DarkflameServer/dGame/dComponents/RacingControlComponent.cpp
David Markowitz f0b6ad89d9
chore: Player class removal (#1445)
* SystemAddress and destructor

* move respawn logic to character comp

Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.

* Move loot cheat checking

* Remove GetParentUser overload

Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)

* Move player constructor logic

Its now at the bottom of Entity constructor.  Time to remove Player

* Remove Player class

Removes the Player class.  Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies

* store ptr

* Update SlashCommandHandler.cpp
2024-02-04 06:29:05 -08:00

885 lines
26 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 "PossessableComponent.h"
#include "PossessorComponent.h"
#include "eRacingTaskParam.h"
#include "Spawner.h"
#include "HavokVehiclePhysicsComponent.h"
#include "dServer.h"
#include "dZoneManager.h"
#include "dConfig.h"
#include "Loot.h"
#include "eMissionTaskType.h"
#include "LeaderboardManager.h"
#include "dZoneManager.h"
#include "CDActivitiesTable.h"
#include <ctime>
#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";
m_MainWorld = 1200;
const auto worldID = Game::server->GetZoneID();
if (Game::zoneManager->CheckIfAccessibleZone((worldID / 10) * 10)) m_MainWorld = (worldID / 10) * 10;
m_ActivityID = 42;
CDActivitiesTable* activitiesTable = CDClientManager::Instance().GetTable<CDActivitiesTable>();
std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.instanceMapID == worldID); });
for (CDActivities activity : activities) m_ActivityID = activity.ActivityID;
}
RacingControlComponent::~RacingControlComponent() {}
void RacingControlComponent::OnPlayerLoaded(Entity* player) {
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
return;
}
auto* vehicle = inventoryComponent->FindItemByLot(8092);
// If the race has already started, send the player back to the main world.
if (m_Loaded || !vehicle) {
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SendToZone(m_MainWorld);
return;
}
m_LoadedPlayers++;
LOG("Loading player %i",
m_LoadedPlayers);
m_LobbyPlayers.push_back(player->GetObjectID());
}
void RacingControlComponent::LoadPlayerVehicle(Entity* player,
uint32_t positionNumber, 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) {
LOG("Failed to find item");
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) {
m_LoadedPlayers--;
characterComponent->SendToZone(m_MainWorld);
}
return;
}
// Calculate the vehicle's starting position.
auto* path = Game::zoneManager->GetZone()->GetPath(
GeneralUtils::UTF16ToWTF8(m_PathName));
auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
auto startPosition = NiPoint3Constant::ZERO;
auto startRotation = NiQuaternionConstant::IDENTITY;
const std::string placementAsString = std::to_string(positionNumber);
for (auto entity : spawnPointEntities) {
if (!entity) continue;
if (entity->GetVarAsString(u"placement") == placementAsString) {
startPosition = entity->GetPosition();
startRotation = entity->GetRotation();
break;
}
}
// Make sure the player is at the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true);
// Spawn the vehicle entity.
EntityInfo info{};
info.lot = 8092;
info.pos = startPosition;
info.rot = startRotation;
info.spawnerID = m_Parent->GetObjectID();
auto* carEntity =
Game::entityManager->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());
possessorComponent->SetPossessableType(ePossessionType::ATTACHED_VISIBLE); // for racing it's always Attached_Visible
}
// Set the player's current activity as racing.
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
}
// 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 });
m_AllPlayersReady = false;
}
// Construct and serialize everything when done.
Game::entityManager->ConstructEntity(carEntity);
Game::entityManager->SerializeEntity(player);
Game::entityManager->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 = Game::entityManager->GetEntity(playerID);
if (player == nullptr) {
return;
}
GameMessages::SendRacingResetPlayerToLastReset(
m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
});
GameMessages::SendSetJetPackMode(player, 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);
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), 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);
}
Game::entityManager->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 =
Game::entityManager->GetEntity(racingPlayer.vehicleID);
if (!vehicle) return;
if (!racingPlayer.noSmashOnReload) {
racingPlayer.smashedTimes++;
GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
uint32_t respawnImagination = 0;
// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
// Do not actually change the value yet. Do that on respawn.
if (destroyableComponent) {
respawnImagination = static_cast<int32_t>(ceil(destroyableComponent->GetImagination() / 2.0f / 10.0f)) * 10.0f;
