Sitting in vehicles
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42e0f56c6c
commit
9b1be68bcd
@ -112,14 +112,23 @@ set(CLIENT_ONLY_SOURCES
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set(SERVER_ONLY_SOURCES
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"src/game/character.hpp"
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"src/game/character.cpp"
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"src/game/controllable_character.hpp"
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"src/game/controllable_character.cpp"
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"src/game/drivable_vehicle.hpp"
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"src/game/drivable_vehicle.cpp"
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"src/game/entity.hpp"
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"src/game/entity.cpp"
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"src/game/game.hpp"
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"src/game/game.cpp"
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"src/game/npc_character.hpp"
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"src/game/npc_character.cpp"
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"src/game/openworld.hpp"
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"src/game/openworld.cpp"
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"src/game/player_character.hpp"
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"src/game/player_character.cpp"
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"src/game/player.hpp"
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"src/game/player.cpp"
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"src/game/usable.hpp"
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"src/game/vehicle.hpp"
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"src/game/vehicle.cpp"
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"src/game/world.hpp"
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54
src/game/controllable_character.cpp
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54
src/game/controllable_character.cpp
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@ -0,0 +1,54 @@
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#include "controllable_character.hpp"
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#include "drivable_vehicle.hpp"
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game::ControllableCharacter::ControllableCharacter(World& world) : Character(world, CharacterInfo{}) {}
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void game::ControllableCharacter::SetVehicle(DrivableVehicle* vehicle, uint32_t seat)
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{
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if ((vehicle && vehicle_) || (!vehicle && !vehicle_))
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return;
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if (vehicle)
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{
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if (!vehicle->SetPassenger(seat, this))
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return;
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auto seat_loc = vehicle->GetModel()->GetLocation("seat" + std::to_string(seat));
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if (seat_loc)
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SetPosition(seat_loc->position);
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EnablePhysics(false);
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Attach(vehicle->GetEntNum());
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SetMainAnim(seat == 0 ? "vehicle_drive" : "vehicle_passenger");
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SetYaw(0.5f * glm::pi<float>());
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}
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else
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{
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vehicle_->SetPassenger(seat_idx_, nullptr);
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EnablePhysics(true);
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glm::vec3 seat_loc = vehicle_->GetModel()->GetLocation("seat" + std::to_string(seat_idx_))->position;
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seat_loc.x += glm::sign(seat_loc.x) * 0.5f; // to the side
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glm::vec3 pos = vehicle_->GetRoot().matrix * glm::vec4(seat_loc, 1.0f);
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pos.z += 0.5f;
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SetPosition(pos);
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Attach(0);
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SetMainAnim("idle");
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// SetYaw(0.0f);
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}
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vehicle_ = vehicle;
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seat_idx_ = seat;
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is_driver_ = vehicle && seat == 0;
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VehicleChanged();
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}
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game::ControllableCharacter::~ControllableCharacter()
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{
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if (vehicle_)
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{
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vehicle_->SetPassenger(seat_idx_, nullptr);
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}
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}
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32
src/game/controllable_character.hpp
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32
src/game/controllable_character.hpp
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@ -0,0 +1,32 @@
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#pragma once
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#include "character.hpp"
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namespace game
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{
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class DrivableVehicle;
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class ControllableCharacter : public Character
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{
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public:
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using Super = Character;
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ControllableCharacter(World& world);
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void SetVehicle(DrivableVehicle* vehicle, uint32_t seat);
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DrivableVehicle* GetVehicle() const { return vehicle_; }
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bool IsDriver() const { return is_driver_; }
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~ControllableCharacter() override;
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protected:
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virtual void VehicleChanged() = 0;
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size_t seat_idx_ = 0;
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bool is_driver_ = false;
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DrivableVehicle* vehicle_ = nullptr;
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};
