DarkflameServer/dGame/dComponents/ControllablePhysicsComponent.cpp
David Markowitz ad003634f4
chore: Physics Component abstraction and addition of tests (#1159)
* Make serialize actually virtual

yep

* Abstract to PhysicsComponent

Move shared functionality of all physics related classes to a base class.

Tested that there were no failed to unserialize errors when in main gameplay in Gnarled Forest or in a race.

Tested that 2 players were able to see each other in the above scenarios just fine as well.

* Update PhantomPhysicsComponent.cpp

* Add SimplePhysicsTest

* Add construction test

* Update SimplePhysicsComponentTests.cpp

* remove flags and fix override

* Update VendorComponent.h
2023-10-09 15:19:38 -05:00

370 lines
12 KiB
C++

#include "ControllablePhysicsComponent.h"
#include "Entity.h"
#include "BitStream.h"
#include "dLogger.h"
#include "Game.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "CDPhysicsComponentTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDClientManager.h"
#include "EntityManager.h"
#include "Character.h"
#include "dZoneManager.h"
#include "LevelProgressionComponent.h"
#include "eStateChangeType.h"
ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
m_Velocity = {};
m_AngularVelocity = {};
m_InJetpackMode = false;
m_IsOnGround = true;
m_IsOnRail = false;
m_DirtyVelocity = true;
m_DirtyAngularVelocity = true;
m_dpEntity = nullptr;
m_Static = false;
m_SpeedMultiplier = 1;
m_GravityScale = 1;
m_DirtyCheats = false;
m_IgnoreMultipliers = false;
m_DirtyEquippedItemInfo = true;
m_PickupRadius = 0.0f;
m_DirtyBubble = false;
m_IsInBubble = false;
m_SpecialAnims = false;
m_BubbleType = eBubbleType::DEFAULT;
m_IsTeleporting = false;
m_ImmuneToStunAttackCount = 0;
m_ImmuneToStunEquipCount = 0;
m_ImmuneToStunInteractCount = 0;
m_ImmuneToStunJumpCount = 0;
m_ImmuneToStunMoveCount = 0;
m_ImmuneToStunTurnCount = 0;
m_ImmuneToStunUseItemCount = 0;
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
if (entity->GetLOT() == 1) {
Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics");
float radius = 1.5f;
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), radius, false);
m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
dpWorld::Instance().AddEntity(m_dpEntity);
}
}
ControllablePhysicsComponent::~ControllablePhysicsComponent() {
if (m_dpEntity) {
dpWorld::Instance().RemoveEntity(m_dpEntity);
}
}
void ControllablePhysicsComponent::Update(float deltaTime) {
}
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
//If this is a creation, then we assume the position is dirty, even when it isn't.
//This is because new clients will still need to receive the position.
//if (bIsInitialUpdate) m_DirtyPosition = true;
if (bIsInitialUpdate) {
outBitStream->Write(m_InJetpackMode);
if (m_InJetpackMode) {
outBitStream->Write(m_JetpackEffectID);
outBitStream->Write(m_JetpackFlying);
outBitStream->Write(m_JetpackBypassChecks);
}
outBitStream->Write1(); // always write these on construction
outBitStream->Write(m_ImmuneToStunMoveCount);
outBitStream->Write(m_ImmuneToStunJumpCount);
outBitStream->Write(m_ImmuneToStunTurnCount);
outBitStream->Write(m_ImmuneToStunAttackCount);
outBitStream->Write(m_ImmuneToStunUseItemCount);
outBitStream->Write(m_ImmuneToStunEquipCount);
outBitStream->Write(m_ImmuneToStunInteractCount);
}
if (m_IgnoreMultipliers) m_DirtyCheats = false;
outBitStream->Write(m_DirtyCheats);
if (m_DirtyCheats) {
outBitStream->Write(m_GravityScale);
outBitStream->Write(m_SpeedMultiplier);
m_DirtyCheats = false;
}
outBitStream->Write(m_DirtyEquippedItemInfo);
if (m_DirtyEquippedItemInfo) {
outBitStream->Write(m_PickupRadius);
outBitStream->Write(m_InJetpackMode);
m_DirtyEquippedItemInfo = false;
}
outBitStream->Write(m_DirtyBubble);
if (m_DirtyBubble) {
outBitStream->Write(m_IsInBubble);
if (m_IsInBubble) {
outBitStream->Write(m_BubbleType);
outBitStream->Write(m_SpecialAnims);
}
m_DirtyBubble = false;
}
outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
if (m_DirtyPosition || bIsInitialUpdate) {
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail);
outBitStream->Write(m_DirtyVelocity);
if (m_DirtyVelocity) {
outBitStream->Write(m_Velocity.x);
outBitStream->Write(m_Velocity.y);
outBitStream->Write(m_Velocity.z);
}
outBitStream->Write(m_DirtyAngularVelocity);
if (m_DirtyAngularVelocity) {
outBitStream->Write(m_AngularVelocity.x);
outBitStream->Write(m_AngularVelocity.y);
outBitStream->Write(m_AngularVelocity.z);
}
outBitStream->Write0();
}
if (!bIsInitialUpdate) {
outBitStream->Write(m_IsTeleporting);
m_IsTeleporting = false;
}
}
void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag!");
return;
}
m_Parent->GetCharacter()->LoadXmlRespawnCheckpoints();
character->QueryAttribute("lzx", &m_Position.x);
character->QueryAttribute("lzy", &m_Position.y);
character->QueryAttribute("lzz", &m_Position.z);
character->QueryAttribute("lzrx", &m_Rotation.x);
character->QueryAttribute("lzry", &m_Rotation.y);
character->QueryAttribute("lzrz", &m_Rotation.z);
character->QueryAttribute("lzrw", &m_Rotation.w);
m_DirtyPosition = true;
}
void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag while updating XML!");
