mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 06:57:28 +00:00
0531365cb5
* loot fix (broken) * Fixed loot * Update SlashCommandHandler.cpp * Remove debug command * Roll loot command * Remove debug log * Added const references When this commit is applied it adds const references to the loot system avoid some unnecessary copies. Co-authored-by: wincent <wincent.holm@gmail.com> Co-authored-by: Avery <averysumner@gmail.com>
908 lines
29 KiB
C++
908 lines
29 KiB
C++
/**
|
|
* Thanks to Simon for his early research on the racing system.
|
|
*/
|
|
|
|
#include "RacingControlComponent.h"
|
|
|
|
#include "CharacterComponent.h"
|
|
#include "DestroyableComponent.h"
|
|
#include "EntityManager.h"
|
|
#include "GameMessages.h"
|
|
#include "InventoryComponent.h"
|
|
#include "Item.h"
|
|
#include "MissionComponent.h"
|
|
#include "ModuleAssemblyComponent.h"
|
|
#include "Player.h"
|
|
#include "PossessableComponent.h"
|
|
#include "PossessorComponent.h"
|
|
#include "Spawner.h"
|
|
#include "VehiclePhysicsComponent.h"
|
|
#include "dServer.h"
|
|
#include "dZoneManager.h"
|
|
#include "dConfig.h"
|
|
|
|
#ifndef M_PI
|
|
#define M_PI 3.14159265358979323846264338327950288
|
|
#endif
|
|
|
|
RacingControlComponent::RacingControlComponent(Entity *parent)
|
|
: Component(parent) {
|
|
m_PathName = u"MainPath";
|
|
m_RemainingLaps = 3;
|
|
m_LeadingPlayer = LWOOBJID_EMPTY;
|
|
m_RaceBestTime = 0;
|
|
m_RaceBestLap = 0;
|
|
m_Started = false;
|
|
m_StartTimer = 0;
|
|
m_Loaded = false;
|
|
m_LoadedPlayers = 0;
|
|
m_LoadTimer = 0;
|
|
m_Finished = 0;
|
|
m_StartTime = 0;
|
|
m_EmptyTimer = 0;
|
|
m_SoloRacing = Game::config->GetValue("solo_racing") == "1";
|
|
|
|
// Select the main world ID as fallback when a player fails to load.
|
|
|
|
const auto worldID = Game::server->GetZoneID();
|
|
|
|
switch (worldID) {
|
|
case 1203:
|
|
m_ActivityID = 42;
|
|
m_MainWorld = 1200;
|
|
break;
|
|
|
|
case 1303:
|
|
m_ActivityID = 39;
|
|
m_MainWorld = 1300;
|
|
break;
|
|
|
|
case 1403:
|
|
m_ActivityID = 54;
|
|
m_MainWorld = 1400;
|
|
break;
|
|
|
|
default:
|
|
m_ActivityID = 42;
|
|
m_MainWorld = 1200;
|
|
break;
|
|
}
|
|
}
|
|
|
|
RacingControlComponent::~RacingControlComponent() {}
|
|
|
|
void RacingControlComponent::OnPlayerLoaded(Entity *player) {
|
|
// If the race has already started, send the player back to the main world.
|
|
if (m_Loaded) {
|
|
auto *playerInstance = dynamic_cast<Player *>(player);
|
|
|
|
playerInstance->SendToZone(m_MainWorld);
|
|
|
|
return;
|
|
}
|
|
|
|
const auto objectID = player->GetObjectID();
|
|
|
|
m_LoadedPlayers++;
|
|
|
|
Game::logger->Log("RacingControlComponent", "Loading player %i\n",
|
|
m_LoadedPlayers);
|
|
|
|
m_LobbyPlayers.push_back(objectID);
|
|
}
|
|
|
|
void RacingControlComponent::LoadPlayerVehicle(Entity *player,
|
|
bool initialLoad) {
|
|
// Load the player's vehicle.
|
|
|
|
if (player == nullptr) {
|
|
return;
|
|
}
|
|
|
|
auto *inventoryComponent = player->GetComponent<InventoryComponent>();
|
|
|
|
if (inventoryComponent == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Find the player's vehicle.
|
|
|
|
auto *item = inventoryComponent->FindItemByLot(8092);
|
|
|
|
if (item == nullptr) {
|
|
Game::logger->Log("RacingControlComponent", "Failed to find item\n");
|
|
|
|
return;
|
|
}
|
|
|
|
// Calculate the vehicle's starting position.
