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https://github.com/DarkflameUniverse/DarkflameServer.git
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c9a8be4fb9
Speed is used in more waypoints than not so we may as well reduce repeated references. tested that the data is still loaded as normal in avant gardens Update Zone.cpp
354 lines
9.6 KiB
C++
354 lines
9.6 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#include "MovingPlatformComponent.h"
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#include "BitStream.h"
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Logger.h"
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "SimplePhysicsComponent.h"
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#include "Zone.h"
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MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
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mPosition = {};
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mState = eMovementPlatformState::Stopped;
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mDesiredWaypointIndex = 0; // -1;
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mInReverse = false;
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mShouldStopAtDesiredWaypoint = false;
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mPercentBetweenPoints = 0.0f;
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mCurrentWaypointIndex = 0;
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mNextWaypointIndex = 0; //mCurrentWaypointIndex + 1;
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mIdleTimeElapsed = 0.0f;
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}
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MoverSubComponent::~MoverSubComponent() = default;
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void MoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write<bool>(true);
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outBitStream.Write(mState);
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outBitStream.Write<int32_t>(mDesiredWaypointIndex);
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outBitStream.Write(mShouldStopAtDesiredWaypoint);
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outBitStream.Write(mInReverse);
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outBitStream.Write<float_t>(mPercentBetweenPoints);
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outBitStream.Write<float_t>(mPosition.x);
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outBitStream.Write<float_t>(mPosition.y);
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outBitStream.Write<float_t>(mPosition.z);
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outBitStream.Write<uint32_t>(mCurrentWaypointIndex);
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outBitStream.Write<uint32_t>(mNextWaypointIndex);
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outBitStream.Write<float_t>(mIdleTimeElapsed);
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outBitStream.Write<float_t>(0.0f); // Move time elapsed
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}
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//------------- MovingPlatformComponent below --------------
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const std::string& pathName) : Component(parent) {
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m_MoverSubComponentType = eMoverSubComponentType::mover;
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m_MoverSubComponent = new MoverSubComponent(m_Parent->GetDefaultPosition());
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m_PathName = GeneralUtils::ASCIIToUTF16(pathName);
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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m_NoAutoStart = false;
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if (m_Path == nullptr) {
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LOG("Path not found: %s", pathName.c_str());
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}
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}
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MovingPlatformComponent::~MovingPlatformComponent() {
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delete static_cast<MoverSubComponent*>(m_MoverSubComponent);
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}
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void MovingPlatformComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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// Here we don't serialize the moving platform to let the client simulate the movement
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if (!m_Serialize) {
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outBitStream.Write<bool>(false);
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outBitStream.Write<bool>(false);
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return;
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}
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outBitStream.Write<bool>(true);
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auto hasPath = !m_PathingStopped && !m_PathName.empty();
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outBitStream.Write(hasPath);
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if (hasPath) {
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// Is on rail
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outBitStream.Write1();
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outBitStream.Write<uint16_t>(m_PathName.size());
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for (const auto& c : m_PathName) {
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outBitStream.Write<uint16_t>(c);
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}
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// Starting point
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outBitStream.Write<uint32_t>(0);
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// Reverse
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outBitStream.Write<bool>(false);
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}
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const auto hasPlatform = m_MoverSubComponent != nullptr;
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outBitStream.Write<bool>(hasPlatform);
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if (hasPlatform) {
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auto* mover = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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outBitStream.Write(m_MoverSubComponentType);
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// TODO
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} else {
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mover->Serialize(outBitStream, bIsInitialUpdate);
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}
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}
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}
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void MovingPlatformComponent::OnQuickBuildInitilized() {
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StopPathing();
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}
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void MovingPlatformComponent::OnCompleteQuickBuild() {
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if (m_NoAutoStart)
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return;
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StartPathing();
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}
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void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = value;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mDesiredWaypointIndex = index;
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subComponent->mNextWaypointIndex = index;
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subComponent->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
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StartPathing();
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}
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void MovingPlatformComponent::StartPathing() {
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//GameMessages::SendStartPathing(m_Parent);
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m_PathingStopped = false;
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mShouldStopAtDesiredWaypoint = true;
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subComponent->mState = eMovementPlatformState::Stationary;
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NiPoint3 targetPosition;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
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subComponent->mSpeed = 1.0f;
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subComponent->mWaitTime = 2.0f;
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targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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}
