate || mDirtyState);
if (bIsInitialUpdate || mDirtyState) {
outBitStream.Write<uint32_t>(mState);
outBitStream.Write<int32_t>(static_cast<int32_t>(mCurrentWaypointIndex));
outBitStream.Write(mInReverse);
if (!bIsInitialUpdate) mDirtyState = false;
}
}
NiPoint3 SimpleMoverSubComponent::GetWaypointPosition(const int32_t index) const {
if (index <= 0) return mStartPosition;
const glm::vec3 moved = mStartRotation * glm::vec3(mMove.x, mMove.y, mMove.z);
return mStartPosition + NiPoint3(moved.x, moved.y, moved.z);
}
std::vector<eMoverSubComponentType> ChooseSubComponentTypes(const int32_t componentID, const Entity& entity) {
const bool setRotater = entity.HasVar(u"platformIsRotater");
const bool setMover = entity.HasVar(u"platformIsMover");
const bool setSimpleMover = entity.HasVar(u"platformIsSimpleMover");
if (!setRotater && !setMover && !setSimpleMover) {
return { componentID < 1 ? eMoverSubComponentType::mover : eMoverSubComponentType::simpleMover };
}
std::vector<eMoverSubComponentType> types;
if (setMover && entity.GetVar<bool>(u"platformIsMover")) types.push_back(eMoverSubComponentType::mover);
if (setSimpleMover && entity.GetVar<bool>(u"platformIsSimpleMover")) types.push_back(eMoverSubComponentType::simpleMover);
if (setRotater && entity.GetVar<bool>(u"platformIsRotater")) types.push_back(eMoverSubComponentType::rotater);
return types;
}
eMoverSubComponentType ChooseMoverSubComponentType(const int32_t componentID, const Entity& entity) {
const auto types = ChooseSubComponentTypes(componentID, entity);
return types.empty() ? eMoverSubComponentType::none : types.front();
}
//------------- MovingPlatformComponent below --------------
MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName) : Component(parent, componentID) {
m_PathName = GeneralUtils::ASCIIToUTF16(pathName);
m_NoAutoStart = false;
}
// The subcomponents (LWOMovingPlatformComponent::SetupPlatform: one per type, in the client's order), and a simple
// mover's MovingPlatforms row
void MovingPlatformComponent::LoadDataFromTemplate() {
for (const auto type : ChooseSubComponentTypes(m_ComponentID, *m_Parent)) {
if (type == eMoverSubComponentType::simpleMover) {
auto simpleMover = std::make_unique<SimpleMoverSubComponent>();
simpleMover->mStartPosition = m_Parent->GetDefaultPosition();
simpleMover->mStartRotation = m_Parent->GetDefaultRotation();
// LWOPlatformSimpleMover::LoadTemplateData: the MovingPlatforms row, unless the object sets dbonly false
const bool dbOnly = m_Parent->GetVar<bool>(u"dbonly");
if (m_ComponentID > 0 && (!m_Parent->HasVar(u"dbonly") || dbOnly)) {
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT platformMoveX, platformMoveY, platformMoveZ, platformMoveTime, platformStartAtEnd FROM MovingPlatforms WHERE id = ?;");
query.bind(1, m_ComponentID);
auto result = query.execQuery();
if (!result.eof()) {
simpleMover->mMove = NiPoint3(result.getFloatField(0), result.getFloatField(1), result.getFloatField(2));
simpleMover->mMoveTime = result.getFloatField(3);
simpleMover->mStartAtEnd = result.getIntField(4) != 0;
} else {
LOG("LOT %i couldn't find simple mover %i in MovingPlatforms", m_Parent->GetLOT(), m_ComponentID);
}
}
m_SubComponents.push_back(std::move(simpleMover));
} else if (type == eMoverSubComponentType::rotater) {
m_SubComponents.push_back(std::make_unique<RotatorSubComponent>(m_Parent->GetDefaultPosition()));
} else {
m_SubComponents.push_back(std::make_unique<MoverSubComponent>(m_Parent->GetDefaultPosition()));
}
}
m_MoverSubComponentType = m_SubComponents.empty() ? eMoverSubComponentType::none : m_SubComponents.front()->GetType();
}
// The level config: a simple mover's settings, the path and where and whether a mover starts
void MovingPlatformComponent::LoadConfigData() {
for (const auto& subComponent : m_SubComponents) {
if (subComponent->GetType() != eMoverSubComponentType::simpleMover) continue;
