2024-02-25 14:46:47 +00:00
|
|
|
#pragma once
|
2023-06-20 04:33:09 +00:00
|
|
|
|
|
|
|
#include "StarMovementController.hpp"
|
|
|
|
#include "StarPlatformerAStarTypes.hpp"
|
|
|
|
#include "StarAnchorableEntity.hpp"
|
|
|
|
#include "StarGameTimers.hpp"
|
|
|
|
|
|
|
|
namespace Star {
|
|
|
|
|
|
|
|
STAR_EXCEPTION(ActorMovementControllerException, MovementControllerException);
|
|
|
|
|
|
|
|
STAR_CLASS(ActorMovementController);
|
|
|
|
STAR_CLASS(PathController);
|
|
|
|
|
|
|
|
struct ActorJumpProfile {
|
|
|
|
ActorJumpProfile();
|
|
|
|
ActorJumpProfile(Json const& config);
|
|
|
|
|
|
|
|
Json toJson() const;
|
|
|
|
|
|
|
|
ActorJumpProfile merge(ActorJumpProfile const& rhs) const;
|
|
|
|
|
|
|
|
Maybe<float> jumpSpeed;
|
|
|
|
Maybe<float> jumpControlForce;
|
|
|
|
Maybe<float> jumpInitialPercentage;
|
|
|
|
|
|
|
|
// If this is greater than 0.0, jump hold time is limited by this factor.
|
|
|
|
Maybe<float> jumpHoldTime;
|
|
|
|
// If this is greater than 0.0, then the total jump time for *all jumps in a
|
|
|
|
// multi jump set* is limited by this factor.
|
|
|
|
Maybe<float> jumpTotalHoldTime;
|
|
|
|
|
|
|
|
Maybe<bool> multiJump;
|
|
|
|
Maybe<float> reJumpDelay;
|
|
|
|
Maybe<bool> autoJump;
|
|
|
|
Maybe<bool> collisionCancelled;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataStream& operator>>(DataStream& ds, ActorJumpProfile& movementParameters);
|
|
|
|
DataStream& operator<<(DataStream& ds, ActorJumpProfile const& movementParameters);
|
|
|
|
|
|
|
|
// A not-quite superset of MovementParameters, with some fields from
|
|
|
|
// MovementParameters ignored because they make no sense, and other fields
|
|
|
|
// expanded out to different cases based on Actor specific things.
|
|
|
|
struct ActorMovementParameters {
|
|
|
|
// Load sensible defaults from a config file.
|
|
|
|
static ActorMovementParameters sensibleDefaults();
|
|
|
|
|
|
|
|
// Construct parameters from config with only those specified in the config
|
|
|
|
// set, if any.
|
|
|
|
explicit ActorMovementParameters(Json const& config = Json());
|
|
|
|
|
|
|
|
Json toJson() const;
|
|
|
|
|
|
|
|
// Merge the given set of movement parameters on top of this one, with any
|
|
|
|
// set parameters in rhs overwriting the ones in this set.