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}
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74
src/game/drivable_vehicle.cpp
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74
src/game/drivable_vehicle.cpp
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#include "drivable_vehicle.hpp"
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#include "player_character.hpp"
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game::DrivableVehicle::DrivableVehicle(World& world, std::string model_name, const glm::vec3& color)
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: Vehicle(world, std::move(model_name), color)
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{
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InitSeats();
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}
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void game::DrivableVehicle::Use(PlayerCharacter& character, uint32_t target_id)
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{
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if (target_id >= seats_.size())
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return;
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character.SetVehicle(this, target_id); // seat idx is same as target_id
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}
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bool game::DrivableVehicle::SetPassenger(uint32_t seat_idx, ControllableCharacter* character)
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{
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if (seat_idx >= seats_.size())
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return false;
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auto& seat_info = seats_[seat_idx];
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if (seat_info.occupant == character)
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return true; // already sitting here
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if (seat_info.occupant && character)
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{
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seat_info.occupant->SetVehicle(nullptr, 0); // remove current occupant
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}
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seat_info.occupant = character;
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if (seat_idx == 0 && !character)
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{
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// clear inputs
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SetInputs(0);
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SetSteering(false, 0.0f);
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}
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return true;
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}
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game::DrivableVehicle::~DrivableVehicle()
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{
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// remove occupants
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for (auto& seat : seats_)
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{
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if (seat.occupant)
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seat.occupant->SetVehicle(nullptr, 0);
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}
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}
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void game::DrivableVehicle::InitSeats()
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{
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const auto& veh = *GetModel();
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for (char c = '0'; c <= '9'; ++c)
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{
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auto trans = veh.GetLocation(std::string("seat") + c);
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if (!trans)
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break;
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VehicleSeat seat{};
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seat.position = trans->position;
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seats_.emplace_back(seat);
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UseTarget use_target{};
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use_target.id = seats_.size() - 1;
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use_target.position = seat.position;
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use_target.desc = "vlízt do " + GetModelName() + " (místo " + std::to_string(use_target.id) + ")";
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use_targets_.emplace_back(use_target);
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}
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}
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34
src/game/drivable_vehicle.hpp
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34
src/game/drivable_vehicle.hpp
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@ -0,0 +1,34 @@
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#pragma once
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#include "vehicle.hpp"
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#include "usable.hpp"
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#include "controllable_character.hpp"
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namespace game
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{
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struct VehicleSeat
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{
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glm::vec3 position;
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ControllableCharacter* occupant;
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};
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class DrivableVehicle : public Vehicle, public Usable
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{
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public:
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DrivableVehicle(World& world, std::string model_name, const glm::vec3& color);
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virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
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bool SetPassenger(uint32_t seat_idx, ControllableCharacter* character);
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~DrivableVehicle() override;
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private:
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void InitSeats();
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private:
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std::vector<VehicleSeat> seats_;
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};
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}
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@ -12,8 +12,6 @@ void game::Entity::SendInitData(Player& player, net::OutMessage& msg) const
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void game::Entity::Update()
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{
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ResetMsg();
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upd_time_ = world_.GetTime();
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// ensure parent is updated
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@ -14,6 +14,11 @@ void game::Game::Update()
