mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b274ea1b8f
Includes documentation of how to create acts, prefabs and scenes.
280 lines
7.1 KiB
C++
280 lines
7.1 KiB
C++
#include "Scene.h"
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#include <tinyxml2.h>
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#include "ServerPreconditions.hpp"
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#include "EntityManager.h"
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#include "EntityInfo.h"
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#include "MissionComponent.h"
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using namespace Cinema;
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std::unordered_map<std::string, Scene> Scene::m_Scenes;
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void Cinema::Scene::AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation) {
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m_Objects.push_back(std::make_pair(lot, std::make_pair(position, rotation)));
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}
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void Scene::AddPrefab(const Prefab& prefab, NiPoint3 position) {
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m_Prefabs.push_back(std::make_pair(prefab, position));
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}
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void Cinema::Scene::AddNPC(LOT npc, const std::string& name, Recording::Recorder* act) {
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m_NPCs.push_back(std::make_pair(npc, std::make_pair(act, name)));
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}
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void Cinema::Scene::Rehearse() {
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CheckForShowings();
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}
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void Cinema::Scene::Conclude(Entity* player) const {
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if (player == nullptr) {
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return;
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}
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if (m_Audience.find(player->GetObjectID()) == m_Audience.end()) {
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return;
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}
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) {
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return;
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}
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if (m_CompleteMission != 0) {
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missionComponent->CompleteMission(m_CompleteMission);
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}
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if (m_AcceptMission != 0) {
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missionComponent->AcceptMission(m_AcceptMission);
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}
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}
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bool Cinema::Scene::IsPlayerInBounds(Entity* player) const {
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if (player == nullptr) {
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return false;
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}
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if (m_Bounds == 0.0f) {
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return true;
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}
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const auto& position = player->GetPosition();
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auto distance = NiPoint3::Distance(position, m_Center);
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// The player may be within 20% of the bounds
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return distance <= (m_Bounds * 1.2f);
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}
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void Cinema::Scene::CheckForShowings() {
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auto audience = m_Audience;
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for (const auto& member : audience) {
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if (Game::entityManager->GetEntity(member) == nullptr) {
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m_Audience.erase(member);
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}
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}
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// I don't care
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Game::entityManager->GetZoneControlEntity()->AddCallbackTimer(1.0f, [this]() {
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for (auto* player : Player::GetAllPlayers()) {
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if (m_Audience.find(player->GetObjectID()) != m_Audience.end()) {
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continue;
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}
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CheckTicket(player);
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}
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});
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}
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void Cinema::Scene::CheckTicket(Entity* player) {
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if (m_Audience.find(player->GetObjectID()) != m_Audience.end()) {
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return;
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}
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for (const auto& [expression, invert] : m_Preconditions) {
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if (expression.Check(player) == invert) {
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return;
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}
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}
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m_Audience.emplace(player->GetObjectID());
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Act(player);
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}
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Play* Cinema::Scene::Act(Entity* player) {
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auto* play = new Play();
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if (player != nullptr) {
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play->player = player->GetObjectID();
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}
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play->scene = this;
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for (const auto& [lot, transform] : m_Objects) {
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const auto& [position, rotation] = transform;
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EntityInfo info;
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info.pos = position;
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info.rot = rotation;
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info.lot = lot;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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if (player != nullptr) {
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ServerPreconditions::AddSoloActor(entity->GetObjectID(), player->GetObjectID());
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}
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Game::logger->Log("Scene", "Spawing object %d", entity->GetObjectID());
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}
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for (const auto& [prefab, position] : m_Prefabs) {
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const auto instanceId = prefab.Instantiate(position);
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const auto& entities = prefab.GetEntities(instanceId);
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if (player != nullptr) {
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for (const auto& entity : entities) {
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ServerPreconditions::AddSoloActor(entity, player->GetObjectID());
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play->entities.emplace(entity);