auto* const simpleMover = static_cast<SimpleMoverSubComponent*>(subComponent.get());
const bool dbOnly = m_Parent->GetVar<bool>(u"dbonly");
// LWOPlatformSimpleMover::LoadConfigData: the object's settings over the table's, unless it is db only
if (m_Parent->HasVar(u"attached_path_start")) simpleMover->mStartAtEnd = m_Parent->GetVar<int32_t>(u"attached_path_start") != 0;
if (m_Parent->HasVar(u"platformStartAtEnd")) simpleMover->mStartAtEnd = m_Parent->GetVar<bool>(u"platformStartAtEnd");
if (!dbOnly) {
if (m_Parent->HasVar(u"platformMoveX")) simpleMover->mMove.x = m_Parent->GetVar<float>(u"platformMoveX");
if (m_Parent->HasVar(u"platformMoveY")) simpleMover->mMove.y = m_Parent->GetVar<float>(u"platformMoveY");
if (m_Parent->HasVar(u"platformMoveZ")) simpleMover->mMove.z = m_Parent->GetVar<float>(u"platformMoveZ");
if (m_Parent->HasVar(u"platformMoveTime")) simpleMover->mMoveTime = m_Parent->GetVar<float>(u"platformMoveTime");
}
simpleMover->mCurrentWaypointIndex = simpleMover->mStartAtEnd ? 1 : 0;
}
const auto pathName = GeneralUtils::UTF16ToWTF8(m_PathName);
m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
if (m_Path == nullptr) {
LOG("Path not found: %s", pathName.c_str());
}
// LWOPlatform::SetupPath: a mover is at its attached_path_start waypoint, stopped (12, as live constructed movers
// nothing had started). Unless startPathingOnLoad is false it then waits the waypoint's wait and leaves (live: 9).
if (IsMover()) {
auto* const mover = GetMoverSubComponent();
mover->mTimeBased = m_Path->movingPlatform.timeBasedMovement != 0;
const auto start = m_Parent->HasVar(u"attached_path_start") ? m_Parent->GetVar<int32_t>(u"attached_path_start") : 0;
m_StartWaypoint = start >= 0 && static_cast<size_t>(start) < m_Path->pathWaypoints.size() ? start : 0;
MoverProcessStateChange(m_StartWaypoint);
const bool startOnLoad = !m_Parent->HasVar(u"startPathingOnLoad") || m_Parent->GetVar<bool>(u"startPathingOnLoad");
if (startOnLoad) MoverResumeTravelling();
} else if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
// LWOPlatformRotator: it only spins (rotX/rotY/rotZ at rate, its own path never arrives anywhere: its
// HandleStoppedLogic 0x00bdc660 only keeps the angular velocity), while travelling
const bool startOnLoad = !m_Parent->HasVar(u"startPathingOnLoad") || m_Parent->GetVar<bool>(u"startPathingOnLoad");
if (startOnLoad) GetMoverSubComponent()->mState = ePlatformStateFlag::Travelling;
}
// Live constructed every moving platform with simple physics as keyframed
auto* const simplePhysics = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysics && !m_Parent->HasVar(u"motionType")) simplePhysics->SetPhysicsMotionState(SimplePhysicsComponent::MOTION_TYPE_KEYFRAMED);
}
MovingPlatformComponent::~MovingPlatformComponent() = default;
void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// Live always constructed a simple mover with its starting point (the client builds its path from it), and
// serialized it only when its state changed: no path, then the one subcomponent and the 0 bit ending the list
if (m_SubComponents.size() == 1 && m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
auto* const simpleMover = GetSimpleMoverSubComponent();
const bool dirty = bIsInitialUpdate || simpleMover->mDirtyStartingPoint || simpleMover->mDirtyState;
outBitStream.Write(dirty);
outBitStream.Write(bIsInitialUpdate);
if (bIsInitialUpdate) outBitStream.Write0();
if (dirty) {
outBitStream.Write1();
outBitStream.Write(m_MoverSubComponentType);
simpleMover->Serialize(outBitStream, bIsInitialUpdate);
outBitStream.Write0();
}
return;
}
// LWOMovingPlatformComponent::Deserialize: whether subcomponents follow, whether the path changed (then whether
// there is one: its name, starting waypoint and reverse), then the subcomponents. Live wrote the path with the
// construction and the mover's state with every serialization.
