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# include "StarObject.hpp"
# include "StarDataStreamExtra.hpp"
# include "StarJsonExtra.hpp"
# include "StarWorld.hpp"
# include "StarLexicalCast.hpp"
# include "StarRoot.hpp"
# include "StarLogging.hpp"
# include "StarDamageManager.hpp"
# include "StarTreasure.hpp"
# include "StarItemDrop.hpp"
# include "StarItemDescriptor.hpp"
# include "StarObjectDatabase.hpp"
# include "StarMixer.hpp"
# include "StarEntityRendering.hpp"
# include "StarAssets.hpp"
# include "StarConfigLuaBindings.hpp"
# include "StarEntityLuaBindings.hpp"
# include "StarRootLuaBindings.hpp"
# include "StarNetworkedAnimatorLuaBindings.hpp"
# include "StarLuaGameConverters.hpp"
# include "StarParticleDatabase.hpp"
# include "StarMaterialDatabase.hpp"
# include "StarScriptedAnimatorLuaBindings.hpp"
namespace Star {
Object : : Object ( ObjectConfigConstPtr config , Json const & parameters ) {
m_config = config ;
if ( ! parameters . isNull ( ) )
m_parameters . reset ( parameters . toObject ( ) ) ;
m_animationTimer = 0.0f ;
m_currentFrame = 0 ;
m_lightFlickering = m_config - > lightFlickering ;
m_tileDamageStatus = make_shared < EntityTileDamageStatus > ( ) ;
m_orientationIndex = NPos ;
m_interactive . set ( ! configValue ( " interactAction " , Json ( ) ) . isNull ( ) ) ;
m_broken = false ;
m_unbreakable = m_config - > unbreakable | | configValue ( " unbreakable " , false ) . toBool ( ) ;
m_direction . set ( Direction : : Left ) ;
m_health . set ( m_config - > health ) ;
m_currentFrame = - 1 ;
if ( m_config - > animationConfig )
m_networkedAnimator = make_shared < NetworkedAnimator > ( m_config - > animationConfig , m_config - > path ) ;
else
m_networkedAnimator = make_shared < NetworkedAnimator > ( ) ;
if ( m_config - > damageTeam . type ! = TeamType : : Null ) {
setTeam ( m_config - > damageTeam ) ;
} else {
setTeam ( EntityDamageTeam ( TeamType : : Environment ) ) ;
}
for ( auto const & node : configValue ( " inputNodes " , JsonArray ( ) ) . iterateArray ( ) )
m_inputNodes . append ( { jsonToVec2I ( node ) , { } , { } } ) ;
for ( auto const & node : configValue ( " outputNodes " , JsonArray ( ) ) . iterateArray ( ) )
m_outputNodes . append ( { jsonToVec2I ( node ) , { } , { } } ) ;
m_offeredQuests . set ( configValue ( " offeredQuests " , JsonArray ( ) ) . toArray ( ) . transformed ( & QuestArcDescriptor : : fromJson ) ) ;
m_turnInQuests . set ( jsonToStringSet ( configValue ( " turnInQuests " , JsonArray ( ) ) ) ) ;
if ( ! m_offeredQuests . get ( ) . empty ( ) | | ! m_turnInQuests . get ( ) . empty ( ) )
m_interactive . set ( true ) ;
setUniqueId ( configValue ( " uniqueId " ) . optString ( ) ) ;
m_netGroup . addNetElement ( & m_parameters ) ;
m_netGroup . addNetElement ( & m_uniqueIdNetState ) ;
m_netGroup . addNetElement ( & m_interactive ) ;
m_netGroup . addNetElement ( & m_materialSpaces ) ;
m_netGroup . addNetElement ( & m_xTilePosition ) ;
m_netGroup . addNetElement ( & m_yTilePosition ) ;
m_netGroup . addNetElement ( & m_direction ) ;
m_netGroup . addNetElement ( & m_health ) ;
m_netGroup . addNetElement ( & m_orientationIndexNetState ) ;
m_netGroup . addNetElement ( & m_netImageKeys ) ;
m_netGroup . addNetElement ( & m_soundEffectEnabled ) ;
m_netGroup . addNetElement ( & m_lightSourceColor ) ;
m_netGroup . addNetElement ( & m_newChatMessageEvent ) ;
m_netGroup . addNetElement ( & m_chatMessage ) ;
m_netGroup . addNetElement ( & m_chatPortrait ) ;
m_netGroup . addNetElement ( & m_chatConfig ) ;
for ( auto & i : m_inputNodes ) {
m_netGroup . addNetElement ( & i . connections ) ;
m_netGroup . addNetElement ( & i . state ) ;
}
for ( auto & o : m_outputNodes ) {
m_netGroup . addNetElement ( & o . connections ) ;
m_netGroup . addNetElement ( & o . state ) ;
}
m_netGroup . addNetElement ( & m_offeredQuests ) ;
m_netGroup . addNetElement ( & m_turnInQuests ) ;
m_netGroup . addNetElement ( & m_damageSources ) ;
// don't interpolate scripted animation parameters
m_netGroup . addNetElement ( & m_scriptedAnimationParameters , false ) ;
m_netGroup . addNetElement ( m_tileDamageStatus . get ( ) ) ;
m_netGroup . addNetElement ( m_networkedAnimator . get ( ) ) ;
m_netGroup . setNeedsLoadCallback ( bind ( & Object : : getNetStates , this , _1 ) ) ;
m_netGroup . setNeedsStoreCallback ( bind ( & Object : : setNetStates , this ) ) ;
}
Json Object : : diskStore ( ) const {
return writeStoredData ( ) . setAll ( { { " name " , m_config - > name } , { " parameters " , m_parameters . baseMap ( ) } } ) ;
}
ByteArray Object : : netStore ( ) {
DataStreamBuffer ds ;
ds . write ( m_config - > name ) ;
ds . write < Json > ( m_parameters . baseMap ( ) ) ;
return ds . takeData ( ) ;
}
EntityType Object : : entityType ( ) const {
return EntityType : : Object ;
}
void Object : : init ( World * world , EntityId entityId , EntityMode mode ) {
Entity : : init ( world , entityId , mode ) ;
// Only try and find a new orientation if we do not already have one,
// otherwise we may have a valid orientation that depends on non-tile data
// that is not loaded yet.
if ( m_orientationIndex = = NPos ) {
updateOrientation ( ) ;
} else if ( auto orientation = currentOrientation ( ) ) {
// update direction in case orientation config direction has changed
if ( orientation - > directionAffinity )
m_direction . set ( * orientation - > directionAffinity ) ;
m_materialSpaces . set ( orientation - > materialSpaces ) ;
}
m_orientationDrawablesCache . reset ( ) ;
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// This is stupid and we should only have to deal with the new directives parameter, but blah blah backwards compatibility.
