osb/source/game/StarPlayer.cpp

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#include "StarPlayer.hpp"
#include "StarJsonExtra.hpp"
#include "StarRoot.hpp"
#include "StarSongbook.hpp"
#include "StarEmoteProcessor.hpp"
#include "StarSpeciesDatabase.hpp"
#include "StarDamageManager.hpp"
#include "StarTools.hpp"
#include "StarItemDrop.hpp"
#include "StarMaterialDatabase.hpp"
#include "StarArmors.hpp"
#include "StarPlayerFactory.hpp"
#include "StarAssets.hpp"
#include "StarPlayerInventory.hpp"
#include "StarTechController.hpp"
#include "StarClientContext.hpp"
#include "StarItemDatabase.hpp"
#include "StarItemBag.hpp"
#include "StarEntitySplash.hpp"
#include "StarWorld.hpp"
#include "StarStatusController.hpp"
#include "StarStatusControllerLuaBindings.hpp"
#include "StarPlayerBlueprints.hpp"
#include "StarPlayerUniverseMap.hpp"
#include "StarPlayerCodexes.hpp"
#include "StarPlayerTech.hpp"
#include "StarPlayerCompanions.hpp"
#include "StarPlayerDeployment.hpp"
#include "StarPlayerLog.hpp"
#include "StarPlayerLuaBindings.hpp"
#include "StarQuestManager.hpp"
#include "StarAiDatabase.hpp"
#include "StarStatistics.hpp"
#include "StarInspectionTool.hpp"
#include "StarUtilityLuaBindings.hpp"
#include "StarCelestialLuaBindings.hpp"
namespace Star {
EnumMap<Player::State> const Player::StateNames{
{Player::State::Idle, "idle"},
{Player::State::Walk, "walk"},
{Player::State::Run, "run"},
{Player::State::Jump, "jump"},
{Player::State::Fall, "fall"},
{Player::State::Swim, "swim"},
{Player::State::SwimIdle, "swimIdle"},
{Player::State::TeleportIn, "teleportIn"},
{Player::State::TeleportOut, "teleportOut"},
{Player::State::Crouch, "crouch"},
{Player::State::Lounge, "lounge"}
};
Player::Player(PlayerConfigPtr config, Uuid uuid) {
auto assets = Root::singleton().assets();
m_config = config;
m_state = State::Idle;
m_emoteState = HumanoidEmote::Idle;
m_footstepTimer = 0.0f;
m_teleportTimer = 0.0f;
m_teleportAnimationType = "default";
m_shifting = false;
m_aimPosition = Vec2F();
setUniqueId(uuid.hex());
m_identity = m_config->defaultIdentity;
m_identityUpdated = true;
m_questManager = make_shared<QuestManager>(this);
m_tools = make_shared<ToolUser>();
m_armor = make_shared<ArmorWearer>();
m_companions = make_shared<PlayerCompanions>(config->companionsConfig);
for (auto& p : config->genericScriptContexts) {
auto scriptComponent = make_shared<GenericScriptComponent>();
scriptComponent->setScript(p.second);
m_genericScriptContexts.set(p.first, scriptComponent);
}
// all of these are defaults and won't include the correct humanoid config for the species
m_humanoid = make_shared<Humanoid>(Root::singleton().speciesDatabase()->species(m_identity.species)->humanoidConfig());
m_humanoid->setIdentity(m_identity);
auto movementParameters = ActorMovementParameters(jsonMerge(m_humanoid->defaultMovementParameters(), m_config->movementParameters));
if (!movementParameters.physicsEffectCategories)
movementParameters.physicsEffectCategories = StringSet({"player"});
m_movementController = make_shared<ActorMovementController>(movementParameters);
m_zeroGMovementParameters = ActorMovementParameters(m_config->zeroGMovementParameters);
m_techController = make_shared<TechController>();
m_statusController = make_shared<StatusController>(m_config->statusControllerSettings);
m_deployment = make_shared<PlayerDeployment>(m_config->deploymentConfig);
m_inventory = make_shared<PlayerInventory>();
m_blueprints = make_shared<PlayerBlueprints>();
m_universeMap = make_shared<PlayerUniverseMap>();
m_codexes = make_shared<PlayerCodexes>();
m_techs = make_shared<PlayerTech>();
m_log = make_shared<PlayerLog>();
m_description = strf("This %s seems to have nothing to say for %sself.",
m_identity.gender == Gender::Male ? "guy" : "gal",
m_identity.gender == Gender::Male ? "him" : "her");
setModeType(PlayerMode::Casual);
m_useDown = false;
m_edgeTriggeredUse = false;
setTeam(EntityDamageTeam(TeamType::Friendly));
m_footstepVolumeVariance = assets->json("/sfx.config:footstepVolumeVariance").toFloat();
