DarkflameServer/dGame/dComponents/PhantomPhysicsComponent.cpp
David Markowitz 0f8c5b436d
fix: implement enemy clear threat script (#1678)
* brother

* use some better logic
2024-12-15 23:44:57 -06:00

241 lines
6.4 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#include <sstream>
#include <iostream>
#include "PhantomPhysicsComponent.h"
#include "Game.h"
#include "LDFFormat.h"
#include "Logger.h"
#include "Entity.h"
#include "EntityManager.h"
#include "ControllablePhysicsComponent.h"
#include "GameMessages.h"
#include "ePhysicsEffectType.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dServer.h"
#include "EntityInfo.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
PhantomPhysicsComponent::PhantomPhysicsComponent(Entity* parent, int32_t componentId) : PhysicsComponent(parent, componentId) {
m_Position = m_Parent->GetDefaultPosition();
m_Rotation = m_Parent->GetDefaultRotation();
m_Scale = m_Parent->GetDefaultScale();
m_dpEntity = nullptr;
m_EffectInfoDirty = false;
m_IsPhysicsEffectActive = false;
m_EffectType = ePhysicsEffectType::PUSH;
m_DirectionalMultiplier = 0.0f;
m_MinMax = false;
m_Min = 0;
m_Max = 1;
m_IsDirectional = false;
m_Direction = NiPoint3(); // * m_DirectionalMultiplier
if (m_Parent->GetVar<bool>(u"create_physics")) {
m_dpEntity = CreatePhysicsLnv(m_Scale, ComponentType);
}
if (m_Parent->GetVar<bool>(u"respawnVol")) {
m_IsRespawnVolume = true;
}
if (m_IsRespawnVolume) {
{
auto respawnString = std::stringstream(m_Parent->GetVarAsString(u"rspPos"));
std::string segment;
std::vector<std::string> seglist;
while (std::getline(respawnString, segment, '\x1f')) {
seglist.push_back(segment);
}
m_RespawnPos = NiPoint3(std::stof(seglist[0]), std::stof(seglist[1]), std::stof(seglist[2]));
}
{
auto respawnString = std::stringstream(m_Parent->GetVarAsString(u"rspRot"));
std::string segment;
std::vector<std::string> seglist;
while (std::getline(respawnString, segment, '\x1f')) {
seglist.push_back(segment);
}
m_RespawnRot = NiQuaternion(std::stof(seglist[0]), std::stof(seglist[1]), std::stof(seglist[2]), std::stof(seglist[3]));
}
}
// HF - RespawnPoints. Legacy respawn entity.
if (m_Parent->GetLOT() == 4945) {
m_IsRespawnVolume = true;
m_RespawnPos = m_Position;
m_RespawnRot = m_Rotation;
}
if (!m_dpEntity) {
m_dpEntity = CreatePhysicsEntity(ComponentType);
if (!m_dpEntity) return;
m_dpEntity->SetScale(m_Scale);
m_dpEntity->SetRotation(m_Rotation);
m_dpEntity->SetPosition(m_Position);
dpWorld::AddEntity(m_dpEntity);
}
}
PhantomPhysicsComponent::~PhantomPhysicsComponent() {
if (m_dpEntity) {
dpWorld::RemoveEntity(m_dpEntity);
}
}
void PhantomPhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
PhysicsComponent::Serialize(outBitStream, bIsInitialUpdate);
outBitStream.Write(m_EffectInfoDirty || bIsInitialUpdate);
if (m_EffectInfoDirty || bIsInitialUpdate) {
outBitStream.Write(m_IsPhysicsEffectActive);
if (m_IsPhysicsEffectActive) {
outBitStream.Write(m_EffectType);
outBitStream.Write(m_DirectionalMultiplier);
// forgive me father for i have sinned
outBitStream.Write0();
//outBitStream.Write(m_MinMax);
//if (m_MinMax) {
//outBitStream.Write(m_Min);
//outBitStream.Write(m_Max);
//}
outBitStream.Write(m_IsDirectional);
if (m_IsDirectional) {
outBitStream.Write(m_Direction.x);
outBitStream.Write(m_Direction.y);
outBitStream.Write(m_Direction.z);
}
}
m_EffectInfoDirty = false;
}
}
// Even if we were to implement Friction server side,
// it also defaults to 1.0f in the last argument, so we dont need two functions to do the same thing.
