fekalnigtacko/src/game/openworld.cpp
2026-03-20 21:24:46 +01:00

204 lines
4.7 KiB
C++

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