Files
DarkflameServer/dGame/dComponents/ModelComponent.cpp
2026-09-30 19:23:23 -07:00

457 lines
16 KiB
C++

#include "ModelComponent.h"
#include <cmath>
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "dMath.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "SimplePhysicsComponent.h"
#include "eMissionTaskType.h"
#include "eObjectBits.h"
#include "DestroyableComponent.h"
#include "Database.h"
#include "DluAssert.h"
ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation();
m_IsPaused = false;
m_NumListeningInteract = 0;
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
RegisterMsg(&ModelComponent::OnRequestUse);
RegisterMsg(&ModelComponent::OnResetModelToDefaults);
RegisterMsg(&ModelComponent::OnGetObjectReportInfo);
}
bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults& reset) {
if (reset.bResetBehaviors) for (auto& behavior : m_Behaviors) behavior.HandleMsg(reset);
if (reset.bUnSmash) {
GameMessages::UnSmash unsmash;
unsmash.target = GetParent()->GetObjectID();
unsmash.duration = 0.0f;
unsmash.Send(UNASSIGNED_SYSTEM_ADDRESS);
m_NumActiveUnSmash = 0;
}
if (reset.bResetPos) m_Parent->SetPosition(m_OriginalPosition);
if (reset.bResetRot) m_Parent->SetRotation(m_OriginalRotation);
m_Parent->SetVelocity(NiPoint3Constant::ZERO);
// Save and increment the interrupt count so other behaviors on this model move to their next action instead of getting stuck
const auto moveInterruptCount = m_Move.interruptCount + 1;
m_Move = MoveState{};
m_Move.interruptCount = moveInterruptCount;
SyncLinearVelocity();
ResetRotationState(m_Parent->GetRotation());
m_NumListeningInteract = 0;
m_NumActiveAttack = 0;
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = -1; // Default faction for smashables
set.bIgnoreChecks = true; // Remove the attack faction
set.Send();
m_Dirty = true;
Game::entityManager->SerializeEntity(GetParent());
return true;
}
bool ModelComponent::OnRequestUse(GameMessages::RequestUse& requestUse) {
bool toReturn = false;
if (!m_IsPaused) {
for (auto& behavior : m_Behaviors) behavior.HandleMsg(requestUse);
toReturn = true;
}
return toReturn;
}
void ModelComponent::Update(float deltaTime) {
if (m_IsPaused) return;
m_DamageCooldown -= deltaTime;
// Arrived once this frame's movement reached or passed the target
if (m_Move.target && (*m_Move.target - m_Parent->GetPosition()).DotProduct(m_Move.targetDirection) <= 0.0f) {
m_Parent->SetPosition(*m_Move.target);
m_Move.target.reset();
}
for (auto& behavior : m_Behaviors) {
behavior.Update(deltaTime, *this);
}
// Done after all behaviors so the heading reflects any rotation applied this frame
SyncLinearVelocity();
if (!m_RestartAtEndOfFrame) return;
GameMessages::ResetModelToDefaults reset{};
OnResetModelToDefaults(reset);
m_RestartAtEndOfFrame = false;
}
void ModelComponent::LoadBehaviors() {
auto behaviors = GeneralUtils::SplitString(m_Parent->GetVar<std::string>(u"userModelBehaviors"), ',');
for (const auto& behavior : behaviors) {
if (behavior.empty()) continue;
const auto behaviorId = GeneralUtils::TryParse<LWOOBJID>(behavior);
if (!behaviorId.has_value() || behaviorId.value() == 0) continue;
// add behavior at the back
LoadBehavior(behaviorId.value(), m_Behaviors.size(), false);
}
}
void ModelComponent::LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed) {
LOG_DEBUG("Loading behavior %d", behaviorID);
auto& inserted = *m_Behaviors.emplace(m_Behaviors.begin() + index, PropertyBehavior(isIndexed));
inserted.SetBehaviorId(behaviorID);
const auto behaviorStr = Database::Get()->GetBehavior(behaviorID);
tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %i %llu: %s", res, behaviorID, behaviorStr.c_str());
const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
if (behaviorRoot) {
inserted.Deserialize(*behaviorRoot);
} else {
LOG("Failed to load behavior %d due to missing behavior root", behaviorID);
}
}
void ModelComponent::Resume() {
m_Dirty = true;
m_IsPaused = false;
}
void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// ItemComponent Serialization. Pets do not get this serialization.
