Weapons and npcs pt. 3

This commit is contained in:
tovjemam 2026-06-20 19:27:22 +02:00
parent f2dffd38e7
commit 639c1857c8
34 changed files with 1855 additions and 417 deletions

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@ -24,6 +24,10 @@ std::shared_ptr<assets::Item> assets::Item::LoadFromFile(const std::string& path
{
iss >> item->name;
}
else if (command == "displayname")
{
item->displayname = ParseString(iss);
}
else if (command == "anim")
{
std::string anim_type, anim_name;
@ -146,11 +150,20 @@ std::shared_ptr<assets::Item> assets::Item::LoadFromFile(const std::string& path
{
iss >> item->walk_speed_mult;
}
else if (command == "damage")
{
iss >> item->damage;
}
else
{
throw std::runtime_error("Unknown item command: " + command);
}
});
if (item->displayname.empty())
{
item->displayname = item->name;
}
return item;
}

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@ -40,6 +40,7 @@ struct Item
{
ItemType type = ITEM_NONE;
std::string name;
std::string displayname;
size_t slot = 0;
@ -71,6 +72,7 @@ struct Item
float dispersion_max = 0.0f;
float dispersion_shot = 0.0f;
float dispersion_decay = 1.0f;
float damage = 1.0f;
std::string aim_anim;
std::string aiming_anim;

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@ -5,7 +5,8 @@
namespace game
{
struct BulletInfo;
struct DamageInfo;
class HumanCharacter;
}
namespace collision
@ -42,6 +43,7 @@ enum ObjectFlag : ObjectFlags
OF_NOTIFY_CONTACT = 2,
OF_USABLE = 4,
OF_DESTRUCTING = 8,
OF_CRASH_DAMAGE = 16,
};
struct ContactInfo
@ -59,8 +61,9 @@ public:
virtual void ActivateHitBones() {}
virtual void OnContact(const ContactInfo& info) {}
virtual void OnBulletHit(const game::BulletInfo& bullet, const btCollisionObject* hit_object) {}
virtual void ReceiveDamage(const game::DamageInfo& damage) {}
virtual game::HumanCharacter* GetResponsibleCharacter() { return nullptr; }
virtual ~ObjectCallback() = default;
};

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@ -22,6 +22,13 @@ void game::Animal::Update()
Super::Update();
}
void game::Animal::ReceiveDamage(const DamageInfo& damage)
{
Super::ReceiveDamage(damage);
just_hit_ = true;
hit_from_ = damage.from_pos;
}
bool game::Animal::QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res)
{
if (character.GetRideable())
@ -60,13 +67,6 @@ void game::Animal::SetRideableViewAngles(float yaw, float pitch)
}
}
void game::Animal::OnBulletHit(const game::BulletInfo& bullet, const std::string_view hit_bone)
{
just_hit_ = true;
// attacker_ = bullet.shooter->GetEntNum();
hit_from_ = bullet.start;
}
void game::Animal::OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger)
{
if (seat_idx == 0 && !passenger)

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@ -25,6 +25,8 @@ public:
virtual void Update() override;
virtual void ReceiveDamage(const DamageInfo& damage) override;
virtual bool QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res) override;
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
@ -32,8 +34,6 @@ public:
virtual void SetRideableViewAngles(float yaw, float pitch) override;
protected:
virtual void OnBulletHit(const game::BulletInfo& bullet, const std::string_view hit_bone) override;
virtual void OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger) override;
void SetUseMessage(const std::string& message);
void AddAnimalSeat(const glm::vec3& offset);

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@ -1,8 +1,13 @@
#include "character.hpp"
#include <format>
#include "assets/cache.hpp"
#include "net/utils.hpp"
#include "utils/math.hpp"
#include "world.hpp"
#include "utils/random.hpp"
game::Character::Character(World& world, const CharacterTuning& tuning)
: Super(world, net::ET_CHARACTER), tuning_(tuning), bt_shape_(tuning_.shape.radius, tuning_.shape.height)
@ -43,6 +48,8 @@ void game::Character::Update()
SyncTransformFromController();
UpdateMovement();
UpdateAiming();
UpdatePain();
UpdateAnimAngles();
UpdateActionAnim();
root_.UpdateMatrix();
UpdateHitBones();
@ -77,20 +84,47 @@ void game::Character::SendInitData(Player& player, net::OutMessage& msg) const
msg.WriteAt(fields_pos, fields);
}
void game::Character::OnBulletHit(const game::BulletInfo& bullet, const btCollisionObject* hit_object)
void game::Character::ReceiveDamage(const DamageInfo& damage)
{
std::string_view hit_name = "???";
Super::ReceiveDamage(damage);
auto it = hitbone_names_.find(hit_object);
if (it != hitbone_names_.end())
if (!IsAlive())
{
hit_name = it->second;
return; // already ded
}
std::string text = "au! " + std::string(hit_name);
GetWorld().SendChat(text);
float actual_damage = damage.damage;
OnBulletHit(bullet, hit_name);
if (damage.type == DAMAGE_BULLET)
{
std::string_view hit_name;
auto it = hitbone_names_.find(damage.hit_object);
if (it != hitbone_names_.end())
{
hit_name = it->second;
}
actual_damage *= GetHitBoneDamageMultiplier(hit_name);
}
health_ -= actual_damage;
// just died
if (health_ <= 0.0f)
{
health_ = 0.0f;
death_time_ = GetWorld().GetTime();
if (on_death_)
on_death_();
}
ApplyPain();
// std::string text = "au! " + std::string(hit_name);
// GetWorld().SendChat(text);
}
void game::Character::Attach(net::EntNum parentnum)
@ -157,6 +191,11 @@ void game::Character::FinalizeFrame()
hitbones_valid_ = false;
}
int64_t game::Character::GetDeathTime() const
{
return GetWorld().GetTime() - death_time_;
}
game::Character::~Character()
{
DeleteHitBones();
@ -228,6 +267,23 @@ void game::Character::SendFire()
auto msg = BeginEntMsg(net::EMSG_FIRE);
}
void game::Character::ApplyPain()
{
pain_pitch_ = glm::clamp(pain_pitch_ + RandomFloat(glm::radians(-5.0f), glm::radians(20.0f)), glm::radians(-30.0f), glm::radians(30.0f));
pain_yaw_ = glm::clamp(pain_yaw_ + RandomFloat(glm::radians(-20.0f), glm::radians(20.0f)), glm::radians(-30.0f), glm::radians(30.0f));
}
float game::Character::GetHitBoneDamageMultiplier(const std::string_view hitbone)
{
if (hitbone == "head" || hitbone == "neck")
return 3.0f;
if (hitbone == "torso1" || hitbone == "torso2")
return 1.0f;
return 0.2f;
}
void game::Character::SyncControllerTransform()
{
if (!controller_)
@ -334,8 +390,8 @@ void game::Character::UpdateAiming()
if (!aiming_)
{
delta = 6.0f / 25.0f;
MoveToward(animstate_.yaw, 0.0f, delta);
MoveToward(animstate_.pitch, 0.0f, delta);
MoveToward(aim_yaw_, 0.0f, delta);
MoveToward(aim_pitch_, 0.0f, delta);
UpdateAimDirection();
return;
}
@ -359,19 +415,19 @@ void game::Character::UpdateAiming()
float yaw = glm::atan(-dir.x, dir.y);
auto target_pitch = glm::clamp(pitch, glm::radians(-60.0f), glm::radians(55.0f)); // clamp to make it less weird
MoveToward(animstate_.pitch, target_pitch, delta);
MoveToward(aim_pitch_, target_pitch, delta);
if (movement_ == CMT_DISABLED)
{
auto target_yaw = glm::mod(yaw + glm::pi<float>(), glm::two_pi<float>()) - glm::pi<float>();
const float yaw_limit = glm::radians(120.0f);
target_yaw = glm::clamp(target_yaw, -yaw_limit, yaw_limit);
MoveToward(animstate_.yaw, target_yaw, delta);
MoveToward(aim_yaw_, target_yaw, delta);
}
else
{
Turn(yaw_, yaw, delta);
MoveToward(animstate_.yaw, 0.0f, delta);
MoveToward(aim_yaw_, 0.0f, delta);
}
UpdateAimDirection();
@ -381,8 +437,8 @@ void game::Character::UpdateAimDirection()
{
eye_pos_ = GetRoot().matrix * glm::vec4(0.0f, 0.0f, aim_z_offset_, 1.0f);
auto pitch = animstate_.pitch;
auto yaw = yaw_ + animstate_.yaw;
auto pitch = aim_pitch_;
auto yaw = yaw_ + aim_yaw_;
aim_dir_ = glm::vec3(-glm::sin(yaw) * glm::cos(pitch), glm::cos(yaw) * glm::cos(pitch), glm::sin(pitch));
if (parent_)
@ -393,6 +449,19 @@ void game::Character::UpdateAimDirection()
// GetWorld().Beam(eye_pos_, eye_pos_ + aim_dir_ * 100.0f, 0x0000FF, 1.0f / 25.0f);
}
void game::Character::UpdatePain()
{
float delta = 1.5f / 25.0f;
MoveToward(pain_yaw_, 0.0f, delta);
MoveToward(pain_pitch_, 0.0f, delta);
}
void game::Character::UpdateAnimAngles()
{
animstate_.yaw = aim_yaw_ + pain_yaw_;
animstate_.pitch = aim_pitch_ + pain_pitch_;
}
void game::Character::UpdateSyncState()
{
auto& state = sync_[sync_current_];
@ -684,7 +753,7 @@ game::CharacterPhysicsController::CharacterPhysicsController(Character& characte
bt_ghost_.setCollisionShape(&bt_shape);
bt_ghost_.setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
collision::SetObjectInfo(&bt_ghost_, collision::OT_ENTITY, 0, &character);
collision::SetObjectInfo(&bt_ghost_, collision::OT_ENTITY, collision::OF_CRASH_DAMAGE, &character);
bt_world_.addCollisionObject(&bt_ghost_, btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);

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@ -67,8 +67,8 @@ public:
virtual void Update() override;
virtual void SendInitData(Player& player, net::OutMessage& msg) const override;
virtual void OnBulletHit(const game::BulletInfo& bullet, const btCollisionObject* hit_object);
virtual void ReceiveDamage(const DamageInfo& damage) override;
virtual void Attach(net::EntNum parentnum) override;
@ -99,6 +99,12 @@ public:
virtual void ActivateHitBones() override;
virtual void FinalizeFrame() override;
float GetHealth() const { return health_; }
bool IsAlive() const { return death_time_ < 0; }
int64_t GetDeathTime() const;
void SetOnDeath(std::function<void()> cb) { on_death_ = std::move(cb); }
~Character() override;
protected:
@ -115,8 +121,9 @@ protected:
void SetAimTarget(const glm::vec3& target);
void SetViewItem(const std::string& item_name);
void SendFire();
void ApplyPain();
virtual void OnBulletHit(const game::BulletInfo& bullet, const std::string_view hit_bone) {}
virtual float GetHitBoneDamageMultiplier(const std::string_view hitbone);
private:
void SyncControllerTransform();
@ -125,6 +132,8 @@ private:
void UpdateMovement();
void UpdateAiming();
void UpdateAimDirection();
void UpdatePain();
void UpdateAnimAngles();
void UpdateSyncState();
void SendUpdateMsg();
CharacterSyncFieldFlags WriteState(net::OutMessage& msg, const CharacterSyncState& base) const;
@ -165,6 +174,12 @@ private:
float view_yaw_ = 0.0f;
float view_pitch_ = 0.0f;
float aim_yaw_ = 0.0f;
float aim_pitch_ = 0.0f;
float pain_yaw_ = 0.0f;
float pain_pitch_ = 0.0f;
SkeletonInstance sk_;
CharacterAnimState animstate_;
@ -193,6 +208,11 @@ private:
size_t hitbones_timer_ = 0;
bool hitbones_valid_ = false;
std::map<const btCollisionObject*, std::string_view> hitbone_names_;
float health_ = 100.0f;
int64_t death_time_ = -1;
std::function<void()> on_death_;
};
} // namespace game

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@ -3,7 +3,7 @@
#include "utils/random.hpp"
#include "input_mapping.hpp"
game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning) : Vehicle(world, tuning), Usable(GetRoot().matrix), Rideable(*this, RIDEABLE_VEHICLE)
game::DrivableVehicle::DrivableVehicle(World& world, const VehicleSpawnInfo& info) : Vehicle(world, info), Usable(GetRoot().matrix), Rideable(*this, RIDEABLE_VEHICLE)
{
InitSeats();
OnPhysicsChanged();
@ -18,6 +18,11 @@ void game::DrivableVehicle::Update()
}
game::HumanCharacter* game::DrivableVehicle::GetResponsibleCharacter()
{
return GetPassenger(0);
}
void game::DrivableVehicle::SetTuning(const VehicleTuning& tuning)
{
Super::SetTuning(tuning);
@ -53,6 +58,12 @@ void game::DrivableVehicle::Use(PlayerCharacter& character, uint32_t target_id)
PlaySound("cardoor", 1.0f, RandomFloat(0.9f, 1.1f));
}
void game::DrivableVehicle::ReceiveDamage(const DamageInfo& damage)
{
Super::ReceiveDamage(damage);
OnRideableDamaged(damage);
}
void game::DrivableVehicle::SetRideableInput(PlayerInputFlags in)
{
SetInputs(MapPlayerInputToVehicleInput(in));