outBitStream.Write<bool>(true);
outBitStream.Write(bIsInitialUpdate);
if (bIsInitialUpdate) {
const auto hasPath = !m_PathName.empty() && m_Path != nullptr;
outBitStream.Write(hasPath);
if (hasPath) {
outBitStream.Write<uint16_t>(m_PathName.size());
for (const auto& c : m_PathName) {
outBitStream.Write<uint16_t>(c);
}
outBitStream.Write<uint32_t>(m_StartWaypoint);
outBitStream.Write<bool>(false);
}
}
// The subcomponents, each after a 1 bit with its type (a rotater sends a mover's data, both LWOPlatform's); a 0 bit
// ends the list. A platform the client made none for gets none: it could not read one.
for (const auto& subComponent : m_SubComponents) {
outBitStream.Write1();
outBitStream.Write(subComponent->GetType());
subComponent->Serialize(outBitStream, bIsInitialUpdate);
}
outBitStream.Write0();
}
void MovingPlatformComponent::OnQuickBuildInitilized() {
// Live left a quick built simple mover (the NJ counterweights) where it was, only resending its state: scripts
// send it on
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
GetSimpleMoverSubComponent()->mDirtyState = true;
return;
}
StopPathing();
}
void MovingPlatformComponent::OnCompleteQuickBuild() {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
GetSimpleMoverSubComponent()->mDirtyState = true;
return;
}
if (m_NoAutoStart)
return;
StartPathing();
}
void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
auto* const simpleMover = GetSimpleMoverSubComponent();
simpleMover->mState = static_cast<uint32_t>(value);
simpleMover->mDirtyState = true;
Game::entityManager->SerializeEntity(m_Parent);
return;
}
if (!IsMover()) return;
GetMoverSubComponent()->mState = static_cast<uint32_t>(value);
Game::entityManager->SerializeEntity(m_Parent);
}
// Sends the mover to a waypoint, stopping there when stopAtWaypoint: it turns round if the waypoint is behind it. Live
// (the NJ falling tiles): a mover at a waypoint first waits there (9, or 25 at an end, with the desired waypoint), then
// leaves (2).
