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Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.
The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.
Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
949 lines
30 KiB
C++
949 lines
30 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 "CombatMessages.h"
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#include "ActivityMessages.h"
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#include "RacingMessages.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 "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "eRacingTaskParam.h"
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#include "Spawner.h"
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#include "HavokVehiclePhysicsComponent.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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#include "Loot.h"
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#include "eMissionTaskType.h"
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#include "LeaderboardManager.h"
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#include "dZoneManager.h"
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#include "CDActivitiesTable.h"
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#include "eStateChangeType.h"
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#include <ranges>
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#include <ctime>
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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, const int32_t componentID)
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: ActivityComponent(parent, componentID) {
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m_PathName = u"MainPath";
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m_NumberOfLaps = 3;
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m_RemainingLaps = m_NumberOfLaps;
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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_EmptyTimer = 0;
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m_SoloRacing = Game::config->GetValue("solo_racing") == "1";
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m_MainWorld = 1200;
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const auto worldID = Game::server->GetZoneID();
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if (Game::zoneManager->CheckIfAccessibleZone((worldID / 10) * 10)) m_MainWorld = (worldID / 10) * 10;
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m_ActivityID = 42;
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CDActivitiesTable* activitiesTable = CDClientManager::GetTable<CDActivitiesTable>();
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.instanceMapID == worldID); });
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for (CDActivities activity : activities) m_ActivityID = activity.ActivityID;
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RegisterMsg(&RacingControlComponent::MsgConfigureRacingControl);
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}
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RacingControlComponent::~RacingControlComponent() {}
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void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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return;
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}
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auto* vehicle = inventoryComponent->FindItemByLot(8092);
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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 || !vehicle || !TakeCost(player)) {
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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return;
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}
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m_LoadedPlayers++;
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// not live accurate to stun the player but prevents them from using skills during the race that are not meant to be used.
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GameMessages::SetStunned stun;
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stun.target = player->GetObjectID();
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stun.StateChangeType = eStateChangeType::PUSH;
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stun.bCantAttack = true;
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stun.bCantEquip = true;
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stun.bCantInteract = true;
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stun.bCantJump = true;
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stun.bCantMove = true;
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stun.bCantTurn = true;
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stun.bCantUseItem = true;
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stun.bDontTerminateInteract = true;
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stun.Send(player->GetSystemAddress());
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LOG("Loading player %i",
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m_LoadedPlayers);
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m_LobbyPlayers.push_back(player->GetObjectID());
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}
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void RacingControlComponent::LoadPlayerVehicle(Entity* player,
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uint32_t positionNumber, 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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LOG("Failed to find item");
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) {
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m_LoadedPlayers--;
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characterComponent->SendToZone(m_MainWorld);
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}
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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 = Game::zoneManager->GetZone()->GetPath(
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GeneralUtils::UTF16ToWTF8(m_PathName));
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auto spawnPointEntities = Game::entityManager->GetEntitiesByLOT(4843);
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auto startPosition = NiPoint3Constant::ZERO;
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auto startRotation = QuatUtils::IDENTITY;
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const std::string placementAsString = std::to_string(positionNumber);
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for (auto entity : spawnPointEntities) {
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if (!entity) continue;
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if (entity->GetVarAsString(u"placement") == placementAsString) {
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startPosition = entity->GetPosition();
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startRotation = entity->GetRotation();
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break;
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}
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}
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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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// 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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Game::entityManager->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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const auto& lnv = item->GetConfig().values;
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const auto itr = lnv.find(u"assemblyPartLOTs");
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if (itr != lnv.end()) {
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moduleAssemblyComponent->SetAssemblyPartsLOTs(GeneralUtils::ASCIIToUTF16(itr->second->GetValueAsString()));
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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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possessorComponent->SetPossessableType(ePossessionType::ATTACHED_VISIBLE); // for racing it's always Attached_Visible
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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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}
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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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m_AllPlayersReady = false;
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}
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// Construct and serialize everything when done.