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auto colorName = configValue ( " color " , " default " ) . toString ( ) . takeUtf8 ( ) ;
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auto colorEnd = colorName . find ( ' ? ' ) ;
if ( colorEnd ! = NPos ) {
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size_t suffixBegin = colorName . rfind ( ' ? ' ) ;
String colorDirectives ;
std : : string colorSuffix = suffixBegin = = NPos ? " " : colorName . substr ( suffixBegin ) ;
if ( colorSuffix . empty ( ) & & colorSuffix . rfind ( " ?replace " , 0 ) ! = 0 )
colorDirectives = colorName . substr ( colorEnd ) ;
else
colorDirectives = colorName . substr ( colorEnd , suffixBegin - colorEnd ) ;
m_colorSuffix = move ( colorSuffix ) ;
m_colorDirectives = move ( colorDirectives ) ;
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}
else
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m_colorDirectives = m_colorSuffix = " " ;
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m_directives = " " ;
if ( auto directives = configValue ( " " ) ) {
if ( directives . isType ( Json : : Type : : String ) )
m_directives . parse ( directives . toString ( ) ) ;
}
if ( isMaster ( ) ) {
setImageKey ( " color " , colorName ) ;
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if ( m_config - > lightColors . contains ( colorName ) )
m_lightSourceColor . set ( m_config - > lightColors . get ( colorName ) ) ;
else
m_lightSourceColor . set ( Color : : Clear ) ;
m_soundEffectEnabled . set ( true ) ;
m_liquidCheckTimer = GameTimer ( m_config - > liquidCheckInterval ) ;
m_liquidCheckTimer . setDone ( ) ;
setKeepAlive ( configValue ( " keepAlive " , false ) . toBool ( ) ) ;
m_scriptComponent . setScripts ( m_config - > scripts ) ;
m_scriptComponent . setUpdateDelta ( configValue ( " scriptDelta " , 5 ) . toInt ( ) ) ;
m_scriptComponent . addCallbacks ( " object " , makeObjectCallbacks ( ) ) ;
m_scriptComponent . addCallbacks ( " config " , LuaBindings : : makeConfigCallbacks ( bind ( & Object : : configValue , this , _1 , _2 ) ) ) ;
m_scriptComponent . addCallbacks ( " entity " , LuaBindings : : makeEntityCallbacks ( this ) ) ;
m_scriptComponent . addCallbacks ( " animator " , LuaBindings : : makeNetworkedAnimatorCallbacks ( m_networkedAnimator . get ( ) ) ) ;
m_scriptComponent . init ( world ) ;
}
if ( world - > isClient ( ) ) {
m_scriptedAnimator . setScripts ( m_config - > animationScripts ) ;
m_scriptedAnimator . addCallbacks ( " animationConfig " , LuaBindings : : makeScriptedAnimatorCallbacks ( m_networkedAnimator . get ( ) ,
[ this ] ( String const & name , Json const & defaultValue ) - > Json {
return m_scriptedAnimationParameters . value ( name , defaultValue ) ;
} ) ) ;
m_scriptedAnimator . addCallbacks ( " objectAnimator " , makeAnimatorObjectCallbacks ( ) ) ;
m_scriptedAnimator . addCallbacks ( " config " , LuaBindings : : makeConfigCallbacks ( bind ( & Object : : configValue , this , _1 , _2 ) ) ) ;
m_scriptedAnimator . addCallbacks ( " entity " , LuaBindings : : makeEntityCallbacks ( this ) ) ;
m_scriptedAnimator . init ( world ) ;
}
m_xTilePosition . set ( world - > geometry ( ) . xwrap ( ( int ) m_xTilePosition . get ( ) ) ) ;
// Compute all the relevant animation information after the final orientation
// has been selected and after the script is initialized
for ( auto const & pair : configValue ( " animationParts " , JsonObject ( ) ) . iterateObject ( ) )
m_networkedAnimator - > setPartTag ( pair . first , " partImage " , pair . second . toString ( ) ) ;
m_animationPosition = jsonToVec2F ( configValue ( " animationPosition " , JsonArray { 0 , 0 } ) ) / TilePixels ;
m_networkedAnimator - > setFlipped ( false ) ;
m_animationCenterLine = configValue ( " animationCenterLine " , Drawable : : boundBoxAll ( m_networkedAnimator - > drawables ( ) , false ) . center ( ) [ 0 ] ) . toFloat ( ) ;
m_networkedAnimator - > setFlipped ( direction ( ) = = Direction : : Left , m_animationCenterLine ) ;
// Don't animate the initial state when first spawned IF you're dumb, which by default
// you would be, and don't know how to use transition and static states properly. Someday
// I'll be brave and delete shit garbage entirely and we'll see what breaks.
if ( configValue ( " forceFinishAnimationsInInit " , true ) ! = false )
m_networkedAnimator - > finishAnimations ( ) ;
}
void Object : : uninit ( ) {
if ( isMaster ( ) ) {
m_scriptComponent . uninit ( ) ;
m_scriptComponent . removeCallbacks ( " object " ) ;
m_scriptComponent . removeCallbacks ( " config " ) ;
m_scriptComponent . removeCallbacks ( " entity " ) ;
m_scriptComponent . removeCallbacks ( " animator " ) ;
}
if ( world ( ) - > isClient ( ) ) {
m_scriptedAnimator . uninit ( ) ;
m_scriptedAnimator . removeCallbacks ( " animationConfig " ) ;
m_scriptedAnimator . removeCallbacks ( " objectAnimator " ) ;
m_scriptedAnimator . removeCallbacks ( " config " ) ;
m_scriptedAnimator . removeCallbacks ( " entity " ) ;
}
if ( m_soundEffect )
m_soundEffect - > stop ( ) ;
Entity : : uninit ( ) ;
}
List < LightSource > Object : : lightSources ( ) const {
List < LightSource > lights ;
lights . appendAll ( m_networkedAnimator - > lightSources ( position ( ) + m_animationPosition ) ) ;
auto orientation = currentOrientation ( ) ;
if ( ! m_lightSourceColor . get ( ) . isClear ( ) & & orientation ) {
Color color = m_lightSourceColor . get ( ) ;
if ( m_lightFlickering )
color . setValue ( clamp ( color . value ( ) * m_lightFlickering - > value ( SinWeightOperator < float > ( ) ) , 0.0f , 1.0f ) ) ;
LightSource lightSource ;
lightSource . position = position ( ) + centerOfTile ( orientation - > lightPosition ) ;
lightSource . color = color . toRgb ( ) ;
lightSource . pointLight = m_config - > pointLight ;
lightSource . pointBeam = m_config - > pointBeam ;
lightSource . beamAngle = orientation - > beamAngle ;
lightSource . beamAmbience = m_config - > beamAmbience ;
lights . append ( lightSource ) ;
}
return lights ;
}
Vec2F Object : : position ( ) const {
return Vec2F ( m_xTilePosition . get ( ) , m_yTilePosition . get ( ) ) ;
}
RectF Object : : metaBoundBox ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
// default metaboundbox extends the bounding box of the orientation's
// spaces by one block
return orientation - > metaBoundBox . value ( RectF ( Vec2F ( orientation - > boundBox . min ( ) ) - Vec2F ( 1 , 1 ) , Vec2F ( orientation - > boundBox . max ( ) ) + Vec2F ( 2 , 2 ) ) ) ;
} else {
return RectF ( - 1 , - 1 , 1 , 1 ) ;
}
}
pair < ByteArray , uint64_t > Object : : writeNetState ( uint64_t fromVersion ) {
DataStreamBuffer ds ;
return m_netGroup . writeNetState ( fromVersion ) ;