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default_world_->Update(40);
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}
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void game::Game::FinishFrame()
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{
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default_world_->FinishFrame();
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}
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void game::Game::PlayerJoined(Player& player)
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{
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player.SetWorld(default_world_);
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@ -21,7 +26,6 @@ void game::Game::PlayerJoined(Player& player)
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void game::Game::PlayerLeft(Player& player)
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{
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}
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bool game::Game::PlayerInput(Player& player, PlayerInputType type, bool enabled)
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@ -15,6 +15,7 @@ public:
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Game();
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void Update();
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void FinishFrame();
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void PlayerJoined(Player& player);
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void PlayerLeft(Player& player);
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246
src/game/npc_character.cpp
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246
src/game/npc_character.cpp
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#include "npc_character.hpp"
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#include "openworld.hpp"
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#include "drivable_vehicle.hpp"
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#include <array>
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#include <iostream>
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game::NpcCharacter::NpcCharacter(World& world, OpenWorld& openworld) : Super(world) {
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VehicleChanged();
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}
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void game::NpcCharacter::VehicleChanged()
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{
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roads_ = nullptr;
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path_.clear();
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gas_ = false;
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stuck_counter_ = 0;
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speed_limit_ = 0.0f;
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if (GetVehicle() && IsDriver())
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{
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roads_ = world_.GetMap().GetGraph("roads");
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seg_start_ = GetVehicle()->GetPosition();
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size_t start_node = 0;
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float min_dist = std::numeric_limits<float>().infinity();
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for (size_t i = 0; i < roads_->nodes.size(); ++i)
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{
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auto& node = roads_->nodes[i];
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float dist = glm::distance(node.position, seg_start_);
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if (dist < min_dist)
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{
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min_dist = dist;
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start_node = i;
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}
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}
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path_.push_back(start_node);
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}
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}
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void game::NpcCharacter::SelectNextNode()
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{
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size_t node = path_.back();
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size_t num_nbs = roads_->nodes[node].num_nbs;
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if (num_nbs < 1)
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{
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const auto& pos = roads_->nodes[node].position;
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std::cout << "node " << node << " has no neighbors!!!1 position: " << pos.x << " " << pos.y << " " << pos.z
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<< std::endl;
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throw std::runtime_error("no neighbors");
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}
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path_.push_back(roads_->nbs[roads_->nodes[node].nbs + (rand() % num_nbs)]);
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}
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static float GetTurnAngle2D(const glm::vec2& forward, const glm::vec2& to_target)
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{
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glm::vec2 forward_xy = glm::normalize(forward);
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glm::vec2 to_target_xy = glm::normalize(to_target);
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float dot = glm::dot(forward_xy, to_target_xy);
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float cross = forward_xy.x * to_target_xy.y - forward_xy.y * to_target_xy.x;
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float angle = acosf(glm::clamp(dot, -1.0f, 1.0f)); // in [0, pi]
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if (cross < 0)
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angle = -angle;
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return angle; // in [-pi, pi]
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}
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static float GetTurnAngle(const glm::vec3& pos, const glm::quat& rot, const glm::vec3& target)
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{
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glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
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glm::vec3 to_target = target - pos;
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glm::vec2 forward_xy = glm::vec2{forward.x, forward.y};
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glm::vec2 to_target_xy = glm::vec2{to_target.x, to_target.y};
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return GetTurnAngle2D(forward_xy, to_target_xy);
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}
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void game::NpcCharacter::VehicleThink()
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{
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if (!IsDriver() || !GetVehicle() || !roads_)
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return;
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glm::vec3 pos = GetVehicle()->GetPosition();
