Player forced movement component (#672)

* Split out Level progression component
from Character Component
This is to get to the Player forced movement Comp in a sane way

* move XML to component insted of abusing charComp

* use overrides
should probably make everything that calls that call it correctly

* fix linking issue

* Add proper Player Force movement component
Not used, yet
This commit is contained in:
Aaron Kimbrell 2022-07-24 13:25:10 -05:00 committed by GitHub
parent f2d1c5d26d
commit b57cacc676
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 147 additions and 54 deletions

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@ -366,53 +366,54 @@ enum eNotifyType {
}; };
enum eReplicaComponentType : int32_t { enum eReplicaComponentType : int32_t {
COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
COMPONENT_TYPE_RENDER = 2, //!< The Render Component COMPONENT_TYPE_RENDER = 2, //!< The Render Component
COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
COMPONENT_TYPE_BUFF = 7, //!< The Buff Component COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
COMPONENT_TYPE_SKILL = 9, //!< The Skill Component COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
COMPONENT_TYPE_ITEM = 11, //!< The Item Component COMPONENT_TYPE_ITEM = 11, //!< The Item Component
COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
COMPONENT_TYPE_PET = 26, //!< The Pet Component COMPONENT_TYPE_PET = 26, //!< The Pet Component
COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
COMPONENT_TYPE_MODEL = 42, //!< The Model Component COMPONENT_TYPE_MODEL = 42, //!< The Model Component
COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
COMPONENT_TYPE_MISSION = 84, //!< The Mission Component COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
COMPONENT_TYPE_RAIL_ACTIVATOR = 104, COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
}; };
enum class UseItemResponse : uint32_t { enum class UseItemResponse : uint32_t {

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@ -29,6 +29,7 @@
#include "BouncerComponent.h" #include "BouncerComponent.h"
#include "InventoryComponent.h" #include "InventoryComponent.h"
#include "LevelProgressionComponent.h" #include "LevelProgressionComponent.h"
#include "PlayerForcedMovementComponent.h"
#include "ScriptComponent.h" #include "ScriptComponent.h"
#include "SkillComponent.h" #include "SkillComponent.h"
#include "SimplePhysicsComponent.h" #include "SimplePhysicsComponent.h"
@ -436,14 +437,8 @@ void Entity::Initialize()
m_Components.insert(std::make_pair(COMPONENT_TYPE_DESTROYABLE, comp)); m_Components.insert(std::make_pair(COMPONENT_TYPE_DESTROYABLE, comp));
} }
/*if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_DESTROYABLE) > 0 || m_Character) {
DestroyableComponent* comp = new DestroyableComponent();
if (m_Character) comp->LoadFromXML(m_Character->GetXMLDoc());
m_Components.push_back(std::make_pair(COMPONENT_TYPE_DESTROYABLE, comp));
}*/
if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_CHARACTER) > 0 || m_Character) { if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_CHARACTER) > 0 || m_Character) {
// Character Component always has a possessor and level components // Character Component always has a possessor, level, and forced movement components
m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this))); m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this)));
// load in the xml for the level // load in the xml for the level
@ -451,6 +446,8 @@ void Entity::Initialize()
levelComp->LoadFromXml(m_Character->GetXMLDoc()); levelComp->LoadFromXml(m_Character->GetXMLDoc());
m_Components.insert(std::make_pair(COMPONENT_TYPE_LEVEL_PROGRESSION, levelComp)); m_Components.insert(std::make_pair(COMPONENT_TYPE_LEVEL_PROGRESSION, levelComp));
m_Components.insert(std::make_pair(COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT, new PlayerForcedMovementComponent(this)));
CharacterComponent* comp = new CharacterComponent(this, m_Character); CharacterComponent* comp = new CharacterComponent(this, m_Character);
m_Components.insert(std::make_pair(COMPONENT_TYPE_CHARACTER, comp)); m_Components.insert(std::make_pair(COMPONENT_TYPE_CHARACTER, comp));
} }
@ -1103,6 +1100,14 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
outBitStream->Write0(); outBitStream->Write0();
} }
PlayerForcedMovementComponent* playerForcedMovementComponent;
if (TryGetComponent(COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT, playerForcedMovementComponent)) {
playerForcedMovementComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
} else {
// Should never happen, but just to be safe
outBitStream->Write0();
}
characterComponent->Serialize(outBitStream, bIsInitialUpdate, flags); characterComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
} }

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@ -17,6 +17,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
"MovingPlatformComponent.cpp" "MovingPlatformComponent.cpp"
"PetComponent.cpp" "PetComponent.cpp"
"PhantomPhysicsComponent.cpp" "PhantomPhysicsComponent.cpp"
"PlayerForcedMovementComponent.cpp"
"PossessableComponent.cpp" "PossessableComponent.cpp"
"PossessorComponent.cpp" "PossessorComponent.cpp"
"PropertyComponent.cpp" "PropertyComponent.cpp"

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@ -0,0 +1,16 @@
#include "PlayerForcedMovementComponent.h"
PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
}
PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
void PlayerForcedMovementComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags){
outBitStream->Write(m_DirtyInfo);
if (m_DirtyInfo) {
outBitStream->Write(m_PlayerOnRail);
outBitStream->Write(m_ShowBillboard);
}
m_DirtyInfo = false;
}

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@ -0,0 +1,70 @@
#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
/**
* Component that handles player forced movement
*
*/
class PlayerForcedMovementComponent : public Component {
public:
static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
PlayerForcedMovementComponent(Entity* parent);
~PlayerForcedMovementComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* @brief Set the Player On Rail object
*
* @param value if the player is on a rail
*/
void SetPlayerOnRail(bool value){ m_PlayerOnRail = value; m_DirtyInfo = true; }
/**
* @brief Set the Show Billboard object
*
* @param value if the billboard should be shown
*/
void SetShowBillboard(bool value){ m_ShowBillboard = value; m_DirtyInfo = true; }
/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
/**
* @brief Get the Player On Rail object
*
* @return true
* @return false
*/
bool GetPlayerOnRail(){ return m_PlayerOnRail; }
bool GetShowBillboard(){ return m_ShowBillboard; }
private:
/**
* whether the info is dirty
*/
bool m_DirtyInfo = false;
/**
* whether the player is on a rail
*/
bool m_PlayerOnRail = false;
/**
* whether the billboard should be showing
*/
bool m_ShowBillboard = false;
};