m_landingVolume = assets->json("/sfx.config:landingVolume").toFloat();
m_effectsAnimator = make_shared<NetworkedAnimator>(assets->fetchJson(m_config->effectsAnimator));
m_effectEmitter = make_shared<EffectEmitter>();
m_interactRadius = assets->json("/player.config:interactRadius").toFloat();
m_walkIntoInteractBias = jsonToVec2F(assets->json("/player.config:walkIntoInteractBias"));
if (m_landingVolume <= 1)
m_landingVolume = 6;
m_isAdmin = false;
m_emoteCooldown = assets->json("/player.config:emoteCooldown").toFloat();
m_blinkInterval = jsonToVec2F(assets->json("/player.config:blinkInterval"));
m_emoteCooldownTimer = 0;
m_blinkCooldownTimer = 0;
m_chatMessageChanged = false;
m_chatMessageUpdated = false;
m_songbook = make_shared<Songbook>(species());
m_lastDamagedOtherTimer = 0;
m_lastDamagedTarget = NullEntityId;
m_ageItemsTimer = GameTimer(assets->json("/player.config:ageItemsEvery").toFloat());
refreshEquipment();
m_foodLowThreshold = assets->json("/player.config:foodLowThreshold").toFloat();
m_foodLowStatusEffects = assets->json("/player.config:foodLowStatusEffects").toArray().transformed(jsonToPersistentStatusEffect);
m_foodEmptyStatusEffects = assets->json("/player.config:foodEmptyStatusEffects").toArray().transformed(jsonToPersistentStatusEffect);
m_inCinematicStatusEffects = assets->json("/player.config:inCinematicStatusEffects").toArray().transformed(jsonToPersistentStatusEffect);
m_statusController->setPersistentEffects("armor", m_armor->statusEffects());
m_statusController->setPersistentEffects("tools", m_tools->statusEffects());
m_statusController->resetAllResources();
m_landingNoisePending = false;
setKeepAlive(true);
m_netGroup.addNetElement(&m_stateNetState);
m_netGroup.addNetElement(&m_shiftingNetState);
m_netGroup.addNetElement(&m_xAimPositionNetState);
m_netGroup.addNetElement(&m_yAimPositionNetState);
m_netGroup.addNetElement(&m_identityNetState);
m_netGroup.addNetElement(&m_teamNetState);
m_netGroup.addNetElement(&m_landedNetState);
m_netGroup.addNetElement(&m_chatMessageNetState);
m_netGroup.addNetElement(&m_newChatMessageNetState);
m_netGroup.addNetElement(&m_emoteNetState);
m_xAimPositionNetState.setFixedPointBase(0.003125);
m_yAimPositionNetState.setFixedPointBase(0.003125);
m_yAimPositionNetState.setInterpolator(lerp<float, float>);
m_netGroup.addNetElement(m_inventory.get());
m_netGroup.addNetElement(m_tools.get());
m_netGroup.addNetElement(m_armor.get());
m_netGroup.addNetElement(m_songbook.get());
m_netGroup.addNetElement(m_movementController.get());
m_netGroup.addNetElement(m_effectEmitter.get());
m_netGroup.addNetElement(m_effectsAnimator.get());
m_netGroup.addNetElement(m_statusController.get());
m_netGroup.addNetElement(m_techController.get());
m_netGroup.setNeedsLoadCallback(bind(&Player::getNetStates, this, _1));
m_netGroup.setNeedsStoreCallback(bind(&Player::setNetStates, this));
}
Player::Player(PlayerConfigPtr config, Json const& diskStore) : Player(config) {
setUniqueId(diskStore.getString("uuid"));
m_description = diskStore.getString("description");
setModeType(PlayerModeNames.getLeft(diskStore.getString("modeType")));
m_shipUpgrades = ShipUpgrades(diskStore.get("shipUpgrades"));
m_blueprints = make_shared<PlayerBlueprints>(diskStore.get("blueprints"));
m_universeMap = make_shared<PlayerUniverseMap>(diskStore.get("universeMap"));
m_codexes = make_shared<PlayerCodexes>(diskStore.get("codexes"));
m_techs = make_shared<PlayerTech>(diskStore.get("techs"));
m_identity = HumanoidIdentity(diskStore.get("identity"));
setTeam(EntityDamageTeam(diskStore.get("team")));
m_state = State::Idle;
m_inventory->load(diskStore.get("inventory"));
m_movementController->loadState(diskStore.get("movementController"));
m_techController->diskLoad(diskStore.get("techController"));
m_statusController->diskLoad(diskStore.get("statusController"));
m_log = make_shared<PlayerLog>(diskStore.get("log"));
m_codexes->learnInitialCodexes(species());
// Make sure to merge the stored player blueprints with what a new player
// would get as default.