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@ -13,10 +13,12 @@ class DrivableVehicle : public Vehicle, public Usable, public Rideable
public:
using Super = Vehicle;
DrivableVehicle(World& world, const VehicleTuning& tuning);
DrivableVehicle(World& world, const VehicleSpawnInfo& info);
virtual void Update() override;
virtual HumanCharacter* GetResponsibleCharacter() override;
virtual void SetTuning(const VehicleTuning& tuning) override;
virtual void OnPhysicsChanged() override;
@ -24,6 +26,8 @@ public:
virtual bool QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res) override;
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
virtual void ReceiveDamage(const DamageInfo& damage) override;
virtual void SetRideableInput(PlayerInputFlags in) override;
protected:

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@ -18,6 +18,20 @@ void game::EnterableWorld::PlayerInput(Player& player, PlayerInputType type, boo
auto character = it->second;
// check respawn
if (type == IN_ATTACK_PRIMARY && enabled)
{
auto current_character = GetPlayerCharacter(player);
if (current_character->IsDead() && current_character->GetDeathTime() >= 3000)
{
auto& tuning = current_character->GetHumanTuning();
CreatePlayerCharacter(player, tuning, spawnpoint_, 0.0f);
}
return;
}
switch (type)
{
// case IN_DEBUG1:

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@ -27,13 +27,16 @@ public:
PlayerCharacter* GetPlayerCharacter(Player& player);
void SetSpawnPoint(const glm::vec3& pos) { spawnpoint_ = pos; }
const glm::vec3& GetSpawnPoint() const { return spawnpoint_; }
private:
PlayerCharacter& CreatePlayerCharacter(Player& player, const HumanCharacterTuning& tuning, const glm::vec3& position, float yaw);
void RemovePlayerCharacter(Player& player);
private:
std::map<Player*, PlayerCharacter*> player_characters_;
glm::vec3 spawnpoint_{};
};

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@ -4,9 +4,6 @@
#include "player.hpp"
#include "player_character.hpp"
static constexpr glm::vec3 openworld_spawn(100.0f, 100.0f, 1.0f);
static constexpr glm::vec3 test_spawn(0.0f, 0.0f, 0.1f);
static uint32_t GetRandomColor24()
{
uint8_t r, g, b;
@ -56,7 +53,7 @@ void game::Game::PlayerJoined(Player& player)
tuning.clothes.push_back({"tshirt", GetRandomColor24()});
tuning.clothes.push_back({"shorts", GetRandomColor24()});
openworld_->InsertPlayer(player, tuning, openworld_spawn, 0.0f);
openworld_->InsertPlayer(player, tuning, openworld_->GetSpawnPoint(), 0.0f);
}
void game::Game::PlayerViewAnglesChanged(Player& player, float yaw, float pitch)
@ -158,18 +155,19 @@ game::PlayerCharacter& game::Game::MovePlayerToWorld(PlayerGameInfo& player_info
void game::Game::MoveVehicleToWorld(DrivableVehicle& vehicle, EnterableWorld& new_world, const glm::vec3& pos,
float yaw)
{
auto& tuning = vehicle.GetTuning();
auto& new_vehicle = new_world.Spawn<DrivableVehicle>(tuning);
new_vehicle.SetPosition(pos);
// TODO: yaw
VehicleSpawnInfo vehicle_info{};
vehicle_info.tuning = vehicle.GetTuning();
vehicle_info.position = pos;
vehicle_info.yaw = yaw;
auto& new_vehicle = new_world.Spawn<DrivableVehicle>(vehicle_info);
// move passengers
size_t num_seats = vehicle.GetNumSeats();
for (size_t i = 0; i < num_seats; ++i)
{
auto passenger = vehicle.GetPassenger(i);
if (!passenger)
continue; // empty seat
if (!passenger || !passenger->IsAlive())
continue; // empty seat or ded
auto player_passenger = dynamic_cast<PlayerCharacter*>(passenger);
if (!player_passenger)

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@ -26,6 +26,19 @@ void game::HumanCharacter::Update()
Super::Update();
}
void game::HumanCharacter::ReceiveDamage(const DamageInfo& damage)
{
if (!IsAlive())
return;
Super::ReceiveDamage(damage);
if (damage.inflictor && damage.inflictor != this)
{
damage.inflictor->OnDamageDealt(!IsAlive());
}
}
void game::HumanCharacter::SetRideable(Rideable* rideable, size_t seat_idx)
{
if (rideable == rideable_ && seat_idx == seat_idx_)
@ -66,9 +79,17 @@ void game::HumanCharacter::Ride(Rideable* rideable, size_t seat_idx)
void game::HumanCharacter::Equip(std::shared_ptr<ItemInstance> item)
{
if (!IsAlive() && item)
return;
pending_item_ = std::move(item);
}
bool game::HumanCharacter::IsDead() const
{
return actionstate_ == ACTION_DEAD;
}
game::HumanCharacter::~HumanCharacter()
{
Ride(nullptr, 0); // exit rideable
@ -84,6 +105,11 @@ size_t game::HumanCharacter::GetAmmo(size_t required, const std::string& ammo_na
return required; // unlimited by default
}
bool game::HumanCharacter::IsOnFoot() const
{
return state_ == HS_ON_FOOT;
}
int64_t game::HumanCharacter::GetTime() const
{
return GetWorld().GetTime();
@ -122,7 +148,7 @@ void game::HumanCharacter::Fire()
game::BulletInfo bullet{};
bullet.start = GetEyePosition();
bullet.end = bullet.start + ApplyRandomDispersion(GetAimDirection(), dispersion_) * range;
bullet.damage = 1.0f;
bullet.damage = item_->def->damage;
bullet.shooter = this;
GetWorld().FireBullet(bullet);
@ -197,6 +223,13 @@ void game::HumanCharacter::UpdateItemStuff()
}
}
void game::HumanCharacter::ClearItem()
{
auto item = item_;
Equip(nullptr);
SwitchItem();
}
void game::HumanCharacter::PlayItemActionAnim(const std::string assets::Item::*anim, float speed)
{
if (!item_)
@ -208,6 +241,34 @@ void game::HumanCharacter::PlayItemActionAnim(const std::string assets::Item::*a
PlayActionAnim(item_->def.get()->*anim, speed);
}
void game::HumanCharacter::PlayDeathAnim()
{
if (state_ == HS_ON_FOOT)
{
PlayActionAnim("die", 1.5f);
}
else if (state_ == HS_RIDING)
{
if (GetVehicle())
{
PlayActionAnim(IsDriver() ? "vehicle_drive_die" : "vehicle_passenger_die", 1.0f);
}
else
{
PlayActionAnim("vehicle_passenger_die_animal", 1.0f);
}
}
}
void game::HumanCharacter::TrySpawnLoot()
{
if (loot_spawned_)
return;
loot_spawned_ = true;
SpawnLoot();
}
void game::HumanCharacter::UpdateState()
{
struct HumanCharacterStateTableEntry
@ -309,7 +370,7 @@ game::HumanCharacterState game::HumanCharacter::StateOnFootUpdate()
if (PopSignal(HSS_KNOCK_DOWN))
return HS_KNOCKED_DOWN;
SetMovementType(aimheld_ ? CMT_DIRECTIONAL : CMT_TURN);
SetMovementType(IsAlive() ? (aimheld_ ? CMT_DIRECTIONAL : CMT_TURN) : CMT_DISABLED);
return HS_ON_FOOT;
}
@ -432,6 +493,18 @@ void game::HumanCharacter::EnterActionState(ActionState state)
PlayItemActionAnim(&assets::Item::raise_anim, -3.0f);
break;
case ACTION_DIE:
SetAiming(false);
SetCanSprint(false);
PlayDeathAnim();
break;
case ACTION_DEAD:
EnablePhysics(false);
ClearItem();
TrySpawnLoot();
break;
default:
break;
}
@ -447,6 +520,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
switch (actionstate_)
{
case ACTION_IDLE:
if (!IsAlive())
return ACTION_DIE;
if (PendingItemSwitch())
return ACTION_PUTAWAY;
@ -459,6 +535,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_IDLE;
case ACTION_RAISE:
if (!IsAlive())
return ACTION_DIE;
if (PendingItemSwitch())
return ACTION_PUTAWAY;
@ -468,6 +547,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_RAISE;
case ACTION_AIM:
if (!IsAlive())
return ACTION_DIE;
if (!aimheld_ || !CanAim())
return ACTION_UNAIM;
@ -477,6 +559,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_AIM;
case ACTION_AIMING:
if (!IsAlive())
return ACTION_DIE;
if (!aimheld_ || !CanAim())
return ACTION_UNAIM;
@ -486,6 +571,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_AIMING;
case ACTION_FIRE:
if (!IsAlive())
return ACTION_DIE;
if (IsActionAnimDone())
return ACTION_AIMING;
@ -502,6 +590,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_FIRE_REPEAT;
case ACTION_RELOAD:
if (!IsAlive())
return ACTION_DIE;
// SetAiming(aimheld_); // optional here
if (IsActionAnimDone())
{
@ -512,6 +603,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_RELOAD;
case ACTION_UNAIM:
if (!IsAlive())
return ACTION_DIE;
if (aimheld_ && CanAim()) // start aiming again
return ACTION_AIM;
@ -521,6 +615,9 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_UNAIM;
case ACTION_PUTAWAY:
if (!IsAlive())
return ACTION_DIE;
if (IsActionAnimDone())
return ACTION_RAISE;
@ -529,6 +626,15 @@ game::ActionState game::HumanCharacter::CheckActionStateTransition()
return ACTION_PUTAWAY;
case ACTION_DIE:
if (IsActionAnimDone())
return ACTION_DEAD;
return ACTION_DIE;
case ACTION_DEAD:
return ACTION_DEAD; // no way back :(
default:
return actionstate_;
}

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@ -41,6 +41,8 @@ enum ActionState
ACTION_RELOAD,
ACTION_UNAIM,
ACTION_PUTAWAY,
ACTION_DIE,
ACTION_DEAD,
};
class HumanCharacter : public Character
@ -51,6 +53,7 @@ public:
HumanCharacter(World& world, const HumanCharacterTuning& tuning);
virtual void Update() override;
virtual void ReceiveDamage(const DamageInfo& damage) override;
const HumanCharacterTuning& GetHumanTuning() const { return human_tuning_; }
@ -70,6 +73,12 @@ public:
void Equip(std::shared_ptr<ItemInstance> item);
const std::shared_ptr<ItemInstance>& GetHeldItem() const { return item_; }
virtual void OnRideableDamaged(const DamageInfo& damage) {}
virtual void OnDamageDealt(bool was_kill) {}
bool IsDead() const;
virtual ~HumanCharacter() override;
protected:
@ -78,8 +87,11 @@ protected:
virtual void OnHeldItemChanged() {}
virtual bool HaveAmmo(const std::string& ammo_name);
virtual size_t GetAmmo(size_t required, const std::string& ammo_name);
virtual void SpawnLoot() {}
private:
bool IsOnFoot() const;
protected:
int64_t GetTime() const;
bool CanAim();
void SetAiming(bool aiming);
@ -91,7 +103,10 @@ private:
bool PendingItemSwitch();
void SwitchItem();
void UpdateItemStuff();
void ClearItem();
void PlayItemActionAnim(const std::string assets::Item::*anim, float speed = 1.0f);
void PlayDeathAnim();
void TrySpawnLoot();
void UpdateState();
void SetSignal(HumanCharacterStateSignal signal);
@ -146,6 +161,8 @@ private:
int64_t last_fire_time_ = 0;
float dispersion_ = 0.0f;
bool loot_spawned_ = false;
};
}

