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https://github.com/DarkflameUniverse/DarkflameServer.git
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605 lines
26 KiB
C++
605 lines
26 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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#include "CDClientDatabase.h"
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#include "MovementMessages.h"
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#include <glm/gtc/quaternion.hpp>
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MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
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mPosition = startPos;
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}
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MoverSubComponent::~MoverSubComponent() = default;
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// LWOPlatform::Deserialize 0x00c870e0: a dirty bit, the state, desired waypoint, whether to stop there, reverse, the
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// percent between the waypoints, where it is, the current and next waypoints, the time waited and the time travelled
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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<uint32_t>(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>(mMoveTimeElapsed);
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}
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//------------- SimpleMoverSubComponent below --------------
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// LWOPlatformSimpleMover::Deserialize: a dirty bit, then whether there is a starting point with its position and
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// rotation (w, x, y, z); a dirty bit, then the state, the current waypoint and whether it is reversing
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void SimpleMoverSubComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(bIsInitialUpdate || mDirtyStartingPoint);
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if (bIsInitialUpdate || mDirtyStartingPoint) {
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outBitStream.Write1();
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outBitStream.Write(mStartPosition.x);
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outBitStream.Write(mStartPosition.y);
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outBitStream.Write(mStartPosition.z);
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outBitStream.Write(mStartRotation.w);
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outBitStream.Write(mStartRotation.x);
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outBitStream.Write(mStartRotation.y);
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outBitStream.Write(mStartRotation.z);
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if (!bIsInitialUpdate) mDirtyStartingPoint = false;
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}
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outBitStream.Write(bIsInitialUpdate || mDirtyState);
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if (bIsInitialUpdate || mDirtyState) {
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outBitStream.Write<uint32_t>(mState);
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outBitStream.Write<int32_t>(mCurrentWaypointIndex);
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outBitStream.Write(mInReverse);
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if (!bIsInitialUpdate) mDirtyState = false;
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}
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}
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NiPoint3 SimpleMoverSubComponent::GetWaypointPosition(const int32_t index) const {
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if (index <= 0) return mStartPosition;
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const glm::vec3 moved = mStartRotation * glm::vec3(mMove.x, mMove.y, mMove.z);
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return mStartPosition + NiPoint3(moved.x, moved.y, moved.z);
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}
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eMoverSubComponentType ChooseMoverSubComponentType(const int32_t componentID, const Entity& entity) {
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const bool setRotater = entity.HasVar(u"platformIsRotater");
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const bool setMover = entity.HasVar(u"platformIsMover");
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const bool setSimpleMover = entity.HasVar(u"platformIsSimpleMover");
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if (!setRotater && !setMover && !setSimpleMover) {
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return componentID < 1 ? eMoverSubComponentType::mover : eMoverSubComponentType::simpleMover;
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}
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if (setMover && entity.GetVar<bool>(u"platformIsMover")) return eMoverSubComponentType::mover;
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if (setSimpleMover && entity.GetVar<bool>(u"platformIsSimpleMover")) return eMoverSubComponentType::simpleMover;
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if (setRotater && entity.GetVar<bool>(u"platformIsRotater")) return eMoverSubComponentType::rotater;
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return eMoverSubComponentType::none;
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}
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//------------- MovingPlatformComponent below --------------
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t componentID, const std::string& pathName) : Component(parent, componentID) {
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m_PathName = GeneralUtils::ASCIIToUTF16(pathName);
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m_NoAutoStart = false;
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}
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// The mover type, and a simple mover's MovingPlatforms row
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void MovingPlatformComponent::LoadDataFromTemplate() {
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m_MoverSubComponentType = ChooseMoverSubComponentType(m_ComponentID, *m_Parent);
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = new SimpleMoverSubComponent();
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m_MoverSubComponent = simpleMover;
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simpleMover->mStartPosition = m_Parent->GetDefaultPosition();
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simpleMover->mStartRotation = m_Parent->GetDefaultRotation();
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// LWOPlatformSimpleMover::LoadTemplateData: the MovingPlatforms row, unless the object sets dbonly false
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const bool dbOnly = m_Parent->GetVar<bool>(u"dbonly");
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if (m_ComponentID > 0 && (!m_Parent->HasVar(u"dbonly") || dbOnly)) {
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT platformMoveX, platformMoveY, platformMoveZ, platformMoveTime, platformStartAtEnd FROM MovingPlatforms WHERE id = ?;");
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query.bind(1, m_ComponentID);
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auto result = query.execQuery();
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if (!result.eof()) {
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simpleMover->mMove = NiPoint3(result.getFloatField(0), result.getFloatField(1), result.getFloatField(2));