}
void Object : : readNetState ( ByteArray delta , float interpolationTime ) {
m_netGroup . readNetState ( move ( delta ) , interpolationTime ) ;
}
Vec2I Object : : tilePosition ( ) const {
return Vec2I ( m_xTilePosition . get ( ) , m_yTilePosition . get ( ) ) ;
}
void Object : : setTilePosition ( Vec2I const & pos ) {
if ( m_xTilePosition . get ( ) ! = pos [ 0 ] | | m_yTilePosition . get ( ) ! = pos [ 1 ] ) {
m_xTilePosition . set ( pos [ 0 ] ) ;
m_yTilePosition . set ( pos [ 1 ] ) ;
if ( inWorld ( ) )
updateOrientation ( ) ;
}
}
Direction Object : : direction ( ) const {
return m_direction . get ( ) ;
}
void Object : : setDirection ( Direction direction ) {
m_direction . set ( direction ) ;
}
void Object : : updateOrientation ( ) {
setOrientationIndex ( m_config - > findValidOrientation ( world ( ) , tilePosition ( ) , m_direction . get ( ) ) ) ;
if ( auto orientation = currentOrientation ( ) ) {
if ( orientation - > directionAffinity )
m_direction . set ( * orientation - > directionAffinity ) ;
m_materialSpaces . set ( orientation - > materialSpaces ) ;
}
resetEmissionTimers ( ) ;
}
List < Vec2I > Object : : anchorPositions ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
List < Vec2I > positions ;
for ( auto anchor : orientation - > anchors )
positions . append ( anchor . position + tilePosition ( ) ) ;
return positions ;
} else {
return { } ;
}
}
List < Vec2I > Object : : spaces ( ) const {
if ( auto orientation = currentOrientation ( ) )
return orientation - > spaces ;
else
return { } ;
}
List < MaterialSpace > Object : : materialSpaces ( ) const {
return m_materialSpaces . get ( ) ;
}
List < Vec2I > Object : : roots ( ) const {
if ( m_config - > rooting ) {
if ( auto orientation = currentOrientation ( ) ) {
List < Vec2I > res ;
for ( auto anchor : orientation - > anchors )
res . append ( anchor . position ) ;
return res ;
}
}
return { } ;
}
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void Object : : update ( float dt , uint64_t ) {
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if ( ! inWorld ( ) )
return ;
if ( isMaster ( ) ) {
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m_tileDamageStatus - > recover ( m_config - > tileDamageParameters , dt ) ;
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if ( m_liquidCheckTimer . wrapTick ( ) )
checkLiquidBroken ( ) ;
if ( auto orientation = currentOrientation ( ) ) {
auto frame = clamp < int > ( std : : floor ( m_animationTimer / orientation - > animationCycle * orientation - > frames ) , 0 , orientation - > frames - 1 ) ;
if ( m_currentFrame ! = frame ) {
m_currentFrame = frame ;
setImageKey ( " frame " , toString ( frame ) ) ;
}
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m_animationTimer = std : : fmod ( m_animationTimer + dt , orientation - > animationCycle ) ;
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}
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m_networkedAnimator - > update ( dt , nullptr ) ;
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m_networkedAnimator - > setFlipped ( direction ( ) = = Direction : : Left , m_animationCenterLine ) ;
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m_scriptComponent . update ( m_scriptComponent . updateDt ( dt ) ) ;
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} else {
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m_networkedAnimator - > update ( dt , & m_networkedAnimatorDynamicTarget ) ;
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m_networkedAnimatorDynamicTarget . updatePosition ( position ( ) + m_animationPosition ) ;
}
if ( m_lightFlickering )
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m_lightFlickering - > update ( dt ) ;
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for ( auto & timer : m_emissionTimers )
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timer . tick ( dt ) ;
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if ( world ( ) - > isClient ( ) )
m_scriptedAnimator . update ( ) ;
}
void Object : : render ( RenderCallback * renderCallback ) {
renderParticles ( renderCallback ) ;
renderSounds ( renderCallback ) ;
for ( auto const & imageKeyPair : m_imageKeys )
m_networkedAnimator - > setGlobalTag ( imageKeyPair . first , imageKeyPair . second ) ;
renderCallback - > addAudios ( m_networkedAnimatorDynamicTarget . pullNewAudios ( ) ) ;
renderCallback - > addParticles ( m_networkedAnimatorDynamicTarget . pullNewParticles ( ) ) ;
if ( m_networkedAnimator - > parts ( ) . count ( ) > 0 ) {
renderCallback - > addDrawables ( m_networkedAnimator - > drawables ( position ( ) + m_animationPosition + damageShake ( ) ) , renderLayer ( ) ) ;
} else {
if ( m_orientationIndex ! = NPos )
renderCallback - > addDrawables ( orientationDrawables ( m_orientationIndex ) , renderLayer ( ) , position ( ) ) ;
}
for ( auto drawablePair : m_scriptedAnimator . drawables ( ) )
renderCallback - > addDrawable ( drawablePair . first , drawablePair . second . value ( renderLayer ( ) ) ) ;
renderCallback - > addParticles ( m_scriptedAnimator . pullNewParticles ( ) ) ;
renderCallback - > addAudios ( m_scriptedAnimator . pullNewAudios ( ) ) ;
}
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void Object : : renderLightSources ( RenderCallback * renderCallback ) {
renderLights ( renderCallback ) ;
renderCallback - > addLightSources ( m_scriptedAnimator . lightSources ( ) ) ;
}
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bool Object : : damageTiles ( List < Vec2I > const & , Vec2F const & , TileDamage const & tileDamage ) {
if ( m_unbreakable )
return false ;
m_tileDamageStatus - > damage ( m_config - > tileDamageParameters , tileDamage ) ;
if ( m_tileDamageStatus - > dead ( ) )
m_broken = true ;
return m_broken ;
}
bool Object : : checkBroken ( ) {
if ( ! m_broken & & ! m_unbreakable ) {
auto orientation = currentOrientation ( ) ;
if ( orientation ) {
if ( ! orientation - > anchorsValid ( world ( ) , tilePosition ( ) ) )
m_broken = true ;
} else {
m_broken = true ;
}
}
return m_broken ;
}
bool Object : : shouldDestroy ( ) const {
return m_broken | | ( m_health . get ( ) < = 0 ) ;
}
void Object : : destroy ( RenderCallback * renderCallback ) {
bool doSmash = m_health . get ( ) < = 0 | | configValue ( " smashOnBreak " , m_config - > smashOnBreak ) . toBool ( ) ;
if ( isMaster ( ) ) {
m_scriptComponent . invoke ( " die " , m_health . get ( ) < = 0 ) ;
try {
if ( doSmash ) {
auto smashDropPool = configValue ( " smashDropPool " , " " ) . toString ( ) ;
if ( ! smashDropPool . empty ( ) ) {
for ( auto const & treasureItem : Root : : singleton ( ) . treasureDatabase ( ) - > createTreasure ( smashDropPool , world ( ) - > threatLevel ( ) ) )
