Sitting in vehicles

This commit is contained in:
tovjemam 2026-02-21 20:59:59 +01:00
parent 42e0f56c6c
commit 9b1be68bcd
23 changed files with 758 additions and 406 deletions

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@ -112,14 +112,23 @@ set(CLIENT_ONLY_SOURCES
set(SERVER_ONLY_SOURCES set(SERVER_ONLY_SOURCES
"src/game/character.hpp" "src/game/character.hpp"
"src/game/character.cpp" "src/game/character.cpp"
"src/game/controllable_character.hpp"
"src/game/controllable_character.cpp"
"src/game/drivable_vehicle.hpp"
"src/game/drivable_vehicle.cpp"
"src/game/entity.hpp" "src/game/entity.hpp"
"src/game/entity.cpp" "src/game/entity.cpp"
"src/game/game.hpp" "src/game/game.hpp"
"src/game/game.cpp" "src/game/game.cpp"
"src/game/npc_character.hpp"
"src/game/npc_character.cpp"
"src/game/openworld.hpp" "src/game/openworld.hpp"
"src/game/openworld.cpp" "src/game/openworld.cpp"
"src/game/player_character.hpp"
"src/game/player_character.cpp"
"src/game/player.hpp" "src/game/player.hpp"
"src/game/player.cpp" "src/game/player.cpp"
"src/game/usable.hpp"
"src/game/vehicle.hpp" "src/game/vehicle.hpp"
"src/game/vehicle.cpp" "src/game/vehicle.cpp"
"src/game/world.hpp" "src/game/world.hpp"

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@ -0,0 +1,54 @@
#include "controllable_character.hpp"
#include "drivable_vehicle.hpp"
game::ControllableCharacter::ControllableCharacter(World& world) : Character(world, CharacterInfo{}) {}
void game::ControllableCharacter::SetVehicle(DrivableVehicle* vehicle, uint32_t seat)
{
if ((vehicle && vehicle_) || (!vehicle && !vehicle_))
return;
if (vehicle)
{
if (!vehicle->SetPassenger(seat, this))
return;
auto seat_loc = vehicle->GetModel()->GetLocation("seat" + std::to_string(seat));
if (seat_loc)
SetPosition(seat_loc->position);
EnablePhysics(false);
Attach(vehicle->GetEntNum());
SetMainAnim(seat == 0 ? "vehicle_drive" : "vehicle_passenger");
SetYaw(0.5f * glm::pi<float>());
}
else
{
vehicle_->SetPassenger(seat_idx_, nullptr);
EnablePhysics(true);
glm::vec3 seat_loc = vehicle_->GetModel()->GetLocation("seat" + std::to_string(seat_idx_))->position;
seat_loc.x += glm::sign(seat_loc.x) * 0.5f; // to the side
glm::vec3 pos = vehicle_->GetRoot().matrix * glm::vec4(seat_loc, 1.0f);
pos.z += 0.5f;
SetPosition(pos);
Attach(0);
SetMainAnim("idle");
// SetYaw(0.0f);
}
vehicle_ = vehicle;
seat_idx_ = seat;
is_driver_ = vehicle && seat == 0;
VehicleChanged();
}
game::ControllableCharacter::~ControllableCharacter()
{
if (vehicle_)
{
vehicle_->SetPassenger(seat_idx_, nullptr);
}
}

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@ -0,0 +1,32 @@
#pragma once
#include "character.hpp"
namespace game
{
class DrivableVehicle;
class ControllableCharacter : public Character
{
public:
using Super = Character;
ControllableCharacter(World& world);
void SetVehicle(DrivableVehicle* vehicle, uint32_t seat);
DrivableVehicle* GetVehicle() const { return vehicle_; }
bool IsDriver() const { return is_driver_; }
~ControllableCharacter() override;
protected:
virtual void VehicleChanged() = 0;
size_t seat_idx_ = 0;
bool is_driver_ = false;
DrivableVehicle* vehicle_ = nullptr;
};
}