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@ -1,77 +1,274 @@
#include "npc_character.hpp"
#include "openworld.hpp"
#include "drivable_vehicle.hpp"
#include "utils/random.hpp"
#include "player_character.hpp"
#include <array>
#include <iostream>
game::NpcCharacter::NpcCharacter(World& world, const HumanCharacterTuning& tuning) : Super(world, tuning) {
UpdateVehicleState();
static constexpr size_t PATH_NEXT_WAYPOINTS = 16;
game::NpcCharacter::NpcCharacter(World& world, const HumanCharacterTuning& tuning) : Super(world, tuning)
{
roads_ = world_.GetMap().GetGraph("roads");
EnterThinkState(THINKSTATE_IDLE);
EnterDriverThinkState(DRIVERSTATE_NONE);
}
void game::NpcCharacter::Update()
{
UpdateEnemy();
Think();
DriverThink();
Super::Update();
}
if (GetVehicle() && IsDriver())
VehicleThink();
void game::NpcCharacter::ReceiveDamage(const DamageInfo& damage)
{
Super::ReceiveDamage(damage);
if (IsAlive() && damage.inflictor)
{
MakeEnemy(damage.inflictor->GetEntNum());
}
}
void game::NpcCharacter::SetWeapon(std::shared_ptr<ItemInstance> weapon)
{
weapon_ = std::move(weapon);
}
bool game::NpcCharacter::IsBored(int64_t time) const
{
return (think_state_ == THINKSTATE_IDLE && GetCurrentThinkStateDuration() > time &&
driver_state_ == DRIVERSTATE_NONE && GetCurrentDriverThinkStateDuration() > time && !GetRideable());
}
void game::NpcCharacter::Die()
{
DamageInfo damage{};
damage.type = DAMAGE_OTHER;
damage.damage = 100000.0f;
ReceiveDamage(damage);
}
void game::NpcCharacter::OnRideableChanged()
{
UpdateVehicleState();
EnterThinkState(THINKSTATE_IDLE);
}
void game::NpcCharacter::UpdateVehicleState()
void game::NpcCharacter::OnRideableDamaged(const DamageInfo& damage)
{
roads_ = nullptr;
path_.clear();
gas_ = false;
stuck_counter_ = 0;
vehicle_state_ = NVT_NORMAL;
speed_limit_ = 0.0f;
if (GetVehicle() && IsDriver())
if (damage.inflictor)
{
roads_ = world_.GetMap().GetGraph("roads");
MakeEnemy(damage.inflictor->GetEntNum());
}
}
seg_start_ = GetVehicle()->GetRootTransform().position;
size_t start_node = 0;
float min_dist = std::numeric_limits<float>().infinity();
void game::NpcCharacter::SpawnLoot()
{
if (weapon_)
{
size_t ammo = weapon_->def->clip_size * 5;
GetWorld().CreateItemPickup(root_.GetGlobalPosition(), std::move(weapon_), 60000, 0, ammo);
}
}
void game::NpcCharacter::MakeEnemy(net::EntNum enemy_num)
{
// it must have been a mistake
if (Chance(0.1f))
{
return;
}
// cant switch enemies that fast
auto time = GetWorld().GetTime();
if (enemy_num != enemy_num_ && time - enemy_time_ < 5000)
{
return;
}
// increase anger
if (Chance(0.7f))
{
follow_enemy_ = true;
}
// this mf is already my current enemy
if (enemy_num == enemy_num_)
{
return;
}
// already have another enemy, likely stay focused on him
if (enemy_num_ != 0 && Chance(0.7f))
{
return;
}
// he is npc and i am not his target, was SURELY a missclick
auto enemy_npc = dynamic_cast<NpcCharacter*>(GetWorld().GetEntity(enemy_num));
if (enemy_npc && enemy_npc->enemy_num_ != GetEntNum() && Chance(0.3f))
{
return;
}
// OK this one is now my enemy
enemy_num_ = enemy_num;
enemy_time_ = time;
follow_enemy_ = false;
UpdateEnemy();
}
void game::NpcCharacter::UpdateEnemy()
{
if (enemy_num_ == 0)
{
enemy_ = nullptr;
return;
}
enemy_ = dynamic_cast<HumanCharacter*>(GetWorld().GetEntity(enemy_num_));
if (!enemy_ || CheckEnemyLost())
{
ClearEnemy();
return;
}
if (GetAiming())
{
SetAimTarget(enemy_->GetRoot().matrix * glm::vec4(0.0f, 0.0f, 1.7f, 1.0f));
}
// in vehicle with me?????
if (GetRideable() && enemy_->GetRideable() == GetRideable())
{
Ride(nullptr, 0);
}
}
bool game::NpcCharacter::CheckEnemyLost()
{
if (!enemy_->IsAlive())
{
return true; // may he rest in peace
}
const float max_dist = 150.0f;
auto dist2 = glm::distance2(root_.GetGlobalPosition(), enemy_->GetRoot().GetGlobalPosition());
if (dist2 > (max_dist * max_dist))
return true; // lost
return false;
}
bool game::NpcCharacter::HasEnemy() const
{
return enemy_;
}
void game::NpcCharacter::ClearEnemy()
{
enemy_num_ = 0;
enemy_ = nullptr;
enemy_time_ = 0;
follow_enemy_ = false;
}
bool game::NpcCharacter::WantsToFollowEnemy()
{
return HasEnemy() && follow_enemy_ && IsArmed();
}
bool game::NpcCharacter::IsArmed() const
{
return weapon_.get() != nullptr;
}
bool game::NpcCharacter::IsVehicleDriver() const
{
return GetVehicle() && IsDriver() && IsAlive();
}
void game::NpcCharacter::ResetVehiclePath()
{
path_.clear();
last_waypoint_idx_= 0;
}
void game::NpcCharacter::FindVehiclePath(const glm::vec3& position)
{
if (path_.empty())
{
// path_.clear(); // make sure there is not 1 left
// path_.push_back(position); // take current pos as first waypoint
// find closest waypoint as first
size_t closest = 0;
float closest_dist2 = 10000000000.0f;
for (size_t i = 0; i < roads_->nodes.size(); ++i)
{
auto& node = roads_->nodes[i];
float dist = glm::distance(node.position, seg_start_);
if (dist < min_dist)
auto d = position - roads_->nodes[i].position;
auto dist2 = glm::dot(d, d);
if (dist2 < closest_dist2)
{
min_dist = dist;
start_node = i;
closest_dist2 = dist2;
closest = i;
}
}
path_.push_back(start_node);
path_.push_back(roads_->nodes[closest].position);
last_waypoint_idx_ = closest;
}
}
void game::NpcCharacter::SelectNextNode()
{
size_t node = path_.back();
size_t num_nbs = roads_->nodes[node].num_nbs;
if (num_nbs < 1)
while (path_.size() < PATH_NEXT_WAYPOINTS)
{
const auto& pos = roads_->nodes[node].position;
std::cout << "node " << node << " has no neighbors!!!1 position: " << pos.x << " " << pos.y << " " << pos.z
<< std::endl;
throw std::runtime_error("no neighbors");
const auto& last = roads_->nodes[last_waypoint_idx_];
if (last.num_nbs == 0)
{
throw std::runtime_error("dead end from waypoint: " + last_waypoint_idx_);
}
size_t random_next_idx = rand() % last.num_nbs;
size_t nb_idx = roads_->nbs[last.nbs + random_next_idx];
path_.push_back(roads_->nodes[nb_idx].position);
last_waypoint_idx_ = nb_idx;
}
path_.push_back(roads_->nbs[roads_->nodes[node].nbs + (rand() % num_nbs)]);
}
static float FindClosestPointOnSegment(const glm::vec3& p0, const glm::vec3& p1, const glm::vec3& pos)
{
glm::vec3 seg_dir = p1 - p0;
float seg_len2 = glm::dot(seg_dir, seg_dir);
if (seg_len2 < 0.0001f)
return 0.0f; // segment is too short
float t = glm::dot(pos - p0, seg_dir) / seg_len2;
// t = glm::clamp(t, 0.0f, 1.0f);
return t;
}
static glm::vec3 LookAhead(std::span<glm::vec3> path, float distance)
{
for (size_t i = 0; i < path.size() - 1; ++i)
{
const auto& p0 = path[i];
const auto& p1 = path[i + 1];
auto seg_dist = glm::distance(p0, p1);
if (distance < seg_dist)
{
return glm::mix(p0, p1, distance / seg_dist);
}
distance -= seg_dist;
}
return path.back();
}
static float GetTurnAngle2D(const glm::vec2& forward, const glm::vec2& to_target)
{
@ -96,191 +293,514 @@ static float GetTurnAngle(const glm::vec3& pos, const glm::quat& rot, const glm:
return GetTurnAngle2D(forward_xy, to_target_xy);
}
void game::NpcCharacter::VehicleThink()
float CalculateNPCTargetSpeed(std::span<const glm::vec3> waypoints, const glm::quat& vehicleOrientation)
{
if (!roads_)
return;
// Configuration parameters (Tweak these to match your game's driving feel)
const float MAX_SPEED_KMH = 100.0f; // Speed on a straight road
const float MIN_SPEED_KMH = 20.0f; // Speed in a very sharp turn
const float LOOK_AHEAD_DISTANCE = 200.0f; // How far ahead (in meters) the NPC cares about
auto vehicle = GetVehicle();
if (vehicle_state_ == NVT_REVERSING)
// Safety check: We need at least the current position (0) and the next waypoint (1)
// to calculate a heading. More waypoints improve the curve estimation.
if (waypoints.size() < 2)
{
if (reversing_frames_ > 0)
{
--reversing_frames_;
}
else
{
vehicle_state_ = NVT_NORMAL;
stuck_counter_ = 0;
vehicle->SetInput(game::VIN_BACKWARD, false);
}
return;
return MIN_SPEED_KMH;
}
// Initialize vehicle forward vector from orientation
glm::vec3 vehicleForward = vehicleOrientation * glm::vec3(0.0f, 1.0f, 0.0f);
const auto& vehicle_trans = vehicle->GetRootTransform();
float accumulatedSharpness = 0.0f;
float distanceEvaluated = 0.0f;
const glm::vec3& pos = vehicle_trans.position;
const glm::quat& rot = vehicle_trans.rotation;
glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
// We start by checking the angle between the vehicle's current heading and the first segment
glm::vec3 currentDir = vehicleForward;
// glm::vec3 target = s->roads.nodes[s->node].position;
//
std::array<glm::vec3, 8> waypoints;
while (path_.size() < waypoints.size() - 1)
for (size_t i = 0; i < waypoints.size() - 1; ++i)
{
SelectNextNode();
}
glm::vec3 segment = waypoints[i + 1] - waypoints[i];
float segmentLength = glm::length(segment);
glm::vec3 node_pos = roads_->nodes[path_.front()].position;
if (glm::distance(glm::vec2(pos), glm::vec2(node_pos)) < 6.0f && path_.size() > 1)
{
seg_start_ = node_pos;
path_.pop_front();
SelectNextNode();
}
if (segmentLength < 0.1f)
continue; // Skip duplicate waypoints
glm::vec3 target_node_pos = roads_->nodes[path_.front()].position;
waypoints[0] = pos - glm::normalize(forward) * 3.0f;
waypoints[1] = pos;
// find closest point on segment [seg_start -> target_node_pos]
glm::vec3 seg_end = target_node_pos;
glm::vec3 seg_dir = seg_end - seg_start_;
float seg_len = glm::length(seg_dir);
if (seg_len > 5.0f)
{
glm::vec3 seg_dir_norm = seg_dir / seg_len;
float t = glm::clamp(glm::dot(pos - seg_start_, seg_dir_norm) / seg_len, 0.0f, 1.0f);
waypoints[2] = seg_start_ + t * seg_dir;
if (glm::distance(waypoints[1], target_node_pos) > 10.0f)
{
waypoints[2] += seg_dir_norm * 10.0f; // look a bit ahead on segment
}
else
{
waypoints[2] = target_node_pos;
}
}
else
{
waypoints[2] = target_node_pos;
}
for (size_t i = 3; i < waypoints.size(); ++i)
{
size_t path_idx = glm::min(i - 3, path_.size() - 1);
waypoints[i] = roads_->nodes[path_[path_idx]].position;
}
// decrease speed based on curvature
const float base_speed = 100.0f;
float target_speed = base_speed;
float dist_accum = 0.0f;
for (size_t i = 1; i < waypoints.size() - 1; ++i)
{
glm::vec3 dir1 = waypoints[i] - waypoints[i - 1];
glm::vec3 dir2 = waypoints[i + 1] - waypoints[i];
float dist = glm::length(dir1);
dist_accum += dist;
glm::vec2 dir1_xy = glm::vec2{dir1.x, dir1.y};
glm::vec2 dir2_xy = glm::vec2{dir2.x, dir2.y};
const float min_dir_length = 0.001f;
float angle = glm::length(dir1_xy) > min_dir_length && glm::length(dir2_xy) > min_dir_length
? GetTurnAngle2D(dir1_xy, dir2_xy)
: 0.0f;
// std::cout << "angle: " << angle << "\n";
float abs_angle = fabsf(angle);
if (abs_angle > glm::radians(7.0f))
{
// float speed_limit = 50.0f / abs_angle; // sharper turn -> lower speed
// speed_limit *= dist_accum / 20.0f; // more distance to turn -> higher speed
// speed_limit = glm::max(speed_limit, 20.0f);
// max_speed = glm::min(max_speed, speed_limit);
target_speed -=
abs_angle * (base_speed / glm::pi<float>() / 2.0f) * 50.0f / glm::max(dist_accum - 1.0f, 1.0f);
}
if (dist_accum > 200.0f)
// Accumulate distance. Stop looking ahead if it's too far down the road.
distanceEvaluated += segmentLength;
if (distanceEvaluated > LOOK_AHEAD_DISTANCE)