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simpleMover->mMoveTime = result.getFloatField(3);
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simpleMover->mStartAtEnd = result.getIntField(4) != 0;
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} else {
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LOG("LOT %i couldn't find simple mover %i in MovingPlatforms", m_Parent->GetLOT(), m_ComponentID);
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}
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}
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} else {
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m_MoverSubComponent = new MoverSubComponent(m_Parent->GetDefaultPosition());
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}
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}
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// The level config: a simple mover's settings, the path and where and whether a mover starts
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void MovingPlatformComponent::LoadConfigData() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = GetSimpleMoverSubComponent();
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const bool dbOnly = m_Parent->GetVar<bool>(u"dbonly");
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// LWOPlatformSimpleMover::LoadConfigData: the object's settings over the table's, unless it is db only
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if (m_Parent->HasVar(u"attached_path_start")) simpleMover->mStartAtEnd = m_Parent->GetVar<int32_t>(u"attached_path_start") != 0;
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if (m_Parent->HasVar(u"platformStartAtEnd")) simpleMover->mStartAtEnd = m_Parent->GetVar<bool>(u"platformStartAtEnd");
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if (!dbOnly) {
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if (m_Parent->HasVar(u"platformMoveX")) simpleMover->mMove.x = m_Parent->GetVar<float>(u"platformMoveX");
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if (m_Parent->HasVar(u"platformMoveY")) simpleMover->mMove.y = m_Parent->GetVar<float>(u"platformMoveY");
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if (m_Parent->HasVar(u"platformMoveZ")) simpleMover->mMove.z = m_Parent->GetVar<float>(u"platformMoveZ");
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if (m_Parent->HasVar(u"platformMoveTime")) simpleMover->mMoveTime = m_Parent->GetVar<float>(u"platformMoveTime");
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}
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simpleMover->mCurrentWaypointIndex = simpleMover->mStartAtEnd ? 1 : 0;
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}
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const auto pathName = GeneralUtils::UTF16ToWTF8(m_PathName);
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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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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// A mover starts at its attached_path_start waypoint, waiting there, and leaves after the waypoint's wait unless
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// startPathingOnLoad is false (live: 25 with the time waited in the constructions)
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if (IsMover()) {
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auto* const mover = GetMoverSubComponent();
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mover->mTimeBased = m_Path->movingPlatform.timeBasedMovement != 0;
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const auto start = m_Parent->HasVar(u"attached_path_start") ? m_Parent->GetVar<int32_t>(u"attached_path_start") : 0;
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m_StartWaypoint = start >= 0 && static_cast<size_t>(start) < m_Path->pathWaypoints.size() ? start : 0;
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MoverProcessStateChange(m_StartWaypoint);
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const bool startOnLoad = !m_Parent->HasVar(u"startPathingOnLoad") || m_Parent->GetVar<bool>(u"startPathingOnLoad");
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MoverStopAtWaypoint(startOnLoad);
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} else if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
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// LWOPlatformRotator: it only spins (rotX/rotY/rotZ at rate, its own path never arrives anywhere: its
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// HandleStoppedLogic 0x00bdc660 only keeps the angular velocity), while travelling
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const bool startOnLoad = !m_Parent->HasVar(u"startPathingOnLoad") || m_Parent->GetVar<bool>(u"startPathingOnLoad");
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GetMoverSubComponent()->mState = startOnLoad ? ePlatformStateFlag::Travelling : ePlatformStateFlag::Stopped;
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}
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// Live constructed every moving platform with simple physics as keyframed
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auto* const simplePhysics = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysics && !m_Parent->HasVar(u"motionType")) simplePhysics->SetPhysicsMotionState(SimplePhysicsComponent::MOTION_TYPE_KEYFRAMED);
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}
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MovingPlatformComponent::~MovingPlatformComponent() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) delete static_cast<SimpleMoverSubComponent*>(m_MoverSubComponent);
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else 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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// Live always constructed a simple mover with its starting point (the client builds its path from it), and
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// serialized it only when its state changed: no path, then the one subcomponent and the 0 bit ending the list
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = GetSimpleMoverSubComponent();
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const bool dirty = bIsInitialUpdate || simpleMover->mDirtyStartingPoint || simpleMover->mDirtyState;
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outBitStream.Write(dirty);
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outBitStream.Write(bIsInitialUpdate);
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if (bIsInitialUpdate) outBitStream.Write0();
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if (dirty) {
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outBitStream.Write1();
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outBitStream.Write(m_MoverSubComponentType);
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simpleMover->Serialize(outBitStream, bIsInitialUpdate);
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outBitStream.Write0();
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}
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return;
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}
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// LWOMovingPlatformComponent::Deserialize: whether subcomponents follow, whether the path changed (then whether
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// there is one: its name, starting waypoint and reverse), then the subcomponents. Live wrote the path with the
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// construction and the mover's state with every serialization.