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@ -0,0 +1,74 @@
#include "drivable_vehicle.hpp"
#include "player_character.hpp"
game::DrivableVehicle::DrivableVehicle(World& world, std::string model_name, const glm::vec3& color)
: Vehicle(world, std::move(model_name), color)
{
InitSeats();
}
void game::DrivableVehicle::Use(PlayerCharacter& character, uint32_t target_id)
{
if (target_id >= seats_.size())
return;
character.SetVehicle(this, target_id); // seat idx is same as target_id
}
bool game::DrivableVehicle::SetPassenger(uint32_t seat_idx, ControllableCharacter* character)
{
if (seat_idx >= seats_.size())
return false;
auto& seat_info = seats_[seat_idx];
if (seat_info.occupant == character)
return true; // already sitting here
if (seat_info.occupant && character)
{
seat_info.occupant->SetVehicle(nullptr, 0); // remove current occupant
}
seat_info.occupant = character;
if (seat_idx == 0 && !character)
{
// clear inputs
SetInputs(0);
SetSteering(false, 0.0f);
}
return true;
}
game::DrivableVehicle::~DrivableVehicle()
{
// remove occupants
for (auto& seat : seats_)
{
if (seat.occupant)
seat.occupant->SetVehicle(nullptr, 0);
}
}
void game::DrivableVehicle::InitSeats()
{
const auto& veh = *GetModel();
for (char c = '0'; c <= '9'; ++c)
{
auto trans = veh.GetLocation(std::string("seat") + c);
if (!trans)
break;
VehicleSeat seat{};
seat.position = trans->position;
seats_.emplace_back(seat);
UseTarget use_target{};
use_target.id = seats_.size() - 1;
use_target.position = seat.position;
use_target.desc = "vlízt do " + GetModelName() + " (místo " + std::to_string(use_target.id) + ")";
use_targets_.emplace_back(use_target);
}
}

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@ -0,0 +1,34 @@
#pragma once
#include "vehicle.hpp"
#include "usable.hpp"
#include "controllable_character.hpp"
namespace game
{
struct VehicleSeat
{
glm::vec3 position;
ControllableCharacter* occupant;
};
class DrivableVehicle : public Vehicle, public Usable
{
public:
DrivableVehicle(World& world, std::string model_name, const glm::vec3& color);
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
bool SetPassenger(uint32_t seat_idx, ControllableCharacter* character);
~DrivableVehicle() override;
private:
void InitSeats();
private:
std::vector<VehicleSeat> seats_;
};
}

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@ -12,8 +12,6 @@ void game::Entity::SendInitData(Player& player, net::OutMessage& msg) const
void game::Entity::Update() void game::Entity::Update()
{ {
ResetMsg();
upd_time_ = world_.GetTime(); upd_time_ = world_.GetTime();
// ensure parent is updated // ensure parent is updated

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@ -14,6 +14,11 @@ void game::Game::Update()
default_world_->Update(40); default_world_->Update(40);
} }
void game::Game::FinishFrame()
{
default_world_->FinishFrame();
}
void game::Game::PlayerJoined(Player& player) void game::Game::PlayerJoined(Player& player)
{ {
player.SetWorld(default_world_); player.SetWorld(default_world_);
@ -21,7 +26,6 @@ void game::Game::PlayerJoined(Player& player)
void game::Game::PlayerLeft(Player& player) void game::Game::PlayerLeft(Player& player)
{ {
} }
bool game::Game::PlayerInput(Player& player, PlayerInputType type, bool enabled) bool game::Game::PlayerInput(Player& player, PlayerInputType type, bool enabled)

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@ -15,6 +15,7 @@ public:
Game(); Game();
void Update(); void Update();
void FinishFrame();
void PlayerJoined(Player& player); void PlayerJoined(Player& player);
void PlayerLeft(Player& player); void PlayerLeft(Player& player);