world ( ) - > addEntity ( ItemDrop : : createRandomizedDrop ( treasureItem , position ( ) ) ) ;
} else if ( ! m_config - > smashDropOptions . empty ( ) ) {
List < ItemDescriptor > drops ;
auto dropOption = Random : : randFrom ( m_config - > smashDropOptions ) ;
for ( auto o : dropOption )
world ( ) - > addEntity ( ItemDrop : : createRandomizedDrop ( o , position ( ) ) ) ;
}
} else {
auto breakDropPool = configValue ( " breakDropPool " , " " ) . toString ( ) ;
if ( ! breakDropPool . empty ( ) ) {
for ( auto const & treasureItem : Root : : singleton ( ) . treasureDatabase ( ) - > createTreasure ( breakDropPool , world ( ) - > threatLevel ( ) ) )
world ( ) - > addEntity ( ItemDrop : : createRandomizedDrop ( treasureItem , position ( ) ) ) ;
} else if ( ! m_config - > breakDropOptions . empty ( ) ) {
List < ItemDescriptor > drops ;
auto dropOption = Random : : randFrom ( m_config - > breakDropOptions ) ;
for ( auto o : dropOption )
world ( ) - > addEntity ( ItemDrop : : createRandomizedDrop ( o , position ( ) ) ) ;
} else if ( m_config - > hasObjectItem ) {
ItemDescriptor objectItem ( m_config - > name , 1 ) ;
if ( m_config - > retainObjectParametersInItem ) {
auto parameters = m_parameters . baseMap ( ) ;
parameters . remove ( " owner " ) ;
parameters [ " scriptStorage " ] = m_scriptComponent . getScriptStorage ( ) ;
objectItem = objectItem . applyParameters ( parameters ) ;
}
world ( ) - > addEntity ( ItemDrop : : createRandomizedDrop ( objectItem , position ( ) ) ) ;
}
}
} catch ( StarException const & e ) {
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Logger : : warn ( " Invalid dropID in entity death. {} " , outputException ( e , false ) ) ;
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}
}
if ( renderCallback & & doSmash & & ! m_config - > smashSoundOptions . empty ( ) ) {
auto audio = make_shared < AudioInstance > ( * Root : : singleton ( ) . assets ( ) - > audio ( Random : : randFrom ( m_config - > smashSoundOptions ) ) ) ;
renderCallback - > addAudios ( { move ( audio ) } , position ( ) ) ;
}
if ( renderCallback & & doSmash & & ! m_config - > smashParticles . empty ( ) ) {
auto & root = Root : : singleton ( ) ;
List < Particle > particles ;
for ( auto const & config : m_config - > smashParticles ) {
auto creator = root . particleDatabase ( ) - > particleCreator ( config . get ( " particle " ) , m_config - > path ) ;
unsigned count = config . getUInt ( " count " , 1 ) ;
Vec2F offset = jsonToVec2F ( config . get ( " offset " , JsonArray { 0 , 0 } ) ) ;
bool flip = config . getBool ( " flip " , false ) ;
for ( unsigned i = 0 ; i < count ; + + i ) {
Particle particle = creator ( ) ;
particle . position + = offset ;
if ( flip )
particle . flip = ! particle . flip ;
if ( m_direction . get ( ) = = Direction : : Left ) {
particle . position [ 0 ] * = - 1 ;
particle . velocity [ 0 ] * = - 1 ;
particle . flip = ! particle . flip ;
}
particle . translate ( position ( ) + volume ( ) . center ( ) ) ;
particles . append ( move ( particle ) ) ;
}
}
renderCallback - > addParticles ( particles ) ;
}
if ( m_soundEffect )
m_soundEffect - > stop ( 1.0f ) ;
}
String Object : : name ( ) const {
return m_config - > name ;
}
String Object : : shortDescription ( ) const {
return configValue ( " shortdescription " , name ( ) ) . toString ( ) ;
}
String Object : : description ( ) const {
return configValue ( " description " , shortDescription ( ) ) . toString ( ) ;
}
bool Object : : inspectable ( ) const {
return m_config - > scannable ;
}
Maybe < String > Object : : inspectionLogName ( ) const {
return configValue ( " inspectionLogName " ) . optString ( ) . value ( m_config - > name ) ;
}
Maybe < String > Object : : inspectionDescription ( String const & species ) const {
return configValue ( " inspectionDescription " ) . optString ( )
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. orMaybe ( configValue ( strf ( " {}Description " , species ) ) . optString ( ) )
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. value ( description ( ) ) ;
}
String Object : : category ( ) const {
return m_config - > category ;
}
ObjectOrientationPtr Object : : currentOrientation ( ) const {
if ( m_orientationIndex ! = NPos )
return m_config - > orientations . at ( m_orientationIndex ) ;
else
return { } ;
}
List < Drawable > Object : : cursorHintDrawables ( ) const {
if ( configValue ( " placementImage " ) ) {
String placementImage = configValue ( " placementImage " ) . toString ( ) ;
if ( m_direction . get ( ) = = Direction : : Left )
placementImage + = " ?flipx " ;
Drawable imageDrawable = Drawable : : makeImage ( AssetPath : : relativeTo ( m_config - > path , placementImage ) ,
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1.0 / TilePixels , false , jsonToVec2F ( configValue ( " placementImagePosition " , jsonFromVec2F ( Vec2F ( ) ) ) ) / TilePixels ) ;
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return { imageDrawable } ;
} else {
if ( m_orientationIndex ! = NPos ) {
return orientationDrawables ( m_orientationIndex ) ;
} else {
// If we aren't in a valid orientation, still need to draw something at
// the cursor. Draw the first orientation whose direction affinity
// matches our current direction, or if that fails just the first
// orientation.
List < Drawable > result ;
for ( size_t i = 0 ; i < m_config - > orientations . size ( ) ; + + i ) {
if ( m_config - > orientations [ i ] - > directionAffinity & & * m_config - > orientations [ i ] - > directionAffinity = = m_direction . get ( ) ) {
result = orientationDrawables ( i ) ;
break ;
}
}
if ( result . empty ( ) )
result = orientationDrawables ( 0 ) ;
return result ;
}
}
}
void Object : : getNetStates ( bool initial ) {
setUniqueId ( m_uniqueIdNetState . get ( ) ) ;
if ( m_orientationIndex ! = m_orientationIndexNetState . get ( ) )
setOrientationIndex ( m_orientationIndexNetState . get ( ) ) ;
if ( m_newChatMessageEvent . pullOccurred ( ) & & ! initial ) {
if ( m_chatPortrait . get ( ) . empty ( ) )
m_pendingChatActions . append ( SayChatAction { entityId ( ) , m_chatMessage . get ( ) , mouthPosition ( ) } ) ;
else
m_pendingChatActions . append ( PortraitChatAction { entityId ( ) , m_chatPortrait . get ( ) , m_chatMessage . get ( ) , mouthPosition ( ) , m_chatConfig . get ( ) } ) ;
}
if ( m_netImageKeys . pullUpdated ( ) ) {
m_imageKeys . merge ( m_netImageKeys . baseMap ( ) , true ) ;
m_orientationDrawablesCache . reset ( ) ;
}
}
void Object : : setNetStates ( ) {
m_uniqueIdNetState . set ( uniqueId ( ) ) ;
m_orientationIndexNetState . set ( m_orientationIndex ) ;
}