GameMessages::SendSetResurrectRestoreValues(vehicle, -1, -1, respawnImagination);
}
// Respawn the player in 2 seconds, as was done in live. Not sure if this value is in a setting somewhere else...
vehicle->AddCallbackTimer(2.0f, [=, this]() {
if (!vehicle || !this->m_Parent) return;
GameMessages::SendRacingResetPlayerToLastReset(
m_Parent->GetObjectID(), racingPlayer.playerID,
UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendVehicleStopBoost(vehicle, player->GetSystemAddress(), true);
GameMessages::SendRacingSetPlayerResetInfo(
m_Parent->GetObjectID(), racingPlayer.lap,
racingPlayer.respawnIndex, player->GetObjectID(),
racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendResurrect(vehicle);
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
if (destroyableComponent) destroyableComponent->SetImagination(respawnImagination);
Game::entityManager->SerializeEntity(vehicle);
});
auto* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
}
} else {
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);
}
}
}
void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity* player) {
// When the player has respawned.
for (auto& racingPlayer : m_RacingPlayers) {
if (racingPlayer.playerID != player->GetObjectID()) {
continue;
}
auto* vehicle =
Game::entityManager->GetEntity(racingPlayer.vehicleID);
if (vehicle == nullptr) {
return;
}
racingPlayer.noSmashOnReload = false;
return;
}
}
void RacingControlComponent::HandleMessageBoxResponse(Entity* player, int32_t button, 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
auto playersRating = m_LoadedPlayers;
if (m_LoadedPlayers == 1 && m_SoloRacing) {
playersRating *= 2;
}
const auto score = playersRating * 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) return;
missionComponent->Progress(eMissionTaskType::RACING, 0, static_cast<LWOOBJID>(eRacingTaskParam::COMPETED_IN_RACE)); // Progress task for competing in a race
missionComponent->Progress(eMissionTaskType::RACING, data->smashedTimes, static_cast<LWOOBJID>(eRacingTaskParam::SAFE_DRIVER)); // Finish a race without being smashed.
// If solo racing is enabled OR if there are 3 players in the race, progress placement tasks.
if (m_SoloRacing || m_LoadedPlayers > 2) {
missionComponent->Progress(eMissionTaskType::RACING, data->finished, static_cast<LWOOBJID>(eRacingTaskParam::FINISH_WITH_PLACEMENT)); // Finish in 1st place on a race
if (data->finished == 1) {
missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::FIRST_PLACE_MULTIPLE_TRACKS)); // Finish in 1st place on multiple tracks.
missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::WIN_RACE_IN_WORLD)); // Finished first place in specific world.
}
if (data->finished == m_LoadedPlayers) {
missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::LAST_PLACE_FINISH)); // Finished first place in specific world.
}
}
} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
auto* vehicle = Game::entityManager->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* characterComponent = player->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SendToZone(m_MainWorld);
vehicle->Kill();
}
}
void RacingControlComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
// BEGIN Scripted Activity
outBitStream->Write1();
outBitStream->Write<uint32_t>(m_RacingPlayers.size());
for (const auto& player : m_RacingPlayers) {
outBitStream->Write(player.playerID);
outBitStream->Write(player.data[0]);
if (player.finished != 0) outBitStream->Write<float>(player.raceTime);
else outBitStream->Write(player.data[1]);
if (player.finished != 0) outBitStream->Write<float>(player.bestLapTime);
else outBitStream->Write(player.data[2]);
if (player.finished == 1) outBitStream->Write<float>(1.0f);
else outBitStream->Write(player.data[3]);
outBitStream->Write(player.data[4]);
outBitStream->Write(player.data[5]);
outBitStream->Write(player.data[6]);
outBitStream->Write(player.data[7]);
outBitStream->Write(player.data[8]);
outBitStream->Write(player.data[9]);
}
// END Scripted Activity
outBitStream->Write1();
outBitStream->Write<uint16_t>(m_RacingPlayers.size());
outBitStream->Write(!m_AllPlayersReady);
if (!m_AllPlayersReady) {
int32_t numReady = 0;
for (const auto& player : m_RacingPlayers) {
outBitStream->Write1(); // Has more player data
outBitStream->Write(player.playerID);
outBitStream->Write(player.vehicleID);
outBitStream->Write(player.playerIndex);
outBitStream->Write(player.playerLoaded);
if (player.playerLoaded) numReady++;
}
outBitStream->Write0(); // No more data
if (numReady == m_RacingPlayers.size()) m_AllPlayersReady = true;
}
outBitStream->Write(!m_RacingPlayers.empty());
if (!m_RacingPlayers.empty()) {
for (const auto& player : m_RacingPlayers) {
if (player.finished == 0) continue;
outBitStream->Write1(); // Has more date
outBitStream->Write(player.playerID);
outBitStream->Write(player.finished);
}
outBitStream->Write0(); // No more data
}