246
src/game/npc_character.cpp Normal file
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@ -0,0 +1,246 @@
#include "npc_character.hpp"
#include "openworld.hpp"
#include "drivable_vehicle.hpp"
#include <array>
#include <iostream>
game::NpcCharacter::NpcCharacter(World& world, OpenWorld& openworld) : Super(world) {
VehicleChanged();
}
void game::NpcCharacter::VehicleChanged()
{
roads_ = nullptr;
path_.clear();
gas_ = false;
stuck_counter_ = 0;
speed_limit_ = 0.0f;
if (GetVehicle() && IsDriver())
{
roads_ = world_.GetMap().GetGraph("roads");
seg_start_ = GetVehicle()->GetPosition();
size_t start_node = 0;
float min_dist = std::numeric_limits<float>().infinity();
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)
{
min_dist = dist;
start_node = i;
}
}
path_.push_back(start_node);
}
}
void game::NpcCharacter::SelectNextNode()
{
size_t node = path_.back();
size_t num_nbs = roads_->nodes[node].num_nbs;
if (num_nbs < 1)
{
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");
}
path_.push_back(roads_->nbs[roads_->nodes[node].nbs + (rand() % num_nbs)]);
}
static float GetTurnAngle2D(const glm::vec2& forward, const glm::vec2& to_target)
{
glm::vec2 forward_xy = glm::normalize(forward);
glm::vec2 to_target_xy = glm::normalize(to_target);
float dot = glm::dot(forward_xy, to_target_xy);
float cross = forward_xy.x * to_target_xy.y - forward_xy.y * to_target_xy.x;
float angle = acosf(glm::clamp(dot, -1.0f, 1.0f)); // in [0, pi]
if (cross < 0)
angle = -angle;
return angle; // in [-pi, pi]
}
static float GetTurnAngle(const glm::vec3& pos, const glm::quat& rot, const glm::vec3& target)
{
glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
glm::vec3 to_target = target - pos;
glm::vec2 forward_xy = glm::vec2{forward.x, forward.y};
glm::vec2 to_target_xy = glm::vec2{to_target.x, to_target.y};
return GetTurnAngle2D(forward_xy, to_target_xy);
}
void game::NpcCharacter::VehicleThink()
{
if (!IsDriver() || !GetVehicle() || !roads_)
return;
glm::vec3 pos = GetVehicle()->GetPosition();
glm::quat rot = GetVehicle()->GetRotation();
glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
// glm::vec3 target = s->roads.nodes[s->node].position;
//
std::array<glm::vec3, 8> waypoints;
while (path_.size() < waypoints.size() - 1)
{
SelectNextNode();
}
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();
}
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)
break;
}
target_speed = glm::clamp(target_speed, 25.0f, 100.0f);
speed_limit_ = target_speed;
// std::cout << "target speed: " << target_speed << "\n";
float angle = GetTurnAngle(pos, rot, waypoints[2]);
if (glm::distance(pos, last_pos_) < 2.0f)
{
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);
//});
GetVehicle()->SetInputs(0); // stop
is_driver_ = false; // TODO: fix
return;
}
}
else
{
stuck_counter_ = 0;
last_pos_ = pos;
}
GetVehicle()->SetSteering(true, angle);
game::VehicleInputFlags vin = 0;
float speed = GetVehicle()->GetSpeed();
// if (glm::distance(pos, target) < 10.0f)
// {
// target_speed = 20.0f;
// }
if (speed < target_speed * 0.9f && !gas_)
{
gas_ = true;
}
else if (speed > target_speed * 1.1f && gas_)
{
gas_ = false;
}
if (gas_)
{
vin |= 1 << game::VIN_FORWARD;
}
if (speed > target_speed * 1.4f)
{
vin |= 1 << game::VIN_BACKWARD;
}
GetVehicle()->SetInputs(vin);
}

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@ -0,0 +1,44 @@
#pragma once
#include "assets/map.hpp"
#include "controllable_character.hpp"
namespace game
{
class OpenWorld;
class NpcCharacter : public ControllableCharacter
{
public:
using Super = ControllableCharacter;
NpcCharacter(World& world, OpenWorld& openworld);
virtual void VehicleChanged() override;
virtual void Update() override
{
Super::Update();
VehicleThink();
}
private:
void SelectNextNode();
void VehicleThink();
private:
// driver
const assets::MapGraph* roads_;
glm::vec3 seg_start_;
std::deque<size_t> path_;
bool gas_ = false;
size_t stuck_counter_ = 0;
glm::vec3 last_pos_ = glm::vec3(0.0f);
float speed_limit_ = 0.0f;
};
}