List < QuestArcDescriptor > Object : : offeredQuests ( ) const {
return m_offeredQuests . get ( ) ;
}
StringSet Object : : turnInQuests ( ) const {
return m_turnInQuests . get ( ) ;
}
Vec2F Object : : questIndicatorPosition ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
auto pos = position ( ) + Vec2F ( orientation - > boundBox . center ( ) [ 0 ] , orientation - > boundBox . max ( ) [ 1 ] + 2.5 ) ;
if ( ! ( orientation - > boundBox . size ( ) [ 0 ] % 2 ) )
pos [ 0 ] + = 0.5 ;
if ( auto configPosition = configValue ( " questIndicatorPosition " , Json ( ) ) ) {
auto indicatorOffset = jsonToVec2F ( configPosition ) ;
if ( m_direction . get ( ) = = Direction : : Left )
indicatorOffset [ 0 ] = - indicatorOffset [ 0 ] ;
pos + = indicatorOffset ;
}
return pos ;
} else {
return position ( ) ;
}
}
Maybe < Json > Object : : receiveMessage ( ConnectionId sendingConnection , String const & message , JsonArray const & args ) {
return m_scriptComponent . handleMessage ( message , sendingConnection = = world ( ) - > connection ( ) , args ) ;
}
Json Object : : configValue ( String const & name , Json const & def ) const {
if ( auto orientation = currentOrientation ( ) )
return jsonMergeQueryDef ( name , def , m_config - > config , orientation - > config , m_parameters . baseMap ( ) ) ;
else
return jsonMergeQueryDef ( name , def , m_config - > config , m_parameters . baseMap ( ) ) ;
}
ObjectConfigConstPtr Object : : config ( ) const {
return m_config ;
}
void Object : : readStoredData ( Json const & diskStore ) {
setUniqueId ( diskStore . optString ( " uniqueId " ) ) ;
setTilePosition ( jsonToVec2I ( diskStore . get ( " tilePosition " ) ) ) ;
setOrientationIndex ( jsonToSize ( diskStore . get ( " orientationIndex " ) ) ) ;
m_direction . set ( DirectionNames . getLeft ( diskStore . getString ( " direction " ) ) ) ;
m_interactive . set ( diskStore . getBool ( " interactive " , ! configValue ( " interactAction " , Json ( ) ) . isNull ( ) ) ) ;
m_scriptComponent . setScriptStorage ( diskStore . getObject ( " scriptStorage " , JsonObject ( ) ) ) ;
JsonArray inputNodes = diskStore . getArray ( " inputWireNodes " ) ;
for ( size_t i = 0 ; i < m_inputNodes . size ( ) ; + + i ) {
if ( i < inputNodes . size ( ) ) {
auto & in = m_inputNodes [ i ] ;
List < WireConnection > connections ;
for ( auto const & conn : inputNodes [ i ] . getArray ( " connections " ) )
connections . append ( WireConnection { jsonToVec2I ( conn . get ( 0 ) ) , ( size_t ) conn . get ( 1 ) . toUInt ( ) } ) ;
in . connections . set ( move ( connections ) ) ;
in . state . set ( inputNodes [ i ] . getBool ( " state " ) ) ;
}
}
JsonArray outputNodes = diskStore . getArray ( " outputWireNodes " ) ;
for ( size_t i = 0 ; i < m_outputNodes . size ( ) ; + + i ) {
if ( i < outputNodes . size ( ) ) {
auto & in = m_outputNodes [ i ] ;
List < WireConnection > connections ;
for ( auto const & conn : outputNodes [ i ] . getArray ( " connections " ) )
connections . append ( WireConnection { jsonToVec2I ( conn . get ( 0 ) ) , ( size_t ) conn . get ( 1 ) . toUInt ( ) } ) ;
in . connections . set ( move ( connections ) ) ;
in . state . set ( outputNodes [ i ] . getBool ( " state " ) ) ;
}
}
}
Json Object : : writeStoredData ( ) const {
JsonArray inputNodes ;
for ( size_t i = 0 ; i < m_inputNodes . size ( ) ; + + i ) {
auto const & in = m_inputNodes [ i ] ;
JsonArray connections ;
for ( auto const & node : in . connections . get ( ) )
connections . append ( JsonArray { jsonFromVec2I ( node . entityLocation ) , node . nodeIndex } ) ;
inputNodes . append ( JsonObject {
{ " connections " , move ( connections ) } ,
{ " state " , in . state . get ( ) }
} ) ;
}
JsonArray outputNodes ;
for ( size_t i = 0 ; i < m_outputNodes . size ( ) ; + + i ) {
auto const & in = m_outputNodes [ i ] ;
JsonArray connections ;
for ( auto const & node : in . connections . get ( ) )
connections . append ( JsonArray { jsonFromVec2I ( node . entityLocation ) , node . nodeIndex } ) ;
outputNodes . append ( JsonObject {
{ " connections " , move ( connections ) } ,
{ " state " , in . state . get ( ) }
} ) ;
}
return JsonObject {
{ " uniqueId " , jsonFromMaybe ( uniqueId ( ) ) } ,
{ " tilePosition " , jsonFromVec2I ( tilePosition ( ) ) } ,
{ " orientationIndex " , jsonFromSize ( m_orientationIndex ) } ,
{ " direction " , DirectionNames . getRight ( m_direction . get ( ) ) } ,
{ " scriptStorage " , m_scriptComponent . getScriptStorage ( ) } ,
{ " interactive " , m_interactive . get ( ) } ,
{ " inputWireNodes " , move ( inputNodes ) } ,
{ " outputWireNodes " , move ( outputNodes ) }
} ;
}
void Object : : breakObject ( bool smash ) {
m_broken = true ;
if ( smash )
m_health . set ( 0.0f ) ;
}
size_t Object : : nodeCount ( WireDirection direction ) const {
if ( direction = = WireDirection : : Input )
return m_inputNodes . size ( ) ;
else
return m_outputNodes . size ( ) ;
}
Vec2I Object : : nodePosition ( WireNode wireNode ) const {
if ( wireNode . direction = = WireDirection : : Input )
return m_inputNodes . at ( wireNode . nodeIndex ) . position ;
else
return m_outputNodes . at ( wireNode . nodeIndex ) . position ;
}
List < WireConnection > Object : : connectionsForNode ( WireNode wireNode ) const {
if ( wireNode . direction = = WireDirection : : Input )
return m_inputNodes . at ( wireNode . nodeIndex ) . connections . get ( ) ;
else
return m_outputNodes . at ( wireNode . nodeIndex ) . connections . get ( ) ;
}
bool Object : : nodeState ( WireNode wireNode ) const {
if ( wireNode . direction = = WireDirection : : Input )
return m_inputNodes . at ( wireNode . nodeIndex ) . state . get ( ) ;
else
return m_outputNodes . at ( wireNode . nodeIndex ) . state . get ( ) ;
}
void Object : : addNodeConnection ( WireNode wireNode , WireConnection nodeConnection ) {
if ( wireNode . direction = = WireDirection : : Input ) {
m_inputNodes . at ( wireNode . nodeIndex ) . connections . update ( [ & ] ( auto & list ) {
if ( list . contains ( nodeConnection ) )
return false ;
list . append ( nodeConnection ) ;
return true ;
} ) ;
} else {
m_outputNodes . at ( wireNode . nodeIndex ) . connections . update ( [ & ] ( auto & list ) {
if ( list . contains ( nodeConnection ) )
return false ;
list . append ( nodeConnection ) ;
return true ;
} ) ;
}
m_scriptComponent . invoke ( " onNodeConnectionChange " ) ;
}
void Object : : removeNodeConnection ( WireNode wireNode , WireConnection nodeConnection ) {
if ( wireNode . direction = = WireDirection : : Input ) {
m_inputNodes . at ( wireNode . nodeIndex ) . connections . update ( [ & ] ( auto & list ) {
return list . remove ( nodeConnection ) ;
} ) ;
} else {