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Game::entityManager->ConstructEntity(carEntity);
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Game::entityManager->SerializeEntity(player);
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Game::entityManager->SerializeEntity(m_Parent);
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GameMessages::RacingSetPlayerResetInfo resetInfo;
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resetInfo.target = m_Parent->GetObjectID();
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resetInfo.currentLap = 0;
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resetInfo.furthestResetPlane = 0;
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resetInfo.playerID = player->GetObjectID();
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resetInfo.respawnPos = startPosition;
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resetInfo.upcomingPlane = 1;
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resetInfo.Send(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 = Game::entityManager->GetEntity(playerID);
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if (player == nullptr) {
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return;
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}
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GameMessages::RacingResetPlayerToLastReset resetPlayer;
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resetPlayer.target = m_Parent->GetObjectID();
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resetPlayer.playerID = playerID;
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resetPlayer.Send(UNASSIGNED_SYSTEM_ADDRESS);
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});
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GameMessages::SendSetJetPackMode(player, false);
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// Set the vehicle's state.
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GameMessages::NotifyVehicleOfRacingObject notifyVehicle;
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notifyVehicle.target = carEntity->GetObjectID();
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notifyVehicle.racingObjectID = m_Parent->GetObjectID();
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notifyVehicle.Send(UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::VehicleSetWheelLockState wheelLockState;
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wheelLockState.target = carEntity->GetObjectID();
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wheelLockState.bExtraFriction = false;
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wheelLockState.bLocked = initialLoad;
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wheelLockState.Send(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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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
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startRotation, player->GetSystemAddress(), 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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GameMessages::RacingPlayerLoaded playerLoaded;
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playerLoaded.target = m_Parent->GetObjectID();
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playerLoaded.playerID = racingPlayer.playerID;
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playerLoaded.vehicleID = racingPlayer.vehicleID;
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if (racingPlayer.playerID != player->GetObjectID()) {
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if (racingPlayer.playerLoaded) {
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playerLoaded.Send(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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playerLoaded.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void RacingControlComponent::OnRequestDie(Entity* player, const std::u16string& deathType) {
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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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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (!vehicle) return;
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if (!racingPlayer.noSmashOnReload) {
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racingPlayer.smashedTimes++;
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LOG("Death type %s", GeneralUtils::UTF16ToWTF8(deathType).c_str());
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GameMessages::Die die;
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die.target = vehicle->GetObjectID();
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die.bClientDeath = false;
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die.bSpawnLoot = true;
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die.deathType = deathType;
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die.directionRelative_Force = 90.0f;
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die.killerID = vehicle->GetObjectID();
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die.Send(UNASSIGNED_SYSTEM_ADDRESS);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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int32_t respawnImagination = 0;
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// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
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// Do not actually change the value yet. Do that on respawn.
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if (destroyableComponent) {
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respawnImagination = static_cast<int32_t>(ceil(destroyableComponent->GetImagination() / 2.0f / 10.0f)) * 10.0f;
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GameMessages::SetResurrectRestoreValues restoreValues;
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restoreValues.target = vehicle->GetObjectID();
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restoreValues.iImaginationRestore = respawnImagination;
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restoreValues.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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// Respawn the player in 2 seconds, as was done in live. Not sure if this value is in a setting somewhere else...
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vehicle->AddCallbackTimer(2.0f, [=, this]() {
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if (!vehicle || !this->m_Parent) return;
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GameMessages::RacingResetPlayerToLastReset resetPlayer;
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resetPlayer.target = m_Parent->GetObjectID();
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resetPlayer.playerID = racingPlayer.playerID;
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resetPlayer.Send(UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::VehicleStopBoost stopBoost;
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stopBoost.target = vehicle->GetObjectID();
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stopBoost.bAffectPassive = true;
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stopBoost.Send(UNASSIGNED_SYSTEM_ADDRESS); // always a broadcast, as before
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GameMessages::RacingSetPlayerResetInfo resetInfo;
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resetInfo.target = m_Parent->GetObjectID();
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resetInfo.currentLap = static_cast<int32_t>(racingPlayer.lap);
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resetInfo.furthestResetPlane = racingPlayer.respawnIndex;
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resetInfo.playerID = player->GetObjectID();
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resetInfo.respawnPos = racingPlayer.respawnPosition;
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resetInfo.upcomingPlane = racingPlayer.respawnIndex + 1;
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resetInfo.Send(UNASSIGNED_SYSTEM_ADDRESS);
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DestroyableComponent::Resurrect(*vehicle);
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auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
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// Reset imagination to half its current value, rounded up to the nearest value divisible by 10, as it was done in live.