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@ -6,388 +6,13 @@
#include "player.hpp" #include "player.hpp"
#include "vehicle.hpp" #include "vehicle.hpp"
#include "player_character.hpp"
#include "npc_character.hpp"
#include "drivable_vehicle.hpp"
namespace game namespace game
{ {
struct ControllableCharacter : public Character
{
using Super = Character;
Vehicle* vehicle = nullptr;
bool is_driver = false;
ControllableCharacter(World& world) : Character(world, CharacterInfo{}) {}
virtual void VehicleChanged() = 0;
};
struct PlayerCharacter : public ControllableCharacter
{
using Super = ControllableCharacter;
Player& player;
PlayerCharacter(World& world, Player& player) : ControllableCharacter(world), player(player) {
VehicleChanged();
}
virtual void VehicleChanged() override
{
if (vehicle)
{
player.SetCamera(vehicle->GetEntNum());
}
else
{
player.SetCamera(GetEntNum());
}
}
void UpdateInputs()
{
auto in = player.GetInput();
CharacterInputFlags c_in = 0;
VehicleInputFlags v_in = 0;
if (in & (1 << IN_FORWARD))
{
c_in |= 1 << CIN_FORWARD;
v_in |= 1 << VIN_FORWARD;
}
if (in & (1 << IN_BACKWARD))
{
c_in |= 1 << CIN_BACKWARD;
v_in |= 1 << VIN_BACKWARD;
}
if (in & (1 << IN_LEFT))
{
c_in |= 1 << CIN_LEFT;
v_in |= 1 << VIN_LEFT;
}
if (in & (1 << IN_RIGHT))
{
c_in |= 1 << CIN_RIGHT;
v_in |= 1 << VIN_RIGHT;
}
if (in & (1 << IN_JUMP))
{
c_in |= 1 << CIN_JUMP;
}
if (vehicle && is_driver)
{
SetInputs(0);
vehicle->SetInputs(v_in);
}
else
{
SetInputs(c_in);
}
}
};
static float GetTurnAngle2D(const glm::vec2& forward, const glm::vec2& to_target)
{
glm::vec2 forward_xy = glm::normalize(forward);
glm::vec2 to_target_xy = glm::normalize(to_target);
float dot = glm::dot(forward_xy, to_target_xy);
float cross = forward_xy.x * to_target_xy.y - forward_xy.y * to_target_xy.x;
float angle = acosf(glm::clamp(dot, -1.0f, 1.0f)); // in [0, pi]
if (cross < 0)
angle = -angle;
return angle; // in [-pi, pi]
}
static float GetTurnAngle(const glm::vec3& pos, const glm::quat& rot, const glm::vec3& target)
{
glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
glm::vec3 to_target = target - pos;
glm::vec2 forward_xy = glm::vec2{forward.x, forward.y};
glm::vec2 to_target_xy = glm::vec2{to_target.x, to_target.y};
return GetTurnAngle2D(forward_xy, to_target_xy);
}
struct NpcCharacter : public ControllableCharacter
{
using Super = ControllableCharacter;
// driver
const assets::MapGraph* roads;
glm::vec3 seg_start;
std::deque<size_t> path;
bool gas = false;
size_t stuck_counter = 0;
glm::vec3 last_pos = glm::vec3(0.0f);
float speed_limit = 0.0f;
NpcCharacter(World& world) : ControllableCharacter(world)
{
VehicleChanged();
}
virtual void VehicleChanged() override
{
roads = nullptr;
path.clear();
gas = false;
stuck_counter = 0;
speed_limit = 0.0f;
if (vehicle && is_driver)
{
roads = world_.GetMap().GetGraph("roads");
seg_start = vehicle->GetPosition();
size_t start_node = 0;
float min_dist = std::numeric_limits<float>().infinity();
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)
{