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glm::quat rot = GetVehicle()->GetRotation();
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glm::vec3 forward = rot * glm::vec3{0.0f, 1.0f, 0.0f};
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// glm::vec3 target = s->roads.nodes[s->node].position;
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//
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std::array<glm::vec3, 8> waypoints;
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while (path_.size() < waypoints.size() - 1)
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{
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SelectNextNode();
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}
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glm::vec3 node_pos = roads_->nodes[path_.front()].position;
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if (glm::distance(glm::vec2(pos), glm::vec2(node_pos)) < 6.0f && path_.size() > 1)
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{
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seg_start_ = node_pos;
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path_.pop_front();
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SelectNextNode();
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}
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glm::vec3 target_node_pos = roads_->nodes[path_.front()].position;
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waypoints[0] = pos - glm::normalize(forward) * 3.0f;
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waypoints[1] = pos;
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// find closest point on segment [seg_start -> target_node_pos]
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glm::vec3 seg_end = target_node_pos;
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glm::vec3 seg_dir = seg_end - seg_start_;
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float seg_len = glm::length(seg_dir);
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if (seg_len > 5.0f)
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{
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glm::vec3 seg_dir_norm = seg_dir / seg_len;
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float t = glm::clamp(glm::dot(pos - seg_start_, seg_dir_norm) / seg_len, 0.0f, 1.0f);
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waypoints[2] = seg_start_ + t * seg_dir;
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if (glm::distance(waypoints[1], target_node_pos) > 10.0f)
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{
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waypoints[2] += seg_dir_norm * 10.0f; // look a bit ahead on segment
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}
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else
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{
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waypoints[2] = target_node_pos;
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}
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}
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else
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{
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waypoints[2] = target_node_pos;
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}
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for (size_t i = 3; i < waypoints.size(); ++i)
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{
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size_t path_idx = glm::min(i - 3, path_.size() - 1);
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waypoints[i] = roads_->nodes[path_[path_idx]].position;
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}
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// decrease speed based on curvature
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const float base_speed = 100.0f;
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float target_speed = base_speed;
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float dist_accum = 0.0f;
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for (size_t i = 1; i < waypoints.size() - 1; ++i)
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{
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glm::vec3 dir1 = waypoints[i] - waypoints[i - 1];
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glm::vec3 dir2 = waypoints[i + 1] - waypoints[i];
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float dist = glm::length(dir1);
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dist_accum += dist;
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glm::vec2 dir1_xy = glm::vec2{dir1.x, dir1.y};
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glm::vec2 dir2_xy = glm::vec2{dir2.x, dir2.y};
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const float min_dir_length = 0.001f;
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float angle = glm::length(dir1_xy) > min_dir_length && glm::length(dir2_xy) > min_dir_length
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? GetTurnAngle2D(dir1_xy, dir2_xy)
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: 0.0f;
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// std::cout << "angle: " << angle << "\n";
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float abs_angle = fabsf(angle);
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if (abs_angle > glm::radians(7.0f))
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{
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// float speed_limit = 50.0f / abs_angle; // sharper turn -> lower speed
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// speed_limit *= dist_accum / 20.0f; // more distance to turn -> higher speed
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// speed_limit = glm::max(speed_limit, 20.0f);
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// max_speed = glm::min(max_speed, speed_limit);
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target_speed -=
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abs_angle * (base_speed / glm::pi<float>() / 2.0f) * 50.0f / glm::max(dist_accum - 1.0f, 1.0f);
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}
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if (dist_accum > 200.0f)
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break;
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}
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target_speed = glm::clamp(target_speed, 25.0f, 100.0f);
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speed_limit_ = target_speed;
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// std::cout << "target speed: " << target_speed << "\n";
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float angle = GetTurnAngle(pos, rot, waypoints[2]);
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if (glm::distance(pos, last_pos_) < 2.0f)
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{
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stuck_counter_++;
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if (stuck_counter_ > 100)
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{
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//s->state_str = "stuck (reverse)";
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//s->stuck_counter = 0;
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//s->vehicle.SetSteering(true, -angle); // try turn away
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//s->vehicle.SetInputs(0); // stop
