DarkflameServer/dGame/dComponents/RacingControlComponent.cpp
2021-12-09 03:17:08 -06:00

906 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;
}
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;
Loot::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";
}