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}
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}
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Game::logger->Log("Scene", "Spawing prefab %d", instanceId);
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}
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for (const auto& [npc, meta] : m_NPCs) {
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const auto& [act, name] = meta;
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EntityInfo info;
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info.pos = NiPoint3();
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info.rot = NiQuaternion();
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info.lot = npc;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = {
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new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
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new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
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};
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auto* entity = Game::entityManager->CreateEntity(info);
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play->entities.emplace(entity->GetObjectID());
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Game::entityManager->ConstructEntity(entity);
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Entity* actor;
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if (player != nullptr) {
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actor = act->ActFor(entity, player, play);
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}
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else
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{
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act->Act(entity, play);
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actor = entity;
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}
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if (actor != nullptr) {
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actor->SetVar(u"npcName", name);
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}
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play->entities.emplace(entity->GetObjectID());
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Game::logger->Log("Scene", "Spawing npc %d", entity->GetObjectID());
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}
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if (player != nullptr) {
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play->SetupCheckForAudience();
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}
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return play;
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}
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Scene& Cinema::Scene::LoadFromFile(std::string file) {
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if (m_Scenes.find(file) != m_Scenes.end()) {
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return m_Scenes[file];
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}
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Scene scene;
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tinyxml2::XMLDocument doc;
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doc.LoadFile(file.c_str());
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tinyxml2::XMLElement* root = doc.FirstChildElement("Scene");
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if (!root) {
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Game::logger->Log("Scene", "Failed to load scene from file: %s", file.c_str());
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m_Scenes.emplace(file, scene);
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return m_Scenes[file];
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}
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// Load center and bounds
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if (root->Attribute("x")) {
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scene.m_Center = NiPoint3(root->FloatAttribute("x"), root->FloatAttribute("y"), root->FloatAttribute("z"));
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}
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if (root->Attribute("bounds")) {
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scene.m_Bounds = root->FloatAttribute("bounds");
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}
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// Load accept and complete mission
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if (root->Attribute("acceptMission")) {
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scene.m_AcceptMission = root->IntAttribute("acceptMission");
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}
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if (root->Attribute("completeMission")) {
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scene.m_CompleteMission = root->IntAttribute("completeMission");
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}
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// Load preconditions
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for (tinyxml2::XMLElement* element = root->FirstChildElement("Precondition"); element; element = element->NextSiblingElement("Precondition")) {
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scene.m_Preconditions.push_back(std::make_pair(Preconditions::CreateExpression(element->Attribute("expression")), element->BoolAttribute("not")));
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}
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for (tinyxml2::XMLElement* element = root->FirstChildElement("Object"); element; element = element->NextSiblingElement("Object")) {
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const auto lot = element->UnsignedAttribute("lot");
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const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
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const auto rotation = NiQuaternion(element->FloatAttribute("qx"), element->FloatAttribute("qy"), element->FloatAttribute("qz"), element->FloatAttribute("qw"));
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scene.AddObject(lot, position, rotation);
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}
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for (tinyxml2::XMLElement* element = root->FirstChildElement("Prefab"); element; element = element->NextSiblingElement("Prefab")) {
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const auto prefab = element->Attribute("file");
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const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
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scene.AddPrefab(Prefab::LoadFromFile(prefab), position);
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}
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for (tinyxml2::XMLElement* element = root->FirstChildElement("NPC"); element; element = element->NextSiblingElement("NPC")) {
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LOT npc = 2097253;
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if (element->Attribute("lot")) {
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npc = element->UnsignedAttribute("lot");
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}
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std::string name = "";
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if (element->Attribute("name")) {
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name = element->Attribute("name");
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}
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const auto act = element->Attribute("act");
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scene.AddNPC(npc, name, Recording::Recorder::LoadFromFile(act));
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}
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Game::logger->Log("Scene", "Loaded scene from file: %s", file.c_str());
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m_Scenes.emplace(file, scene);
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return m_Scenes[file];
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}
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