void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
SimpleMoverGotoWaypoint(static_cast<int32_t>(index));
return;
}
if (!IsMover() || index >= m_Path->pathWaypoints.size()) return;
auto* const mover = GetMoverSubComponent();
const bool atWaypoint = (mover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) != 0;
if (atWaypoint && mover->mCurrentWaypointIndex == index) {
// Already there
mover->mDesiredWaypointIndex = -1;
mover->mShouldStopAtDesiredWaypoint = false;
if (stopAtWaypoint) {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Travelling)) | ePlatformStateFlag::Stopped;
}
FireArrivalHooks(index, true, index == m_Path->pathWaypoints.size() - 1);
return;
}
mover->mDesiredWaypointIndex = static_cast<int32_t>(index);
mover->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
// LWOPlatform::SetMovingForwards / SetMovingBackwards: at a waypoint it sets off in the waypoint's direction; between
// two it carries on if the waypoint is ahead, else turns round (the waypoint it was heading to becomes the one it
// comes from)
if (atWaypoint) {
const bool reverse = index < mover->mCurrentWaypointIndex;
if (reverse != mover->mInReverse) {
mover->mInReverse = reverse;
MoverProcessStateChange(mover->mCurrentWaypointIndex);
}
} else {
const bool ahead = mover->mInReverse ? index <= mover->mNextWaypointIndex : index >= mover->mNextWaypointIndex;
if (!ahead) {
const float percent = mover->mPercentBetweenPoints;
const auto heading = mover->mNextWaypointIndex;
mover->mInReverse = !mover->mInReverse;
mover->mNextWaypointIndex = mover->mCurrentWaypointIndex;
mover->mCurrentWaypointIndex = heading;
mover->mPercentBetweenPoints = 1.0f - std::min(percent, 1.0f);
mover->mSegmentLength = Vector3::Distance(m_Path->pathWaypoints[mover->mCurrentWaypointIndex].position, m_Path->pathWaypoints[mover->mNextWaypointIndex].position);
mover->mWaitTime = m_Path->pathWaypoints[mover->mCurrentWaypointIndex].movingPlatform.wait;
if (mover->mTimeBased) mover->mMoveTimeElapsed = mover->mCurrentSpeed * mover->mPercentBetweenPoints;
else std::swap(mover->mCurrentSpeed, mover->mNextSpeed);
}
}
MoverResumeTravelling();
Game::entityManager->SerializeEntity(m_Parent);
}
void MovingPlatformComponent::StartPathing() {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
// A simple mover's path is start to end: starting sends it to the other end
SimpleMoverGotoWaypoint(GetSimpleMoverSubComponent()->mCurrentWaypointIndex == 0 ? 1 : 0);
return;
}
if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
// LWOPlatformRotator::StartLinearMovement: spinning again
GetMoverSubComponent()->mState = ePlatformStateFlag::Travelling;
Game::entityManager->SerializeEntity(m_Parent);
return;
}
if (!IsMover()) return;
m_PathingStopped = false;
auto* const mover = GetMoverSubComponent();
if ((mover->mState & ePlatformStateFlag::Travelling) != 0) return;
// LWOPlatform::ResumeTravelling: stopped between two waypoints it carries on; at a waypoint it first waits there
// for the waypoint's wait (issue 964: the AG monument elevator waited about 2 s before rising)
MoverResumeTravelling();
Game::entityManager->SerializeEntity(m_Parent);
}
void MovingPlatformComponent::StopPathing() {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
// LWOPlatformSimpleMover::StopPlatform 0x00cce1e0: at an end it is stopped; on its way it goes on to the end it
// was heading for, where its path (run once) stops it anyway
auto* const simpleMover = GetSimpleMoverSubComponent();
if ((simpleMover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) == 0) return;
simpleMover->mState = (simpleMover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Travelling)) | ePlatformStateFlag::Stopped;
simpleMover->mDirtyState = true;