return;
}
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
character->SetAttribute("lzx", m_Position.x);
character->SetAttribute("lzy", m_Position.y);
character->SetAttribute("lzz", m_Position.z);
character->SetAttribute("lzrx", m_Rotation.x);
character->SetAttribute("lzry", m_Rotation.y);
character->SetAttribute("lzrz", m_Rotation.z);
character->SetAttribute("lzrw", m_Rotation.w);
}
}
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (m_Static) return;
PhysicsComponent::SetPosition(pos);
if (m_dpEntity) m_dpEntity->SetPosition(pos);
}
void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (m_Static) return;
PhysicsComponent::SetRotation(rot);
if (m_dpEntity) m_dpEntity->SetRotation(rot);
}
void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (m_Static) {
return;
}
m_Velocity = vel;
m_DirtyPosition = true;
m_DirtyVelocity = true;
if (m_dpEntity) m_dpEntity->SetVelocity(vel);
}
void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (m_Static) {
return;
}
m_AngularVelocity = vel;
m_DirtyPosition = true;
m_DirtyAngularVelocity = true;
}
void ControllablePhysicsComponent::SetIsOnGround(bool val) {
m_DirtyPosition = true;
m_IsOnGround = val;
}
void ControllablePhysicsComponent::SetIsOnRail(bool val) {
m_DirtyPosition = true;
m_IsOnRail = val;
}
void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val;
}
void ControllablePhysicsComponent::SetDirtyVelocity(bool val) {
m_DirtyVelocity = val;
}
void ControllablePhysicsComponent::SetDirtyAngularVelocity(bool val) {
m_DirtyAngularVelocity = val;
}
void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
m_ActivePickupRadiusScales.push_back(value);
if (value > m_PickupRadius) {
m_PickupRadius = value;
m_DirtyEquippedItemInfo = true;
}
}
void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
// Attempt to remove pickup radius from active radii
const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value);
if (pos != m_ActivePickupRadiusScales.end()) {
m_ActivePickupRadiusScales.erase(pos);
} else {
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
return;
}
// Recalculate pickup radius since we removed one by now
m_PickupRadius = 0.0f;
m_DirtyEquippedItemInfo = true;
for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
auto candidateRadius = m_ActivePickupRadiusScales[i];
if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
}
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::AddSpeedboost(float value) {
m_ActiveSpeedBoosts.push_back(value);
m_SpeedBoost = value;
SetSpeedMultiplier(value / 500.0f); // 500 being the base speed
}
void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
const auto pos = std::find(m_ActiveSpeedBoosts.begin(), m_ActiveSpeedBoosts.end(), value);
if (pos != m_ActiveSpeedBoosts.end()) {
m_ActiveSpeedBoosts.erase(pos);
} else {
Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
return;
}
// Recalculate speedboost since we removed one
m_SpeedBoost = 0.0f;
if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
auto* levelProgressionComponent = m_Parent->GetComponent<LevelProgressionComponent>();
if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
} else { // Used the last applied speedboost
m_SpeedBoost = m_ActiveSpeedBoosts.back();
}
SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims){
if (m_IsInBubble) {
Game::logger->Log("ControllablePhysicsComponent", "Already in bubble");
return;
}
m_BubbleType = bubbleType;
m_IsInBubble = true;
m_DirtyBubble = true;
m_SpecialAnims = specialAnims;
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::DeactivateBubbleBuff(){
m_DirtyBubble = true;
m_IsInBubble = false;
Game::entityManager->SerializeEntity(m_Parent);
};
void ControllablePhysicsComponent::SetStunImmunity(
const eStateChangeType state,
const LWOOBJID originator,
const bool bImmuneToStunAttack,
const bool bImmuneToStunEquip,
const bool bImmuneToStunInteract,
const bool bImmuneToStunJump,
const bool bImmuneToStunMove,
const bool bImmuneToStunTurn,
const bool bImmuneToStunUseItem){
if (state == eStateChangeType::POP){
if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
if (bImmuneToStunJump && m_ImmuneToStunJumpCount > 0) m_ImmuneToStunJumpCount -= 1;
if (bImmuneToStunMove && m_ImmuneToStunMoveCount > 0) m_ImmuneToStunMoveCount -= 1;
if (bImmuneToStunTurn && m_ImmuneToStunTurnCount > 0) m_ImmuneToStunTurnCount -= 1;
if (bImmuneToStunUseItem && m_ImmuneToStunUseItemCount > 0) m_ImmuneToStunUseItemCount -= 1;
} else if (state == eStateChangeType::PUSH) {
if (bImmuneToStunAttack) m_ImmuneToStunAttackCount += 1;
if (bImmuneToStunEquip) m_ImmuneToStunEquipCount += 1;
if (bImmuneToStunInteract) m_ImmuneToStunInteractCount += 1;
if (bImmuneToStunJump) m_ImmuneToStunJumpCount += 1;
if (bImmuneToStunMove) m_ImmuneToStunMoveCount += 1;
if (bImmuneToStunTurn) m_ImmuneToStunTurnCount += 1;
if (bImmuneToStunUseItem) m_ImmuneToStunUseItemCount += 1;
}
GameMessages::SendSetStunImmunity(
m_Parent->GetObjectID(), state, m_Parent->GetSystemAddress(), originator,
bImmuneToStunAttack,
bImmuneToStunEquip,
bImmuneToStunInteract,
bImmuneToStunJump,
bImmuneToStunMove,
bImmuneToStunTurn,
bImmuneToStunUseItem
);
}