min_dist = dist;
start_node = i;
}
}
path.push_back(start_node);
}
else
{
}
}
void SelectNextNode()
{
size_t node = path.back();
size_t num_nbs = roads->nodes[node].num_nbs;
if (num_nbs < 1)
{
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");
}
path.push_back(roads->nbs[roads->nodes[node].nbs + (rand() % num_nbs)]);
}
virtual void Update() override
{
Super::Update();
VehicleThink();
}
void VehicleThink()
{
if (!is_driver || !vehicle || !roads)
return;
glm::vec3 pos = vehicle->GetPosition();
glm::quat rot = vehicle->GetRotation();
glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
// glm::vec3 target = s->roads.nodes[s->node].position;
//
std::array<glm::vec3, 8> waypoints;
while (path.size() < waypoints.size() - 1)
{
SelectNextNode();
}
glm::vec3 node_pos = roads->nodes[path[0]].position;
if (glm::distance(glm::vec2(pos), glm::vec2(node_pos)) < 6.0f && path.size() > 1)
{
seg_start = node_pos;
path.pop_front();
SelectNextNode();
}
glm::vec3 target_node_pos = roads->nodes[path[0]].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)
break;
}
target_speed = glm::clamp(target_speed, 25.0f, 100.0f);
speed_limit = target_speed;
// std::cout << "target speed: " << target_speed << "\n";
float angle = GetTurnAngle(pos, rot, waypoints[2]);
if (glm::distance(pos, last_pos) < 2.0f)
{
stuck_counter++;
if (stuck_counter > 20)
{
//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->SetInputs(0); // stop
is_driver = false; // TODO: fix
return;
}
}
else
{
stuck_counter = 0;
last_pos = pos;
}
vehicle->SetSteering(true, angle);
game::VehicleInputFlags vin = 0;
float speed = vehicle->GetSpeed();
// if (glm::distance(pos, target) < 10.0f)
// {
// target_speed = 20.0f;
// }
if (speed < target_speed * 0.9f && !gas)
{
gas = true;
}
else if (speed > target_speed * 1.1f && gas)
{
gas = false;
}
if (gas)
{
vin |= 1 << game::VIN_FORWARD;
}
if (speed > target_speed * 1.4f)
{
vin |= 1 << game::VIN_BACKWARD;
}
vehicle->SetInputs(vin);
}
};
struct VehicleSeat
{
glm::vec3 position;
ControllableCharacter* occupant;
};
struct DrivableVehicle : public Vehicle
{
std::vector<VehicleSeat> seats;
DrivableVehicle(World& world, std::string model_name, const glm::vec3& color)
: Vehicle(world, std::move(model_name), color)
{
InitSeats();
}
void InitSeats()
{
const auto& veh = *GetModel();
for (char c = '0'; c <= '9'; ++c)
{
auto trans = veh.GetLocation(std::string("seat") + c);
if (!trans)
break;
VehicleSeat seat{};
seat.position = trans->position;
seats.emplace_back(seat);
}
}
};
} // namespace game } // namespace game
game::OpenWorld::OpenWorld() : World("openworld") game::OpenWorld::OpenWorld() : World("openworld")
@ -421,8 +46,8 @@ void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool ena
case IN_DEBUG1: case IN_DEBUG1:
if (enabled) if (enabled)
{ {
if (character->vehicle) if (character->GetVehicle())
character->vehicle->SetPosition({100.0f, 100.0f, 5.0f}); character->GetVehicle()->SetPosition({100.0f, 100.0f, 5.0f});
else else