break;
glm::vec3 nextDir = segment / segmentLength; // Normalized direction
// Dot product gives the cosine of the angle between segments (range: -1 to 1)
// 1.0 means perfectly straight, 0.0 means 90-degree turn, -1.0 is a hairpin U-turn.
float dot = glm::dot(currentDir, nextDir);
// Clamp to avoid float precision issues with acos/sqrt logic
dot = glm::clamp(dot, -1.0f, 1.0f);
// Turn sharpness: 0.0 (straight) to 2.0 (180-degree turn)
float sharpness = 1.0f - dot;
// Distance weighting: turns further away matter less
float distanceWeight = 1.0f - (distanceEvaluated / LOOK_AHEAD_DISTANCE);
distanceWeight = glm::max(distanceWeight, 0.0f);
// Accumulate weighted sharpness
accumulatedSharpness += sharpness * distanceWeight;
// Move to the next segment
currentDir = nextDir;
}
target_speed = glm::clamp(target_speed, 25.0f, 100.0f);
speed_limit_ = target_speed;
// Map the sharpness to a speed limit.
// If accumulatedSharpness is 0, t = 0 -> MAX_SPEED.
// We cap sharpness sensitivity at 1.0 (roughly a sharp 90-degree turn nearby).
float t = glm::clamp(accumulatedSharpness, 0.0f, 1.0f);
// std::cout << "target speed: " << target_speed << "\n";
// Linear interpolation between max and min speed based on sharpness
float targetSpeedKMH = glm::mix(MAX_SPEED_KMH, MIN_SPEED_KMH, t);
float angle = GetTurnAngle(pos, rot, waypoints[2]);
return targetSpeedKMH;
}
if (glm::distance(pos, last_pos_) < 2.0f)
void game::NpcCharacter::UpdateVehicleInput(std::span<glm::vec3> actual_path)
{
auto vehicle = GetVehicle();
auto vehicle_pos = vehicle->GetRoot().GetGlobalPosition();
const auto& vehicle_rot = vehicle->GetRoot().local.rotation;
auto target_pos = LookAhead(actual_path, glm::max(2.0f, vehicle->GetSpeed() * 0.2f));
// auto target_speed = 10.0f;
std::span<glm::vec3> speed_path = actual_path;
if (glm::distance2(actual_path[0], actual_path[1]) < 4.0f)
{
stuck_counter_++;
if (stuck_counter_ > 100)
{
//s->state_str = "stuck (reverse)";
//s->stuck_counter = 0;
//s->vehicle.SetSteering(true, -angle); // try turn away
//s->vehicle.SetInputs(0); // stop
//// stuck, go reverse for a while
//s->vehicle.SetInput(game::VIN_BACKWARD, true);
//s->vehicle.Schedule(2000, [s]() {
// s->vehicle.SetInput(game::VIN_BACKWARD, false);
// BotThink(s);
//});
vehicle->SetSteering(true, -angle); // try turn away while reversing
vehicle->SetInputs(0); // stop
vehicle->SetInput(game::VIN_BACKWARD, true);
vehicle_state_ = NVT_REVERSING;
reversing_frames_ = 50; // reverse for 50 frames
// GetVehicleOld()->SetInputs(0); // stop
// is_driver_ = false; // TODO: fix
return;
}
speed_path = { actual_path.begin() + 1, actual_path.end() };
}
else
auto target_speed = CalculateNPCTargetSpeed(speed_path, vehicle_rot);
if (in_hurry_)
{
stuck_counter_ = 0;
last_pos_ = pos;
target_speed *= 4.0f;
}
vehicle->SetSteering(true, angle);
game::VehicleInputFlags vin = 0;
// set steering
vehicle_steer_ = GetTurnAngle(vehicle_pos, vehicle_rot, target_pos);
// set input
float speed = vehicle->GetSpeed();
// if (glm::distance(pos, target) < 10.0f)
// {
// target_speed = 20.0f;
// }
if (speed < target_speed * 0.9f && !gas_)
if (speed < target_speed * 0.9f && ((vehicle_in_ & (1<<VIN_FORWARD)) == 0))
{
gas_ = true;
// gas
vehicle_in_ |= (1<<VIN_FORWARD);
}
else if (speed > target_speed * 1.1f && gas_)
else if (speed > target_speed * 1.1f && ((vehicle_in_ & (1<<VIN_FORWARD)) > 0))
{
gas_ = false;
}
if (gas_)
{
vin |= 1 << game::VIN_FORWARD;
// no gas
vehicle_in_ &= ~(1<<VIN_FORWARD);
}
if (speed > target_speed * 1.4f)
{
vin |= 1 << game::VIN_BACKWARD;
// brake
vehicle_in_ |= (1<<VIN_BACKWARD);
}
else
{
// dont brake
vehicle_in_ &= ~(1<<VIN_BACKWARD);
}
vehicle->SetInputs(vin);
// debug draw path
// float beam_dist = 30.0f;
// for (size_t i = 0; i < actual_path.size() - 1; ++i)
// {
// const auto& p0 = actual_path[i];
// auto p1 = actual_path[i + 1];
// auto dist = glm::distance(p0, p1);
// if (beam_dist < dist)
// {
// p1 = glm::mix(p0, p1, beam_dist / dist);
// }
// GetWorld().Beam(p0, p1, i % 2 == 0 ? 0xFF0000FF : 0xFF0077FF, 1.5f / 25.0f);
// beam_dist -= dist;
// if (beam_dist <= 0.0f)
// break;
// }
// GetWorld().Beam(vehicle_pos, target_pos, 0xFFFF00FF, 1.5f / 25.0f);
// GetWorld().BeamBox(target_pos - 0.05f, target_pos + 0.05f, 0xFFFF00FF, 1.5f / 25.0f);
}
void game::NpcCharacter::UpdateVehicleInputToFollowPath()
{
auto vehicle = GetVehicle();
if (!vehicle)
return;
auto vehicle_pos = vehicle->GetRoot().GetGlobalPosition();
FindVehiclePath(vehicle_pos);
float seg_t;
// check if we reached next waypoint
while (true)
{
auto seg_dir = path_[1] - path_[0];
auto seg_len2 = glm::dot(seg_dir, seg_dir);
auto seg_len = glm::sqrt(seg_len2);
if (seg_len > 0.1f)
{
seg_t = glm::dot(vehicle_pos - path_[0], seg_dir) / seg_len2;
if (seg_t < (1.0f - 3.0f / seg_len))
{
break;
}
}
path_.pop_front();
FindVehiclePath(vehicle_pos);
}
seg_t = glm::clamp(seg_t, 0.0f, 1.0f);
const auto& p0 = path_[0];
const auto& p1 = path_[1];
auto on_segment = glm::mix(p0, p1, seg_t);
std::array<glm::vec3, PATH_NEXT_WAYPOINTS + 1> actual_path; // pos,on_segment,path[1],path[2]...
actual_path[0] = vehicle_pos;
actual_path[1] = on_segment;
for (size_t i = 1; i < PATH_NEXT_WAYPOINTS; ++i)
{
actual_path[i + 2 - 1] = path_[i];
}
UpdateVehicleInput(actual_path);
}
void game::NpcCharacter::UpdateVehicleInputToFollowEnemy()
{
if (!enemy_)
{
vehicle_in_ = 0;
vehicle_steer_ = 0.0f;
return;
}
auto vehicle = GetVehicle();
if (!vehicle)
return;
std::array<glm::vec3, 2> actual_path;
actual_path[0] = vehicle->GetRoot().GetGlobalPosition();;
actual_path[1] = enemy_->GetRoot().GetGlobalPosition();;
UpdateVehicleInput(actual_path);
}
bool game::NpcCharacter::CheckStuck()
{
auto pos = root_.GetGlobalPosition();
auto dist2 = glm::distance2(pos, last_pos_);
// far, not stuck
if (dist2 > 4.0f)
{
last_pos_ = pos;
stuck_counter_ = 0;
return false;
}
++stuck_counter_;
// close but only short time yet
if (stuck_counter_ < 100)
return false;
// stuck
last_pos_ = pos;
stuck_counter_ = 0;
return true;
}
static game::CharacterInputFlags GetRandomStrafeDir(float strafe_chance)
{
auto dir_choice = RandomFloat(0.0f, 1.0f);
if (dir_choice > strafe_chance)
return 0;
return (dir_choice < strafe_chance * 0.5f) ? (1 << game::CIN_RIGHT) : (1 << game::CIN_LEFT);
}
void game::NpcCharacter::Think()
{
while (true)
{
auto new_state = CheckThinkStateTransition();
if (new_state == think_state_)
break;
EnterThinkState(new_state);
}
}
void game::NpcCharacter::EnterThinkState(ThinkState state)
{
think_state_ = state;
think_state_time_ = GetWorld().GetTime();
switch (state)
{
case THINKSTATE_IDLE:
SetAimHeld(false);
SetFireHeld(false);
Equip(nullptr);
SetInputs(0);
in_hurry_ = false;
break;
case THINKSTATE_MAD_IDLE:
SetAimHeld(false);
SetFireHeld(false);
Equip(weapon_);
SetInputs(0);
SetTargetThinkStateDuration(100, 300);
break;
case THINKSTATE_MAD_AIM:
SetAimHeld(true);
SetFireHeld(false);
Equip(weapon_);
SetInputs(GetRandomStrafeDir(0.8f));
SetTargetThinkStateDuration(200, 800);
break;
case THINKSTATE_MAD_FIRE:
SetAimHeld(true);
SetFireHeld(true);
Equip(weapon_);
SetInputs(GetRandomStrafeDir(0.4f));
SetTargetThinkStateDuration(200, 1200);
break;
case THINKSTATE_SCARED:
SetAimHeld(false);
SetFireHeld(false);
Equip(nullptr);
SetInputs(0);
in_hurry_ = true;
SetTargetThinkStateDuration(5000, 10000);
break;
case THINKSTATE_BRAINDEAD:
SetAimHeld(true);
SetFireHeld(true);
SetInputs(0);
in_hurry_ = false;
break;
}
}
game::ThinkState game::NpcCharacter::CheckThinkStateTransition()
{
if (!IsAlive())
return THINKSTATE_BRAINDEAD;
switch (think_state_)
{
case THINKSTATE_IDLE:
if (HasEnemy())
return IsArmed() ? THINKSTATE_MAD_IDLE : THINKSTATE_SCARED;
return THINKSTATE_IDLE;
case THINKSTATE_MAD_IDLE:
if (!HasEnemy() || !IsArmed())
return THINKSTATE_IDLE;
if (HasThinkStateDurationElapsed() && CanAim())
return THINKSTATE_MAD_AIM;
return THINKSTATE_MAD_IDLE;
case THINKSTATE_MAD_AIM:
if (!HasEnemy() || !IsArmed())
return THINKSTATE_IDLE;
if (GetCurrentThinkStateDuration() > 0 && !GetAiming()) // reload or sth
return THINKSTATE_MAD_IDLE;
if (HasThinkStateDurationElapsed())
return THINKSTATE_MAD_FIRE;
return THINKSTATE_MAD_AIM;
case THINKSTATE_MAD_FIRE:
if (HasThinkStateDurationElapsed())
return THINKSTATE_MAD_AIM;
return THINKSTATE_MAD_FIRE;
case THINKSTATE_SCARED:
if (HasThinkStateDurationElapsed())
return THINKSTATE_IDLE;
return THINKSTATE_SCARED;
default:
return THINKSTATE_IDLE;
}
}
int64_t game::NpcCharacter::GetCurrentThinkStateDuration() const
{
return GetWorld().GetTime() - think_state_time_;
}
void game::NpcCharacter::SetTargetThinkStateDuration(int duration_min, int duration_max)
{
if (duration_max == 0)
{
think_state_target_duration_ = duration_min;
}
else
{
think_state_target_duration_ = RandomInt(duration_min, duration_max);
}
}
bool game::NpcCharacter::HasThinkStateDurationElapsed() const
{
return GetCurrentThinkStateDuration() >= think_state_target_duration_;
}
void game::NpcCharacter::DriverThink()
{
while (true)
{
auto new_state = CheckDriverThinkStateTransition();
if (new_state == driver_state_)
break;
EnterDriverThinkState(new_state);
}
auto vehicle = GetVehicle();
if (vehicle && IsDriver())
{
vehicle->SetSteering(true, vehicle_steer_);
vehicle->SetInputs(vehicle_in_);
}
}
void game::NpcCharacter::EnterDriverThinkState(DriverThinkState state)
{
prev_driver_state_ = driver_state_;
driver_state_ = state;
driver_state_time_ = GetWorld().GetTime();
stuck_counter_ = 0;
switch (state)
{
case DRIVERSTATE_NONE:
vehicle_in_ = 0;
vehicle_steer_ = 0.0f;
break;
case DRIVERSTATE_PATH_BEGIN:
vehicle_in_ = 0;
vehicle_steer_ = 0.0f;
ResetVehiclePath();
break;
case DRIVERSTATE_PATH:
break;
case DRIVERSTATE_REVERSE:
vehicle_in_ = 1<<VIN_BACKWARD; // go reverse
vehicle_steer_ = -vehicle_steer_; // try turn away
break;
case DRIVERSTATE_FOLLOW_ENEMY:
break;
default:
break;
}
}
game::DriverThinkState game::NpcCharacter::CheckDriverThinkStateTransition()
{
switch (driver_state_)
{
case DRIVERSTATE_NONE:
if (IsVehicleDriver() && GetCurrentDriverThinkStateDuration() > 1000) // take some time to think
{
if (WantsToFollowEnemy())
return DRIVERSTATE_FOLLOW_ENEMY;
return DRIVERSTATE_PATH_BEGIN;
}
return DRIVERSTATE_NONE;
case DRIVERSTATE_PATH_BEGIN:
return DRIVERSTATE_PATH;
case DRIVERSTATE_PATH:
if (!IsVehicleDriver())
return DRIVERSTATE_NONE;
if (WantsToFollowEnemy())
return DRIVERSTATE_NONE;
if (CheckStuck())
return DRIVERSTATE_REVERSE;
// update input
UpdateVehicleInputToFollowPath();
return DRIVERSTATE_PATH;
case DRIVERSTATE_FOLLOW_ENEMY:
if (!IsVehicleDriver())
return DRIVERSTATE_NONE;
if (!WantsToFollowEnemy())
return DRIVERSTATE_NONE;
if (CheckStuck())
return DRIVERSTATE_REVERSE;
UpdateVehicleInputToFollowEnemy();
return DRIVERSTATE_FOLLOW_ENEMY;
case DRIVERSTATE_REVERSE:
if (!IsVehicleDriver())
return DRIVERSTATE_NONE;
if (GetCurrentDriverThinkStateDuration() > 3000)
return prev_driver_state_;
return DRIVERSTATE_REVERSE;
default:
return DRIVERSTATE_NONE;
}
}
int64_t game::NpcCharacter::GetCurrentDriverThinkStateDuration() const
{
return GetWorld().GetTime() - driver_state_time_;
}