void ApplyCollisionEffect(const LWOOBJID& target, const ePhysicsEffectType effectType, const float effectScale) {
switch (effectType) {
case ePhysicsEffectType::GRAVITY_SCALE: {
auto* targetEntity = Game::entityManager->GetEntity(target);
if (targetEntity) {
auto* controllablePhysicsComponent = targetEntity->GetComponent<ControllablePhysicsComponent>();
// dont want to apply an effect to nothing.
if (!controllablePhysicsComponent) return;
controllablePhysicsComponent->SetGravityScale(effectScale);
GameMessages::SendSetGravityScale(target, effectScale, targetEntity->GetSystemAddress());
}
break;
}
case ePhysicsEffectType::ATTRACT:
case ePhysicsEffectType::FRICTION:
case ePhysicsEffectType::PUSH:
case ePhysicsEffectType::REPULSE:
default:
break;
}
// The other types are not handled by the server and are here to handle all cases of the enum.
}
void PhantomPhysicsComponent::Update(float deltaTime) {
if (!m_dpEntity) return;
//Process enter events
for (const auto id : m_dpEntity->GetNewObjects()) {
ApplyCollisionEffect(id, m_EffectType, m_DirectionalMultiplier);
m_Parent->OnCollisionPhantom(id);
//If we are a respawn volume, inform the client:
if (m_IsRespawnVolume) {
auto* const entity = Game::entityManager->GetEntity(id);
if (entity) {
GameMessages::SendPlayerReachedRespawnCheckpoint(entity, m_RespawnPos, m_RespawnRot);
entity->SetRespawnPos(m_RespawnPos);
entity->SetRespawnRot(m_RespawnRot);
}
}
}
//Process exit events
for (const auto id : m_dpEntity->GetRemovedObjects()) {
ApplyCollisionEffect(id, m_EffectType, 1.0f);
m_Parent->OnCollisionLeavePhantom(id);
}
}
void PhantomPhysicsComponent::SetDirection(const NiPoint3& pos) {
m_Direction = pos;
m_Direction.x *= m_DirectionalMultiplier;
m_Direction.y *= m_DirectionalMultiplier;
m_Direction.z *= m_DirectionalMultiplier;
m_EffectInfoDirty = true;
m_IsDirectional = true;
}
void PhantomPhysicsComponent::SpawnVertices() const {
if (!m_dpEntity) {
LOG("No dpEntity to spawn vertices for %llu:%i", m_Parent->GetObjectID(), m_Parent->GetLOT());
return;
}
PhysicsComponent::SpawnVertices(m_dpEntity);
}
void PhantomPhysicsComponent::SetDirectionalMultiplier(float mul) {
m_DirectionalMultiplier = mul;
m_EffectInfoDirty = true;
}
void PhantomPhysicsComponent::SetEffectType(ePhysicsEffectType type) {
m_EffectType = type;
m_EffectInfoDirty = true;
}
void PhantomPhysicsComponent::SetMin(uint32_t min) {
m_Min = min;
m_MinMax = true;
m_EffectInfoDirty = true;
}
void PhantomPhysicsComponent::SetMax(uint32_t max) {
m_Max = max;
m_MinMax = true;
m_EffectInfoDirty = true;
}
void PhantomPhysicsComponent::SetPosition(const NiPoint3& pos) {
PhysicsComponent::SetPosition(pos);
if (m_dpEntity) m_dpEntity->SetPosition(pos);
}
void PhantomPhysicsComponent::SetRotation(const NiQuaternion& rot) {
PhysicsComponent::SetRotation(rot);
if (m_dpEntity) m_dpEntity->SetRotation(rot);
}