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outBitStream.Write<bool>(true);
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outBitStream.Write(bIsInitialUpdate);
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if (bIsInitialUpdate) {
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const auto hasPath = !m_PathName.empty() && m_Path != nullptr;
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outBitStream.Write(hasPath);
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if (hasPath) {
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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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outBitStream.Write<uint32_t>(m_StartWaypoint);
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outBitStream.Write<bool>(false);
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}
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}
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// A platform the client made no subcomponent for must not get one: it could not read it
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const auto hasPlatform = m_MoverSubComponentType != eMoverSubComponentType::none;
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outBitStream.Write<bool>(hasPlatform);
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if (hasPlatform) {
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// A rotater's data is a mover's (both read by LWOPlatform::Deserialize)
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auto* mover = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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outBitStream.Write(m_MoverSubComponentType);
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mover->Serialize(outBitStream, bIsInitialUpdate);
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// The client reads subcomponents while a 1 bit comes before one: a 0 bit ends the list
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outBitStream.Write0();
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}
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}
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void MovingPlatformComponent::OnQuickBuildInitilized() {
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// Live left a quick built simple mover (the NJ counterweights) where it was, only resending its state: scripts
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// send it on
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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GetSimpleMoverSubComponent()->mDirtyState = true;
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return;
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}
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StopPathing();
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}
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void MovingPlatformComponent::OnCompleteQuickBuild() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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GetSimpleMoverSubComponent()->mDirtyState = true;
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return;
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}
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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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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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auto* const simpleMover = GetSimpleMoverSubComponent();
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simpleMover->mState = static_cast<uint32_t>(value);
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simpleMover->mDirtyState = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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if (!IsMover()) return;
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GetMoverSubComponent()->mState = static_cast<uint32_t>(value);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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// Sends the mover to a waypoint, stopping there when stopAtWaypoint: it turns round if the waypoint is behind it
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void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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SimpleMoverGotoWaypoint(static_cast<int32_t>(index));
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return;
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}
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if (!IsMover() || index >= m_Path->pathWaypoints.size()) return;
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auto* const mover = GetMoverSubComponent();
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const bool atWaypoint = (mover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) != 0;
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if (atWaypoint && mover->mCurrentWaypointIndex == index) {