View File

@ -2,16 +2,30 @@
#include "assets/map.hpp"
#include "human_character.hpp"
#include "vehicle.hpp"
namespace game
{
class OpenWorld;
enum NpcVehicleThinkState
enum ThinkState
{
NVT_NORMAL,
NVT_REVERSING,
THINKSTATE_IDLE,
THINKSTATE_MAD_IDLE,
THINKSTATE_MAD_AIM,
THINKSTATE_MAD_FIRE,
THINKSTATE_SCARED,
THINKSTATE_BRAINDEAD,
};
enum DriverThinkState
{
DRIVERSTATE_NONE,
DRIVERSTATE_PATH_BEGIN,
DRIVERSTATE_PATH,
DRIVERSTATE_REVERSE,
DRIVERSTATE_FOLLOW_ENEMY,
};
class NpcCharacter : public HumanCharacter
@ -23,26 +37,84 @@ public:
virtual void Update() override;
virtual void ReceiveDamage(const DamageInfo& damage) override;
void SetWeapon(std::shared_ptr<ItemInstance> weapon);
bool IsBored(int64_t time) const;
void Die();
// net::EntNum GetEnemyNum() const { return enemy_num_; }
protected:
virtual void OnRideableChanged() override;
virtual void OnRideableDamaged(const DamageInfo& damage) override;
virtual void SpawnLoot() override;
private:
void UpdateVehicleState();
void SelectNextNode();
void VehicleThink();
void MakeEnemy(net::EntNum enemy_num);
void UpdateEnemy();
bool CheckEnemyLost();
bool HasEnemy() const;
void ClearEnemy();
bool WantsToFollowEnemy();
bool IsArmed() const;
bool IsVehicleDriver() const;
void ResetVehiclePath();
void FindVehiclePath(const glm::vec3& position);
void UpdateVehicleInput(std::span<glm::vec3> path);
void UpdateVehicleInputToFollowPath();
void UpdateVehicleInputToFollowEnemy();
bool CheckStuck();
void Think();
void EnterThinkState(ThinkState state);
ThinkState CheckThinkStateTransition();
int64_t GetCurrentThinkStateDuration() const;
void SetTargetThinkStateDuration(int duration_min, int duration_max = 0);
bool HasThinkStateDurationElapsed() const;
void DriverThink();
void EnterDriverThinkState(DriverThinkState state);
DriverThinkState CheckDriverThinkStateTransition();
int64_t GetCurrentDriverThinkStateDuration() const;
// void UpdateVehicleState();
// void SelectNextNode();
// void VehicleThink();
private:
const assets::MapGraph* roads_;
ThinkState think_state_ = THINKSTATE_IDLE;
int64_t think_state_time_ = 0;
int64_t think_state_target_duration_ = 0;
// driver
NpcVehicleThinkState vehicle_state_ = NVT_NORMAL;
const assets::MapGraph* roads_;
glm::vec3 seg_start_;
std::deque<size_t> path_;
bool gas_ = false;
size_t stuck_counter_ = 0;
size_t reversing_frames_ = 0;
DriverThinkState driver_state_ = DRIVERSTATE_NONE;
int64_t driver_state_time_ = 0;
DriverThinkState prev_driver_state_ = DRIVERSTATE_NONE;
std::deque<glm::vec3> path_;
size_t last_waypoint_idx_ = 0;
glm::vec3 last_pos_ = glm::vec3(0.0f);
float speed_limit_ = 0.0f;
size_t stuck_counter_ = 0;
VehicleInputFlags vehicle_in_ = 0;
float vehicle_steer_ = 0.0f;
bool in_hurry_ = false;
// mad
std::shared_ptr<ItemInstance> weapon_;
net::EntNum enemy_num_ = 0;
HumanCharacter* enemy_ = nullptr;
int64_t enemy_time_ = 0;
bool follow_enemy_ = false;
};
}

View File

@ -13,13 +13,13 @@
#include "tuning_world.hpp"
#include "game.hpp"
#include "cow.hpp"
#include "utils/random.hpp"
namespace game
{
} // namespace game
static const char* GetRandomCarModel()
{
const char* vehicles[] = {"pickup_hd", "passat", "twingo", "polskifiat", "avia"};
@ -51,34 +51,29 @@ static uint32_t GetRandomColor24()
game::OpenWorld::OpenWorld(Game& game) : EnterableWorld("openworld"), game_(game)
{
// spawn bots
for (size_t i = 0; i < 100; ++i)
{
SpawnBot();
}
SetSpawnPoint(glm::vec3(100.0f, 100.0f, 1.0f));
// initial twingo
VehicleTuning twingo_tuning;
twingo_tuning.model = "twingo";
twingo_tuning.parts["primarycolor"] = "orange";
VehicleSpawnInfo twingo_info{};
twingo_info.tuning.model = "twingo";
twingo_info.tuning.parts["primarycolor"] = "orange";
// twingo_tuning.primary_color = 0x0077FF;
// twingo_tuning.wheels_idx = 1; // enkei
// twingo_tuning.wheel_color = 0x00FF00;
twingo_info.position = glm::vec3{110.0f, 100.0f, 5.0f};
auto& veh = Spawn<game::DrivableVehicle>(twingo_tuning);
veh.SetPosition({110.0f, 100.0f, 5.0f});
auto& veh = Spawn<game::DrivableVehicle>(twingo_info);
constexpr size_t in_row = 20;
for (size_t i = 0; i < 100; ++i)
{
Schedule(i * 40, [this, i] {
Schedule(i * 160, [this, i] {
size_t col = i % in_row;
size_t row = i / in_row;
glm::vec3 pos(62.0f + static_cast<float>(col) * 4.0f, 165.0f + static_cast<float>(row) * 7.0f, 7.0f);
auto& veh = SpawnRandomVehicle();
veh.SetPosition(pos);
SpawnRandomVehicle(pos, 0.0f);
});
}
@ -89,9 +84,11 @@ game::OpenWorld::OpenWorld(Game& game) : EnterableWorld("openworld"), game_(game
CreateTuningGarage(loc.transform.position, glm::eulerAngles(loc.transform.rotation).x);
}
CreateItemPickups("pickup_uzi", "uzi");
CreateItemPickups("pickup_ak47", "ak47");
CreateItemPickups("pickup_airsniper", "airsniper");
CreatePermaItemPickups("pickup_uzi", "uzi");
CreatePermaItemPickups("pickup_ak47", "ak47");
CreatePermaItemPickups("pickup_airsniper", "airsniper");
SpawnNpcs();
// cow
auto& cow = Spawn<Cow>(glm::vec3(0.0f, 0.0f, 2.0f), 0.0f);
@ -100,7 +97,12 @@ game::OpenWorld::OpenWorld(Game& game) : EnterableWorld("openworld"), game_(game
// hit target npc
auto& npc = SpawnRandomNpc();
npc.SetPosition({90.0f, 100.0f, 5.0f});
npc.EnablePhysics(true);
npc.SetWeapon(std::make_shared<ItemInstance>("ak47"));
// hit target npc 2
auto& npc2 = SpawnRandomNpc();
npc2.SetPosition({80.0f, 100.0f, 5.0f});
npc2.SetWeapon(std::make_shared<ItemInstance>("airsniper"));
}
void game::OpenWorld::Update(int64_t delta_time)
@ -123,15 +125,47 @@ void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool ena
Super::PlayerInput(player, type, enabled);
}
game::DrivableVehicle& game::OpenWorld::SpawnRandomVehicle()
void game::OpenWorld::SpawnNpcs()
{
game::VehicleTuning tuning;
tuning.model = GetRandomCarModel();
int64_t next_spawn_after = 10000;
if (num_npcs_ < 120)
{
SpawnNpcVehicleWithPassengers();
next_spawn_after = RandomInt(100, 1000);
}
Schedule(next_spawn_after, [this]{
SpawnNpcs();
});
}
static void CheckVehicleAbandonment(game::DrivableVehicle& vehicle)
{
if (vehicle.IsAbandoned(60000 * 5)) // 5 min
{
vehicle.Remove();
}
else
{
vehicle.Schedule(RandomInt(0, 1000) + 10000, [&vehicle]{
CheckVehicleAbandonment(vehicle);
});
}
}
game::DrivableVehicle& game::OpenWorld::SpawnRandomVehicle(const glm::vec3& pos, float yaw, bool auto_despawn)
{
VehicleSpawnInfo vehicle_info;
vehicle_info.tuning.model = GetRandomCarModel();
vehicle_info.position = pos;
vehicle_info.yaw = yaw;
// tuning.primary_color = GetRandomColor24();
auto& vehicle = Spawn<game::DrivableVehicle>(tuning);
auto& vehicle = Spawn<game::DrivableVehicle>(vehicle_info);
// vehicle.SetNametag("bot (" + std::to_string(vehicle.GetEntNum()) + ")");
auto& tuning = vehicle_info.tuning;
auto& tuning_list = vehicle.GetTuningList();
// make random tuning
@ -166,34 +200,103 @@ game::DrivableVehicle& game::OpenWorld::SpawnRandomVehicle()
vehicle.SetTuning(tuning);
if (auto_despawn)
{
CheckVehicleAbandonment(vehicle);
}
return vehicle;
}
static void CheckNpcBoredom(game::NpcCharacter& npc)
{
if (!npc.IsAlive())
return;
if (npc.IsBored(60000 * 5)) // 5 min doing nothing is insufferable
{
npc.Die();
}
else
{
npc.Schedule(RandomInt(0, 2000) + 10000, [&npc]{
CheckNpcBoredom(npc);
});
}
}
game::NpcCharacter& game::OpenWorld::SpawnRandomNpc()
{
HumanCharacterTuning npc_tuning;
npc_tuning.clothes.push_back({ "tshirt", GetRandomColor24() });
npc_tuning.clothes.push_back({ "shorts", GetRandomColor24() });
return Spawn<NpcCharacter>(npc_tuning);
auto& npc = Spawn<NpcCharacter>(npc_tuning);
npc.SetOnDeath([this, &npc] {
npc.Schedule(15000, [&npc]{
npc.Remove();
});
if (num_npcs_ > 0)
{
--num_npcs_;
}
});
npc.Schedule(1000, [&npc]{
CheckNpcBoredom(npc);
});
++num_npcs_;
return npc;
}
void game::OpenWorld::SpawnBot()
static std::tuple<glm::vec3, float> GetRandomNodeAndRotation(const assets::MapGraph& graph)
{
size_t node_idx = rand() % graph.nodes.size();
auto& node = graph.nodes[node_idx];
size_t nb_idx = graph.nbs[rand() % node.num_nbs];
auto& nb = graph.nodes[nb_idx];
auto dir = node.position - nb.position;
float yaw = glm::atan(-dir.x, dir.y);
return std::make_tuple(node.position, yaw);
}
void game::OpenWorld::SpawnNpcVehicleWithPassengers()
{
auto roads = GetMap().GetGraph("roads");
if (!roads)
{
throw std::runtime_error("SpawnBot: no roads graph in map");
throw std::runtime_error("SpawnNpcVehicleWithPassengers: no roads graph in map");
}
size_t start_node = rand() % roads->nodes.size();
auto& vehicle = SpawnRandomVehicle();
vehicle.SetPosition(roads->nodes[start_node].position + glm::vec3{0.0f, 0.0f, 5.0f});
auto [pos, yaw] = GetRandomNodeAndRotation(*roads);
auto& vehicle = SpawnRandomVehicle(pos, yaw, true);
auto& driver = SpawnRandomNpc();
driver.Ride(&vehicle, 0);
if (Chance(0.5f))
{
driver.SetWeapon(std::make_shared<ItemInstance>("uzi"));
}
if (Chance(0.3f))
{
auto& passenger = SpawnRandomNpc();
passenger.Ride(&vehicle, 1);
if (Chance(0.5f))
{
passenger.SetWeapon(std::make_shared<ItemInstance>(Chance(0.4f) ? "ak47" : (Chance(0.5f) ? "uzi" : "airsniper")));
}
}
}
void game::OpenWorld::CreateTuningGarage(const glm::vec3& position, float yaw)
@ -250,51 +353,18 @@ void game::OpenWorld::CreateTuningGarage(const glm::vec3& position, float yaw)
});
}
void game::OpenWorld::CreateItemPickups(const std::string& loc_name, const std::string& item_name)
void game::OpenWorld::CreatePermaItemPickups(const std::string& loc_name, const std::string& item_name)
{
for (auto locs = GetMap().GetLocations(loc_name); const auto& loc : locs)
{
CreateItemPickup(loc.transform.position, item_name);
CreatePermaItemPickup(loc.transform.position, item_name);
}
}
void game::OpenWorld::CreateItemPickup(const glm::vec3& position, const std::string& item_name)
void game::OpenWorld::CreatePermaItemPickup(const glm::vec3& position, const std::string& item_name)
{
auto item_def = assets::CacheManager::GetItem("data/" + item_name + ".item");
MarkerInfo marker_info{};
marker_info.position = position;
marker_info.type = MARKER_PICKUP;
marker_info.color = 0xFFFFFF;
marker_info.model = item_def->model_name;
auto& marker = Spawn<Marker>(marker_info);
marker.SetUseTarget(
"sebrat " + item_name,
[](PlayerCharacter& character, UseTargetQueryResult& res) {
res.enabled = true;
res.delay = 0.1f;
res.error_text = nullptr;
return true;
},
[this, position, item_def,
&marker](PlayerCharacter& character) {
auto player = character.GetPlayer();
if (!player)
return;
character.GiveItem(std::make_shared<ItemInstance>(item_def->name));
character.GiveAmmo(item_def->ammo_type, item_def->clip_size * 15);
character.PlaySound("pickup_ammo");
player->SendChat("sebrals " + item_def->name);
marker.SetUseable(false);
marker.Remove();
Schedule(5000, [this, position, item_def]() {
CreateItemPickup(position, item_def->name);
});
});
CreateItemPickup(position, std::make_shared<ItemInstance>(item_def), 0, 5000, item_def->clip_size * 15);
}
void game::OpenWorld::RecoverPlayer(Player& player)