character->SetPosition({100.0f, 100.0f, 5.0f}); character->SetPosition({100.0f, 100.0f, 5.0f});
} }
@ -434,7 +59,7 @@ void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool ena
break; break;
default: default:
character->UpdateInputs(); character->ProcessInput(type, enabled);
break; break;
} }
} }
@ -450,6 +75,37 @@ void game::OpenWorld::PlayerLeft(Player& player)
RemovePlayerCharacter(player); RemovePlayerCharacter(player);
} }
std::optional<std::pair<game::Usable&, const game::UseTarget&>> game::OpenWorld::GetBestUseTarget(const glm::vec3& pos) const
{
std::optional<std::pair<Usable*, const UseTarget*>> best_target;
float best_dist = std::numeric_limits<float>::max();
// TODO: spatial query
for (const auto& [entnum, ent] : GetEntities())
{
auto usable = dynamic_cast<Usable*>(ent.get());
if (!usable)
continue;
for (const auto& target : usable->GetUseTargets())
{
glm::vec3 pos_world = ent->GetRoot().matrix * glm::vec4(target.position, 1.0f);
float dist = glm::distance(pos, pos_world);
if (dist < 3.0f && dist < best_dist)
{
best_dist = dist;
best_target = std::make_pair(usable, &target);
}
}
}
if (best_target)
return std::make_pair(std::ref(*best_target->first), *best_target->second);
else
return std::nullopt;
}
static glm::vec3 GetRandomColor() static glm::vec3 GetRandomColor()
{ {
@ -466,9 +122,9 @@ static glm::vec3 GetRandomColor()
} }
template <class T, typename... TArgs> template <class T, typename... TArgs>
static T& SpawnRandomCharacter(game::World& world, TArgs&&... args) static T& SpawnRandomCharacter(game::OpenWorld& world, TArgs&&... args)
{ {
auto& character = world.Spawn<T>(std::forward<TArgs>(args)...); auto& character = world.Spawn<T>(world, std::forward<TArgs>(args)...);
// add clothes // add clothes
character.AddClothes("tshirt", GetRandomColor()); character.AddClothes("tshirt", GetRandomColor());
@ -484,9 +140,6 @@ void game::OpenWorld::CreatePlayerCharacter(Player& player)
auto& character = SpawnRandomCharacter<PlayerCharacter>(*this, player); auto& character = SpawnRandomCharacter<PlayerCharacter>(*this, player);
character.SetNametag("player (" + std::to_string(character.GetEntNum()) + ")"); character.SetNametag("player (" + std::to_string(character.GetEntNum()) + ")");
character.SetPosition({100.0f, 100.0f, 5.0f}); character.SetPosition({100.0f, 100.0f, 5.0f});
character.EnablePhysics(true);
player.SetCamera(character.GetEntNum());
player_characters_[&player] = &character; player_characters_[&player] = &character;
} }
@ -531,17 +184,5 @@ void game::OpenWorld::SpawnBot()
auto& vehicle = SpawnRandomVehicle(*this); auto& vehicle = SpawnRandomVehicle(*this);
auto& driver = SpawnRandomCharacter<NpcCharacter>(*this); auto& driver = SpawnRandomCharacter<NpcCharacter>(*this);
driver.Attach(vehicle.GetEntNum()); driver.SetVehicle(&vehicle, 0);
if (vehicle.seats.size() > 0)
{
driver.SetPosition(vehicle.seats[0].position);
}
driver.SetMainAnim("vehicle_drive");
driver.SetYaw(0.5f * glm::pi<float>());
driver.vehicle = &vehicle;
driver.is_driver = true;
driver.VehicleChanged();
} }