|
|
|
|
ActorMovementParameters merge(ActorMovementParameters const& rhs) const;
|
|
|
|
|
|
|
|
Maybe<float> mass;
|
|
|
|
Maybe<float> gravityMultiplier;
|
|
|
|
Maybe<float> liquidBuoyancy;
|
|
|
|
Maybe<float> airBuoyancy;
|
|
|
|
Maybe<float> bounceFactor;
|
|
|
|
Maybe<bool> stopOnFirstBounce;
|
|
|
|
Maybe<bool> enableSurfaceSlopeCorrection;
|
|
|
|
Maybe<float> slopeSlidingFactor;
|
|
|
|
Maybe<float> maxMovementPerStep;
|
|
|
|
Maybe<float> maximumCorrection;
|
|
|
|
Maybe<float> speedLimit;
|
|
|
|
|
|
|
|
Maybe<PolyF> standingPoly;
|
|
|
|
Maybe<PolyF> crouchingPoly;
|
|
|
|
|
|
|
|
Maybe<bool> stickyCollision;
|
|
|
|
Maybe<float> stickyForce;
|
|
|
|
|
|
|
|
Maybe<float> walkSpeed;
|
|
|
|
Maybe<float> runSpeed;
|
|
|
|
Maybe<float> flySpeed;
|
|
|
|
|
|
|
|
Maybe<float> airFriction;
|
|
|
|
Maybe<float> liquidFriction;
|
|
|
|
|
|
|
|
Maybe<float> minimumLiquidPercentage;
|
|
|
|
Maybe<float> liquidImpedance;
|
|
|
|
|
|
|
|
Maybe<float> normalGroundFriction;
|
|
|
|
Maybe<float> ambulatingGroundFriction;
|
|
|
|
|
|
|
|
Maybe<float> groundForce;
|
|
|
|
Maybe<float> airForce;
|
|
|
|
Maybe<float> liquidForce;
|
|
|
|
|
|
|
|
ActorJumpProfile airJumpProfile;
|
|
|
|
ActorJumpProfile liquidJumpProfile;
|
|
|
|
|
|
|
|
Maybe<float> fallStatusSpeedMin;
|
|
|
|
Maybe<int> fallThroughSustainFrames;
|
|
|
|
Maybe<float> maximumPlatformCorrection;
|
|
|
|
Maybe<float> maximumPlatformCorrectionVelocityFactor;
|
|
|
|
|
|
|
|
Maybe<StringSet> physicsEffectCategories;
|
|
|
|
|
|
|
|
Maybe<float> groundMovementMinimumSustain;
|
|
|
|
Maybe<float> groundMovementMaximumSustain;
|
|
|
|
Maybe<float> groundMovementCheckDistance;
|
|
|
|
|
|
|
|
Maybe<bool> collisionEnabled;
|
|
|
|
Maybe<bool> frictionEnabled;
|
|
|
|
Maybe<bool> gravityEnabled;
|
|
|
|
|
|
|
|
Maybe<float> pathExploreRate;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataStream& operator>>(DataStream& ds, ActorMovementParameters& movementParameters);
|
|
|
|
DataStream& operator<<(DataStream& ds, ActorMovementParameters const& movementParameters);
|
|
|
|
|
|
|
|
// A set of normalized values that act as "modifiers" or "bonuses" to movement,
|
|
|
|
// and can be combined sensibly. A modifier of 0.0 represents a 0% change, a
|
|
|
|
// modifier of 0.2 represents a 20% increase, and a modifier of -0.2 represents
|
|
|
|
// a 20% decrease. Also includes some flags that disable functionality
|
|
|
|
// combined with logical OR.
|
|
|
|
struct ActorMovementModifiers {
|
|
|
|
explicit ActorMovementModifiers(Json const& config = Json());
|
|
|
|
|
|
|
|
Json toJson() const;
|
|
|
|
|
|
|
|
// Combines each modifier value through addition.
|
|
|
|
ActorMovementModifiers combine(ActorMovementModifiers const& rhs) const;
|
|
|
|
|
|
|
|
float groundMovementModifier;
|
|
|
|
float liquidMovementModifier;
|
|
|
|
float speedModifier;
|
|
|
|
float airJumpModifier;
|
|
|
|
float liquidJumpModifier;
|
|
|
|
|
|
|
|
bool runningSuppressed;
|
|
|
|
bool jumpingSuppressed;
|
|
|
|
// Suppresses left, right, down, crouch, jump, and fly controls
|
|
|
|
bool movementSuppressed;
|
|
|
|
bool facingSuppressed;
|
|
|
|
};
|
|
|
|
|
|
|
|
DataStream& operator>>(DataStream& ds, ActorMovementModifiers& movementModifiers);
|
|
|
|
DataStream& operator<<(DataStream& ds, ActorMovementModifiers const& movementModifiers);
|
|
|
|
|
|
|
|
class ActorMovementController : public MovementController {
|
|
|
|
public:
|
|
|
|
// Constructs an ActorMovementController with parameters loaded from sensible
|
|
|
|
// defaults, and the given parameters (if any) applied on top of them.