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if (destroyableComponent) destroyableComponent->SetImagination(respawnImagination);
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Game::entityManager->SerializeEntity(vehicle);
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});
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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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} else {
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GameMessages::RacingSetPlayerResetInfo resetInfo;
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resetInfo.target = m_Parent->GetObjectID();
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resetInfo.currentLap = static_cast<int32_t>(racingPlayer.lap);
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resetInfo.furthestResetPlane = racingPlayer.respawnIndex;
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resetInfo.playerID = player->GetObjectID();
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resetInfo.respawnPos = racingPlayer.respawnPosition;
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resetInfo.upcomingPlane = racingPlayer.respawnIndex + 1;
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resetInfo.Send(UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::RacingResetPlayerToLastReset resetPlayer;
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resetPlayer.target = m_Parent->GetObjectID();
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resetPlayer.playerID = racingPlayer.playerID;
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resetPlayer.Send(UNASSIGNED_SYSTEM_ADDRESS);
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}
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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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Game::entityManager->GetEntity(racingPlayer.vehicleID);
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if (vehicle == nullptr) {
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return;
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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, int32_t button, 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) return;
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data->collectedRewards = true;
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// Calculate the score, different loot depending on player count
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auto playersRating = m_LoadedPlayers;
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if (m_LoadedPlayers == 1 && m_SoloRacing) {
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playersRating *= 2;
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}
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const auto score = playersRating * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent->GetObjectID(), m_ActivityID, score);
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// Giving rewards
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GameMessages::NotifyRacingClient notifyRacingClient;
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notifyRacingClient.target = m_Parent->GetObjectID();
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notifyRacingClient.eventType = eRacingClientNotificationType::REWARD_PLAYER;
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notifyRacingClient.singleClient = player->GetObjectID();
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notifyRacingClient.Send(UNASSIGNED_SYSTEM_ADDRESS);
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} else if ((id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") && button == m_ActivityExitConfirm) {
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auto* vehicle = Game::entityManager->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::NotifyRacingClient notifyRacingClient;
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notifyRacingClient.target = m_Parent->GetObjectID();
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notifyRacingClient.eventType = eRacingClientNotificationType::EXIT;
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notifyRacingClient.singleClient = player->GetObjectID();
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notifyRacingClient.Send(UNASSIGNED_SYSTEM_ADDRESS);
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->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, bool bIsInitialUpdate) {
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// 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.count() / 1000.0f);
|
|
else outBitStream.Write(player.data[1]);
|
|
if (player.finished != 0) outBitStream.Write<float>(player.bestLapTime.count() / 1000.0f);
|
|
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.count() / 1000.0f);
|
|
outBitStream.Write<float>(player.raceTime.count() / 1000.0f);
|
|
}
|
|
|
|
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::NotifyRacingClient notifyRacingClient;
|
|
notifyRacingClient.target = m_Parent->GetObjectID();
|
|
notifyRacingClient.eventType = eRacingClientNotificationType::ACTIVITY_START;
|
|
notifyRacingClient.Send(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);
|
|
}
|
|
}
|