View File

@ -3,6 +3,9 @@
#include "world.hpp" #include "world.hpp"
#include "vehicle.hpp" #include "vehicle.hpp"
#include "character.hpp" #include "character.hpp"
#include "usable.hpp"
#include <optional>
namespace game namespace game
{ {
@ -22,6 +25,8 @@ public:
virtual void PlayerViewAnglesChanged(Player& player, float yaw, float pitch) override; virtual void PlayerViewAnglesChanged(Player& player, float yaw, float pitch) override;
virtual void PlayerLeft(Player& player) override; virtual void PlayerLeft(Player& player) override;
std::optional<std::pair<Usable&, const UseTarget&>> GetBestUseTarget(const glm::vec3& pos) const;
private: private:
void CreatePlayerCharacter(Player& player); void CreatePlayerCharacter(Player& player);
void RemovePlayerCharacter(Player& player); void RemovePlayerCharacter(Player& player);

View File

@ -0,0 +1,111 @@
#include "player_character.hpp"
#include "openworld.hpp"
game::PlayerCharacter::PlayerCharacter(World& world, OpenWorld& openworld, Player& player) : Super(world), world_(openworld), player_(player)
{
EnablePhysics(true);
VehicleChanged();
}
void game::PlayerCharacter::Update()
{
Super::Update();
UpdateUseTarget();
}
void game::PlayerCharacter::VehicleChanged()
{
if (vehicle_)
{
player_.SetCamera(vehicle_->GetEntNum());
}
else
{
player_.SetCamera(GetEntNum());
}
UpdateInputs();
}
void game::PlayerCharacter::ProcessInput(PlayerInputType type, bool enabled)
{
switch (type)
{
case IN_USE:
if (enabled)
{
if (!vehicle_)
{
auto use_target_opt = world_.GetBestUseTarget(GetRootTransform().position);
if (use_target_opt)
{
auto& [usable, use_target] = *use_target_opt;
usable.Use(*this, use_target.id);
}
}
else
{
SetVehicle(nullptr, 0);
}
}
break;
default:
UpdateInputs();
break;
}
}
void game::PlayerCharacter::UpdateInputs()
{
auto in = player_.GetInput();
CharacterInputFlags c_in = 0;
VehicleInputFlags v_in = 0;
if (in & (1 << IN_FORWARD))
{
c_in |= 1 << CIN_FORWARD;
v_in |= 1 << VIN_FORWARD;
}
if (in & (1 << IN_BACKWARD))
{
c_in |= 1 << CIN_BACKWARD;
v_in |= 1 << VIN_BACKWARD;
}
if (in & (1 << IN_LEFT))
{
c_in |= 1 << CIN_LEFT;
v_in |= 1 << VIN_LEFT;
}
if (in & (1 << IN_RIGHT))
{
c_in |= 1 << CIN_RIGHT;
v_in |= 1 << VIN_RIGHT;
}
if (in & (1 << IN_JUMP))
{
c_in |= 1 << CIN_JUMP;
}
if (vehicle_)
{
SetInputs(0);
if (is_driver_)
{
vehicle_->SetInputs(v_in);
}
}
else
{
SetInputs(c_in);
}
}
void game::PlayerCharacter::UpdateUseTarget() {}

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@ -0,0 +1,34 @@
#include "controllable_character.hpp"
#include "drivable_vehicle.hpp"
#include "player.hpp"
namespace game
{
class OpenWorld;
class PlayerCharacter : public ControllableCharacter
{
public:
using Super = ControllableCharacter;
PlayerCharacter(World& world, OpenWorld& openworld, Player& player);
virtual void Update() override;
virtual void VehicleChanged() override;
void ProcessInput(PlayerInputType type, bool enabled);
private:
void UpdateInputs();
void UpdateUseTarget();
private:
OpenWorld& world_;
Player& player_;
};
}

32
src/game/usable.hpp Normal file
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@ -0,0 +1,32 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
namespace game
{
struct UseTarget
{
uint32_t id = 0;
glm::vec3 position;
std::string desc;
};
class PlayerCharacter;
class Usable
{
public:
const std::vector<UseTarget>& GetUseTargets() const { return use_targets_; }
virtual void Use(PlayerCharacter& character, uint32_t target_id) = 0;
protected:
std::vector<UseTarget> use_targets_;
};
}

View File

@ -51,7 +51,9 @@ public:
void SetSteering(bool analog, float value = 0.0f); void SetSteering(bool analog, float value = 0.0f);
const std::string& GetModelName() const { return model_name_; }
const std::shared_ptr<const assets::VehicleModel>& GetModel() const { return model_; } const std::shared_ptr<const assets::VehicleModel>& GetModel() const { return model_; }
const glm::vec3& GetColor() const { return color_; }
virtual ~Vehicle(); virtual ~Vehicle();

View File

@ -50,6 +50,16 @@ void game::World::Update(int64_t delta_time)
} }
} }
void game::World::FinishFrame()
{
// reset ent msgs
for (auto& [entnum, ent] : ents_)
{
ent->ResetMsg();
}
}
game::Entity* game::World::GetEntity(net::EntNum entnum) game::Entity* game::World::GetEntity(net::EntNum entnum)
{ {
auto it = ents_.find(entnum); auto it = ents_.find(entnum);

View File

@ -31,6 +31,7 @@ public:
void RegisterEntity(std::unique_ptr<Entity> ent); void RegisterEntity(std::unique_ptr<Entity> ent);
virtual void Update(int64_t delta_time); virtual void Update(int64_t delta_time);
void FinishFrame();
// events // events
virtual void PlayerJoined(Player& player) {} virtual void PlayerJoined(Player& player) {}

