fekalnigtacko/src/game/openworld.cpp
2026-03-14 20:31:48 +01:00

218 lines
5.4 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"};
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;
}
game::OpenWorld::OpenWorld() : World("openworld")
{
srand(time(NULL));
// spawn bots
for (size_t i = 0; i < 100; ++i)
{
SpawnBot();
}
auto& veh = Spawn<game::DrivableVehicle>("twingo", glm::vec3{1.0f, 0.8f, 0.1f});
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 = Spawn<game::DrivableVehicle>(GetRandomCarModel(), GetRandomColor());
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(10000, [this, num] {
RespawnObj(num);
});
}
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;
}
template <class T, typename... TArgs>
static T& SpawnRandomCharacter(game::OpenWorld& world, TArgs&&... args)
{
auto& character = world.Spawn<T>(world, 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);
}
}
static game::DrivableVehicle& SpawnRandomVehicle(game::World& world)
{
auto roads = world.GetMap().GetGraph("roads");
if (!roads)
{
throw std::runtime_error("SpawnRandomVehicle: no roads graph in map");
}
size_t start_node = rand() % roads->nodes.size();
// auto color = glm::vec3{0.3f, 0.3f, 0.3f};
auto color = GetRandomColor();
auto& vehicle = world.Spawn<game::DrivableVehicle>(GetRandomCarModel(), color);
// vehicle.SetNametag("bot (" + std::to_string(vehicle.GetEntNum()) + ")");
vehicle.SetPosition(roads->nodes[start_node].position + glm::vec3{0.0f, 0.0f, 5.0f});
return vehicle;
}
void game::OpenWorld::SpawnBot()
{
auto& vehicle = SpawnRandomVehicle(*this);
auto& driver = SpawnRandomCharacter<NpcCharacter>(*this);
driver.SetVehicle(&vehicle, 0);
}