mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
906 lines
29 KiB
C++
906 lines
29 KiB
C++
/**
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* Thanks to Simon for his early research on the racing system.
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*/
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#include "RacingControlComponent.h"
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#include "CharacterComponent.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "MissionComponent.h"
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#include "ModuleAssemblyComponent.h"
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#include "Player.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "Spawner.h"
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#include "VehiclePhysicsComponent.h"
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#include "dServer.h"
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#include "dZoneManager.h"
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#include "dConfig.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846264338327950288
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#endif
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RacingControlComponent::RacingControlComponent(Entity *parent)
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: Component(parent) {
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m_PathName = u"MainPath";
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m_RemainingLaps = 3;
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m_LeadingPlayer = LWOOBJID_EMPTY;
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m_RaceBestTime = 0;
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m_RaceBestLap = 0;
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m_Started = false;
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m_StartTimer = 0;
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m_Loaded = false;
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m_LoadedPlayers = 0;
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m_LoadTimer = 0;
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m_Finished = 0;
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m_StartTime = 0;
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m_EmptyTimer = 0;
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m_SoloRacing = Game::config->GetValue("solo_racing") == "1";
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// Select the main world ID as fallback when a player fails to load.
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const auto worldID = Game::server->GetZoneID();
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switch (worldID) {
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case 1203:
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m_ActivityID = 42;
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m_MainWorld = 1200;
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break;
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case 1303:
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m_ActivityID = 39;
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m_MainWorld = 1300;
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break;
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case 1403:
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m_ActivityID = 54;
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m_MainWorld = 1400;
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break;
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default:
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m_ActivityID = 42;
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m_MainWorld = 1200;
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break;
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}
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}
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RacingControlComponent::~RacingControlComponent() {}
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void RacingControlComponent::OnPlayerLoaded(Entity *player) {
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// If the race has already started, send the player back to the main world.
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if (m_Loaded) {
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auto *playerInstance = dynamic_cast<Player *>(player);
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playerInstance->SendToZone(m_MainWorld);
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return;
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}
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const auto objectID = player->GetObjectID();
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m_LoadedPlayers++;
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Game::logger->Log("RacingControlComponent", "Loading player %i\n",
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m_LoadedPlayers);
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m_LobbyPlayers.push_back(objectID);
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}
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void RacingControlComponent::LoadPlayerVehicle(Entity *player,
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bool initialLoad) {
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// Load the player's vehicle.
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if (player == nullptr) {
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return;
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}
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auto *inventoryComponent = player->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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// Find the player's vehicle.
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auto *item = inventoryComponent->FindItemByLot(8092);
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if (item == nullptr) {
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Game::logger->Log("RacingControlComponent", "Failed to find item\n");
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return;
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}
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// Calculate the vehicle's starting position.
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auto *path = dZoneManager::Instance()->GetZone()->GetPath(
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto startPosition = path->pathWaypoints[0].position + NiPoint3::UNIT_Y * 3;
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const auto spacing = 15;
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// This sometimes spawns the vehicle out of the map if there are lots of
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// players loaded.
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const auto range = m_LoadedPlayers * spacing;
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startPosition =
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startPosition + NiPoint3::UNIT_Z * ((m_LeadingPlayer / 2) +
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m_RacingPlayers.size() * spacing);
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auto startRotation =
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NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto angles = startRotation.GetEulerAngles();
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angles.y -= M_PI;
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startRotation = NiQuaternion::FromEulerAngles(angles);
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Game::logger->Log("RacingControlComponent",
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"Start position <%f, %f, %f>, <%f, %f, %f>\n",
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startPosition.x, startPosition.y, startPosition.z,
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angles.x * (180.0f / M_PI), angles.y * (180.0f / M_PI),
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angles.z * (180.0f / M_PI));
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// Make sure the player is at the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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// Spawn the vehicle entity.
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EntityInfo info{};
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info.lot = 8092;
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info.pos = startPosition;
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto *carEntity =
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EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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// Make the vehicle a child of the racing controller.
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m_Parent->AddChild(carEntity);
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auto *destroyableComponent =
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carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetMaxImagination(60);
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destroyableComponent->SetImagination(0);
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}
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// Setup the vehicle as being possessed by the player.
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auto *possessableComponent =
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carEntity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr) {
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possessableComponent->SetPossessor(player->GetObjectID());
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}
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// Load the vehicle's assemblyPartLOTs for display.