m_outputNodes . at ( wireNode . nodeIndex ) . connections . update ( [ & ] ( auto & list ) {
return list . remove ( nodeConnection ) ;
} ) ;
}
m_scriptComponent . invoke ( " onNodeConnectionChange " ) ;
}
void Object : : evaluate ( WireCoordinator * coordinator ) {
for ( size_t i = 0 ; i < m_inputNodes . size ( ) ; + + i ) {
auto & in = m_inputNodes [ i ] ;
bool nextState = false ;
for ( auto const & connection : in . connections . get ( ) )
nextState | = coordinator - > readInputConnection ( connection ) ;
if ( in . state . get ( ) ! = nextState ) {
in . state . set ( nextState ) ;
m_scriptComponent . invoke ( " onInputNodeChange " , JsonObject {
{ " node " , i } ,
{ " level " , nextState }
} ) ;
}
}
}
void Object : : setImageKey ( String const & name , String const & value ) {
if ( ! isSlave ( ) )
m_netImageKeys . set ( name , value ) ;
if ( auto p = m_imageKeys . ptr ( name ) ) {
if ( * p ! = value ) {
* p = value ;
m_orientationDrawablesCache . reset ( ) ;
}
} else {
m_imageKeys . set ( name , value ) ;
m_orientationDrawablesCache . reset ( ) ;
}
}
void Object : : resetEmissionTimers ( ) {
m_emissionTimers . clear ( ) ;
if ( auto orientation = currentOrientation ( ) )
for ( size_t i = 0 ; i < orientation - > particleEmitters . size ( ) ; i + + )
m_emissionTimers . append ( GameTimer ( ) ) ;
}
size_t Object : : orientationIndex ( ) const {
return m_orientationIndex ;
}
void Object : : setOrientationIndex ( size_t orientationIndex ) {
m_orientationIndex = orientationIndex ;
}
PolyF Object : : volume ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
RectF box = RectF ( orientation - > boundBox ) ;
box . max ( ) [ 0 ] + + ;
box . max ( ) [ 1 ] + + ;
return PolyF ( box ) ;
} else {
return PolyF ( RectF ( 0 , 0 , 1 , 1 ) ) ;
}
}
float Object : : liquidFillLevel ( ) const {
if ( auto orientation = currentOrientation ( ) )
return spacesLiquidFillLevel ( orientation - > spaces ) ;
return 0 ;
}
bool Object : : biomePlaced ( ) const {
return m_config - > biomePlaced ;
}
LuaCallbacks Object : : makeObjectCallbacks ( ) {
LuaCallbacks callbacks ;
callbacks . registerCallback ( " name " , [ this ] ( ) {
return name ( ) ;
} ) ;
callbacks . registerCallback ( " direction " , [ this ] ( ) {
return numericalDirection ( direction ( ) ) ;
} ) ;
callbacks . registerCallback ( " position " , [ this ] ( ) {
return position ( ) ;
} ) ;
callbacks . registerCallback ( " setInteractive " , [ this ] ( bool interactive ) {
m_interactive . set ( interactive ) ;
} ) ;
callbacks . registerCallbackWithSignature < Maybe < String > > ( " uniqueId " , bind ( & Object : : uniqueId , this ) ) ;
callbacks . registerCallbackWithSignature < void , Maybe < String > > ( " setUniqueId " , bind ( & Object : : setUniqueId , this , _1 ) ) ;
callbacks . registerCallback ( " boundBox " , [ this ] ( ) {
return metaBoundBox ( ) . translated ( position ( ) ) ;
} ) ;
callbacks . registerCallback ( " spaces " , [ this ] ( ) {
return spaces ( ) ;
} ) ;
callbacks . registerCallback ( " setProcessingDirectives " , [ this ] ( String const & directives ) {
m_networkedAnimator - > setProcessingDirectives ( directives ) ;
} ) ;
callbacks . registerCallback ( " setSoundEffectEnabled " , [ this ] ( bool soundEffectEnabled ) {
m_soundEffectEnabled . set ( soundEffectEnabled ) ;
} ) ;
callbacks . registerCallback ( " smash " , [ this ] ( Maybe < bool > smash ) {
breakObject ( smash . value ( false ) ) ;
} ) ;
callbacks . registerCallback ( " level " , [ this ] ( ) {
return configValue ( " level " , this - > world ( ) - > threatLevel ( ) ) ;
} ) ;
callbacks . registerCallback ( " toAbsolutePosition " , [ this ] ( Vec2F const & p ) {
return p + position ( ) ;
} ) ;
callbacks . registerCallback ( " say " , [ this ] ( String line , Maybe < StringMap < String > > const & tags , Json const & config ) {
if ( tags )
line = line . replaceTags ( * tags , false ) ;
if ( ! line . empty ( ) ) {
addChatMessage ( line , config ) ;
return true ;
}
return false ;
} ) ;
callbacks . registerCallback ( " sayPortrait " , [ this ] ( String line , String portrait , Maybe < StringMap < String > > const & tags , Json const & config ) {
if ( tags )
line = line . replaceTags ( * tags , false ) ;
if ( ! line . empty ( ) ) {
addChatMessage ( line , config , portrait ) ;
return true ;
}
return false ;
} ) ;
callbacks . registerCallback ( " isTouching " , [ this ] ( EntityId entityId ) {
if ( auto entity = this - > world ( ) - > entity ( entityId ) )
return ! entity - > collisionArea ( ) . overlap ( volume ( ) . boundBox ( ) ) . isEmpty ( ) ;
return false ;
} ) ;
callbacks . registerCallback ( " setLightColor " , [ this ] ( Color const & color ) {
m_lightSourceColor . set ( color ) ;
} ) ;
callbacks . registerCallback ( " getLightColor " , [ this ] ( ) {
return m_lightSourceColor . get ( ) ;
} ) ;
callbacks . registerCallback ( " inputNodeCount " , [ this ] ( ) {
return m_inputNodes . size ( ) ;
} ) ;
callbacks . registerCallback ( " outputNodeCount " , [ this ] ( ) {
return m_outputNodes . size ( ) ;
} ) ;
callbacks . registerCallback ( " getInputNodePosition " , [ this ] ( size_t i ) {
return m_inputNodes . at ( i ) . position ;
} ) ;
callbacks . registerCallback ( " getOutputNodePosition " , [ this ] ( size_t i ) {
return m_outputNodes . at ( i ) . position ;
} ) ;
callbacks . registerCallback ( " getInputNodeLevel " , [ this ] ( size_t i ) {
return m_inputNodes . at ( i ) . state . get ( ) ;
} ) ;
callbacks . registerCallback ( " getOutputNodeLevel " , [ this ] ( size_t i ) {
return m_outputNodes . at ( i ) . state . get ( ) ;
} ) ;
callbacks . registerCallback ( " isInputNodeConnected " , [ this ] ( size_t i ) {
return ! m_inputNodes . at ( i ) . connections . get ( ) . empty ( ) ;
} ) ;
callbacks . registerCallback ( " isOutputNodeConnected " , [ this ] ( size_t i ) {
return ! m_outputNodes . at ( i ) . connections . get ( ) . empty ( ) ;
} ) ;
callbacks . registerCallback ( " getInputNodeIds " , [ this ] ( LuaEngine & engine , size_t i ) {
auto result = engine . createTable ( ) ;
for ( auto const & conn : m_inputNodes . at ( i ) . connections . get ( ) ) {
for ( auto const & entity : worldPtr ( ) - > atTile < WireEntity > ( conn . entityLocation ) )
result . set ( entity - > entityId ( ) , conn . nodeIndex ) ;
}
return result ;
} ) ;
callbacks . registerCallback ( " getOutputNodeIds " , [ this ] ( LuaEngine & engine , size_t i ) {
auto result = engine . createTable ( ) ;
for ( auto const & conn : m_outputNodes . at ( i ) . connections . get ( ) ) {
for ( auto const & entity : worldPtr ( ) - > atTile < WireEntity > ( conn . entityLocation ) )
result . set ( entity - > entityId ( ) , conn . nodeIndex ) ;
}
return result ;