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// Already there
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mover->mDesiredWaypointIndex = -1;
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mover->mShouldStopAtDesiredWaypoint = false;
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if (stopAtWaypoint) MoverStopAtWaypoint(false);
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FireArrivalHooks(index, true, index == m_Path->pathWaypoints.size() - 1);
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return;
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}
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mover->mDesiredWaypointIndex = static_cast<int32_t>(index);
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mover->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
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// LWOPlatform::SetMovingForwards / SetMovingBackwards: at a waypoint it sets off in the waypoint's direction; between
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// two it carries on if the waypoint is ahead, else turns round (the waypoint it was heading to becomes the one it
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// comes from)
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if (atWaypoint) {
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const bool reverse = index < mover->mCurrentWaypointIndex;
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if (reverse != mover->mInReverse) {
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mover->mInReverse = reverse;
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MoverProcessStateChange(mover->mCurrentWaypointIndex);
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}
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} else {
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const bool ahead = mover->mInReverse ? index <= mover->mNextWaypointIndex : index >= mover->mNextWaypointIndex;
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if (!ahead) {
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const float percent = mover->mPercentBetweenPoints;
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const auto heading = mover->mNextWaypointIndex;
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mover->mInReverse = !mover->mInReverse;
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mover->mNextWaypointIndex = mover->mCurrentWaypointIndex;
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mover->mCurrentWaypointIndex = heading;
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mover->mPercentBetweenPoints = 1.0f - std::min(percent, 1.0f);
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if (mover->mTimeBased) mover->mMoveTimeElapsed = mover->mCurrentSpeed * mover->mPercentBetweenPoints;
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else std::swap(mover->mCurrentSpeed, mover->mNextSpeed);
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}
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}
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MoverDepart();
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}
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void MovingPlatformComponent::StartPathing() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// A simple mover's path is start to end: starting sends it to the other end
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SimpleMoverGotoWaypoint(GetSimpleMoverSubComponent()->mCurrentWaypointIndex == 0 ? 1 : 0);
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return;
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}
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if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
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// LWOPlatformRotator::StartLinearMovement: spinning again
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GetMoverSubComponent()->mState = ePlatformStateFlag::Travelling;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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if (!IsMover()) return;
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m_PathingStopped = false;
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auto* const mover = GetMoverSubComponent();
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if ((mover->mState & ePlatformStateFlag::Travelling) != 0) return;
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// LWOPlatform::ResumeTravelling: stopped between two waypoints it carries on; at a waypoint it first waits there
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// for the waypoint's wait (issue 964: the AG monument elevator waited about 2 s before rising)
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if ((mover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) != 0) {
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MoverStopAtWaypoint(true);