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auto *moduleAssemblyComponent =
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carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent) {
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moduleAssemblyComponent->SetSubKey(item->GetSubKey());
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moduleAssemblyComponent->SetUseOptionalParts(false);
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for (auto *config : item->GetConfig()) {
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if (config->GetKey() == u"assemblyPartLOTs") {
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moduleAssemblyComponent->SetAssemblyPartsLOTs(
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GeneralUtils::ASCIIToUTF16(config->GetValueAsString()));
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}
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}
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}
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// Setup the player as possessing the vehicle.
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auto *possessorComponent = player->GetComponent<PossessorComponent>();
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if (possessorComponent != nullptr) {
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possessorComponent->SetPossessable(carEntity->GetObjectID());
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}
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// Set the player's current activity as racing.
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auto *characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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characterComponent->SetVehicleObjectID(carEntity->GetObjectID());
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}
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// Init the player's racing entry.
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if (initialLoad) {
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m_RacingPlayers.push_back(
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{player->GetObjectID(),
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carEntity->GetObjectID(),
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static_cast<uint32_t>(m_RacingPlayers.size()),
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false,
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{},
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startPosition,
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startRotation,
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0,
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0,
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0,
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0});
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}
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// Construct and serialize everything when done.
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EntityManager::Instance()->ConstructEntity(carEntity);
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EntityManager::Instance()->SerializeEntity(player);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), 0, 0, player->GetObjectID(), startPosition, 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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const auto playerID = player->GetObjectID();
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// Reset the player to the start position during downtime, in case something
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// went wrong.
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m_Parent->AddCallbackTimer(1, [this, playerID]() {
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auto *player = EntityManager::Instance()->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), playerID, UNASSIGNED_SYSTEM_ADDRESS);
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});
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GameMessages::SendSetJetpackMode(player, false, false, false);
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// Set the vehicle's state.
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(),
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m_Parent->GetObjectID(),
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false,
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initialLoad,
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UNASSIGNED_SYSTEM_ADDRESS);
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// Make sure everything has the correct position.
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GameMessages::SendTeleport(player->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), true,
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true);
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}
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void RacingControlComponent::OnRacingClientReady(Entity *player) {
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// Notify the other players that this player is ready.
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for (auto &racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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if (racingPlayer.playerLoaded) {
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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}
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continue;
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}
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racingPlayer.playerLoaded = true;
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GameMessages::SendRacingPlayerLoaded(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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racingPlayer.vehicleID, UNASSIGNED_SYSTEM_ADDRESS);
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void RacingControlComponent::OnRequestDie(Entity *player) {
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// Sent by the client when they collide with something which should smash
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// them.
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for (auto &racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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auto *vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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racingPlayer.smashedTimes++;
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// Reset player to last checkpoint
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GameMessages::SendRacingSetPlayerResetInfo(
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m_Parent->GetObjectID(), racingPlayer.lap,
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racingPlayer.respawnIndex, player->GetObjectID(),
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racingPlayer.respawnPosition, racingPlayer.respawnIndex + 1,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingResetPlayerToLastReset(
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m_Parent->GetObjectID(), racingPlayer.playerID,
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UNASSIGNED_SYSTEM_ADDRESS);
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auto *characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->UpdatePlayerStatistic(RacingTimesWrecked);
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}
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return;
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}
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}
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void RacingControlComponent::OnRacingPlayerInfoResetFinished(Entity *player) {
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// When the player has respawned.