outBitStream->Write(bIsInitialUpdate);
if (bIsInitialUpdate) {
outBitStream->Write(m_RemainingLaps);
outBitStream->Write<uint16_t>(m_PathName.size());
for (const auto character : m_PathName) {
outBitStream->Write(character);
}
}
outBitStream->Write(!m_RacingPlayers.empty());
if (!m_RacingPlayers.empty()) {
for (const auto& player : m_RacingPlayers) {
if (player.finished == 0) continue;
outBitStream->Write1(); // Has more data
outBitStream->Write(player.playerID);
outBitStream->Write<float>(player.bestLapTime);
outBitStream->Write<float>(player.raceTime);
}
outBitStream->Write0(); // No more data
}
}
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 =
Game::entityManager->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 =
Game::entityManager->GetEntity(player);
if (playerEntity == nullptr) {
continue;
}
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->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) {
LOG("Loading all players...");
for (size_t positionNumber = 0; positionNumber < m_LobbyPlayers.size(); positionNumber++) {
LOG("Loading player now!");
auto* player =
Game::entityManager->GetEntity(m_LobbyPlayers[positionNumber]);
if (player == nullptr) {
return;
}
LOG("Loading player now NOW!");
LoadPlayerVehicle(player, positionNumber + 1, true);
Game::entityManager->SerializeEntity(m_Parent);
}
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 = Game::entityManager->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 =
Game::entityManager->GetEntity(player);
if (playerEntity == nullptr) {
continue;
}
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->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 =
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
Game::entityManager->GetEntity(player.playerID);
if (vehicle != nullptr && playerEntity != nullptr) {
GameMessages::SendTeleport(
player.playerID, player.respawnPosition,
player.respawnRotation,
playerEntity->GetSystemAddress(), true);
vehicle->SetPosition(player.respawnPosition);
vehicle->SetRotation(player.respawnRotation);
auto* destroyableComponent =
vehicle->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) {
destroyableComponent->SetImagination(0);
}
Game::entityManager->SerializeEntity(vehicle);
Game::entityManager->SerializeEntity(
playerEntity);
}
}
// Spawn imagination pickups
auto* minSpawner = Game::zoneManager->GetSpawnersByName(
"ImaginationSpawn_Min")[0];
auto* medSpawner = Game::zoneManager->GetSpawnersByName(
"ImaginationSpawn_Med")[0];
auto* maxSpawner = Game::zoneManager->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 =
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
Game::entityManager->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 =
Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
Game::entityManager->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;
LOG("Starting race");
Game::entityManager->SerializeEntity(m_Parent);
m_StartTime = std::time(nullptr);
}
m_StartTimer += deltaTime;
} else {
m_StartTimer = 0;
}
return;
}
// Race routines
auto* path = Game::zoneManager->GetZone()->GetPath(
GeneralUtils::UTF16ToWTF8(m_PathName));
for (auto& player : m_RacingPlayers) {
auto* vehicle = Game::entityManager->GetEntity(player.vehicleID);
auto* playerEntity =
Game::entityManager->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, eKillType::VIOLENT, u"", 0, 0, 0,
true, false, 0);
OnRequestDie(playerEntity);
continue;
}
if (m_Finished != 0) Game::entityManager->SerializeEntity(m_Parent);
// 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(static_cast<int>(respawnIndex) - static_cast<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 + NiPoint3Constant::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 == 0 ? 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;
LOG("Best lap time (%llu)", lapTime);
}
auto* missionComponent =
playerEntity->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
// Progress lap time tasks
missionComponent->Progress(eMissionTaskType::RACING, (lapTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::LAP_TIME));
if (player.lap == 3) {
m_Finished++;
player.finished = m_Finished;
const auto raceTime =
(std::time(nullptr) - m_StartTime);
player.raceTime = raceTime;
LOG("Completed time %llu, %llu",
raceTime, raceTime * 1000);
LeaderboardManager::SaveScore(playerEntity->GetObjectID(), m_ActivityID, static_cast<float>(player.raceTime), static_cast<float>(player.bestLapTime), static_cast<float>(player.finished == 1));
// Entire race time
missionComponent->Progress(eMissionTaskType::RACING, (raceTime) * 1000, static_cast<LWOOBJID>(eRacingTaskParam::TOTAL_TRACK_TIME));
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) {
characterComponent->TrackRaceCompleted(m_Finished == 1);
}
}
}
LOG("Lapped (%i) in (%llu)", player.lap,
lapTime);
}
LOG("Reached point (%i)/(%i)", player.respawnIndex,
path->pathWaypoints.size());
break;
}
}
}