|
|
|
|
explicit ActorMovementController(ActorMovementParameters const& parameters = ActorMovementParameters());
|
|
|
|
|
|
|
|
// Currently active parameters.
|
|
|
|
ActorMovementParameters const& baseParameters() const;
|
|
|
|
|
|
|
|
// Apply any set parameters from the given set on top of the current set.
|
|
|
|
void updateBaseParameters(ActorMovementParameters const& parameters);
|
|
|
|
|
|
|
|
// Reset the parameters from the sensible defaults, and apply the given
|
|
|
|
// parameters (if any) on top of them.
|
|
|
|
void resetBaseParameters(ActorMovementParameters const& parameters = ActorMovementParameters());
|
|
|
|
|
|
|
|
// Currently active modifiers.
|
|
|
|
ActorMovementModifiers const& baseModifiers() const;
|
|
|
|
|
|
|
|
// Combine the given modifiers with the already active modifiers.
|
|
|
|
void updateBaseModifiers(ActorMovementModifiers const& modifiers);
|
|
|
|
|
|
|
|
// Reset all modifiers to the given values
|
|
|
|
void resetBaseModifiers(ActorMovementModifiers const& modifiers = ActorMovementModifiers());
|
|
|
|
|
|
|
|
// Stores and loads position, velocity, rotation, movingDirection,
|
|
|
|
// facingDirection, and crouching
|
|
|
|
Json storeState() const;
|
|
|
|
void loadState(Json const& state);
|
|
|
|
|
|
|
|
// Optionaly anchor this ActorMovementController to the given
|
|
|
|
// AnchorableEntity. position, rotation, and facing direction will be set
|
|
|
|
// based on the entity anchor alone every tick, and on slaved
|
|
|
|
// ActorMovementControllers it will be updated based on the actual slave-side
|
|
|
|
// AnchorableEntity state.
|
|
|
|
void setAnchorState(EntityAnchorState anchorState);
|
|
|
|
void resetAnchorState();
|
|
|
|
Maybe<EntityAnchorState> anchorState() const;
|
|
|
|
EntityAnchorConstPtr entityAnchor() const;
|
|
|
|
|
|
|
|
// ActorMovementController position and rotation honor the entity anchor, if
|
|
|
|
// an anchor is set.
|
|
|
|
Vec2F position() const;
|
|
|
|
float xPosition() const;
|
|
|
|
float yPosition() const;
|
|
|
|
float rotation() const;
|
|
|
|
PolyF collisionBody() const;
|
|
|
|
RectF localBoundBox() const;
|
|
|
|
RectF collisionBoundBox() const;
|
|
|
|
|
|
|
|
bool walking() const;
|
|
|
|
bool running() const;
|
|
|
|
Direction movingDirection() const;
|
|
|
|
Direction facingDirection() const;
|
|
|
|
bool crouching() const;
|
|
|
|
bool flying() const;
|
|
|
|
bool falling() const;
|
|
|
|
bool canJump() const;
|
|
|
|
bool jumping() const;
|
|
|
|
// Slightly different than onGround, in that this is sustained for a few
|
|
|
|
// extra frames of movement before it becomes false.
|
|
|
|
bool groundMovement() const;
|
|
|
|
bool liquidMovement() const;
|
|
|
|
bool pathfinding() const;
|
|
|
|
|
|
|
|
// Basic direct physics controls that can be called multiple times per
|
|
|
|
// update and will be combined.
|
|
|
|
void controlRotation(float rotationRate);
|
|
|
|
void controlAcceleration(Vec2F const& acceleration);
|
|
|
|
void controlForce(Vec2F const& force);
|
|
|
|
void controlApproachVelocity(Vec2F const& targetVelocity, float maxControlForce);
|
|
|
|
void controlApproachVelocityAlongAngle(float angle, float targetVelocity, float maxControlForce, bool positiveOnly = false);
|
|
|
|
void controlApproachXVelocity(float targetXVelocity, float maxControlForce);
|
|
|
|
void controlApproachYVelocity(float targetYVelocity, float maxControlForce);
|
|
|
|
|
|
|
|
// Apply ActorMovementParameters / ActorMovementModifiers only as long as
|
|
|
|
// the controls are active. Can be called multiple times per update and
|
|
|
|
// will be combined.