if (!m_Parent->HasComponent(eReplicaComponentType::PET)) {
outBitStream.Write1();
outBitStream.Write<LWOOBJID>(m_userModelID != LWOOBJID_EMPTY ? m_userModelID : m_Parent->GetObjectID());
outBitStream.Write<int>(0);
outBitStream.Write0();
}
//actual model component:
outBitStream.Write1(); // Yes we are writing model info
outBitStream.Write(m_NumListeningInteract > 0); // Is pickable
outBitStream.Write<uint32_t>(2); // Physics type
outBitStream.Write(m_OriginalPosition); // Original position
outBitStream.Write(m_OriginalRotation); // Original rotation
outBitStream.Write1(); // We are writing behavior info
outBitStream.Write<uint32_t>(m_Behaviors.size()); // Number of behaviors
outBitStream.Write(m_IsPaused); // Is this model paused
if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
}
void ModelComponent::UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJID oldId) {
for (auto& behavior : m_Behaviors) {
if (behavior.GetBehaviorId() != oldId) continue;
behavior.SetBehaviorId(newId);
behavior.SetIsLoot(false);
}
}
void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
auto* behaviorArray = args.InsertArray("behaviors");
for (auto& behavior : m_Behaviors) {
auto* behaviorArgs = behaviorArray->PushArray();
behavior.SendBehaviorListToClient(*behaviorArgs);
}
}
void ModelComponent::VerifyBehaviors() {
for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
}
void ModelComponent::SendBehaviorBlocksToClient(const LWOOBJID behaviorToSend, AMFArrayValue& args) const {
args.Insert("BehaviorID", std::to_string(behaviorToSend));
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
}
void ModelComponent::AddBehavior(AddMessage& msg) {
// Can only have 1 of the loot behaviors
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
// If we're loading a behavior from an ADD, it is from the database.
// Mark it as not modified by default to prevent wasting persistentIDs.
LoadBehavior(msg.GetBehaviorId(), msg.GetBehaviorIndex(), true);
auto& insertedBehavior = m_Behaviors[msg.GetBehaviorIndex()];
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// Check if this behavior is able to be found via lot (if so, its a loot behavior).
insertedBehavior.SetIsLoot(inventoryComponent->FindItemByLot(msg.GetBehaviorId(), eInventoryType::BEHAVIORS));
}
ProgressAddBehaviorMission(*playerEntity);
}
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(1);
Game::entityManager->SerializeEntity(m_Parent);
}
}
void ModelComponent::ProgressAddBehaviorMission(Entity& playerEntity) {
auto* const missionComponent = playerEntity.GetComponent<MissionComponent>();
if (missionComponent) missionComponent->Progress(eMissionTaskType::ADD_BEHAVIOR, 0);
}
std::string ModelComponent::SaveBehavior(const PropertyBehavior& behavior) const {
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, true, 0);
doc.Print(&printer);
return printer.CStr();
}
void ModelComponent::RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
const auto behavior = m_Behaviors[msg.GetBehaviorIndex()];
if (keepItem) {
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* const inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent && !behavior.GetIsLoot()) {
// config is owned by the item
LwoNameValue config;
config.Insert(u"userModelName", behavior.GetName());
inventoryComponent->AddItem(7965, 1, eLootSourceType::PROPERTY, eInventoryType::BEHAVIORS, config, LWOOBJID_EMPTY, true, false, msg.GetBehaviorId());
}
}
}
// save the behavior before deleting it so players can re-add them
IBehaviors::Info info{};
info.behaviorId = msg.GetBehaviorId();
info.behaviorInfo = SaveBehavior(behavior);
info.characterId = msg.GetOwningPlayerID();
Database::Get()->AddBehavior(info);
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
if (m_Behaviors.empty()) {
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(4);
Game::entityManager->SerializeEntity(m_Parent);
}
}
}
std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
std::array<std::pair<LWOOBJID, std::string>, 5> toReturn{};
for (auto i = 0; i < m_Behaviors.size(); i++) {
const auto& behavior = m_Behaviors.at(i);
if (behavior.GetBehaviorId() == -1) continue;
auto& [id, behaviorData] = toReturn[i];
id = behavior.GetBehaviorId();
behaviorData = SaveBehavior(behavior);
}
return toReturn;
}
void ModelComponent::AddInteract() {
LOG_DEBUG("Adding interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract++;
}
void ModelComponent::RemoveInteract() {
DluAssert(m_NumListeningInteract > 0);
LOG_DEBUG("Removing interact %i", m_NumListeningInteract);
m_Dirty = true;
m_NumListeningInteract--;
}
void ModelComponent::AddUnSmash() {
LOG_DEBUG("Adding UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash++;
}
void ModelComponent::RemoveUnSmash() {
// Players can assign an UnSmash without a Smash so an assert would be bad here
if (m_NumActiveUnSmash == 0) return;
LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash--;
}
bool ModelComponent::TryStartMove(const int axis, const float direction, const float speed) {
if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