View File

@ -46,6 +46,10 @@ bool game::view::CharacterView::ProcessMsg(net::EntMsgType type, net::InMessage&
case net::EMSG_UPDATE: case net::EMSG_UPDATE:
return ProcessUpdateMsg(msg); return ProcessUpdateMsg(msg);
case net::EMSG_ATTACH:
skip_lerps_ = 1;
return Super::ProcessMsg(type, msg);
default: default:
return Super::ProcessMsg(type, msg); return Super::ProcessMsg(type, msg);
} }
@ -190,6 +194,12 @@ bool game::view::CharacterView::ReadState(net::InMessage& msg)
states_[0].loco_phase -= 1.0f; states_[0].loco_phase -= 1.0f;
} }
if (skip_lerps_ > 0)
{
states_[0] = states_[1];
skip_lerps_--;
}
return true; return true;
} }

View File

@ -63,6 +63,7 @@ private:
CharacterSyncState sync_; CharacterSyncState sync_;
CharacterViewState states_[2]; CharacterViewState states_[2];
float update_time_ = 0.0f; float update_time_ = 0.0f;
size_t skip_lerps_ = 0;
}; };
} }

View File

@ -4,6 +4,8 @@
#include <iostream> #include <iostream>
// #include <glm/gtx/common.hpp> // #include <glm/gtx/common.hpp>
#include "vehicleview.hpp"
game::view::ClientSession::ClientSession(App& app) : app_(app) {} game::view::ClientSession::ClientSession(App& app) : app_(app) {}
bool game::view::ClientSession::ProcessMessage(net::InMessage& msg) bool game::view::ClientSession::ProcessMessage(net::InMessage& msg)
@ -81,12 +83,18 @@ void game::view::ClientSession::Draw(gfx::DrawList& dlist, gfx::DrawListParams&
void game::view::ClientSession::GetViewInfo(glm::vec3& eye, glm::mat4& view) const void game::view::ClientSession::GetViewInfo(glm::vec3& eye, glm::mat4& view) const
{ {
glm::vec3 start(0.0f, 0.0f, 2.0f); glm::vec3 start(0.0f, 0.0f, 2.0f);
float distance = 5.0f;
if (follow_ent_) if (follow_ent_)
{ {
auto ent = world_->GetEntity(follow_ent_); auto ent = world_->GetEntity(follow_ent_);
if (ent) if (ent)
start += ent->GetRoot().local.position; {
start += ent->GetRoot().GetGlobalPosition();
if (dynamic_cast<const VehicleView*>(ent))
distance = 8.0f;
}
} }
float yaw_cos = glm::cos(yaw_); float yaw_cos = glm::cos(yaw_);
@ -95,7 +103,6 @@ void game::view::ClientSession::GetViewInfo(glm::vec3& eye, glm::mat4& view) con
float pitch_sin = glm::sin(pitch_); float pitch_sin = glm::sin(pitch_);
glm::vec3 dir(yaw_cos * pitch_cos, yaw_sin * pitch_cos, pitch_sin); glm::vec3 dir(yaw_cos * pitch_cos, yaw_sin * pitch_cos, pitch_sin);
float distance = 5.0f;
glm::vec3 end = start - dir * distance; glm::vec3 end = start - dir * distance;
//start.z -= 0.5f; // shift this a bit to make it better when occluded //start.z -= 0.5f; // shift this a bit to make it better when occluded

View File

@ -88,7 +88,7 @@ void game::view::EntityView::DrawNametag(const DrawArgs& args)
return; return;
// calc screen position // calc screen position
glm::vec4 world_pos = glm::vec4(root_.local.position + glm::vec3(0.0f, 0.0f, 2.0f), 1.0f); glm::vec4 world_pos = GetRoot().matrix * glm::vec4(glm::vec3(0.0f, 0.0f, 2.0f), 1.0f);
glm::vec4 clip_pos = args.view_proj * world_pos; glm::vec4 clip_pos = args.view_proj * world_pos;
if (clip_pos.w == 0.0f) if (clip_pos.w == 0.0f)
return; return;

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@ -120,4 +120,6 @@ void sv::Server::Update()
{ {
client->Update(); client->Update();
} }
game_.FinishFrame();
} }