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(eMovementPlatformState::Moving);
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});
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const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
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const auto travelNext = subComponent->mWaitTime + travelTime;
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m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
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}
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});
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m_Parent->AddCallbackTimer(travelNext, [this] {
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ContinuePathing();
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});
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::ContinuePathing() {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = eMovementPlatformState::Stationary;
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subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
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NiPoint3 targetPosition;
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uint32_t pathSize;
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PathBehavior behavior;
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if (m_Path != nullptr) {
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const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
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pathSize = m_Path->pathWaypoints.size() - 1;
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behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
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targetPosition = nextWaypoint.position;
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} else {
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subComponent->mPosition = m_Parent->GetPosition();
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subComponent->mSpeed = 1.0f;
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subComponent->mWaitTime = 2.0f;
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targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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pathSize = 1;
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behavior = PathBehavior::Loop;
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}
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if (m_Parent->GetLOT() == 9483) {
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behavior = PathBehavior::Bounce;
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} else {
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return;
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}
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if (subComponent->mCurrentWaypointIndex >= pathSize) {
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subComponent->mCurrentWaypointIndex = pathSize;
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switch (behavior) {
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case PathBehavior::Once:
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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case PathBehavior::Bounce:
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subComponent->mInReverse = true;
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break;
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case PathBehavior::Loop:
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subComponent->mNextWaypointIndex = 0;
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break;
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default:
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break;
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}
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} else if (subComponent->mCurrentWaypointIndex == 0) {
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subComponent->mInReverse = false;
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}
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if (subComponent->mInReverse) {
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subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex - 1;
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} else {
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subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex + 1;
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}
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/*
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subComponent->mNextWaypointIndex = 0;
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subComponent->mCurrentWaypointIndex = 1;
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*/
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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if (subComponent->mCurrentWaypointIndex == subComponent->mDesiredWaypointIndex) {
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// TODO: Send event?
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StopPathing();
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return;
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}
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m_Parent->CancelCallbackTimers();
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(eMovementPlatformState::Moving);
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});
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auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
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if (m_Parent->GetLOT() == 9483) {
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travelTime += 20;
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}
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const auto travelNext = subComponent->mWaitTime + travelTime;
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m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
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}
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});
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m_Parent->AddCallbackTimer(travelNext, [this] {
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ContinuePathing();
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});
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::StopPathing() {
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//m_Parent->CancelCallbackTimers();
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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m_PathingStopped = true;
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subComponent->mState = eMovementPlatformState::Stopped;
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subComponent->mDesiredWaypointIndex = -1;
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subComponent->mShouldStopAtDesiredWaypoint = false;
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Game::entityManager->SerializeEntity(m_Parent);
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//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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}
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void MovingPlatformComponent::SetSerialized(bool value) {
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m_Serialize = value;
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}
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bool MovingPlatformComponent::GetNoAutoStart() const {
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return m_NoAutoStart;
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}
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void MovingPlatformComponent::SetNoAutoStart(const bool value) {
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m_NoAutoStart = value;
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}
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void MovingPlatformComponent::WarpToWaypoint(size_t index) {
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const auto& waypoint = m_Path->pathWaypoints[index];
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m_Parent->SetPosition(waypoint.position);
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m_Parent->SetRotation(waypoint.rotation);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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size_t MovingPlatformComponent::GetLastWaypointIndex() const {
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return m_Path->pathWaypoints.size() - 1;
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}
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MoverSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
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return static_cast<MoverSubComponent*>(m_MoverSubComponent);
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}
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