|
|
|
|
auto *path = dZoneManager::Instance()->GetZone()->GetPath(
|
|
GeneralUtils::UTF16ToWTF8(m_PathName));
|
|
|
|
auto startPosition = path->pathWaypoints[0].position + NiPoint3::UNIT_Y * 3;
|
|
|
|
const auto spacing = 15;
|
|
|
|
// This sometimes spawns the vehicle out of the map if there are lots of
|
|
// players loaded.
|
|
|
|
const auto range = m_LoadedPlayers * spacing;
|
|
|
|
startPosition =
|
|
startPosition + NiPoint3::UNIT_Z * ((m_LeadingPlayer / 2) +
|
|
m_RacingPlayers.size() * spacing);
|
|
|
|
auto startRotation =
|
|
NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
|
|
|
|
auto angles = startRotation.GetEulerAngles();
|
|
|
|
angles.y -= M_PI;
|
|
|
|
startRotation = NiQuaternion::FromEulerAngles(angles);
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Start position <%f, %f, %f>, <%f, %f, %f>\n",
|
|
startPosition.x, startPosition.y, startPosition.z,
|
|
angles.x * (180.0f / M_PI), angles.y * (180.0f / M_PI),
|
|
angles.z * (180.0f / M_PI));
|
|
|
|
// Make sure the player is at the correct position.
|
|
|
|
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
|
|
startRotation, player->GetSystemAddress(), true,
|
|
true);
|
|
|
|
// Spawn the vehicle entity.
|
|
|
|
EntityInfo info{};
|
|
info.lot = 8092;
|
|
info.pos = startPosition;
|
|
info.rot = startRotation;
|
|
info.spawnerID = m_Parent->GetObjectID();
|
|
|
|
auto *carEntity =
|
|
EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
|
|
|
|
// Make the vehicle a child of the racing controller.
|
|
m_Parent->AddChild(carEntity);
|
|
|
|
auto *destroyableComponent =
|
|
carEntity->GetComponent<DestroyableComponent>();
|
|
|
|
// Setup the vehicle stats.
|
|
if (destroyableComponent != nullptr) {
|
|
destroyableComponent->SetMaxImagination(60);
|
|
destroyableComponent->SetImagination(0);
|
|
}
|
|
|
|
// Setup the vehicle as being possessed by the player.
|
|
auto *possessableComponent =
|
|
carEntity->GetComponent<PossessableComponent>();
|
|
|
|
if (possessableComponent != nullptr) {
|
|
possessableComponent->SetPossessor(player->GetObjectID());
|
|
}
|
|
|
|
// Load the vehicle's assemblyPartLOTs for display.
|
|
auto *moduleAssemblyComponent =
|
|
carEntity->GetComponent<ModuleAssemblyComponent>();
|
|
|
|
if (moduleAssemblyComponent) {
|
|
moduleAssemblyComponent->SetSubKey(item->GetSubKey());
|
|
moduleAssemblyComponent->SetUseOptionalParts(false);
|
|
|
|
for (auto *config : item->GetConfig()) {
|
|
if (config->GetKey() == u"assemblyPartLOTs") {
|
|
moduleAssemblyComponent->SetAssemblyPartsLOTs(
|
|
GeneralUtils::ASCIIToUTF16(config->GetValueAsString()));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup the player as possessing the vehicle.
|
|
auto *possessorComponent = player->GetComponent<PossessorComponent>();
|
|
|
|
if (possessorComponent != nullptr) {
|
|
possessorComponent->SetPossessable(carEntity->GetObjectID());
|
|
}
|
|
|
|
// Set the player's current activity as racing.
|
|
auto *characterComponent = player->GetComponent<CharacterComponent>();
|
|
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->SetIsRacing(true);
|
|
characterComponent->SetVehicleObjectID(carEntity->GetObjectID());
|
|
}
|
|
|
|
// Init the player's racing entry.
|
|
if (initialLoad) {
|
|
m_RacingPlayers.push_back(
|
|
{player->GetObjectID(),
|
|
carEntity->GetObjectID(),
|
|
static_cast<uint32_t>(m_RacingPlayers.size()),
|
|
false,
|
|
{},
|
|
startPosition,
|
|
startRotation,
|
|
0,
|
|
0,
|
|
0,
|
|
0});
|
|
}
|
|
|
|
// Construct and serialize everything when done.