|
|
|
|
void controlParameters(ActorMovementParameters const& parameters);
|
|
|
|
void controlModifiers(ActorMovementModifiers const& modifiers);
|
|
|
|
|
|
|
|
// Higher level movement controls that use forces defined in the
|
|
|
|
// ActorMovementParameters. Calling more than once per update will override
|
|
|
|
// previous calls.
|
|
|
|
void controlMove(Direction direction, bool run = true);
|
|
|
|
void controlFace(Direction direction);
|
|
|
|
void controlDown();
|
|
|
|
void controlCrouch();
|
|
|
|
void controlJump(bool jumpEvenIfUnable = false);
|
|
|
|
void controlFly(Vec2F const& velocity);
|
|
|
|
|
|
|
|
Maybe<pair<Vec2F, bool>> pathMove(Vec2F const& pathPosition, bool run = false, Maybe<PlatformerAStar::Parameters> const& parameters = {});
|
|
|
|
Maybe<pair<Vec2F, bool>> controlPathMove(Vec2F const& pathPosition, bool run = false, Maybe<PlatformerAStar::Parameters> const& parameters = {});
|
|
|
|
|
2023-06-28 12:52:09 +00:00
|
|
|
// Used for user controller input.
|
|
|
|
void setMoveSpeedMultiplier(float multiplier = 1.0f);
|
|
|
|
|
2023-06-20 04:33:09 +00:00
|
|
|
// Clears all control data.
|
|
|
|
void clearControls();
|
|
|
|
|
2023-07-20 14:58:49 +00:00
|
|
|
// Integrates the ActorMovementController and applies all
|
2023-06-20 04:33:09 +00:00
|
|
|
// the control data and clears it for the next step.
|
2023-07-20 14:58:49 +00:00
|
|
|
void tickMaster(float dt);
|
2023-06-20 04:33:09 +00:00
|
|
|
|
2023-07-20 14:58:49 +00:00
|
|
|
void tickSlave(float dt);
|
2023-06-20 04:33:09 +00:00
|
|
|
|
2023-06-28 12:52:09 +00:00
|
|
|
|
2023-06-20 04:33:09 +00:00
|
|
|
private:
|
|
|
|
struct ApproachVelocityCommand {
|
|
|
|
Vec2F targetVelocity;
|
|
|
|
float maxControlForce;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ApproachVelocityAlongAngleCommand {
|
|
|
|
float alongAngle;
|
|
|
|
float targetVelocity;
|
|
|
|
float maxControlForce;
|
|
|
|
bool positiveOnly;
|
|
|
|
};
|
|
|
|
|
|
|
|
void applyMCParameters(ActorMovementParameters const& parameters);
|
|
|
|
void doSetAnchorState(Maybe<EntityAnchorState> anchorState);
|
|
|
|
|
|
|
|
ActorMovementParameters m_baseParameters;
|
|
|
|
ActorMovementModifiers m_baseModifiers;
|
|
|
|
|
|
|
|
// State data
|
|
|
|
|
|
|
|
NetElementBool m_walking;
|
|
|
|
NetElementBool m_running;
|
|
|
|
NetElementEnum<Direction> m_movingDirection;
|
|
|
|
NetElementEnum<Direction> m_facingDirection;
|
|
|
|
NetElementBool m_crouching;
|
|
|
|
NetElementBool m_flying;
|
|
|
|
NetElementBool m_falling;
|
|
|
|
NetElementBool m_canJump;
|
|
|
|
NetElementBool m_jumping;
|
|
|
|
NetElementBool m_groundMovement;
|
|
|
|
NetElementBool m_liquidMovement;
|
|
|
|
NetElementData<Maybe<EntityAnchorState>> m_anchorState;
|
|
|
|
EntityAnchorConstPtr m_entityAnchor;
|
|
|
|
|
|
|
|
// Command data
|
|
|
|
|
|
|
|
float m_controlRotationRate;
|
|
|
|
Vec2F m_controlAcceleration;