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for (auto &racingPlayer : m_RacingPlayers) {
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if (racingPlayer.playerID != player->GetObjectID()) {
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continue;
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}
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auto *vehicle =
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EntityManager::Instance()->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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if (!racingPlayer.noSmashOnReload) {
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GameMessages::SendDie(vehicle, LWOOBJID_EMPTY, LWOOBJID_EMPTY, true,
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VIOLENT, u"", 0, 0, 0, true, false, 0);
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GameMessages::SendVehicleUnlockInput(racingPlayer.vehicleID, false,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleSetWheelLockState(
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racingPlayer.vehicleID, false, false,
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UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendResurrect(vehicle);
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}
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racingPlayer.noSmashOnReload = false;
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return;
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}
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}
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void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
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const std::string &id) {
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auto *data = GetPlayerData(player->GetObjectID());
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if (data == nullptr) {
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return;
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}
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if (id == "rewardButton") {
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if (data->collectedRewards) {
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return;
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}
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data->collectedRewards = true;
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// Calculate the score, different loot depending on player count
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const auto score = m_LoadedPlayers * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 2, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto *missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(
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MissionTaskType::MISSION_TASK_TYPE_RACING, 0, 13); // Enter race
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missionComponent->Progress(
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MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished,
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1); // Finish with rating, one track
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missionComponent->Progress(
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MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished,
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15); // Finish with rating, multiple tracks
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missionComponent->Progress(
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MissionTaskType::MISSION_TASK_TYPE_RACING, data->smashedTimes,
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10); // Safe driver type missions
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}
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} else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") {
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auto *vehicle = EntityManager::Instance()->GetEntity(data->vehicleID);
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if (vehicle == nullptr) {
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return;
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}
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// Exiting race
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GameMessages::SendNotifyRacingClient(
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m_Parent->GetObjectID(), 3, 0, LWOOBJID_EMPTY, u"",
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player->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto *playerInstance = dynamic_cast<Player *>(player);
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playerInstance->SendToZone(m_MainWorld);
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vehicle->Kill();
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}
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}
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void RacingControlComponent::Serialize(RakNet::BitStream *outBitStream,
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bool bIsInitialUpdate,
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unsigned int &flags) {
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// BEGIN Scripted Activity
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outBitStream->Write1();
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outBitStream->Write(static_cast<uint32_t>(m_RacingPlayers.size()));
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for (const auto &player : m_RacingPlayers) {
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outBitStream->Write(player.playerID);
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for (int i = 0; i < 10; i++) {
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outBitStream->Write(player.data[i]);
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}
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}
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// END Scripted Activity
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outBitStream->Write1(); // Dirty?
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outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size()));
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outBitStream->Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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for (const auto &player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more date
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outBitStream->Write(player.playerID);
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outBitStream->Write(player.vehicleID);
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outBitStream->Write(player.playerIndex);
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outBitStream->Write(player.playerLoaded);
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}
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outBitStream->Write0(); // No more data
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}
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outBitStream->Write(!m_RacingPlayers.empty());
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if (!m_RacingPlayers.empty()) {
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for (const auto &player : m_RacingPlayers) {
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outBitStream->Write1(); // Has more date
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outBitStream->Write(player.playerID);
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outBitStream->Write<uint32_t>(0);
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}
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outBitStream->Write0(); // No more data
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}
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outBitStream->Write1(); // Dirty?
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outBitStream->Write(m_RemainingLaps);
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outBitStream->Write(static_cast<uint16_t>(m_PathName.size()));
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for (const auto character : m_PathName) {
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outBitStream->Write(character);
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}
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outBitStream->Write1(); // ???
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outBitStream->Write1(); // ???
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outBitStream->Write(m_LeadingPlayer);
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outBitStream->Write(m_RaceBestLap);
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outBitStream->Write(m_RaceBestTime);
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}
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RacingPlayerInfo *RacingControlComponent::GetPlayerData(LWOOBJID playerID) {
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for (auto &player : m_RacingPlayers) {
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if (player.playerID == playerID) {
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return &player;
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}
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}
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return nullptr;
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}
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void RacingControlComponent::Update(float deltaTime) {
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// This method is a mess.
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// Pre-load routine
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if (!m_Loaded) {
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// Check if any players has disconnected before loading in
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for (size_t i = 0; i < m_LobbyPlayers.size(); i++) {
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auto *playerEntity =
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EntityManager::Instance()->GetEntity(m_LobbyPlayers[i]);
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if (playerEntity == nullptr) {
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--m_LoadedPlayers;
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m_LobbyPlayers.erase(m_LobbyPlayers.begin() + i);
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return;
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}
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}
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if (m_LoadedPlayers >= 2 || (m_LoadedPlayers == 1 && m_SoloRacing)) {
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m_LoadTimer += deltaTime;
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} else {
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m_EmptyTimer += deltaTime;
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}
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// If a player happens to be left alone for more then 30 seconds without
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// anyone else loading in, send them back to the main world
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if (m_EmptyTimer >= 30) {
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for (const auto player : m_LobbyPlayers) {
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auto *playerEntity =
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EntityManager::Instance()->GetEntity(player);
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if (playerEntity == nullptr) {
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continue;
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}
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auto *playerInstance = dynamic_cast<Player *>(playerEntity);
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playerInstance->SendToZone(m_MainWorld);
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}
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m_LobbyPlayers.clear();
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}
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// From the first 2 players loading in the rest have a max of 15 seconds
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// to load in, can raise this if it's too low
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if (m_LoadTimer >= 15) {
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Game::logger->Log("RacingControlComponent",
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"Loading all players...\n");
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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";
|
|
}
|