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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MoverDepart();
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}
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void MovingPlatformComponent::StopPathing() {
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if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
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// LWOPlatformSimpleMover::StopPlatform: it stops where it is, no longer travelling
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auto* const simpleMover = GetSimpleMoverSubComponent();
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m_MoveGeneration++;
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simpleMover->mState = ePlatformStateFlag::Stopped;
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simpleMover->mDirtyState = true;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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if (m_MoverSubComponentType == eMoverSubComponentType::rotater) {
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// LWOPlatformRotator::StopPlatform: no longer spinning
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GetMoverSubComponent()->mState = ePlatformStateFlag::Stopped;
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Game::entityManager->SerializeEntity(m_Parent);
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return;
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}
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if (!IsMover()) return;
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m_PathingStopped = true;
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auto* const mover = GetMoverSubComponent();
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// LWOPlatform::StopPlatform: stopped where it is, not leaving after a wait
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mover->mState = (mover->mState & ~(ePlatformStateFlag::Travelling | ePlatformStateFlag::Waiting)) | ePlatformStateFlag::Stopped;
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mover->mDepartAfterWait = false;
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mover->mDesiredWaypointIndex = -1;
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mover->mShouldStopAtDesiredWaypoint = false;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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bool MovingPlatformComponent::IsMover() const {
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return m_MoverSubComponentType == eMoverSubComponentType::mover && m_Path != nullptr && !m_Path->pathWaypoints.empty();
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}
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// LWOPlatform::ProcessStateChange: the waypoint becomes the current one, the next follows from the path's behavior and
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// the direction (a bounce turns round at either end), with the two waypoints' speeds (GetWaypointSpeed)
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void MovingPlatformComponent::MoverProcessStateChange(const uint32_t index) {
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auto* const mover = GetMoverSubComponent();
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const auto& waypoints = m_Path->pathWaypoints;
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const auto count = static_cast<int32_t>(waypoints.size());
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const auto behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
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const auto current = std::min<int32_t>(static_cast<int32_t>(index), count - 1);
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int32_t next{};
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if (!mover->mInReverse) {
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next = current + 1;
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if (next >= count) {
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if (behavior == PathBehavior::Once) next = count - 1;
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else if (behavior == PathBehavior::Bounce) {
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next = count - 2;
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mover->mInReverse = true;
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} else next = 0;
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}
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} else {
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next = current - 1;
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if (next < 0) {
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if (behavior == PathBehavior::Once) next = 0;
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else if (behavior == PathBehavior::Bounce) {
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next = 1;