|
|
|
|
EntityManager::Instance()->ConstructEntity(carEntity);
|
|
EntityManager::Instance()->SerializeEntity(player);
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
GameMessages::SendRacingSetPlayerResetInfo(
|
|
m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
const auto playerID = player->GetObjectID();
|
|
|
|
// Reset the player to the start position during downtime, in case something
|
|
// went wrong.
|
|
m_Parent->AddCallbackTimer(1, [this, playerID]() {
|
|
auto *player = EntityManager::Instance()->GetEntity(playerID);
|
|
|
|
if (player == nullptr) {
|
|
return;
|
|
}
|
|
|
|
GameMessages::SendRacingResetPlayerToLastReset(
|
|
m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
|
|
});
|
|
|
|
GameMessages::SendSetJetpackMode(player, false, false, false);
|
|
|
|
// Set the vehicle's state.
|
|
GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(),
|
|
m_Parent->GetObjectID(),
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false,
|
|
initialLoad,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
// Make sure everything has the correct position.
|
|
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
|
|
startRotation, player->GetSystemAddress(), true,
|
|
true);
|
|
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
|
|
startRotation, player->GetSystemAddress(), true,
|
|
true);
|
|
}
|
|
|
|
void RacingControlComponent::OnRacingClientReady(Entity *player) {
|
|
// Notify the other players that this player is ready.
|
|
|
|
for (auto &racingPlayer : m_RacingPlayers) {
|
|
if (racingPlayer.playerID != player->GetObjectID()) {
|
|
if (racingPlayer.playerLoaded) {
|
|
GameMessages::SendRacingPlayerLoaded(
|
|
m_Parent->GetObjectID(), racingPlayer.playerID,
|
|
racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
racingPlayer.playerLoaded = true;
|
|
|
|
GameMessages::SendRacingPlayerLoaded(
|
|
m_Parent->GetObjectID(), racingPlayer.playerID,
|
|
racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
void RacingControlComponent::OnRequestDie(Entity *player) {
|
|
// Sent by the client when they collide with something which should smash
|
|
// them.
|
|
|
|
for (auto &racingPlayer : m_RacingPlayers) {
|
|
if (racingPlayer.playerID != player->GetObjectID()) {
|
|
continue;
|
|
}
|
|
|
|
auto *vehicle =
|
|
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
|
|
|
|
if (vehicle == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (!racingPlayer.noSmashOnReload) {
|
|
racingPlayer.smashedTimes++;
|
|
}
|
|
|
|
// Reset player to last checkpoint
|
|
GameMessages::SendRacingSetPlayerResetInfo(
|
|
m_Parent->GetObjectID(), racingPlayer.lap,
|
|
racingPlayer.respawnIndex, player->GetObjectID(),
|
|
racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
GameMessages::SendRacingResetPlayerToLastReset(
|
|
m_Parent->GetObjectID(), racingPlayer.playerID,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
auto *characterComponent = player->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity *player) {
|
|
// When the player has respawned.
|
|
|
|
for (auto &racingPlayer : m_RacingPlayers) {
|
|
if (racingPlayer.playerID != player->GetObjectID()) {
|
|
continue;
|
|
}
|
|
|
|
auto *vehicle =
|
|
EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
|
|
|
|
if (vehicle == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (!racingPlayer.noSmashOnReload) {
|
|
GameMessages::SendDie(vehicle, LWOOBJID_EMPTY, LWOOBJID_EMPTY, true,
|
|
VIOLENT, u"", 0, 0, 0, true, false, 0);
|
|
|
|
GameMessages::SendVehicleUnlockInput(racingPlayer.vehicleID, false,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
GameMessages::SendVehicleSetWheelLockState(
|
|
racingPlayer.vehicleID, false, false,
|
|
UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
GameMessages::SendResurrect(vehicle);
|
|
}
|
|
|
|
racingPlayer.noSmashOnReload = false;
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
|
|
const std::string &id) {
|
|
auto *data = GetPlayerData(player->GetObjectID());
|
|
|
|
if (data == nullptr) {
|
|
return;
|
|
}
|
|
|
|
if (id == "rewardButton") {
|
|
if (data->collectedRewards) {
|
|
return;
|
|
}
|
|
|
|
data->collectedRewards = true;
|
|
|
|
// Calculate the score, different loot depending on player count
|
|
const auto score = m_LoadedPlayers * 10 + data->finished;
|
|
|
|
LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
|
|
|
|
// Giving rewards
|
|
GameMessages::SendNotifyRacingClient(
|
|
m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"",
|
|
player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
auto *missionComponent = player->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING, 0, 13); // Enter race
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished,
|
|
1); // Finish with rating, one track
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished,
|
|
15); // Finish with rating, multiple tracks
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING, data->smashedTimes,
|
|
10); // Safe driver type missions
|
|
}
|
|
} else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") {
|
|
auto *vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
|
|
|
|
if (vehicle == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// Exiting race
|
|
GameMessages::SendNotifyRacingClient(
|
|
m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
|
|
player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
auto *playerInstance = dynamic_cast<Player *>(player);
|
|
|
|
playerInstance->SendToZone(m_MainWorld);
|
|
|
|
vehicle->Kill();
|
|
}
|
|
}
|
|
|
|
void RacingControlComponent::Serialize(RakNet::BitStream *outBitStream,
|
|
bool bIsInitialUpdate,
|
|
unsigned int &flags) {
|
|
// BEGIN Scripted Activity
|
|
|
|
outBitStream->Write1();
|
|
|
|
outBitStream->Write(static_cast<uint32_t>(m_RacingPlayers.size()));
|
|
for (const auto &player : m_RacingPlayers) {
|
|
outBitStream->Write(player.playerID);
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
outBitStream->Write(player.data[i]);
|
|
}
|
|
}
|
|
|
|
// END Scripted Activity
|
|
|
|
outBitStream->Write1(); // Dirty?
|
|
outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size()));
|
|
|
|
outBitStream->Write(!m_RacingPlayers.empty());
|
|
if (!m_RacingPlayers.empty()) {
|
|
for (const auto &player : m_RacingPlayers) {
|
|
outBitStream->Write1(); // Has more date
|
|
|
|
outBitStream->Write(player.playerID);
|
|
outBitStream->Write(player.vehicleID);
|
|
outBitStream->Write(player.playerIndex);
|
|
outBitStream->Write(player.playerLoaded);
|
|
}
|
|
|
|
outBitStream->Write0(); // No more data
|
|
}
|
|
|
|
outBitStream->Write(!m_RacingPlayers.empty());
|
|
if (!m_RacingPlayers.empty()) {
|
|
for (const auto &player : m_RacingPlayers) {
|
|
outBitStream->Write1(); // Has more date
|
|
|
|
outBitStream->Write(player.playerID);
|
|
outBitStream->Write<uint32_t>(0);
|
|
}
|
|
|
|
outBitStream->Write0(); // No more data
|
|
}
|
|
|
|
outBitStream->Write1(); // Dirty?
|
|
|
|
outBitStream->Write(m_RemainingLaps);
|
|
|
|
outBitStream->Write(static_cast<uint16_t>(m_PathName.size()));
|
|
for (const auto character : m_PathName) {
|
|
outBitStream->Write(character);
|
|
}
|
|
|
|
outBitStream->Write1(); // ???
|
|
outBitStream->Write1(); // ???
|
|
|
|
outBitStream->Write(m_LeadingPlayer);
|
|
outBitStream->Write(m_RaceBestLap);
|
|
outBitStream->Write(m_RaceBestTime);
|
|
}
|
|
|
|
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 =
|
|
EntityManager::Instance()->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 =
|
|
EntityManager::Instance()->GetEntity(player);
|
|
|
|
if (playerEntity == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
auto *playerInstance = dynamic_cast<Player *>(playerEntity);
|
|
|
|
playerInstance->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) {
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Loading all players...\n");
|
|
|
|
for (size_t i = 0; i < m_LobbyPlayers.size(); i++) {
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Loading player now!\n");
|
|
|
|
auto *player =
|
|
EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]);
|
|
|
|
if (player == nullptr) {
|
|
return;
|
|
}
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Loading player now NOW!\n");
|
|
|
|
LoadPlayerVehicle(player, true);
|
|
|
|
m_Loaded = true;
|
|
}
|
|
|
|
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 = EntityManager::Instance()->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 =
|
|
EntityManager::Instance()->GetEntity(player);
|
|
|
|
if (playerEntity == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
auto *playerInstance = dynamic_cast<Player *>(playerEntity);
|
|
|
|