Game::entityManager->SerializeEntity(m_Parent);
return;
}
if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
// LWOPlatformRotator::StopPlatform: no longer spinning
auto* const rotator = GetMoverSubComponent();
rotator->mState = (rotator->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Travelling)) | ePlatformStateFlag::Stopped;
Game::entityManager->SerializeEntity(m_Parent);
return;
}
if (!IsMover()) return;
m_PathingStopped = true;
auto* const mover = GetMoverSubComponent();
// LWOPlatform::StopPlatform 0x00c86b70: stopped where it is (the client stops on the stopped bit, 4)
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Travelling)) | ePlatformStateFlag::Stopped;
mover->mDesiredWaypointIndex = -1;
mover->mShouldStopAtDesiredWaypoint = false;
Game::entityManager->SerializeEntity(m_Parent);
}
bool MovingPlatformComponent::IsMover() const {
return m_MoverSubComponentType == eMoverSubComponentType::mover && m_Path != nullptr && !m_Path->pathWaypoints.empty();
}
// LWOPlatform::ProcessStateChange: the waypoint becomes the current one, the next follows from the path's behavior and
// the direction (a bounce turns round at either end), with the two waypoints' speeds (GetWaypointSpeed)
void MovingPlatformComponent::MoverProcessStateChange(const uint32_t index) {
auto* const mover = GetMoverSubComponent();
const auto& waypoints = m_Path->pathWaypoints;
const auto count = static_cast<int32_t>(waypoints.size());
const auto behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
const auto current = std::min<int32_t>(static_cast<int32_t>(index), count - 1);
int32_t next{};
if (!mover->mInReverse) {
next = current + 1;
if (next >= count) {
if (behavior == PathBehavior::Once) next = count - 1;
else if (behavior == PathBehavior::Bounce) {
next = count - 2;
mover->mInReverse = true;
} else next = 0;
}
} else {
next = current - 1;
if (next < 0) {
if (behavior == PathBehavior::Once) next = 0;
else if (behavior == PathBehavior::Bounce) {
next = 1;
mover->mInReverse = false;
} else next = count - 1;
}
}
next = std::clamp(next, 0, count - 1);
mover->mCurrentWaypointIndex = current;
mover->mNextWaypointIndex = next;
mover->mWaitTime = waypoints[current].movingPlatform.wait;
mover->mPercentBetweenPoints = 0.0f;
mover->mMoveTimeElapsed = 0.0f;
mover->mPosition = waypoints[current].position;
mover->mSegmentLength = Vector3::Distance(waypoints[current].position, waypoints[next].position);
if (current == next) {
mover->mCurrentSpeed = mover->mNextSpeed = 0.0f;
} else if (mover->mTimeBased) {
mover->mCurrentSpeed = waypoints[std::min(current, next)].speed;
mover->mNextSpeed = 0.0f;
} else {
mover->mCurrentSpeed = waypoints[current].speed;
mover->mNextSpeed = waypoints[next].speed;
}
}
void MovingPlatformComponent::MoverSetWaitingTime(const float waitTime, const float idleTimeElapsed) {
auto* const mover = GetMoverSubComponent();
mover->mTimeToWait = std::max(0.1f, waitTime);
mover->mIdleTimeElapsed = idleTimeElapsed;
mover->mWaitSet = true;
}
void MovingPlatformComponent::MoverResumeTravelling() {
auto* const mover = GetMoverSubComponent();
if ((mover->mState & ePlatformStateFlag::Stopped) != 0 && (mover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) == 0) {
// LWOPlatform::StartTravelling 0x0058b170
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Stopped)) | ePlatformStateFlag::Travelling;
}
if ((mover->mState & ePlatformStateFlag::Travelling) != 0) {
// LWOPlatform::UpdateVelocities
mover->mState &= ePlatformStateFlag::MovementMask;
} else {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Travelling | ePlatformStateFlag::Stopped)) | ePlatformStateFlag::Waiting;
MoverSetWaitingTime(mover->mWaitTime, 0.0f);
}
}