} ) ;
callbacks . registerCallback ( " setOutputNodeLevel " , [ this ] ( size_t i , bool l ) {
m_outputNodes . at ( i ) . state . set ( l ) ;
} ) ;
callbacks . registerCallback ( " setAllOutputNodes " , [ this ] ( bool l ) {
for ( auto & out : m_outputNodes )
out . state . set ( l ) ;
} ) ;
callbacks . registerCallback ( " setOfferedQuests " , [ this ] ( Maybe < JsonArray > const & offeredQuests ) {
m_offeredQuests . set ( offeredQuests . value ( ) . transformed ( & QuestArcDescriptor : : fromJson ) ) ;
} ) ;
callbacks . registerCallback ( " setTurnInQuests " , [ this ] ( Maybe < StringList > const & turnInQuests ) {
m_turnInQuests . set ( StringSet : : from ( turnInQuests . value ( ) ) ) ;
} ) ;
callbacks . registerCallback ( " setConfigParameter " , [ this ] ( String key , Json value ) {
m_parameters . set ( move ( key ) , move ( value ) ) ;
} ) ;
callbacks . registerCallback ( " setAnimationParameter " , [ this ] ( String key , Json value ) {
m_scriptedAnimationParameters . set ( move ( key ) , move ( value ) ) ;
} ) ;
callbacks . registerCallback ( " setMaterialSpaces " , [ this ] ( Maybe < JsonArray > const & newSpaces ) {
List < MaterialSpace > materialSpaces ;
auto materialDatabase = Root : : singleton ( ) . materialDatabase ( ) ;
for ( auto space : newSpaces . value ( ) )
materialSpaces . append ( { jsonToVec2I ( space . get ( 0 ) ) , materialDatabase - > materialId ( space . get ( 1 ) . toString ( ) ) } ) ;
m_materialSpaces . set ( materialSpaces ) ;
} ) ;
callbacks . registerCallback ( " setDamageSources " , [ this ] ( Maybe < JsonArray > damageSources ) {
m_damageSources . set ( damageSources . value ( ) . transformed ( construct < DamageSource > ( ) ) ) ;
} ) ;
callbacks . registerCallback ( " health " , [ this ] ( ) {
return m_health . get ( ) ;
} ) ;
callbacks . registerCallback ( " setHealth " , [ this ] ( float health ) {
m_health . set ( health ) ;
} ) ;
return callbacks ;
}
LuaCallbacks Object : : makeAnimatorObjectCallbacks ( ) {
LuaCallbacks callbacks ;
callbacks . registerCallback ( " getParameter " , [ this ] ( String const & name , Json const & def ) {
return configValue ( name , def ) ;
} ) ;
callbacks . registerCallback ( " direction " , [ this ] ( ) {
return numericalDirection ( direction ( ) ) ;
} ) ;
callbacks . registerCallback ( " position " , [ this ] ( ) {
return position ( ) ;
} ) ;
return callbacks ;
}
List < DamageSource > Object : : damageSources ( ) const {
auto damageSources = m_damageSources . get ( ) ;
if ( auto orientation = currentOrientation ( ) ) {
Json touchDamageConfig = jsonMerge ( m_config - > touchDamageConfig , orientation - > touchDamageConfig ) ;
if ( ! touchDamageConfig . isNull ( ) ) {
DamageSource ds ( touchDamageConfig ) ;
ds . sourceEntityId = entityId ( ) ;
ds . team = getTeam ( ) ;
damageSources . append ( ds ) ;
}
}
return damageSources ;
}
List < PersistentStatusEffect > Object : : statusEffects ( ) const {
return m_config - > statusEffects ;
}
PolyF Object : : statusEffectArea ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
if ( orientation - > statusEffectArea )
return orientation - > statusEffectArea . get ( ) ;
}
return volume ( ) ;
}
Maybe < HitType > Object : : queryHit ( DamageSource const & source ) const {
if ( ! m_config - > smashable | | ! inWorld ( ) | | m_health . get ( ) < = 0.0f | | m_unbreakable )
return { } ;
if ( source . intersectsWithPoly ( world ( ) - > geometry ( ) , hitPoly ( ) . get ( ) ) )
return HitType : : Hit ;
return { } ;
}
Maybe < PolyF > Object : : hitPoly ( ) const {
auto poly = volume ( ) ;
poly . translate ( position ( ) ) ;
return poly ;
}
List < DamageNotification > Object : : applyDamage ( DamageRequest const & damage ) {
if ( ! m_config - > smashable | | ! inWorld ( ) | | m_health . get ( ) < = 0.0f )
return { } ;
float dmg = std : : min ( m_health . get ( ) , damage . damage ) ;
m_health . set ( m_health . get ( ) - dmg ) ;
return { {
damage . sourceEntityId ,
entityId ( ) ,
position ( ) ,
damage . damage ,
dmg ,
m_health . get ( ) < = 0 ? HitType : : Kill : HitType : : Hit ,
damage . damageSourceKind ,
m_config - > damageMaterialKind
} } ;
}
RectF Object : : interactiveBoundBox ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
auto rect = RectF ( orientation - > boundBox ) ;
rect . setMax ( Vec2F ( orientation - > boundBox . xMax ( ) + 1 , orientation - > boundBox . yMax ( ) + 1 ) ) ;
return rect ;
} else {
return RectF : : null ( ) ;
}
}
bool Object : : isInteractive ( ) const {
return m_interactive . get ( ) ;
}
InteractAction Object : : interact ( InteractRequest const & request ) {
Vec2F diff = world ( ) - > geometry ( ) . diff ( request . sourcePosition , position ( ) ) ;
auto result = m_scriptComponent . invoke < Json > (
" onInteraction " , JsonObject { { " source " , JsonArray { diff [ 0 ] , diff [ 1 ] } } , { " sourceId " , request . sourceId } } ) ;
if ( result ) {
if ( result - > isNull ( ) )
return { } ;
else if ( result - > isType ( Json : : Type : : String ) )
return InteractAction ( result - > toString ( ) , entityId ( ) , Json ( ) ) ;
else
return InteractAction ( result - > getString ( 0 ) , entityId ( ) , result - > get ( 1 ) ) ;
} else if ( ! configValue ( " interactAction " , Json ( ) ) . isNull ( ) ) {
return InteractAction ( configValue ( " interactAction " ) . toString ( ) , entityId ( ) , configValue ( " interactData " , Json ( ) ) ) ;
}
return { } ;
}
List < Vec2I > Object : : interactiveSpaces ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
if ( auto iSpaces = orientation - > interactiveSpaces )
return * iSpaces ;
}
return spaces ( ) ;
}
Maybe < LuaValue > Object : : callScript ( String const & func , LuaVariadic < LuaValue > const & args ) {
return m_scriptComponent . invoke ( func , args ) ;
}
Maybe < LuaValue > Object : : evalScript ( String const & code ) {
return m_scriptComponent . eval ( code ) ;
}
Vec2F Object : : mouthPosition ( ) const {
if ( auto orientation = currentOrientation ( ) ) {
auto pos = position ( ) + Vec2F ( orientation - > boundBox . center ( ) [ 0 ] , orientation - > boundBox . max ( ) [ 1 ] ) ;
if ( ! ( orientation - > boundBox . size ( ) [ 0 ] % 2 ) )
pos [ 0 ] + = 0.5 ;
if ( auto configPosition = configValue ( " mouthPosition " , Json ( ) ) ) {
auto mouthOffset = jsonToVec2F ( configPosition ) ;
if ( m_direction . get ( ) = = Direction : : Left )
mouthOffset [ 0 ] = - mouthOffset [ 0 ] ;
pos + = mouthOffset ;
}
return pos ;
} else {
return position ( ) ;
}
}
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Vec2F Object : : mouthPosition ( bool ) const {
return mouthPosition ( ) ;
}