playerInstance->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 =
|
|
EntityManager::Instance()->GetEntity(player.vehicleID);
|
|
auto *playerEntity =
|
|
EntityManager::Instance()->GetEntity(player.playerID);
|
|
|
|
if (vehicle != nullptr && playerEntity != nullptr) {
|
|
GameMessages::SendTeleport(
|
|
player.playerID, player.respawnPosition,
|
|
player.respawnRotation,
|
|
playerEntity->GetSystemAddress(), true, true);
|
|
|
|
vehicle->SetPosition(player.respawnPosition);
|
|
vehicle->SetRotation(player.respawnRotation);
|
|
|
|
auto *destroyableComponent =
|
|
vehicle->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyableComponent != nullptr) {
|
|
destroyableComponent->SetImagination(0);
|
|
}
|
|
|
|
EntityManager::Instance()->SerializeEntity(vehicle);
|
|
EntityManager::Instance()->SerializeEntity(
|
|
playerEntity);
|
|
}
|
|
}
|
|
|
|
// Spawn imagination pickups
|
|
auto *minSpawner = dZoneManager::Instance()->GetSpawnersByName(
|
|
"ImaginationSpawn_Min")[0];
|
|
auto *medSpawner = dZoneManager::Instance()->GetSpawnersByName(
|
|
"ImaginationSpawn_Med")[0];
|
|
auto *maxSpawner = dZoneManager::Instance()->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 =
|
|
EntityManager::Instance()->GetEntity(player.vehicleID);
|
|
auto *playerEntity =
|
|
EntityManager::Instance()->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 =
|
|
EntityManager::Instance()->GetEntity(player.vehicleID);
|
|
auto *playerEntity =
|
|
EntityManager::Instance()->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;
|
|
|
|
Game::logger->Log("RacingControlComponent", "Starting race\n");
|
|
|
|
EntityManager::Instance()->SerializeEntity(m_Parent);
|
|
|
|
m_StartTime = std::time(nullptr);
|
|
}
|
|
|
|
m_StartTimer += deltaTime;
|
|
} else {
|
|
m_StartTimer = 0;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Race routines
|
|
auto *path = dZoneManager::Instance()->GetZone()->GetPath(
|
|
GeneralUtils::UTF16ToWTF8(m_PathName));
|
|
|
|
for (auto &player : m_RacingPlayers) {
|
|
auto *vehicle = EntityManager::Instance()->GetEntity(player.vehicleID);
|
|
auto *playerEntity =
|
|
EntityManager::Instance()->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, VIOLENT, u"", 0, 0, 0,
|
|
true, false, 0);
|
|
|
|
OnRequestDie(playerEntity);
|
|
|
|
continue;
|
|
}
|
|
|
|
// 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((int)respawnIndex - (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 + NiPoint3::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 == 1 ? 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;
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Best lap time (%llu)\n", lapTime);
|
|
}
|
|
|
|
auto *missionComponent =
|
|
playerEntity->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
// Lap time
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING,
|
|
(lapTime)*1000, 2);
|
|
|
|
if (player.lap == 3) {
|
|
m_Finished++;
|
|
player.finished = m_Finished;
|
|
|
|
const auto raceTime =
|
|
(std::time(nullptr) - m_StartTime);
|
|
|
|
player.raceTime = raceTime;
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Completed time %llu, %llu\n",
|
|
raceTime, raceTime * 1000);
|
|
|
|
// Entire race time
|
|
missionComponent->Progress(
|
|
MissionTaskType::MISSION_TASK_TYPE_RACING,
|
|
(raceTime)*1000, 3);
|
|
|
|
auto *characterComponent =
|
|
playerEntity->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->TrackRaceCompleted(m_Finished ==
|
|
1);
|
|
}
|
|
|
|
// TODO: Figure out how to update the GUI leaderboard.
|
|
}
|
|
}
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Lapped (%i) in (%llu)\n", player.lap,
|
|
lapTime);
|
|
}
|
|
|
|
Game::logger->Log("RacingControlComponent",
|
|
"Reached point (%i)/(%i)\n", player.respawnIndex,
|
|
path->pathWaypoints.size());
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string RacingControlComponent::FormatTimeString(time_t time) {
|
|
int32_t min = time / 60;
|
|
time -= min * 60;
|
|
int32_t sec = time;
|
|
|
|
std::string minText;
|
|
std::string secText;
|
|
|
|
if (min <= 0) {
|
|
minText = "0";
|
|
} else {
|
|
minText = std::to_string(min);
|
|
}
|
|
|
|
if (sec <= 0) {
|
|
secText = "00";
|
|
} else if (sec <= 9) {
|
|
secText = "0" + std::to_string(sec);
|
|
} else {
|
|
secText = std::to_string(sec);
|
|
}
|
|
|
|
return minText + ":" + secText + ".00";
|
|
}
|