View File

@ -19,21 +19,25 @@ public:
virtual void PlayerInput(Player& player, PlayerInputType type, bool enabled) override;
private:
game::DrivableVehicle& SpawnRandomVehicle();
void SpawnNpcs();
game::DrivableVehicle& SpawnRandomVehicle(const glm::vec3& pos, float yaw, bool auto_despawn = false);
game::NpcCharacter& SpawnRandomNpc();
void SpawnBot();
void SpawnNpcVehicleWithPassengers();
void CreateTuningGarage(const glm::vec3& position, float yaw);
void CreateItemPickups(const std::string& loc_name, const std::string& item_name);
void CreateItemPickup(const glm::vec3& position, const std::string& item);
void CreatePermaItemPickups(const std::string& loc_name, const std::string& item_name);
void CreatePermaItemPickup(const glm::vec3& position, const std::string& item);
void RecoverPlayer(Player& player);
bool GetRecoveryPosition(const glm::vec3& current, glm::vec3& recovery);
private:
Game& game_;
std::vector<NpcCharacter*> npcs_;
float daytime_offset_ = 0.0f;
// std::vector<NpcCharacter*> npcs_;
size_t num_npcs_ = 0;
};
}

View File

@ -36,6 +36,7 @@ void game::Player::Update()
SyncWorld();
SendMenuMsgs();
UpdateCamera();
SendDamageEvents();
// reset for next frame
in_new_ = 0;
@ -145,6 +146,13 @@ void game::Player::SetHudData(const PlayerHudData& hud_data)
msg.Write(hud_data.ammo_total);
}
if (hud_data.dead != hud_data_.dead)
{
fields |= PHUD_DEATH;
hud_data_.dead = hud_data.dead;
msg.Write(hud_data.dead);
}
if (fields == 0)
{
DiscardMsg();
@ -159,6 +167,11 @@ void game::Player::ResetHudData()
SetHudData(PlayerHudData{});
}
void game::Player::DisplayDamageEvent(DamageEventType type)
{
dmg_event_flags_ |= 1 << type;
}
bool game::Player::GetView(glm::vec3& eye, glm::vec3& forward)
{
if (!world_)
@ -236,6 +249,26 @@ void game::Player::SendWorldUpdateMsg()
world_->PickLocalMsgs(*this, cull_pos_);
}
void game::Player::SendDamageEvents()
{
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_RECEIVED))
SendDamageEvent(DAMAGE_EVENT_RECEIVED);
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_DEALT))
SendDamageEvent(DAMAGE_EVENT_DEALT);
if (dmg_event_flags_ & (1 << DAMAGE_EVENT_DEALT_KILL))
SendDamageEvent(DAMAGE_EVENT_DEALT_KILL);
dmg_event_flags_ = 0;
}
void game::Player::SendDamageEvent(DamageEventType type)
{
auto msg = BeginMsg(net::MSG_DAMAGE);
msg.Write(type);
}
void game::Player::SendEnv()
{
if (!world_ || last_env_time_ + 1000 > world_->GetTime())

View File

@ -44,6 +44,8 @@ public:
void SetHudData(const PlayerHudData& hud_data);
void ResetHudData();
void DisplayDamageEvent(DamageEventType type);
const std::string& GetName() const { return name_; }
PlayerInputFlags GetInput() const { return in_; }
@ -62,6 +64,8 @@ private:
void UpdateCullPos();
void SendWorldMsg();
void SendWorldUpdateMsg();
void SendDamageEvents();
void SendDamageEvent(DamageEventType type);
void SendEnv();
// entities sync
@ -106,6 +110,7 @@ private:
// hud
PlayerHudData hud_data_;
uint8_t dmg_event_flags_ = 0;
};
}

View File

@ -1,6 +1,8 @@
#include "player_character.hpp"
#include "world.hpp"
#include "input_mapping.hpp"
#include "utils/random.hpp"
game::PlayerCharacter::PlayerCharacter(World& world, Player& player, const HumanCharacterTuning& tuning) : Super(world, tuning), player_(&player)
{
@ -11,6 +13,7 @@ game::PlayerCharacter::PlayerCharacter(World& world, Player& player, const Human
// give some shit
GiveItem(std::make_shared<ItemInstance>("airsniper"), false);
GiveAmmo("pellet", 50);
// GiveItem(std::make_shared<ItemInstance>("ak47"), false);
// GiveItem(std::make_shared<ItemInstance>("uzi"), false);
}
@ -31,6 +34,38 @@ void game::PlayerCharacter::Update()
UpdateHudData();
}
void game::PlayerCharacter::ReceiveDamage(const DamageInfo& damage)
{
if (!IsAlive())
return;
Super::ReceiveDamage(damage);
if (player_)
{
player_->DisplayDamageEvent(DAMAGE_EVENT_RECEIVED);
}
if (!IsAlive())
{
// just died
std::string_view killer_name;
auto killer_character = dynamic_cast<PlayerCharacter*>(damage.inflictor);
if (killer_character)
{
auto killer_player = killer_character->GetPlayer();
if (killer_player)
{
killer_name = killer_player->GetName();
}
}
SendDeathMessage(killer_name);
SetNametag(std::string{});
}
}
void game::PlayerCharacter::ProcessInput(PlayerInputType type, bool enabled)
{
switch (type)
@ -108,6 +143,19 @@ void game::PlayerCharacter::GiveAmmo(const std::string& ammo_name, size_t count)
inventory_->ammo[ammo_name] += count;
}
void game::PlayerCharacter::OnDamageDealt(bool was_kill)
{
if (!player_)
return;
player_->DisplayDamageEvent(was_kill ? DAMAGE_EVENT_DEALT_KILL : DAMAGE_EVENT_DEALT);
}
float game::PlayerCharacter::GetHitBoneDamageMultiplier(const std::string_view hitbone)
{
return 0.25f * Super::GetHitBoneDamageMultiplier(hitbone);
}
void game::PlayerCharacter::OnRideableChanged()
{
UpdatePlayerCamera();
@ -152,6 +200,24 @@ size_t game::PlayerCharacter::GetAmmo(size_t required, const std::string& ammo_n
return give;
}
void game::PlayerCharacter::SpawnLoot()
{
if (!inventory_)
return;
for (auto& slot : inventory_->slots)
{
if (!slot)
continue;
size_t ammo = GetAmmo(slot->def->clip_size * 5, slot->def->ammo_type);
auto pos = root_.GetGlobalPosition() + glm::vec3(RandomFloat(-1.0f, 1.0f), RandomFloat(-1.0f, 1.0f), RandomFloat(-0.1f, 1.0f));
GetWorld().CreateItemPickup(pos, std::move(slot), RandomInt(59000, 61000), 0, ammo);
}
inventory_.reset();
}
void game::PlayerCharacter::UpdatePlayerCamera()
{
if (!player_)
@ -169,8 +235,8 @@ void game::PlayerCharacter::UpdatePlayerCamera()
void game::PlayerCharacter::UpdateInputs()
{
auto in = player_ ? player_->GetInput() : 0;
auto in = (player_ && IsAlive()) ? player_->GetInput() : 0;
if (auto rideable = GetRideable(); rideable)
{
SetInputs(0);
@ -199,7 +265,7 @@ void game::PlayerCharacter::UpdateInputs()
void game::PlayerCharacter::UpdateAimTarget()
{
if (!player_)
if (!player_ || !IsAlive())
return;
glm::vec3 eye, forward;
@ -221,7 +287,7 @@ void game::PlayerCharacter::UpdateAimTarget()
void game::PlayerCharacter::CheckItemSwitch()
{
if (!player_ || !inventory_)
if (!player_ || !inventory_ || !IsAlive())
return;
auto in = player_->GetNewInput();
@ -245,7 +311,7 @@ void game::PlayerCharacter::CheckItemSwitch()
void game::PlayerCharacter::UpdateUseTarget()
{
UseTargetQueryResult res{};
auto new_use_target = world_.GetBestUseTarget(*this, res);
auto new_use_target = IsAlive() ? world_.GetBestUseTarget(*this, res) : nullptr;
if (new_use_target != use_target_ || res.enabled != use_enabled_ || res.error_text != use_error_ || res.delay != use_delay_)
{
@ -274,6 +340,9 @@ void game::PlayerCharacter::UpdateUseTarget()
void game::PlayerCharacter::UseChanged(bool enabled)
{
if (!IsAlive())
return;
if (!use_target_)
{
// exit rideable if not target
@ -336,8 +405,10 @@ void game::PlayerCharacter::UpdateHudData()
if (!player_)
return;
hud_data_.health = 100;
// general
hud_data_.health = static_cast<uint8_t>(GetHealth());
// item
const auto& item = GetHeldItem();
hud_data_.ammo_loaded = item ? item->ammo : 0;
@ -351,6 +422,9 @@ void game::PlayerCharacter::UpdateHudData()
}
}
// death
hud_data_.dead = IsDead() ? 1 : 0;
player_->SetHudData(hud_data_);
}
@ -358,7 +432,7 @@ void game::PlayerCharacter::UpdateHudSlots()
{
hud_data_.weapon_slots = 0;
if (!inventory_)
if (!inventory_ || IsDead())
return;
for (size_t i = 0; i < 10; ++i)
@ -369,3 +443,75 @@ void game::PlayerCharacter::UpdateHudSlots()
}
static std::string_view GetRandomDeathMessageFormat()
{
switch (rand() % 8)
{
case 1:
return "byl zneškodněn";
case 2:
return "chcíp";
case 3:
return "umříl";
case 4:
return "umřel";
case 5:
return "pošel";
case 6:
return "odešel na věčné časy";
case 7:
return "už není mezi námi";
default:
return "zesnul";
}
}
static std::string_view GetRandomDeathMessageFormatKilled()
{
switch (rand() % 8)
{
case 0:
return "zneškodnil";
case 1:
return "vyřešil";
case 2:
return "zajebal";
case 3:
return "zlikvidoval";
case 4:
return "odstranil";
case 5:
return "terminoval";
case 6:
return "zabil";
default:
return "kilnul";
}
}
void game::PlayerCharacter::SendDeathMessage(std::string_view killer_name)
{
if (!player_)
return;
std::string message;
if (killer_name.empty())
{
message += player_->GetName();
message += "^r ";
message += GetRandomDeathMessageFormat();
}
else
{
message += killer_name;
message += "^r ";
message += GetRandomDeathMessageFormatKilled();
message += " ";
message += player_->GetName();
}
GetWorld().SendChat(message);
}

View File

@ -17,6 +17,8 @@ public:
virtual void Update() override;
virtual void ReceiveDamage(const DamageInfo& damage) override;
void ProcessInput(PlayerInputType type, bool enabled);
void DetachFromPlayer();
@ -29,12 +31,17 @@ public:
void GiveItem(std::shared_ptr<ItemInstance> item, bool can_equip = true);
void GiveAmmo(const std::string& ammo_name, size_t count);
protected:
virtual void OnDamageDealt(bool was_kill) override;
protected:
virtual float GetHitBoneDamageMultiplier(const std::string_view hitbone) override;
virtual void OnRideableChanged() override;
virtual void OnAimingChanged() override;
virtual void OnHeldItemChanged() override;
virtual bool HaveAmmo(const std::string& ammo_name) override;
virtual size_t GetAmmo(size_t required, const std::string& ammo_name) override;
virtual void SpawnLoot() override;
private:
void UpdatePlayerCamera();
@ -52,6 +59,8 @@ private:
void UpdateHudData();
void UpdateHudSlots();
void SendDeathMessage(std::string_view killer_name);
private:
Player* player_;

View File

@ -13,6 +13,7 @@ enum PlayerHudField : PlayerHudFields
PHUD_ITEM = 4,
PHUD_AMMO_LOADED = 8,
PHUD_AMMO_TOTAL = 16,
PHUD_DEATH = 32,
};
struct PlayerHudData
@ -21,14 +22,24 @@ struct PlayerHudData
uint8_t health = 0;
// TODO: stamina ?
uint8_t weapon_slots = 0;
// held item
std::string held_item;
uint8_t ammo_loaded = 0;
uint32_t ammo_total = 0;
// death
uint8_t dead = 0;
// TODO: use target
};
enum DamageEventType : uint8_t
{
DAMAGE_EVENT_RECEIVED,
DAMAGE_EVENT_DEALT,
DAMAGE_EVENT_DEALT_KILL,
};
}