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List < ChatAction > Object : : pullPendingChatActions ( ) {
return std : : move ( m_pendingChatActions ) ;
}
void Object : : addChatMessage ( String const & message , Json const & config , String const & portrait ) {
assert ( ! isSlave ( ) ) ;
m_chatMessage . set ( message ) ;
m_chatPortrait . set ( portrait ) ;
m_chatConfig . set ( config ) ;
m_newChatMessageEvent . trigger ( ) ;
if ( portrait . empty ( ) )
m_pendingChatActions . append ( SayChatAction { entityId ( ) , message , mouthPosition ( ) } ) ;
else
m_pendingChatActions . append ( PortraitChatAction { entityId ( ) , portrait , message , mouthPosition ( ) } ) ;
}
List < Drawable > Object : : orientationDrawables ( size_t orientationIndex ) const {
if ( orientationIndex = = NPos )
return { } ;
auto orientation = m_config - > orientations . at ( orientationIndex ) ;
if ( ! m_orientationDrawablesCache | | orientationIndex ! = m_orientationDrawablesCache - > first ) {
m_orientationDrawablesCache = make_pair ( orientationIndex , List < Drawable > ( ) ) ;
for ( auto const & layer : orientation - > imageLayers ) {
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Drawable drawable = layer ;
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auto & imagePart = drawable . imagePart ( ) ;
imagePart . image . directives . clear ( ) ;
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String imagePath = AssetPath : : join ( imagePart . image ) ;
if ( m_colorDirectives & & m_imageKeys . contains ( " color " ) ) { // We had to leave color untouched despite separating its directives for server-side compatibility reasons, temporarily substr it in the image key
String & color = m_imageKeys . find ( " color " ) - > second ;
String backup = move ( color ) ;
color = backup . substr ( 0 , backup . find ( ' ? ' ) ) ;
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// backwards compatibility for this is really annoying, need to append text after the <color> tag to the last directive for a rare use-case
auto & image = imagePath . utf8 ( ) ;
size_t suffix = NPos ;
if ( ! m_colorSuffix . empty ( ) & & ( suffix = image . rfind ( " <color> " ) ) ! = NPos )
imagePart . image = String ( image . substr ( 0 , ( suffix + = 7 ) ) ) . replaceTags ( m_imageKeys , true , " default " ) ;
else
imagePart . image = imagePath . replaceTags ( m_imageKeys , true , " default " ) ;
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color = move ( backup ) ;
imagePart . image . directives = layer . imagePart ( ) . image . directives ;
imagePart . addDirectives ( m_colorDirectives ) ;
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if ( suffix ! = NPos )
imagePart . addDirectives ( m_colorSuffix + String ( image . substr ( suffix ) ) . replaceTags ( m_imageKeys , true , " default " ) ) ;
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}
else {
imagePart . image = imagePath . replaceTags ( m_imageKeys , true , " default " ) ;
imagePart . image . directives = layer . imagePart ( ) . image . directives ;
}
imagePart . addDirectives ( m_directives ) ;
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if ( orientation - > flipImages )
drawable . scale ( Vec2F ( - 1 , 1 ) , drawable . boundBox ( false ) . center ( ) - drawable . position ) ;
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m_orientationDrawablesCache - > second . append ( move ( drawable ) ) ;
}
}
auto drawables = m_orientationDrawablesCache - > second ;
Drawable : : translateAll ( drawables , orientation - > imagePosition + damageShake ( ) ) ;
return drawables ;
}
EntityRenderLayer Object : : renderLayer ( ) const {
if ( auto orientation = currentOrientation ( ) )
return orientation - > renderLayer ;
else
return RenderLayerObject ;
}
void Object : : renderLights ( RenderCallback * renderCallback ) const {
renderCallback - > addLightSources ( lightSources ( ) ) ;
}
void Object : : renderParticles ( RenderCallback * renderCallback ) {
if ( ! inWorld ( ) )
return ;
if ( auto orientation = currentOrientation ( ) ) {
if ( m_emissionTimers . size ( ) ! = orientation - > particleEmitters . size ( ) )
resetEmissionTimers ( ) ;
for ( size_t i = 0 ; i < orientation - > particleEmitters . size ( ) ; i + + ) {
auto & particleEmitter = orientation - > particleEmitters . at ( i ) ;
if ( particleEmitter . particleEmissionRate < = 0.0f )
continue ;
auto & timer = m_emissionTimers . at ( i ) ;
if ( timer . ready ( ) ) {
auto particle = particleEmitter . particle ;
particle . applyVariance ( particleEmitter . particleVariance ) ;
if ( particleEmitter . placeInSpaces )
particle . translate ( Vec2F ( Random : : randFrom ( orientation - > spaces ) ) + Vec2F ( 0.5 , 0.5 ) ) ;
particle . translate ( position ( ) ) ;
renderCallback - > addParticle ( move ( particle ) ) ;
timer = GameTimer ( 1.0f / ( particleEmitter . particleEmissionRate + Random : : randf ( - particleEmitter . particleEmissionRateVariance , particleEmitter . particleEmissionRateVariance ) ) ) ;
}
}
}
}
void Object : : renderSounds ( RenderCallback * renderCallback ) {
if ( m_soundEffectEnabled . get ( ) ) {
if ( ! m_config - > soundEffect . empty ( ) & & ( ! m_soundEffect | | m_soundEffect - > finished ( ) ) ) {
auto & root = Root : : singleton ( ) ;
m_soundEffect = make_shared < AudioInstance > ( * root . assets ( ) - > audio ( m_config - > soundEffect ) ) ;
m_soundEffect - > setLoops ( - 1 ) ;
// Randomize the start position of the looping persistent audio
m_soundEffect - > seekTime ( Random : : randf ( ) * m_soundEffect - > totalTime ( ) ) ;
m_soundEffect - > setRangeMultiplier ( m_config - > soundEffectRangeMultiplier ) ;
m_soundEffect - > setPosition ( metaBoundBox ( ) . center ( ) + position ( ) ) ;
// Fade the audio in slowly
m_soundEffect - > setVolume ( 0 ) ;
m_soundEffect - > setVolume ( 1 , 1.0 ) ;
renderCallback - > addAudio ( m_soundEffect ) ;
}
} else {
if ( m_soundEffect )
m_soundEffect - > stop ( ) ;
}
}
Vec2F Object : : damageShake ( ) const {
if ( m_tileDamageStatus - > damaged ( ) & & ! m_tileDamageStatus - > damageProtected ( ) )
return Vec2F ( Random : : randf ( - 1 , 1 ) , Random : : randf ( - 1 , 1 ) ) * m_tileDamageStatus - > damageEffectPercentage ( ) * m_config - > damageShakeMagnitude ;
return Vec2F ( ) ;
}
void Object : : checkLiquidBroken ( ) {
if ( m_config - > minimumLiquidLevel | | m_config - > maximumLiquidLevel ) {
float currentLiquidLevel = liquidFillLevel ( ) ;
if ( m_config - > minimumLiquidLevel & & currentLiquidLevel < * m_config - > minimumLiquidLevel )
m_broken = true ;
if ( m_config - > maximumLiquidLevel & & currentLiquidLevel > * m_config - > maximumLiquidLevel )
m_broken = true ;
}
}
}