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//// stuck, go reverse for a while
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//s->vehicle.SetInput(game::VIN_BACKWARD, true);
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//s->vehicle.Schedule(2000, [s]() {
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// s->vehicle.SetInput(game::VIN_BACKWARD, false);
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// BotThink(s);
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//});
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GetVehicle()->SetInputs(0); // stop
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is_driver_ = false; // TODO: fix
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return;
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}
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}
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else
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{
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stuck_counter_ = 0;
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last_pos_ = pos;
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}
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GetVehicle()->SetSteering(true, angle);
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game::VehicleInputFlags vin = 0;
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float speed = GetVehicle()->GetSpeed();
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|
||||
// 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);
|
||||
}
|
||||
44
src/game/npc_character.hpp
Normal file
44
src/game/npc_character.hpp
Normal file
@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
@ -6,388 +6,13 @@
|
||||
#include "player.hpp"
|
||||
#include "vehicle.hpp"
|
||||
|
||||
#include "player_character.hpp"
|
||||
#include "npc_character.hpp"
|
||||
#include "drivable_vehicle.hpp"
|
||||
|
||||
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
|
||||
|
||||
game::OpenWorld::OpenWorld() : World("openworld")
|
||||
@ -421,8 +46,8 @@ void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool ena
|
||||
case IN_DEBUG1:
|
||||
if (enabled)
|
||||
{
|
||||
if (character->vehicle)
|
||||
character->vehicle->SetPosition({100.0f, 100.0f, 5.0f});
|
||||
if (character->GetVehicle())
|
||||
character->GetVehicle()->SetPosition({100.0f, 100.0f, 5.0f});
|
||||
else
|
||||
character->SetPosition({100.0f, 100.0f, 5.0f});
|
||||
}
|
||||
@ -434,7 +59,7 @@ void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool ena
|
||||
break;
|
||||
|
||||
default:
|
||||
character->UpdateInputs();
|
||||
character->ProcessInput(type, enabled);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -450,6 +75,37 @@ void game::OpenWorld::PlayerLeft(Player& 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()
|
||||
{
|
||||
@ -466,9 +122,9 @@ static glm::vec3 GetRandomColor()
|
||||
}
|
||||
|
||||
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
|
||||
character.AddClothes("tshirt", GetRandomColor());
|
||||
@ -484,9 +140,6 @@ void game::OpenWorld::CreatePlayerCharacter(Player& player)
|
||||
auto& character = SpawnRandomCharacter<PlayerCharacter>(*this, player);
|
||||
character.SetNametag("player (" + std::to_string(character.GetEntNum()) + ")");
|
||||
character.SetPosition({100.0f, 100.0f, 5.0f});
|
||||
character.EnablePhysics(true);
|
||||
|
||||
player.SetCamera(character.GetEntNum());
|
||||
|
||||
player_characters_[&player] = &character;
|
||||
}
|
||||
@ -531,17 +184,5 @@ void game::OpenWorld::SpawnBot()
|
||||
auto& vehicle = SpawnRandomVehicle(*this);
|
||||
auto& driver = SpawnRandomCharacter<NpcCharacter>(*this);
|
||||
|
||||
driver.Attach(vehicle.GetEntNum());
|
||||
|
||||
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();
|
||||
driver.SetVehicle(&vehicle, 0);
|
||||
}
|
||||
|
||||
@ -3,6 +3,9 @@
|
||||
#include "world.hpp"
|
||||
#include "vehicle.hpp"
|
||||
#include "character.hpp"
|
||||
#include "usable.hpp"
|
||||
|
||||
#include <optional>
|
||||
|
||||
namespace game
|
||||
{
|
||||
@ -22,6 +25,8 @@ public:
|
||||
virtual void PlayerViewAnglesChanged(Player& player, float yaw, float pitch) override;
|
||||
virtual void PlayerLeft(Player& player) override;
|
||||
|
||||
std::optional<std::pair<Usable&, const UseTarget&>> GetBestUseTarget(const glm::vec3& pos) const;
|
||||
|
||||
private:
|
||||
void CreatePlayerCharacter(Player& player);
|
||||
void RemovePlayerCharacter(Player& player);
|
||||
|
||||
111
src/game/player_character.cpp
Normal file
111
src/game/player_character.cpp
Normal 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() {}
|
||||
34
src/game/player_character.hpp
Normal file
34
src/game/player_character.hpp
Normal file
@ -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
32
src/game/usable.hpp
Normal file
@ -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_;
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
@ -51,7 +51,9 @@ public:
|
||||
|
||||
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 glm::vec3& GetColor() const { return color_; }
|
||||
|
||||
virtual ~Vehicle();
|
||||
|
||||
|
||||
@ -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)
|
||||
{
|
||||
auto it = ents_.find(entnum);
|
||||
|
||||
@ -31,6 +31,7 @@ public:
|
||||
void RegisterEntity(std::unique_ptr<Entity> ent);
|
||||
|
||||
virtual void Update(int64_t delta_time);
|
||||
void FinishFrame();
|
||||
|
||||
// events
|
||||
virtual void PlayerJoined(Player& player) {}
|
||||
|
||||
@ -46,6 +46,10 @@ bool game::view::CharacterView::ProcessMsg(net::EntMsgType type, net::InMessage&
|
||||
case net::EMSG_UPDATE:
|
||||
return ProcessUpdateMsg(msg);
|
||||
|
||||
case net::EMSG_ATTACH:
|
||||
skip_lerps_ = 1;
|
||||
return Super::ProcessMsg(type, msg);
|
||||
|
||||
default:
|
||||
return Super::ProcessMsg(type, msg);
|
||||
}
|
||||
@ -190,6 +194,12 @@ bool game::view::CharacterView::ReadState(net::InMessage& msg)
|
||||
states_[0].loco_phase -= 1.0f;
|
||||
}
|
||||
|
||||
if (skip_lerps_ > 0)
|
||||
{
|
||||
states_[0] = states_[1];
|
||||
skip_lerps_--;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@ -63,6 +63,7 @@ private:
|
||||
CharacterSyncState sync_;
|
||||
CharacterViewState states_[2];
|
||||
float update_time_ = 0.0f;
|
||||
size_t skip_lerps_ = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@ -4,6 +4,8 @@
|
||||
#include <iostream>
|
||||
// #include <glm/gtx/common.hpp>
|
||||
|
||||
#include "vehicleview.hpp"
|
||||
|
||||
game::view::ClientSession::ClientSession(App& app) : app_(app) {}
|
||||
|
||||
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
|
||||
{
|
||||
glm::vec3 start(0.0f, 0.0f, 2.0f);
|
||||
float distance = 5.0f;
|
||||
|
||||
if (follow_ent_)
|
||||
{
|
||||
auto ent = world_->GetEntity(follow_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_);
|
||||
@ -95,7 +103,6 @@ void game::view::ClientSession::GetViewInfo(glm::vec3& eye, glm::mat4& view) con
|
||||
float pitch_sin = glm::sin(pitch_);
|
||||
glm::vec3 dir(yaw_cos * pitch_cos, yaw_sin * pitch_cos, pitch_sin);
|
||||
|
||||
float distance = 5.0f;
|
||||
glm::vec3 end = start - dir * distance;
|
||||
|
||||
//start.z -= 0.5f; // shift this a bit to make it better when occluded
|
||||
|
||||
@ -88,7 +88,7 @@ void game::view::EntityView::DrawNametag(const DrawArgs& args)
|
||||
return;
|
||||
|
||||
// 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;
|
||||
if (clip_pos.w == 0.0f)
|
||||
return;
|
||||
|
||||
@ -120,4 +120,6 @@ void sv::Server::Update()
|
||||
{
|
||||
client->Update();
|
||||
}
|
||||
|
||||
game_.FinishFrame();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user