View File

@ -2,7 +2,12 @@
#include <stdexcept>
game::Rideable::Rideable(Entity& entity, RideableType type) : entity_(entity), type_(type) {}
#include "world.hpp"
game::Rideable::Rideable(Entity& entity, RideableType type) : entity_(entity), type_(type)
{
last_passenger_leave_time_ = entity_.GetWorld().GetTime();
}
void game::Rideable::SetPassenger(size_t seat_idx, HumanCharacter* passenger)
{
@ -29,6 +34,7 @@ void game::Rideable::SetPassenger(size_t seat_idx, HumanCharacter* passenger)
}
OnPassengerChanged(seat_idx, passenger);
UpdateLeaveTime();
}
game::HumanCharacter* game::Rideable::GetPassenger(size_t seat_idx) const
@ -56,6 +62,28 @@ void game::Rideable::KickAll()
}
}
void game::Rideable::OnRideableDamaged(const DamageInfo& damage) const
{
for (const auto& seat : seats_)
{
if (seat.passenger)
{
seat.passenger->OnRideableDamaged(damage);
}
}
}
bool game::Rideable::IsAbandoned(int64_t time) const
{
// still someone in
if (last_passenger_leave_time_ < 0)
{
return false;
}
return entity_.GetWorld().GetTime() - last_passenger_leave_time_ >= time;
}
game::Rideable::~Rideable()
{
// kick passengers
@ -69,3 +97,25 @@ size_t game::Rideable::AddSeat(const glm::vec3& offset)
seats_.emplace_back(seat);
return seats_.size() - 1;
}
void game::Rideable::UpdateLeaveTime()
{
size_t num_passengers = 0;
for (const auto& seat : seats_)
{
if (seat.passenger)
{
++num_passengers;
}
}
if (num_passengers > 0)
{
last_passenger_leave_time_ = -1;
}
else
{
last_passenger_leave_time_ = entity_.GetWorld().GetTime();
}
}

View File

@ -33,8 +33,12 @@ public:
virtual void SetRideableInput(PlayerInputFlags in) {}
virtual void SetRideableViewAngles(float yaw, float pitch) {}
void OnRideableDamaged(const DamageInfo& damage) const;
RideableType GetRideableType() const { return type_; }
bool IsAbandoned(int64_t time) const;
Entity& GetEntity() { return entity_; }
const Entity& GetEntity() const { return entity_; }
@ -44,10 +48,15 @@ protected:
size_t AddSeat(const glm::vec3& offset);
virtual void OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger) {}
private:
void UpdateLeaveTime();
private:
Entity& entity_;
RideableType type_;
std::vector<RideableSeat> seats_;
int64_t last_passenger_leave_time_ = -1;
};

View File

@ -5,6 +5,7 @@
#include "player.hpp"
#include "player_input.hpp"
#include "utils/random.hpp"
#include "utils/math.hpp"
#include <iostream>
@ -13,23 +14,24 @@ static std::shared_ptr<const assets::VehicleModel> LoadVehicleModelByName(const
return assets::CacheManager::GetVehicleModel("data/" + model_name + ".veh");
}
game::Vehicle::Vehicle(World& world, const VehicleTuning& tuning)
: Entity(world, net::ET_VEHICLE), tuning_(tuning), model_(LoadVehicleModelByName(tuning.model)),
tuninglist_(VehicleTuningList::LoadFromFile("data/" + tuning.model + ".tun"))
game::Vehicle::Vehicle(World& world, const VehicleSpawnInfo& info)
: Entity(world, net::ET_VEHICLE), tuning_(info.tuning), model_(LoadVehicleModelByName(info.tuning.model)),
tuninglist_(VehicleTuningList::LoadFromFile("data/" + info.tuning.model + ".tun"))
{
root_.local.position.z = 10.0f;
root_.local.position = info.position;
root_.local.rotation = glm::angleAxis(info.yaw, glm::vec3(0.0f, 0.0f, 1.0f));
wheels_.resize(model_->GetWheels().size());
ApplyTuning(tuning);
ApplyTuning(info.tuning);
// init deform
gfx::DeformGridInfo info{};
info.min = glm::vec3(-1.0f, -2.5f, 0.10f);
info.max = glm::vec3(1.0f, 2.0f, 1.8f);
info.res = glm::ivec3(8, 16, 8);
info.max_offset = 0.1f;
deformgrid_ = std::make_unique<DeformGrid>(info);
gfx::DeformGridInfo deform_info{};
deform_info.min = glm::vec3(-1.0f, -2.5f, 0.10f);
deform_info.max = glm::vec3(1.0f, 2.0f, 1.8f);
deform_info.res = glm::ivec3(8, 16, 8);
deform_info.max_offset = 0.1f;
deformgrid_ = std::make_unique<DeformGrid>(deform_info);
Update();
}
@ -81,32 +83,32 @@ void game::Vehicle::OnContact(const collision::ContactInfo& info)
if (info.impulse < 1000.0f)
return;
if (health_ > 0.0f)
{
health_ -= info.impulse;
ApplyDamage(info.impulse * 0.01f);
Deform(info.pos, -glm::normalize(info.normal) * 0.1f, 1.0f);
if (health_ <= 0.0f) // just broken
{
PlaySound("breakwindow", 1.0f, 1.0f);
}
}
if (health_ <= 0.0f)
{
Deform(info.pos, -glm::normalize(info.normal) * 0.1f, 1.0f);
}
}
void game::Vehicle::OnBulletHit(const game::BulletInfo& bullet, const btCollisionObject* hit_object)
void game::Vehicle::ReceiveDamage(const DamageInfo& damage)
{
Super::OnBulletHit(bullet, hit_object);
Super::ReceiveDamage(damage);
if (!physics_)
return;
auto impulse = glm::normalize(bullet.end - bullet.start) * 100.0f;
physics_->GetBtBody().activate();
physics_->GetBtBody().applyCentralImpulse(btVector3(impulse.x, impulse.y, impulse.z));
if (damage.type == DAMAGE_BULLET)
{
// TODO: adjust impulse
auto impulse = damage.normal * -60.0f;
auto& bt_body = physics_->GetBtBody();
bt_body.activate();
bt_body.applyImpulse(btVector3(impulse.x, impulse.y, impulse.z),
btVector3(damage.impact_pos.x, damage.impact_pos.y, damage.impact_pos.z) -
bt_body.getCenterOfMassPosition());
ApplyDamage(damage.damage * 0.2f);
// Deform(damage.impact_pos, damage.normal * -0.1f, 1.0f);
}
}
void game::Vehicle::SetInput(VehicleInputType type, bool enable)
@ -188,7 +190,11 @@ void game::Vehicle::ProcessInput()
float steeringClamp = std::max(minsc, (1.f - (std::abs(speed) / sl)) * maxsc);
// steeringClamp = .5f;
float steeringSpeed = steeringClamp * 5.0f;
if (steering_analog_)
steeringSpeed *= 3.0f;
float steeringInc = steeringSpeed * t_delta;
float steeringDec = steeringInc * 2.0f;
const bool in_forward = in_ & (1 << VIN_FORWARD);
const bool in_backward = in_ & (1 << VIN_BACKWARD);
@ -263,23 +269,9 @@ void game::Vehicle::ProcessInput()
}
else
{
if (steering_ < target_steering_)
{
steering_ += steeringInc;
if (steering_ > target_steering_)
steering_ = target_steering_;
}
else if (steering_ > target_steering_)
{
steering_ -= steeringInc;
if (steering_ < target_steering_)
steering_ = target_steering_;
}
if (steering_ > steeringClamp)
steering_ = steeringClamp;
else if (steering_ < -steeringClamp)
steering_ = -steeringClamp;
auto target_steering_clamped = glm::clamp(target_steering_, -steeringClamp, steeringClamp);
MoveToward(steering_, target_steering_clamped,
glm::abs(target_steering_clamped) < glm::abs(steering_) ? steeringInc : steeringDec);
}
auto& vehicle = physics_->GetBtVehicle();
@ -537,6 +529,20 @@ void game::Vehicle::SendUpdateMsg()
msg.WriteAt(fields_pos, fields);
}
void game::Vehicle::ApplyDamage(float damage)
{
if (health_ <= 0.0f)
return;
health_ -= damage;
if (health_ <= 0.0f) // just broken
{
PlaySound("breakwindow", 1.0f, 1.0f);
health_ = 0.0f;
}
}
void game::Vehicle::WriteDeformSync(net::OutMessage& msg) const
{
const auto texels = deformgrid_->GetData();
@ -568,6 +574,9 @@ void game::Vehicle::WriteDeformSync(net::OutMessage& msg) const
void game::Vehicle::Deform(const glm::vec3& pos, const glm::vec3& deform, float radius)
{
if (health_ > 0.0f)
return;
net::PositionQ pos_q;
net::PositionQ deform_q;
net::EncodePosition(pos, pos_q);

View File

@ -59,18 +59,25 @@ private:
std::unique_ptr<btCollisionObject> bullet_hitbox_;
};
struct VehicleSpawnInfo
{
glm::vec3 position;
float yaw;
VehicleTuning tuning;
};
class Vehicle : public Entity
{
public:
using Super = Entity;
Vehicle(World& world, const VehicleTuning& tuning);
Vehicle(World& world, const VehicleSpawnInfo& info);
virtual void Update() override;
virtual void SendInitData(Player& player, net::OutMessage& msg) const override;
virtual void OnContact(const collision::ContactInfo& info) override;
virtual void OnBulletHit(const game::BulletInfo& bullet, const btCollisionObject* hit_object);
virtual void ReceiveDamage(const DamageInfo& damage) override;
void SetInput(VehicleInputType type, bool enable);
void SetInputs(VehicleInputFlags inputs) { in_ = inputs; }
@ -103,6 +110,8 @@ private:
VehicleSyncFieldFlags WriteState(net::OutMessage& msg, const VehicleSyncState& base) const;
void SendUpdateMsg();
void ApplyDamage(float damage);
void WriteDeformSync(net::OutMessage& msg) const;
void Deform(const glm::vec3& pos, const glm::vec3& deform, float radius);
void SendDeformMsg(const net::PositionQ& pos, const net::PositionQ& deform);
@ -136,7 +145,7 @@ private:
VehicleInputFlags in_ = 0;
float health_ = 10000.0f;
float health_ = 100.0f;
float crash_intensity_ = 0.0f;
size_t no_crash_frames_ = 0;

View File

@ -9,6 +9,8 @@
#include "utils/allocnum.hpp"
#include "player_character.hpp"
#include "net/utils.hpp"
#include "marker.hpp"
#include "utils/math.hpp"
game::World::World(std::string mapname) : Scheduler(time_ms_), map_(*this, std::move(mapname)) {}
@ -236,17 +238,31 @@ void game::World::FireBullet(const BulletInfo& bullet)
return;
}
hit_normal = glm::normalize(hit_normal);
auto obj_cb = collision::GetObjectCallback(hit_obj);
obj_cb->OnBulletHit(bullet, hit_obj);
if (obj_cb)
{
// apply damage
DamageInfo damage;
damage.type = DAMAGE_BULLET;
damage.damage = bullet.damage;
damage.from_pos = bullet.start;
damage.impact_pos = hit_pos;
damage.inflictor = bullet.shooter;
damage.hit_object = hit_obj;
damage.normal = hit_normal;
obj_cb->ReceiveDamage(damage);
}
// TODO: remove
const float box_extent = 0.1f;
// const float box_extent = 0.1f;
// BeamBox(hit_pos - box_extent, hit_pos + box_extent, GetMaterialColor(material), 1.0f);
// Beam(bullet.start, hit_pos, 0x0044DD, 0.04f);
// effect
Effect(GetMaterialImpactFx(material), hit_pos, glm::normalize(hit_normal));
Effect(GetMaterialImpactFx(material), hit_pos, hit_normal);
}
void game::World::Beam(const glm::vec3& start, const glm::vec3& end, uint32_t color, float time)
@ -301,6 +317,84 @@ void game::World::SendChat(const std::string& text)
msg.Write(net::ChatMessage(text));
}
void game::World::CreateItemPickup(const glm::vec3& position, std::shared_ptr<ItemInstance> item, int64_t despawn_time,
int64_t respawn_time, size_t ammo_count)
{
MarkerInfo marker_info{};
marker_info.position = position;
marker_info.type = MARKER_PICKUP;
marker_info.color = 0xFFFFFF;
marker_info.model = item->def->model_name;
auto& marker = Spawn<Marker>(marker_info);
marker.SetUseTarget(
"sebrat ^ccc" + item->def->displayname,
[](PlayerCharacter& character, UseTargetQueryResult& res) {
res.enabled = true;
res.delay = 0.1f;
res.error_text = nullptr;
return true;
},
[this, position, item, despawn_time, respawn_time, ammo_count, &marker](PlayerCharacter& character) {
auto player = character.GetPlayer();
if (!player)
return;
character.GiveItem(item);
if (ammo_count > 0)
{
character.GiveAmmo(item->def->ammo_type, ammo_count);
}
character.PlaySound("pickup_ammo");
player->SendChat("sebrals ^ccc" + item->def->displayname);
marker.SetUseable(false);
marker.Remove();
if (respawn_time > 0)
{
Schedule(respawn_time, [this, position, item, despawn_time, respawn_time, ammo_count]() {
CreateItemPickup(position, item, despawn_time, respawn_time, ammo_count);
});
}
});
if (despawn_time > 0)
{
marker.Schedule(despawn_time, [&marker]{
marker.Remove();
});
}
}
static void ApplyCrashDamage(collision::ObjectCallback& obj_cb, collision::ObjectCallback* other_obj_cb, float impulse, const glm::vec3& normal, const glm::vec3& velocity)
{
if (glm::length(impulse) < 1000.0f)
return;
if (normal.z < -0.707f)
return;
// float velocity_magnitude = glm::length(velocity);
float dmg = glm::mix(10.0f, 100.0f, impulse * 0.0001f);
// if (dmg < 10.0f)
// return;
game::DamageInfo damage{};
damage.type = game::DAMAGE_CRASH;
damage.impulse = impulse;
damage.inflictor = other_obj_cb ? other_obj_cb->GetResponsibleCharacter() : nullptr;
damage.damage = dmg;
if (damage.inflictor)
{
obj_cb.ReceiveDamage(damage);
}
}
void game::World::HandleContacts()
{
auto& bt_world = GetBtWorld();
@ -319,12 +413,22 @@ void game::World::HandleContacts()
if (cb && (flags & collision::OF_NOTIFY_CONTACT))
{
collision::ContactInfo info;
info.pos = glm::vec3(pos.x(), pos.y(), pos.z());
info.normal = glm::vec3(normal.x(), normal.y(), normal.z());
info.impulse = impulse;
// info.other_velocity = glm::vec3(ov.x(), ov.y(), ov.z());
cb->OnContact(info);
}
if (cb && (flags & collision::OF_CRASH_DAMAGE))
{
auto ov = other_body->getLinearVelocity();
auto other_obj_cb = collision::GetObjectCallback(other_body);
ApplyCrashDamage(*cb, other_obj_cb, impulse, glm::normalize(glm::vec3(normal.x(), normal.y(), normal.z())),
glm::vec3(ov.x(), ov.y(), ov.z()));
}
if (type == collision::OT_MAP_OBJECT && (flags & collision::OF_DESTRUCTIBLE))
{

