204 lines
4.7 KiB
C++
204 lines
4.7 KiB
C++
#include "openworld.hpp"
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#include <iostream>
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#include "player.hpp"
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#include "vehicle.hpp"
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#include "player_character.hpp"
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#include "npc_character.hpp"
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#include "drivable_vehicle.hpp"
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#include "destroyed_object.hpp"
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namespace game
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{
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} // namespace game
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static const char* GetRandomCarModel()
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{
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const char* vehicles[] = {"pickup_hd", "passat", "twingo", "polskifiat", "cow_static", "pig_static"};
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return vehicles[rand() % (sizeof(vehicles) / sizeof(vehicles[0]))];
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}
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static glm::vec3 GetRandomColor()
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{
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glm::vec3 color;
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// shittiest way to do it
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for (int i = 0; i < 3; ++i)
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{
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net::ColorQ qcol;
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qcol.value = rand() % 256;
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color[i] = qcol.Decode();
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}
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return color;
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}
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static uint32_t GetRandomColor24()
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{
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uint8_t r,g,b;
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r = rand() % 256;
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g = rand() % 256;
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b = rand() % 256;
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return (b << 16) | (g << 8) | r;
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}
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game::OpenWorld::OpenWorld() : World("openworld")
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{
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srand(time(NULL));
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// spawn bots
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for (size_t i = 0; i < 100; ++i)
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{
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SpawnBot();
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}
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// initial twingo
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VehicleTuning twingo_tuning;
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twingo_tuning.model = "twingo";
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twingo_tuning.primary_color = 0x0077FF;
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twingo_tuning.wheels_idx = 1; // enkei
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twingo_tuning.wheel_color = 0x00FF00;
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auto& veh = Spawn<game::DrivableVehicle>(twingo_tuning);
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veh.SetPosition({110.0f, 100.0f, 5.0f});
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constexpr size_t in_row = 20;
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for (size_t i = 0; i < 100; ++i)
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{
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Schedule(i * 40, [this, i] {
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size_t col = i % in_row;
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size_t row = i / in_row;
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glm::vec3 pos(62.0f + static_cast<float>(col) * 4.0f, 165.0f + static_cast<float>(row) * 7.0f, 7.0f);
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auto& veh = SpawnRandomVehicle();
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veh.SetPosition(pos);
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});
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}
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}
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void game::OpenWorld::Update(int64_t delta_time)
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{
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World::Update(delta_time);
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}
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void game::OpenWorld::PlayerJoined(Player& player)
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{
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CreatePlayerCharacter(player);
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}
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void game::OpenWorld::PlayerInput(Player& player, PlayerInputType type, bool enabled)
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{
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auto character = player_characters_.at(&player);
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switch (type)
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{
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case IN_DEBUG1:
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if (enabled)
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{
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if (character->GetVehicle())
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character->GetVehicle()->SetPosition({100.0f, 100.0f, 5.0f});
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else
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character->SetPosition({100.0f, 100.0f, 5.0f});
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}
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break;
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case IN_DEBUG2:
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if (enabled)
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CreatePlayerCharacter(player);
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break;
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default:
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character->ProcessInput(type, enabled);
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break;
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}
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}
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void game::OpenWorld::PlayerViewAnglesChanged(Player& player, float yaw, float pitch)
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{
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auto character = player_characters_.at(&player);
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character->SetForwardYaw(yaw);
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}
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void game::OpenWorld::PlayerLeft(Player& player)
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{
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RemovePlayerCharacter(player);
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}
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void game::OpenWorld::DestructibleDestroyed(net::ObjNum num, std::unique_ptr<MapObjectCollision> col)
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{
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auto& destroyed_obj = Spawn<DestroyedObject>(std::move(col));
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Schedule(120000, [this, num] {
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RespawnObj(num);
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});
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}
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template <class T, typename... TArgs>
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static T& SpawnRandomCharacter(game::OpenWorld& world, TArgs&&... args)
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{
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auto& character = world.Spawn<T>(std::forward<TArgs>(args)...);
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// add clothes
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character.AddClothes("tshirt", GetRandomColor());
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character.AddClothes("shorts", GetRandomColor());
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return character;
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}
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void game::OpenWorld::CreatePlayerCharacter(Player& player)
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{
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RemovePlayerCharacter(player);
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auto& character = SpawnRandomCharacter<PlayerCharacter>(*this, player);
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// character.SetNametag("player (" + std::to_string(character.GetEntNum()) + ")");
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character.SetPosition({100.0f, 100.0f, 5.0f});
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player_characters_[&player] = &character;
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}
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void game::OpenWorld::RemovePlayerCharacter(Player& player)
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{
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auto it = player_characters_.find(&player);
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if (it != player_characters_.end())
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{
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it->second->Remove();
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player_characters_.erase(it);
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}
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}
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game::DrivableVehicle& game::OpenWorld::SpawnRandomVehicle()
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{
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game::VehicleTuning tuning;
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tuning.model = GetRandomCarModel();
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tuning.primary_color = GetRandomColor24();
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auto& vehicle = Spawn<game::DrivableVehicle>(tuning);
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// vehicle.SetNametag("bot (" + std::to_string(vehicle.GetEntNum()) + ")");
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return vehicle;
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}
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void game::OpenWorld::SpawnBot()
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{
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auto roads = GetMap().GetGraph("roads");
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if (!roads)
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{
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throw std::runtime_error("SpawnBot: no roads graph in map");
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}
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size_t start_node = rand() % roads->nodes.size();
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auto& vehicle = SpawnRandomVehicle();
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vehicle.SetPosition(roads->nodes[start_node].position + glm::vec3{0.0f, 0.0f, 5.0f});
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auto& driver = SpawnRandomCharacter<NpcCharacter>(*this);
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driver.SetVehicle(&vehicle, 0);
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}
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