DarkflameServer/dGame/dCinema/Scene.cpp
wincent e4320d3e63 Brought the branch up to speed
* Updated logging
* Added an image to the README
2023-10-28 12:28:17 +02:00

284 lines
7.1 KiB
C++

#include "Scene.h"
#include <tinyxml2.h>
#include "ServerPreconditions.hpp"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "MissionComponent.h"
using namespace Cinema;
std::unordered_map<std::string, Scene> Scene::m_Scenes;
void Cinema::Scene::AddObject(LOT lot, NiPoint3 position, NiQuaternion rotation) {
m_Objects.push_back(std::make_pair(lot, std::make_pair(position, rotation)));
}
void Scene::AddPrefab(const Prefab& prefab, NiPoint3 position) {
m_Prefabs.push_back(std::make_pair(prefab, position));
}
void Cinema::Scene::AddNPC(LOT npc, const std::string& name, Recording::Recorder* act) {
m_NPCs.push_back(std::make_pair(npc, std::make_pair(act, name)));
}
void Cinema::Scene::Rehearse() {
CheckForShowings();
}
void Cinema::Scene::Conclude(Entity* player) const {
if (player == nullptr) {
return;
}
if (m_Audience.find(player->GetObjectID()) == m_Audience.end()) {
return;
}
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) {
return;
}
if (m_CompleteMission != 0) {
missionComponent->CompleteMission(m_CompleteMission);
}
if (m_AcceptMission != 0) {
missionComponent->AcceptMission(m_AcceptMission);
}
}
bool Cinema::Scene::IsPlayerInBounds(Entity* player) const {
if (player == nullptr) {
return false;
}
if (m_Bounds == 0.0f) {
return true;
}
const auto& position = player->GetPosition();
auto distance = NiPoint3::Distance(position, m_Center);
LOG("Player distance from scene: %f, with bounds %f", distance, m_Bounds);
// The player may be within 20% of the bounds
return distance <= (m_Bounds * 1.2f);
}
void Cinema::Scene::CheckForShowings() {
auto audience = m_Audience;
for (const auto& member : audience) {
if (Game::entityManager->GetEntity(member) == nullptr) {
m_Audience.erase(member);
}
}
// I don't care
Game::entityManager->GetZoneControlEntity()->AddCallbackTimer(1.0f, [this]() {
for (auto* player : Player::GetAllPlayers()) {
if (m_Audience.find(player->GetObjectID()) != m_Audience.end()) {
continue;
}
CheckTicket(player);
}
});
}
void Cinema::Scene::CheckTicket(Entity* player) {
if (m_Audience.find(player->GetObjectID()) != m_Audience.end()) {
return;
}
for (const auto& [expression, invert] : m_Preconditions) {
if (expression.Check(player) == invert) {
return;
}
}
m_Audience.emplace(player->GetObjectID());
Act(player);
}
Play* Cinema::Scene::Act(Entity* player) {
auto* play = new Play();
if (player != nullptr) {
play->player = player->GetObjectID();
}
play->scene = this;
for (const auto& [lot, transform] : m_Objects) {
const auto& [position, rotation] = transform;
EntityInfo info;
info.pos = position;
info.rot = rotation;
info.lot = lot;
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
auto* entity = Game::entityManager->CreateEntity(info);
Game::entityManager->ConstructEntity(entity);
if (player != nullptr) {
ServerPreconditions::AddSoloActor(entity->GetObjectID(), player->GetObjectID());
}
LOG("Spawing object %d", entity->GetObjectID());
}
for (const auto& [prefab, position] : m_Prefabs) {
const auto instanceId = prefab.Instantiate(position);
const auto& entities = prefab.GetEntities(instanceId);
if (player != nullptr) {
for (const auto& entity : entities) {
ServerPreconditions::AddSoloActor(entity, player->GetObjectID());
}
}
for (const auto& entity : entities) {
play->entities.emplace(entity);
}
LOG("Spawing prefab %d", instanceId);
}
for (const auto& [npc, meta] : m_NPCs) {
const auto& [act, name] = meta;
EntityInfo info;
info.pos = NiPoint3();
info.rot = NiQuaternion();
info.lot = npc;
info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
info.settings = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
auto* entity = Game::entityManager->CreateEntity(info);
play->entities.emplace(entity->GetObjectID());
Game::entityManager->ConstructEntity(entity);
Entity* actor;
if (player != nullptr) {
actor = act->ActFor(entity, player, play);
}
else
{
act->Act(entity, play);
actor = entity;
}
if (actor != nullptr) {
actor->SetVar(u"npcName", name);
}
play->entities.emplace(actor->GetObjectID());
LOG("Spawing npc %d", entity->GetObjectID());
}
if (player != nullptr) {
play->SetupCheckForAudience();
}
return play;
}
Scene& Cinema::Scene::LoadFromFile(std::string file) {
if (m_Scenes.find(file) != m_Scenes.end()) {
return m_Scenes[file];
}
Scene scene;
tinyxml2::XMLDocument doc;
doc.LoadFile(file.c_str());
tinyxml2::XMLElement* root = doc.FirstChildElement("Scene");
if (!root) {
LOG("Failed to load scene from file: %s", file.c_str());
m_Scenes.emplace(file, scene);
return m_Scenes[file];
}
// Load center and bounds
if (root->Attribute("x")) {
scene.m_Center = NiPoint3(root->FloatAttribute("x"), root->FloatAttribute("y"), root->FloatAttribute("z"));
}
if (root->Attribute("bounds")) {
scene.m_Bounds = root->FloatAttribute("bounds");
}
// Load accept and complete mission
if (root->Attribute("acceptMission")) {
scene.m_AcceptMission = root->IntAttribute("acceptMission");
}
if (root->Attribute("completeMission")) {
scene.m_CompleteMission = root->IntAttribute("completeMission");
}
// Load preconditions
for (tinyxml2::XMLElement* element = root->FirstChildElement("Precondition"); element; element = element->NextSiblingElement("Precondition")) {
scene.m_Preconditions.push_back(std::make_pair(Preconditions::CreateExpression(element->Attribute("expression")), element->BoolAttribute("not")));
}
for (tinyxml2::XMLElement* element = root->FirstChildElement("Object"); element; element = element->NextSiblingElement("Object")) {
const auto lot = element->UnsignedAttribute("lot");
const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
const auto rotation = NiQuaternion(element->FloatAttribute("qx"), element->FloatAttribute("qy"), element->FloatAttribute("qz"), element->FloatAttribute("qw"));
scene.AddObject(lot, position, rotation);
}
for (tinyxml2::XMLElement* element = root->FirstChildElement("Prefab"); element; element = element->NextSiblingElement("Prefab")) {
const auto prefab = element->Attribute("file");
const auto position = NiPoint3(element->FloatAttribute("x"), element->FloatAttribute("y"), element->FloatAttribute("z"));
scene.AddPrefab(Prefab::LoadFromFile(prefab), position);
}
for (tinyxml2::XMLElement* element = root->FirstChildElement("NPC"); element; element = element->NextSiblingElement("NPC")) {
LOT npc = 2097253;
if (element->Attribute("lot")) {
npc = element->UnsignedAttribute("lot");
}
std::string name = "";
if (element->Attribute("name")) {
name = element->Attribute("name");
}
const auto act = element->Attribute("act");
scene.AddNPC(npc, name, Recording::Recorder::LoadFromFile(act));
}
LOG("Loaded scene from file: %s", file.c_str());
m_Scenes.emplace(file, scene);
return m_Scenes[file];
}