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mover->mInReverse = false;
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} else next = count - 1;
|
|
}
|
|
}
|
|
next = std::clamp(next, 0, count - 1);
|
|
|
|
mover->mCurrentWaypointIndex = current;
|
|
mover->mNextWaypointIndex = next;
|
|
mover->mPercentBetweenPoints = 0.0f;
|
|
mover->mMoveTimeElapsed = 0.0f;
|
|
mover->mPosition = waypoints[current].position;
|
|
mover->mSegmentLength = Vector3::Distance(waypoints[current].position, waypoints[next].position);
|
|
if (current == next) {
|
|
mover->mCurrentSpeed = mover->mNextSpeed = 0.0f;
|
|
} else if (mover->mTimeBased) {
|
|
mover->mCurrentSpeed = waypoints[std::min(current, next)].speed;
|
|
mover->mNextSpeed = 0.0f;
|
|
} else {
|
|
mover->mCurrentSpeed = waypoints[current].speed;
|
|
mover->mNextSpeed = waypoints[next].speed;
|
|
}
|
|
}
|
|
|
|
void MovingPlatformComponent::MoverStopAtWaypoint(const bool depart) {
|
|
auto* const mover = GetMoverSubComponent();
|
|
const auto last = static_cast<uint32_t>(m_Path->pathWaypoints.size() - 1);
|
|
const bool atEnd = mover->mCurrentWaypointIndex == 0 || mover->mCurrentWaypointIndex == last;
|
|
mover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | (atEnd ? ePlatformStateFlag::ReachedFinalDestination : 0);
|
|
mover->mIdleTimeElapsed = 0.0f;
|
|
// LWOPlatform::SetWaitingTime: at least 0.1 s
|
|
mover->mTimeToWait = std::max(0.1f, m_Path->pathWaypoints[mover->mCurrentWaypointIndex].movingPlatform.wait);
|
|
mover->mDepartAfterWait = depart;
|
|
}
|
|
|
|
void MovingPlatformComponent::MoverDepart() {
|
|
auto* const mover = GetMoverSubComponent();
|
|
mover->mState = ePlatformStateFlag::Travelling;
|
|
mover->mIdleTimeElapsed = 0.0f;
|
|
mover->mDepartAfterWait = false;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
// LWOPlatform::ArrivedAtWaypoint and HandleWaypointArrived: at the next waypoint, it stops there if it was sent there
|
|
// to stop, or at an end of a path run once (which turns it round); otherwise it waits there and goes on
|
|
void MovingPlatformComponent::MoverArrive() {
|
|
auto* const mover = GetMoverSubComponent();
|
|
const auto arrived = mover->mNextWaypointIndex;
|
|
const auto last = static_cast<uint32_t>(m_Path->pathWaypoints.size() - 1);
|
|
const bool atEnd = arrived == last;
|
|
const bool atDesired = mover->mDesiredWaypointIndex == static_cast<int32_t>(arrived);
|
|
bool stop = false;
|
|
if (atDesired) {
|
|
stop = mover->mShouldStopAtDesiredWaypoint;
|
|
mover->mShouldStopAtDesiredWaypoint = false;
|
|
mover->mDesiredWaypointIndex = -1;
|
|
}
|
|
if ((arrived == 0 || atEnd) && static_cast<PathBehavior>(m_Path->pathBehavior) == PathBehavior::Once) {
|
|
stop = true;
|
|
mover->mInReverse = !mover->mInReverse;
|
|
}
|
|
MoverProcessStateChange(arrived);
|
|
MoverStopAtWaypoint(!stop);
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
FireArrivalHooks(arrived, atDesired, atEnd);
|
|
}
|
|
|
|
void MovingPlatformComponent::Run(const float deltaTime) {
|
|
if (!IsMover()) return;
|
|
auto* const mover = GetMoverSubComponent();
|
|
if ((mover->mState & ePlatformStateFlag::Travelling) != 0) {
|
|
// LWOPlatform::Run / RunPlatform: time based paths count the time travelled; others move at the speed between
|
|
// the two waypoints' (CalculateSpeed), the client by its physics
|
|
if (mover->mTimeBased) {
|
|
mover->mMoveTimeElapsed += deltaTime;
|
|
mover->mPercentBetweenPoints = mover->mCurrentSpeed > 0.0f ? std::min(mover->mMoveTimeElapsed, mover->mCurrentSpeed) / mover->mCurrentSpeed : 1.0f;
|
|
} else if (mover->mSegmentLength > 0.0f) {
|
|
const float speed = mover->mCurrentSpeed + (mover->mNextSpeed - mover->mCurrentSpeed) * mover->mPercentBetweenPoints;
|
|
mover->mPercentBetweenPoints += std::max(speed, 0.0f) * deltaTime / mover->mSegmentLength;
|
|
} else {
|
|
mover->mPercentBetweenPoints = 1.0f;
|
|
}
|
|
const auto& from = m_Path->pathWaypoints[mover->mCurrentWaypointIndex].position;
|
|
const auto& to = m_Path->pathWaypoints[mover->mNextWaypointIndex].position;
|
|
const float percent = std::min(mover->mPercentBetweenPoints, 1.0f);
|
|
mover->mPosition = from + (to - from) * percent;
|
|
if (mover->mPercentBetweenPoints >= 1.0f) MoverArrive();
|
|
} else if (mover->mDepartAfterWait) {
|
|
mover->mIdleTimeElapsed += deltaTime;
|
|
if (mover->mIdleTimeElapsed >= mover->mTimeToWait) MoverDepart();
|
|
} else if ((mover->mState & ePlatformStateFlag::ReachedDesiredWaypoint) != 0) {
|
|
mover->mIdleTimeElapsed += deltaTime;
|
|
}
|
|
}
|
|
|
|
void MovingPlatformComponent::FillResync(GameMessages::PlatformResync& resync) const {
|
|
auto* const mover = GetMoverSubComponent();
|
|
resync.bReverse = mover->mInReverse;
|
|
resync.bStopAtDesiredWaypoint = mover->mShouldStopAtDesiredWaypoint;
|
|
resync.eState = static_cast<eMovementPlatformState>(mover->mState);
|
|
resync.fIdleTimeElapsed = mover->mIdleTimeElapsed;
|
|
resync.fMoveTimeElapsed = mover->mMoveTimeElapsed;
|
|