|
|
|
GameMessages::ZoneLoadedInfo zoneLoadInfo{};
|
|
zoneLoadInfo.maxPlayers = m_LoadedPlayers;
|
|
m_Parent->GetScript()->OnZoneLoadedInfo(m_Parent, zoneLoadInfo);
|
|
|
|
// 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::VehicleUnlockInput unlockInput;
|
|
unlockInput.target = player.vehicleID;
|
|
unlockInput.bLockWheels = false;
|
|
unlockInput.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
// Start the race
|
|
GameMessages::ActivityStart activityStart;
|
|
activityStart.target = m_Parent->GetObjectID();
|
|
activityStart.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
m_Started = true;
|
|
|
|
LOG("Starting race");
|
|
|
|
Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
m_StartTime = std::chrono::high_resolution_clock::now();
|
|
}
|
|
|
|
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::Die die;
|
|
die.target = vehicle->GetObjectID();
|
|
die.bClientDeath = true;
|
|
die.bSpawnLoot = false;
|
|
die.killerID = m_Parent->GetObjectID();
|
|
die.Send(UNASSIGNED_SYSTEM_ADDRESS);
|
|
|
|
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 == m_NumberOfLaps) {
|
|
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
|
|
if (waypoint.racing.isResetNode) {
|
|
player.respawnPosition = position + NiPoint3Constant::UNIT_Y * 5;
|
|
player.respawnRotation = vehicle->GetRotation();
|
|
}
|
|
player.respawnIndex = respawnIndex;
|
|
|
|
// Reached the start point, lapped
|
|
if (respawnIndex == 0) {
|
|
const auto now = std::chrono::high_resolution_clock::now();
|
|
const auto lapTime = std::chrono::duration_cast<std::chrono::milliseconds>(now - (player.lap == 0 ? m_StartTime : player.lapTime));
|
|
|
|
// Cheating check
|
|
if (lapTime.count() < 40000) {
|
|
continue;
|
|
}
|
|
|
|
player.lapTime = now;
|
|
|
|
if (player.bestLapTime > lapTime || player.lap == 0) {
|
|
player.bestLapTime = lapTime;
|
|
|
|
LOG("Best lap time (%llu)", lapTime);
|
|
}
|
|
|
|
player.lap++;
|
|
|
|
auto* missionComponent =
|
|
playerEntity->GetComponent<MissionComponent>();
|
|
|
|
if (missionComponent != nullptr) {
|
|
|
|
// Progress lap time tasks
|
|
missionComponent->Progress(eMissionTaskType::RACING, lapTime.count(), static_cast<LWOOBJID>(eRacingTaskParam::LAP_TIME));
|
|
|
|
if (player.lap == m_NumberOfLaps) {
|
|
m_Finished++;
|
|
player.finished = m_Finished;
|
|
|
|
const auto raceTime = std::chrono::duration_cast<std::chrono::milliseconds>(now - m_StartTime);
|
|
|
|
player.raceTime = raceTime;
|
|
|
|
LOG("Completed time %llums %fs", raceTime.count(), raceTime.count() / 1000.0f);
|
|
|
|
LeaderboardManager::SaveScore(playerEntity->GetObjectID(), m_ActivityID, static_cast<float>(player.raceTime.count()) / 1000, static_cast<float>(player.bestLapTime.count()) / 1000, static_cast<float>(player.finished == 1));
|
|
// Entire race time
|
|
missionComponent->Progress(eMissionTaskType::RACING, player.raceTime.count(), static_cast<LWOOBJID>(eRacingTaskParam::TOTAL_TRACK_TIME));
|
|
|
|
missionComponent->Progress(eMissionTaskType::RACING, 0, static_cast<LWOOBJID>(eRacingTaskParam::COMPETED_IN_RACE)); // Progress task for competing in a race
|
|
missionComponent->Progress(eMissionTaskType::RACING, player.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_RacingPlayers.size() > 2) {
|
|
missionComponent->Progress(eMissionTaskType::RACING, player.finished, static_cast<LWOOBJID>(eRacingTaskParam::FINISH_WITH_PLACEMENT)); // Finish in 1st place on a race
|
|
if (player.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 (player.finished == m_RacingPlayers.size()) {
|
|
missionComponent->Progress(eMissionTaskType::RACING, Game::zoneManager->GetZone()->GetWorldID(), static_cast<LWOOBJID>(eRacingTaskParam::LAST_PLACE_FINISH)); // Finished first place in specific world.
|
|
}
|
|
}
|
|
|
|
auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
|
|
if (characterComponent != nullptr) {
|
|
characterComponent->TrackRaceCompleted(m_Finished == 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
LOG("Lapped (%i) in (%llums %fs)", player.lap,
|
|
lapTime.count(), lapTime.count() / 1000.0f);
|
|
}
|
|
|
|
LOG("Reached point (%i)/(%i)", player.respawnIndex,
|
|
path->pathWaypoints.size());
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool RacingControlComponent::MsgConfigureRacingControl(const GameMessages::ConfigureRacingControl& msg) {
|
|
for (const auto& dataUnique : msg.racingSettings | std::views::values) {
|
|
if (!dataUnique) continue;
|
|
const auto* const data = dataUnique.get();
|
|
if (data->GetKey() == u"Race_PathName" && data->GetValueType() == LDF_TYPE_UTF_16) {
|
|
m_PathName = static_cast<const LDFData<std::u16string>*>(data)->GetValue();
|
|
} else if (data->GetKey() == u"activityID" && data->GetValueType() == LDF_TYPE_S32) {
|
|
m_ActivityID = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
|
} else if (data->GetKey() == u"Number_of_Laps" && data->GetValueType() == LDF_TYPE_S32) {
|
|
m_NumberOfLaps = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
|
m_RemainingLaps = m_NumberOfLaps;
|
|
} else if (data->GetKey() == u"Minimum_Players_for_Group_Achievements" && data->GetValueType() == LDF_TYPE_S32) {
|
|
m_MinimumPlayersForGroupAchievements = static_cast<const LDFData<int32_t>*>(data)->GetValue();
|
|
}
|
|
}
|
|
return true;
|
|
}
|