|
|
|
|
Vec2F m_controlForce;
|
|
|
|
List<ApproachVelocityCommand> m_controlApproachVelocities;
|
|
|
|
List<ApproachVelocityAlongAngleCommand> m_controlApproachVelocityAlongAngles;
|
|
|
|
|
|
|
|
Maybe<Direction> m_controlMove;
|
|
|
|
Maybe<Direction> m_controlFace;
|
|
|
|
bool m_controlRun;
|
|
|
|
bool m_controlCrouch;
|
|
|
|
bool m_controlDown;
|
|
|
|
bool m_controlJump;
|
|
|
|
bool m_controlJumpAnyway;
|
|
|
|
|
|
|
|
Maybe<Vec2F> m_controlFly;
|
|
|
|
|
|
|
|
Maybe<pair<Vec2F, bool>> m_controlPathMove;
|
|
|
|
Maybe<pair<Vec2F, bool>> m_pathMoveResult;
|
|
|
|
PathControllerPtr m_pathController;
|
|
|
|
|
|
|
|
ActorMovementParameters m_controlParameters;
|
|
|
|
ActorMovementModifiers m_controlModifiers;
|
|
|
|
|
|
|
|
// Internal state data
|
|
|
|
|
|
|
|
int m_fallThroughSustain;
|
|
|
|
bool m_lastControlJump;
|
|
|
|
bool m_lastControlDown;
|
2023-06-28 12:52:09 +00:00
|
|
|
float m_moveSpeedMultiplier;
|
2023-06-20 04:33:09 +00:00
|
|
|
|
|
|
|
GameTimer m_reJumpTimer;
|
|
|
|
Maybe<GameTimer> m_jumpHoldTimer;
|
|
|
|
GameTimer m_groundMovementSustainTimer;
|
|
|
|
|
|
|
|
// Target horizontal velocity for walking / running
|
|
|
|
float m_targetHorizontalAmbulatingVelocity;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PathController {
|
|
|
|
public:
|
|
|
|
PathController(World* world);
|
|
|
|
|
|
|
|
PlatformerAStar::Parameters const& parameters();
|
|
|
|
void setParameters(PlatformerAStar::Parameters const& parameters);
|
|
|
|
void reset();
|
|
|
|
bool pathfinding() const;
|
|
|
|
Maybe<Vec2F> targetPosition() const;
|
|
|
|
Maybe<Direction> facing() const;
|
|
|
|
Maybe<PlatformerAStar::Action> curAction() const;
|
|
|
|
|
|
|
|
// return true for reaching goal, false for failing to find path, nothing for running
|
|
|
|
Maybe<bool> findPath(ActorMovementController& movementController, Vec2F const& targetPosition);
|
|
|
|
Maybe<bool> move(ActorMovementController& movementController, ActorMovementParameters const& parameters, ActorMovementModifiers const& modifiers, bool run, float dt);
|
|
|
|
private:
|
|
|
|
bool validateEdge(ActorMovementController& movementController, PlatformerAStar::Edge const& edge);
|
|
|
|
bool movingCollision(ActorMovementController& movementController, PolyF const& collisionPoly);
|
|
|
|
|
|
|
|
private:
|
|
|
|
bool onGround(ActorMovementController const& movementController, Vec2F const& position, CollisionSet const& collisionSet) const;
|
|
|
|
|
|
|
|
World* m_world;
|
|
|
|
PlatformerAStar::Parameters m_parameters;
|
|
|
|
|
|
|
|
Maybe<Vec2F> m_startPosition;
|
|
|
|
Maybe<Vec2F> m_targetPosition;
|
|
|
|
PlatformerAStar::PathFinderPtr m_pathFinder;
|
|
|
|
|
|
|
|
Maybe<Direction> m_controlFace;
|
|
|
|
|
|
|
|
size_t m_edgeIndex;
|
|
|
|
float m_edgeTimer;
|
|
|
|
Maybe<PlatformerAStar::Path> m_path;
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|