if (m_Move.velocity[axis] != 0.0f) return false;
m_Move.target.reset();
m_Move.velocity[axis] = std::copysign(speed, direction);
return true;
}
void ModelComponent::StopMove(const int axis) {
if (axis < 0 || axis > 2) return;
m_Move.velocity[axis] = 0.0f;
}
void ModelComponent::StartMoveTo(const NiPoint3& target, const float speed) {
m_Move.velocity = NiPoint3Constant::ZERO;
m_Move.interruptCount++;
m_Move.target = target;
m_Move.targetSpeed = speed;
}
void ModelComponent::SyncLinearVelocity() {
const auto& rotation = m_Parent->GetRotation();
m_Move.basis = { QuatUtils::Right(rotation), QuatUtils::Up(rotation), QuatUtils::Forward(rotation) };
NiPoint3 velocity = NiPoint3Constant::ZERO;
for (int axis = 0; axis < 3; axis++) velocity += m_Move.basis[axis] * m_Move.velocity[axis];
if (m_Move.target) {
const auto toTarget = *m_Move.target - m_Parent->GetPosition();
const float distance = toTarget.Length();
m_Move.targetDirection = distance > 0.0f ? toTarget / distance : NiPoint3Constant::ZERO;
velocity += m_Move.targetDirection * m_Move.targetSpeed;
}
// Leave velocity alone unless a move owns it, e.g. pets are driven elsewhere
const bool isMoving = velocity != NiPoint3Constant::ZERO;
if (!isMoving && !m_Move.wasMoving) return;
m_Move.wasMoving = isMoving;
// Setting velocity always marks it dirty for serialization
if (velocity != m_Parent->GetVelocity()) m_Parent->SetVelocity(velocity);
}
bool ModelComponent::TryStartRotation(const int axis, const float direction, const float speed) {
if (axis < 0 || axis > 2 || direction == 0.0f || speed <= 0.0f) return false;
if (m_Rotation.velocity[axis] != 0.0f) return false;
// Rebase only when nothing is rotating so simultaneous rotations stay relative to the same base
if (m_Rotation.velocity == NiPoint3Constant::ZERO) ResetRotationState(m_Parent->GetRotation());
m_Rotation.degrees[axis] = std::fmod(m_Rotation.degrees[axis], 360.0f);
m_Rotation.actionStart[axis] = m_Rotation.degrees[axis];
m_Rotation.velocity[axis] = std::copysign(BASE_ANGULAR_SPEED * speed, direction);
SyncAngularVelocity();
return true;
}
void ModelComponent::SetRotationProgress(const int axis, const float degrees) {
if (axis < 0 || axis > 2) return;
m_Rotation.degrees[axis] = m_Rotation.actionStart[axis] + degrees;
// Whole turns wrap to exactly 0 so e.g. 720 degrees yields exactly the base rotation
const NiPoint3 radians(
Math::DegToRad(std::fmod(m_Rotation.degrees.x, 360.0f)),
Math::DegToRad(std::fmod(m_Rotation.degrees.y, 360.0f)),
Math::DegToRad(std::fmod(m_Rotation.degrees.z, 360.0f))
);
m_Parent->SetRotation(QuatUtils::FromEuler(radians) * m_Rotation.base);
}
void ModelComponent::StopRotation(const int axis) {
if (axis < 0 || axis > 2) return;
m_Rotation.velocity[axis] = 0.0f;
SyncAngularVelocity();
}
void ModelComponent::SyncAngularVelocity() const {
GameMessages::SetAngularVelocity setAngVel{};
setAngVel.target = m_Parent->GetObjectID();
setAngVel.angVelocity = m_Rotation.velocity * Math::DegToRad(1.0f);
setAngVel.Send();
}
void ModelComponent::ResetRotationState(const NiQuaternion& newBase) {
m_Rotation = RotationState{ .base = newBase };
SyncAngularVelocity();
}
void ModelComponent::OnChatMessageReceived(const std::string& sMessage, const LWOOBJID sender) {
for (auto& behavior : m_Behaviors) behavior.OnChatMessageReceived(sMessage, sender);
}
void ModelComponent::OnHit(const LWOOBJID attacker) {
for (auto& behavior : m_Behaviors) {
behavior.OnHit(attacker);
}
}
void ModelComponent::AddAttack() {
LOG_DEBUG("Adding attack %i", m_NumActiveAttack);
m_Dirty = true;
if (m_NumActiveAttack == 0) {
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = 6; // Default faction for smashables
set.Send();
}
m_NumActiveAttack++;
}
void ModelComponent::RemoveAttack() {
LOG_DEBUG("Removing attack %i", m_NumActiveAttack);
DluAssert(m_NumActiveAttack > 0);
m_Dirty = true;
m_NumActiveAttack--;
if (m_NumActiveAttack == 0) {
GameMessages::SetFaction set{};
set.target = m_Parent->GetObjectID();
set.factionID = -1; // Default faction for smashables
set.bIgnoreChecks = true; // Remove the attack faction
set.Send();
}
}
bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
if (!reportInfo.info) return false;
auto& cmptInfo = reportInfo.info->PushDebug("Model Behaviors (Mutable)");
cmptInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptInfo.PushDebug<AMFStringValue>("Name") = "Objects_" + std::to_string(m_Parent->GetLOT()) + "_name";
cmptInfo.PushDebug<AMFBoolValue>("Has Unique Name") = false;
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("UGID", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("Description") = "";
cmptInfo.PushDebug<AMFIntValue>("Behavior Count") = m_Behaviors.size();
return true;
}
void ModelComponent::DoDamage(const LWOOBJID target) {
// dont do damage if we've done damage recently
if (m_DamageCooldown > 0.0f) return;
m_DamageCooldown = 1.0f;
auto* const initiator = Game::entityManager->GetEntity(target);
if (initiator) {
auto* const destComp = initiator->GetComponent<DestroyableComponent>();
if (destComp) destComp->Damage(1, GetParent()->GetObjectID());
}
}