resync.fPercentBetweenPoints = std::min(mover->mPercentBetweenPoints, 1.0f);
|
|
resync.iDesiredWaypointIndex = mover->mDesiredWaypointIndex;
|
|
resync.iIndex = static_cast<int32_t>(mover->mCurrentWaypointIndex);
|
|
resync.iNextIndex = static_cast<int32_t>(mover->mNextWaypointIndex);
|
|
resync.ptUnexpectedLocation = mover->mPosition;
|
|
const auto& from = m_Path->pathWaypoints[mover->mCurrentWaypointIndex].rotation;
|
|
const auto& to = m_Path->pathWaypoints[mover->mNextWaypointIndex].rotation;
|
|
const auto rotation = glm::slerp(glm::quat(from.w, from.x, from.y, from.z), glm::quat(to.w, to.x, to.y, to.z), resync.fPercentBetweenPoints);
|
|
resync.qUnexpectedRotation = NiQuaternion(rotation.w, rotation.x, rotation.y, rotation.z);
|
|
}
|
|
|
|
void MovingPlatformComponent::SetSerialized(bool value) {
|
|
m_Serialize = value;
|
|
}
|
|
|
|
bool MovingPlatformComponent::GetNoAutoStart() const {
|
|
return m_NoAutoStart;
|
|
}
|
|
|
|
void MovingPlatformComponent::SetNoAutoStart(const bool value) {
|
|
m_NoAutoStart = value;
|
|
}
|
|
|
|
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
|
|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) {
|
|
auto* const simpleMover = GetSimpleMoverSubComponent();
|
|
m_MoveGeneration++;
|
|
simpleMover->mCurrentWaypointIndex = index == 0 ? 0 : 1;
|
|
simpleMover->mInReverse = simpleMover->mCurrentWaypointIndex == 1;
|
|
simpleMover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination;
|
|
simpleMover->mDirtyState = true;
|
|
m_Parent->SetPosition(simpleMover->GetWaypointPosition(simpleMover->mCurrentWaypointIndex));
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
return;
|
|
}
|
|
if (!IsMover() || index >= m_Path->pathWaypoints.size()) return;
|
|
const auto& waypoint = m_Path->pathWaypoints[index];
|
|
MoverProcessStateChange(static_cast<uint32_t>(index));
|
|
MoverStopAtWaypoint(false);
|
|
|
|
m_Parent->SetPosition(waypoint.position);
|
|
m_Parent->SetRotation(waypoint.rotation);
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
|
|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return 1;
|
|
return m_Path->pathWaypoints.size() - 1;
|
|
}
|
|
|
|
MoverSubComponent* MovingPlatformComponent::GetMoverSubComponent() const {
|
|
if (m_MoverSubComponentType == eMoverSubComponentType::simpleMover) return nullptr;
|
|
return static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
|
}
|
|
|
|
SimpleMoverSubComponent* MovingPlatformComponent::GetSimpleMoverSubComponent() const {
|
|
if (m_MoverSubComponentType != eMoverSubComponentType::simpleMover) return nullptr;
|
|
return static_cast<SimpleMoverSubComponent*>(m_MoverSubComponent);
|
|
}
|
|
|
|
// The client runs the two point path at |platformMove| / platformMoveTime, so it takes platformMoveTime seconds from
|
|
// either end. Sending it travelling from its current waypoint towards the other one is all the client needs.
|
|
void MovingPlatformComponent::SimpleMoverGotoWaypoint(int32_t index) {
|
|
auto* const simpleMover = GetSimpleMoverSubComponent();
|
|
index = index <= 0 ? 0 : 1;
|
|
const bool travelling = (simpleMover->mState & ePlatformStateFlag::Travelling) != 0;
|
|
if (!travelling && index == simpleMover->mCurrentWaypointIndex) return;
|
|
|
|
simpleMover->mCurrentWaypointIndex = index == 1 ? 0 : 1;
|
|
simpleMover->mInReverse = index == 0;
|
|
simpleMover->mState = ePlatformStateFlag::Travelling;
|
|
simpleMover->mDirtyState = true;
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
const auto generation = ++m_MoveGeneration;
|
|
m_Parent->AddCallbackTimer(simpleMover->mMoveTime, [this, generation, index] {
|
|
if (generation == m_MoveGeneration) OnSimpleMoverArrived(index);
|
|
});
|
|
}
|
|
|
|
void MovingPlatformComponent::OnSimpleMoverArrived(const int32_t index) {
|
|
auto* const simpleMover = GetSimpleMoverSubComponent();
|
|
if (!simpleMover) return;
|
|
|
|
// LWOPlatform::ArrivedAtWaypoint: both ends are the path's ends, and a path run once stops there
|
|
simpleMover->mCurrentWaypointIndex = index;
|
|
simpleMover->mState = ePlatformStateFlag::Stopped | ePlatformStateFlag::ReachedDesiredWaypoint | ePlatformStateFlag::ReachedFinalDestination;
|
|
simpleMover->mInReverse = index == 1;
|
|
simpleMover->mDirtyState = true;
|
|
m_Parent->SetPosition(simpleMover->GetWaypointPosition(index));
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
FireArrivalHooks(index, true, index == 1);
|
|
}
|
|
|
|
// LWOPlatform::HandleWaypointArrived: Arrived, then ArrivedAtDesiredWaypoint at the waypoint it was sent to, then
|
|
// PlatformAtLastWaypoint at either end of the path
|
|
void MovingPlatformComponent::FireArrivalHooks(const uint32_t index, const bool atDesiredWaypoint, const bool atLastWaypoint) {
|
|
auto* const script = m_Parent->GetScript();
|
|
script->OnWaypointReached(m_Parent, index);
|
|
if (atDesiredWaypoint) script->OnArrivedAtDesiredWaypoint(m_Parent, index);
|
|
if (atLastWaypoint) script->OnPlatformAtLastWaypoint(m_Parent);
|
|
}
|