View File

@ -9,18 +9,39 @@
#include "net/defs.hpp"
#include "player_input.hpp"
#include "usable.hpp"
#include "item_instance.hpp"
namespace game
{
enum DamageType
{
DAMAGE_OTHER,
DAMAGE_BULLET,
DAMAGE_CRASH,
};
class HumanCharacter;
struct DamageInfo
{
DamageType type = DAMAGE_OTHER;
float damage = 0.0f;
float impulse = 0.0f;
glm::vec3 from_pos{};
glm::vec3 impact_pos{};
glm::vec3 normal{};
HumanCharacter* inflictor = nullptr;
const btCollisionObject* hit_object = nullptr;
};
struct BulletInfo
{
game::HumanCharacter* shooter;
HumanCharacter* shooter;
glm::vec3 start;
glm::vec3 end;
float damage;
float impulse;
};
class World : public collision::DynamicsWorld, public net::MsgProducer, public net::LocalMsgProducer, public Scheduler
@ -72,6 +93,9 @@ public:
void SendChat(const std::string& text);
void CreateItemPickup(const glm::vec3& position, std::shared_ptr<ItemInstance> item, int64_t despawn_time,
int64_t respawn_time, size_t ammo_count);
virtual ~World() = default;
private:

View File

@ -12,8 +12,6 @@
game::view::ClientSession::ClientSession(App& app) : app_(app), hud_(app.GetTime())
{
crosshair_texture_ = assets::CacheManager::GetTexture("data/crosshair.png");
// send login
auto msg = BeginMsg(net::MSG_ID);
msg.Write<net::Version>(FEKAL_VERSION);
@ -54,6 +52,9 @@ bool game::view::ClientSession::ProcessSingleMessage(net::MessageType type, net:
case net::MSG_HUD:
return ProcessHudMsg(msg);
case net::MSG_DAMAGE:
return ProcessDamageMsg(msg);
case net::MSG_USETARGET:
return ProcessUseTargetMsg(msg);
@ -100,6 +101,8 @@ void game::view::ClientSession::Update(const UpdateInfo& info)
SendViewAngles(info.time);
UpdateCamera(info);
}
hud_.Update(info.delta_time);
}
void game::view::ClientSession::Draw(gfx::DrawList& dlist, gfx::DrawListParams& params, gui::Context& gui)
@ -110,7 +113,6 @@ void game::view::ClientSession::Draw(gfx::DrawList& dlist, gfx::DrawListParams&
if (world_->IsLoaded())
{
DrawCrosshair(gui);
hud_.Draw(gui);
}
}
@ -188,16 +190,18 @@ bool game::view::ClientSession::ProcessHudMsg(net::InMessage& msg)
hud_data.held_item = item_name;
// determine clip size
std::string displayname = hud_data.held_item;
size_t clip_size = 0;
size_t item_slot = 0;
if (!hud_data.held_item.empty())
{
auto item = assets::CacheManager::GetItem("data/" + hud_data.held_item + ".item");
displayname = item->displayname;
clip_size = item->clip_size;
item_slot = item->slot;
}
hud_.SetItemInfo(hud_data.held_item, item_slot, clip_size);
hud_.SetItemInfo(displayname, item_slot, clip_size);
}
if (fields & PHUD_AMMO_LOADED)
@ -216,6 +220,32 @@ bool game::view::ClientSession::ProcessHudMsg(net::InMessage& msg)
hud_.SetTotalAmmo(static_cast<size_t>(hud_data.ammo_total));
}
if (fields & PHUD_DEATH)
{
if (!msg.Read(hud_data.dead))
return false;
hud_.SetDead(hud_data.dead > 0);
}
return true;
}
bool game::view::ClientSession::ProcessDamageMsg(net::InMessage& msg)
{
DamageEventType type;
if (!msg.Read(type))
return false;
if (type == DAMAGE_EVENT_RECEIVED)
{
hud_.ShowDamageReceived();
}
else
{
hud_.ShowDamageDealt(type == DAMAGE_EVENT_DEALT_KILL);
}
return true;
}
@ -275,6 +305,8 @@ void game::view::ClientSession::UpdateCamera(const UpdateInfo& info)
camera_controller_.SetAiming(camera_info_.flags & CAM_AIMING);
camera_controller_.Update(info.delta_time);
camera_controller_.Recalculate(world_.get());
hud_.SetDisplayCrosshair(camera_controller_.GetAimFactor() >= 0.5f);
}
void game::view::ClientSession::DrawWorld(gfx::DrawList& dlist, gfx::DrawListParams& params, gui::Context& gui)
@ -366,17 +398,3 @@ game::view::RemoteMenuView* game::view::ClientSession::FindMenu(net::MenuId id)
return nullptr;
}
void game::view::ClientSession::DrawCrosshair(gui::Context& gui) const
{
if (camera_controller_.GetAimFactor() < 0.5f)
return; // no aiming no crosshair
const float crosshair_size = 32.0f;
auto& viewport_size = gui.GetViewportSize();
auto p0 = viewport_size * 0.5f - crosshair_size * 0.5f;
auto p1 = p0 + crosshair_size;
gui.DrawRect(p0, p1, 0xFFFFFFFF, crosshair_texture_.get());
}

View File

@ -42,6 +42,7 @@ private:
bool ProcessCameraMsg(net::InMessage& msg);
bool ProcessChatMsg(net::InMessage& msg);
bool ProcessHudMsg(net::InMessage& msg);
bool ProcessDamageMsg(net::InMessage& msg);
bool ProcessUseTargetMsg(net::InMessage& msg);
bool ProcessMenuMsg(net::InMessage& msg);
@ -55,8 +56,6 @@ private:
bool ProcessMenuInput(game::PlayerInputType in);
RemoteMenuView* FindMenu(net::MenuId id) const;
void DrawCrosshair(gui::Context& gui) const;
private:
App& app_;
@ -72,8 +71,6 @@ private:
gui::PlayerHud hud_;
std::vector<std::unique_ptr<RemoteMenuView>> remote_menus_;
std::shared_ptr<const gfx::Texture> crosshair_texture_;
};
} // namespace game::view

View File

@ -1,7 +1,10 @@
#include "player_hud.hpp"
#include <format>
#include "player_hud.hpp"
#include "utils/math.hpp"
#include "assets/cache.hpp"
static uint32_t COLOR_ACTIVE = 0xFF00FFFF;
static uint32_t COLOR_NORMAL = 0xFFFFFFFF;
static uint32_t COLOR_DISABLED = 0xFFCCCCCC;
@ -19,6 +22,8 @@ static uint32_t COLOR_ERROR = 0xFF7777FF;
gui::PlayerHud::PlayerHud(const float& time) : time_(time)
{
crosshair_texture_ = assets::CacheManager::GetTexture("data/crosshair.png");
UpdateWeaponSlotsText();
}
@ -49,11 +54,31 @@ void gui::PlayerHud::SetUseTargetData(std::string text, std::string error_text,
ut_end_time_ = delay > 0.01f ? ut_start_time_ + delay : ut_start_time_;
}
void gui::PlayerHud::Draw(Context& ctx) const
void gui::PlayerHud::ShowDamageReceived()
{
damage_received_factor_ = glm::min(damage_received_factor_ + 0.2f, 0.5f);
}
void gui::PlayerHud::ShowDamageDealt(bool kill)
{
(kill ? damage_dealt_kill_factor_ : damage_dealt_factor_) = 1.0f;
}
void gui::PlayerHud::Update(float delta_time)
{
MoveToward(damage_received_factor_, 0.0f, 1.0f * delta_time);
MoveToward(damage_dealt_factor_, 0.0f, 5.0f * delta_time);
MoveToward(damage_dealt_kill_factor_, 0.0f, 2.0f * delta_time);
}
void gui::PlayerHud::Draw(Context& ctx) const
{
DrawPain(ctx);
DrawCrosshair(ctx);
DrawHealthBar(ctx);
DrawItemInfo(ctx);
DrawUseTarget(ctx);
DrawDeathScreen(ctx);
}
void gui::PlayerHud::UpdateWeaponSlotsText()
@ -77,6 +102,41 @@ void gui::PlayerHud::UpdateWeaponSlotsText()
}
}
void gui::PlayerHud::DrawPain(Context& ctx) const
{
if (damage_received_factor_ <= 0.01f)
return;
glm::vec4 color(1.0f, 0.3f, 0.3f, damage_received_factor_);
ctx.DrawRect(glm::vec2(0.0f), ctx.GetViewportSize(), glm::packUnorm4x8(color));
}
void gui::PlayerHud::DrawCrosshair(Context& ctx) const
{
if (!display_crosshair_)
return;
glm::vec3 color(1.0f);
if (damage_dealt_factor_ > 0.01f)
{
color = glm::mix(color, glm::vec3(0.3f), damage_dealt_factor_);
}
if (damage_dealt_kill_factor_ > 0.01f)
{
color = glm::mix(color, glm::vec3(1.0f, 0.1f, 0.1f), damage_dealt_kill_factor_);
}
const float crosshair_size = 32.0f;
auto& viewport_size = ctx.GetViewportSize();
auto p0 = viewport_size * 0.5f - crosshair_size * 0.5f;
auto p1 = p0 + crosshair_size;
ctx.DrawRect(p0, p1, glm::packUnorm4x8(glm::vec4(color, 1.0f)), crosshair_texture_.get());
}
void gui::PlayerHud::DrawHealthBar(Context& ctx) const
{
const float margin = 30.0f;
@ -195,3 +255,11 @@ void gui::PlayerHud::DrawUseTarget(Context& ctx) const
ctx.DrawRect(progress_p0, progress_p1_bar, COLOR_ACTIVE);
}
}
void gui::PlayerHud::DrawDeathScreen(Context& ctx) const
{
if (!dead_)
return;
ctx.DrawTextAligned("si chcíp", ctx.GetViewportSize() * 0.5f, glm::vec2(-0.5f), 0xFFFFFFFF, 3.0f);
}

View File

@ -20,20 +20,31 @@ public:
void SetUseTargetData(std::string text, std::string error_text, float delay);
void SetDisplayCrosshair(bool show) { display_crosshair_ = show; }
void ShowDamageReceived();
void ShowDamageDealt(bool kill);
void SetDead(bool dead) { dead_ = dead; }
void Update(float delta_time);
void Draw(Context& ctx) const;
private:
void UpdateWeaponSlotsText();
void DrawPain(Context& ctx) const;
void DrawCrosshair(Context& ctx) const;
void DrawHealthBar(Context& ctx) const;
void DrawItemInfo(Context& ctx) const;
void DrawUseTarget(Context& ctx) const;
void DrawDeathScreen(Context& ctx) const;
private:
const float& time_;
// resources
std::shared_ptr<const gfx::Texture> crosshair_texture_;
// general
float health_ = 0.0f;
@ -54,8 +65,14 @@ private:
float ut_start_time_ = 0.0f;
float ut_end_time_ = 0.0f;
// crosshair & events
bool display_crosshair_ = false;
float damage_received_factor_ = 0.0f;
float damage_dealt_factor_ = 0.0f;
float damage_dealt_kill_factor_ = 0.0f;
// death
bool dead_ = false;
};

View File

@ -49,6 +49,9 @@ enum MessageType : uint8_t
// HUD ...
MSG_HUD,
// DAMAGE ...
MSG_DAMAGE,
/*~~~~~~~~ Entity ~~~~~~~~*/
// ENTSPAWN <EntNum> <EntType> data...
MSG_ENTSPAWN,