void MovingPlatformComponent::MoverArrivedAtWaypoint() {
auto* const mover = GetMoverSubComponent();
// A platform with nowhere to go (one waypoint, or at the end of a path run once) is not arriving
if (mover->mCurrentWaypointIndex == mover->mNextWaypointIndex) return;
const auto& next = m_Path->pathWaypoints[mover->mNextWaypointIndex].position;
bool closeEnough{};
if (mover->mTimeBased) {
// LWOPlatform::CheckEnoughTimeElapsedAtWaypoint 0x00bdc720
closeEnough = std::abs(mover->mCurrentSpeed - mover->mMoveTimeElapsed) < 0.02f;
} else {
// LWOPlatform::CloseToNextWaypoint 0x00bd4140: within 0.01 of it, or past it
const auto offset = next - mover->mPosition;
const auto direction = next - m_Path->pathWaypoints[mover->mCurrentWaypointIndex].position;
closeEnough = offset.SquaredLength() <= 0.0001f || direction.DotProduct(offset) <= 0.0f;
}
if (!closeEnough) return;
const auto arrived = mover->mNextWaypointIndex;
const bool atLastWaypoint = arrived == static_cast<uint32_t>(m_Path->pathWaypoints.size() - 1);
bool atDesiredWaypoint = false;
bool stopAtDesiredWaypoint = false;
bool turnedAtEnd = false;
mover->mState = ePlatformStateFlag::ReachedDesiredWaypoint;
if (mover->mDesiredWaypointIndex == static_cast<int32_t>(arrived)) {
atDesiredWaypoint = true;
stopAtDesiredWaypoint = mover->mShouldStopAtDesiredWaypoint;
mover->mShouldStopAtDesiredWaypoint = false;
mover->mDesiredWaypointIndex = -1;
}
if (arrived == 0 || atLastWaypoint) {
mover->mState |= ePlatformStateFlag::ReachedFinalDestination;
if (static_cast<PathBehavior>(m_Path->pathBehavior) == PathBehavior::Once) {
turnedAtEnd = true;
mover->mInReverse = !mover->mInReverse;
}
}
if (stopAtDesiredWaypoint || turnedAtEnd) {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Travelling)) | ePlatformStateFlag::Stopped;
} else {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Stopped)) | ePlatformStateFlag::Travelling;
}
MoverProcessStateChange(arrived);
MoverHandleWaypointArrived(arrived, atDesiredWaypoint, atLastWaypoint);
}
void MovingPlatformComponent::MoverHandleWaypointArrived(const uint32_t index, const bool atDesiredWaypoint, const bool atLastWaypoint) {
FireArrivalHooks(index, atDesiredWaypoint, atLastWaypoint);
// The scripts may have taken the platform or its object away
auto* const mover = GetMoverSubComponent();
if (!mover || !IsMover()) return;
if ((mover->mState & ePlatformStateFlag::Travelling) != 0) {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Travelling | ePlatformStateFlag::Stopped)) | ePlatformStateFlag::Waiting;
MoverSetWaitingTime(mover->mWaitTime, 0.0f);
}
// Live serialized a platform that waits at the waypoint it arrived at (it leaves again), not one that stopped there
if ((mover->mState & ePlatformStateFlag::Stopped) == 0) Game::entityManager->SerializeEntity(m_Parent);
}
// LWOPlatform::Run 0x00c87080 and RunPlatform 0x00c86e10. The client's platform is moved by its physics, at the
// velocity SetLinearVelocity 0x00be9200 gives it; the server moves it here by the same speed.
void MovingPlatformComponent::Run(const float deltaTime) {
if (!IsMover()) return;
auto* mover = GetMoverSubComponent();
// LWOPlatform::SetupPath 0x00c17d10 and SendMessage 0x00bdc930 (RebuildNotifyState): a quick build's platform does not
// run until it is built, nor once the quick build is open again
if (!m_CheckedQuickBuild) {
m_CheckedQuickBuild = true;
m_QuickBuild = m_Parent->GetComponent<QuickBuildComponent>();
if (m_QuickBuild) mover->mActive = false;
}
if (m_QuickBuild) {
const auto quickBuildState = m_QuickBuild->GetState();
if (quickBuildState == eQuickBuildState::OPEN) mover->mActive = false;
else if (quickBuildState == eQuickBuildState::COMPLETED) mover->mActive = true;
}
