mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
885 lines
26 KiB
C++
885 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 "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* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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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* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) {
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m_LoadedPlayers--;
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characterComponent->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 = NiPoint3Constant::ZERO;
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auto startRotation = NiQuaternionConstant::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, [=, this]() {
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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* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->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);
|
|
outBitStream->Write(player.finished);
|
|
}
|
|
|
|
outBitStream->Write0(); // No more data
|
|
}
|
|
|
|
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* characterComponent = playerEntity->GetComponent<CharacterComponent>();
|
|
|
|
if (characterComponent) characterComponent->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* characterComponent = playerEntity->GetComponent<CharacterComponent>();
|
|
|
|
if (characterComponent) characterComponent->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 + NiPoint3Constant::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;
|
|
}
|
|
}
|
|
}
|