if (!mover->mActive || mover->mState == 0) return;
const bool travelling = (mover->mState & ePlatformStateFlag::Travelling) != 0;
const auto& from = m_Path->pathWaypoints[mover->mCurrentWaypointIndex].position;
const auto& to = m_Path->pathWaypoints[mover->mNextWaypointIndex].position;
if (mover->mTimeBased) {
// LWOPlatform::TimeBasedCalculatePercentToNextWaypoint 0x00bd4090: mCurrentSpeed is the seconds to the next waypoint
if (travelling) mover->mMoveTimeElapsed += deltaTime;
mover->mMoveTimeElapsed = std::min(mover->mMoveTimeElapsed, mover->mCurrentSpeed);
mover->mPercentBetweenPoints = mover->mCurrentSpeed > 0.0f ? mover->mMoveTimeElapsed / mover->mCurrentSpeed : 1.0f;
if (travelling) mover->mPosition = from + (to - from) * mover->mPercentBetweenPoints;
} else if (travelling) {
// LWOPlatform::GetSpeed 0x00bd40e0: from the waypoint's speed to the next one's along the way
if (mover->mSegmentLength > 0.0f) {
const float speed = mover->mCurrentSpeed + (mover->mNextSpeed - mover->mCurrentSpeed) * mover->mPercentBetweenPoints;
const float travelled = mover->mPercentBetweenPoints * mover->mSegmentLength + std::max(speed, 0.0f) * deltaTime;
mover->mPercentBetweenPoints = std::min(travelled / mover->mSegmentLength, 1.0f);
} else {
mover->mPercentBetweenPoints = 1.0f;
}
mover->mPosition = from + (to - from) * mover->mPercentBetweenPoints;
}
const bool stopped = (mover->mState & ePlatformStateFlag::Stopped) != 0;
// LWOPlatform::IncrementWaitingTime 0x00bd4370
bool doneWaiting = false;
if ((mover->mState & ePlatformStateFlag::Waiting) != 0 && mover->mWaitSet) {
mover->mIdleTimeElapsed += deltaTime;
if (mover->mIdleTimeElapsed >= mover->mTimeToWait) {
mover->mIdleTimeElapsed = 0.0f;
doneWaiting = true;
}
}
if (doneWaiting) {
mover->mState = (mover->mState & ~(ePlatformStateFlag::Waiting | ePlatformStateFlag::Stopped)) | ePlatformStateFlag::Travelling;
} else if (!stopped && travelling) {
// LWOPlatform::HandleStoppedLogic 0x00bd16a0. The client also checks while it waits, which only matters where
// two waypoints are in one place: there it would arrive every frame.
MoverArrivedAtWaypoint();
// A script told of the arrival may have put the platform on another path
mover = GetMoverSubComponent();
if (!IsMover()) return;
}
if ((mover->mState & ePlatformStateFlag::Travelling) != 0 && (doneWaiting || mover->mCurrentSpeed != mover->mNextSpeed)) {
mover->mState &= ePlatformStateFlag::MovementMask;
// Live serialized a platform leaving its waypoint
if (doneWaiting) Game::entityManager->SerializeEntity(m_Parent);
}
}
void MovingPlatformComponent::FillResync(GameMessages::PlatformResync& resync) const {
auto* const mover = GetMoverSubComponent();
resync.bReverse = mover->mInReverse;
resync.bStopAtDesiredWaypoint = mover->mShouldStopAtDesiredWaypoint;
resync.eState = static_cast<eMovementPlatformState>(mover->mState);
resync.fIdleTimeElapsed = mover->mIdleTimeElapsed;
resync.fMoveTimeElapsed = mover->mMoveTimeElapsed;
resync.fPercentBetweenPoints = std::min(mover->mPercentBetweenPoints, 1.0f);
resync.iDesiredWaypointIndex = mover->mDesiredWaypointIndex;
resync.iIndex = static_cast<int32_t>(mover->mCurrentWaypointIndex);
resync.iNextIndex = static_cast<int32_t>(mover->mNextWaypointIndex);
resync.ptUnexpectedLocation = mover->mPosition;
const auto& from = m_Path->pathWaypoints[mover->mCurrentWaypointIndex].rotation;
const auto& to = m_Path->pathWaypoints[mover->mNextWaypointIndex].rotation;
const auto rotation = glm::slerp(glm::quat(from.w, from.x, from.y, from.z), glm::quat(to.w, to.x, to.y, to.z), resync.fPercentBetweenPoints);
resync.qUnexpectedRotation = NiQuaternion(rotation.w, rotation.x, rotation.y, rotation.z);
}
void MovingPlatformComponent::SetSerialized(bool value) {
m_Serialize = value;
}
bool MovingPlatformComponent::GetNoAutoStart() const {
return m_NoAutoStart;
}
void MovingPlatformComponent::SetNoAutoStart(const bool value) {
m_NoAutoStart = value;
}
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
auto* const simpleMover = GetSimpleMoverSubComponent();
m_MoveGeneration++;
simpleMover->mCurrentWaypointIndex = index == 0 ? 0 : 1;
simpleMover->mInReverse = simpleMover->mCurrentWaypointIndex == 1;
simpleMover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination;
simpleMover->mDirtyState = true;
m_Parent->SetPosition(simpleMover->GetWaypointPosition(simpleMover->mCurrentWaypointIndex));
Game::entityManager->SerializeEntity(m_Parent);
return;
}
if (!IsMover() || index >= m_Path->pathWaypoints.size()) return;
const auto& waypoint = m_Path->pathWaypoints[index];
MoverProcessStateChange(static_cast<uint32_t>(index));
auto* const mover = GetMoverSubComponent();
const bool atEnd = index == 0 || index == m_Path->pathWaypoints.size() - 1;
mover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | (atEnd ? ePlatformStateFlag::ReachedFinalDestination : 0);
m_Parent->SetPosition(waypoint.position);
m_Parent->SetRotation(waypoint.rotation);
Game::entityManager->SerializeEntity(m_Parent);
}
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return 1;
return m_Path->pathWaypoints.size() - 1;
}
PlatformSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
if (m_SubComponents.empty() || m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return nullptr;
return m_SubComponents.front().get();
}
SimpleMoverSubComponent* MovingPlatformComponent::GetSimpleMoverSubComponent() const {
if (m_SubComponents.empty() || m_MoverSubComponentType != eMoverSubComponentType::simpleMover) return nullptr;
return static_cast<SimpleMoverSubComponent*>(m_SubComponents.front().get());
}
// 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, index == 1);
}
// 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, const bool atLastWaypoint) {
auto* const script = m_Parent->GetScript();
script->OnWaypointReached(m_Parent, index);
if (atDesiredWaypoint) script->OnArrivedAtDesiredWaypoint(m_Parent, index);
if (atLastWaypoint) script->OnPlatformAtLastWaypoint(m_Parent);
}
void MovingPlatformComponent::Allocator(Entity& entity, ObjectLoadState& state) {
const std::string pathName = entity.GetVarAsString(u"attached_path");
const Path* const path = Game::zoneManager->GetZone()->GetPath(pathName);
//Check to see if we have an attached path and add the appropiate component to handle it:
if (path) {
// if we have a moving platform path, then we need a moving platform component
if (path->pathType == PathType::MovingPlatform) {
// The registry component ID picks the subcomponent (a simple mover when it has one), path or not
entity.AddComponent<MovingPlatformComponent>(state.GetComponentID(eReplicaComponentType::MOVING_PLATFORM, -1), pathName);
} else if (path->pathType == PathType::Movement) {
auto* const movementAIcomponent = entity.GetComponent<MovementAIComponent>();
if (movementAIcomponent && state.GetComponentID(eReplicaComponentType::BASE_COMBAT_AI) == 0) {
movementAIcomponent->SetPath(pathName);
} else {
MovementAIInfo moveInfo{
.movementType = "",
.wanderRadius = 16,
.wanderSpeed = 2.5f,
.wanderChance = 0,
.wanderDelayMin = 2,
.wanderDelayMax = 5,
};
entity.AddComponent<MovementAIComponent>(-1, moveInfo);
}
}
} else {
// else we still need to setup moving platform if it has a moving platform comp but no path
const auto movingPlatformComponentID = state.GetComponentID(eReplicaComponentType::MOVING_PLATFORM, -1);
if (movingPlatformComponentID >= 0) {
entity.AddComponent<MovingPlatformComponent>(movingPlatformComponentID, pathName);
}
}
}