for (auto const& descriptor : m_config->defaultBlueprints)
m_blueprints->add(descriptor);
for (auto const& descriptor : Root::singleton().speciesDatabase()->species(m_identity.species)->defaultBlueprints())
m_blueprints->add(descriptor);
m_questManager->diskLoad(diskStore.get("quests", JsonObject{}));
m_companions->diskLoad(diskStore.get("companions", JsonObject{}));
m_deployment->diskLoad(diskStore.get("deployment", JsonObject{}));
m_humanoid = make_shared<Humanoid>(Root::singleton().speciesDatabase()->species(m_identity.species)->humanoidConfig());
m_humanoid->setIdentity(m_identity);
m_movementController->resetBaseParameters(ActorMovementParameters(jsonMerge(m_humanoid->defaultMovementParameters(), m_config->movementParameters)));
m_effectsAnimator->setGlobalTag("effectDirectives", Root::singleton().speciesDatabase()->species(m_identity.species)->effectDirectives());
m_genericProperties = diskStore.getObject("genericProperties");
refreshEquipment();
m_aiState = AiState(diskStore.get("aiState", JsonObject{}));
for (auto& p : diskStore.get("genericScriptStorage", JsonObject{}).toObject()) {
if (auto script = m_genericScriptContexts.maybe(p.first).value({})) {
script->setScriptStorage(p.second.toObject());
}
}
}
Player::Player(PlayerConfigPtr config, ByteArray const& netStore) : Player(config) {
DataStreamBuffer ds(netStore);
setUniqueId(ds.read<String>());
ds.read(m_description);
ds.read(m_modeType);
ds.read(m_identity);
m_humanoid = make_shared<Humanoid>(Root::singleton().speciesDatabase()->species(m_identity.species)->humanoidConfig());
m_humanoid->setIdentity(m_identity);
m_movementController->resetBaseParameters(ActorMovementParameters(jsonMerge(m_humanoid->defaultMovementParameters(), m_config->movementParameters)));
}
ClientContextPtr Player::clientContext() const {
return m_clientContext;
}
void Player::setClientContext(ClientContextPtr clientContext) {
m_clientContext = move(clientContext);
if (m_clientContext)
m_universeMap->setServerUuid(m_clientContext->serverUuid());
}
StatisticsPtr Player::statistics() const {
return m_statistics;
}
void Player::setStatistics(StatisticsPtr statistics) {
m_statistics = statistics;
}
void Player::setUniverseClient(UniverseClient* client) {
m_client = client;
m_questManager->setUniverseClient(client);
}
EntityType Player::entityType() const {
return EntityType::Player;
}
void Player::init(World* world, EntityId entityId, EntityMode mode) {
Entity::init(world, entityId, mode);
m_tools->init(this);
m_movementController->init(world);
m_movementController->setIgnorePhysicsEntities({entityId});
m_statusController->init(this, m_movementController.get());
m_techController->init(this, m_movementController.get(), m_statusController.get());
if (mode == EntityMode::Master) {
auto speciesDefinition = Root::singleton().speciesDatabase()->species(m_identity.species);
m_movementController->setRotation(0);
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m_statusController->setStatusProperty("ouchNoise", speciesDefinition->ouchNoise(m_identity.gender));
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m_emoteState = HumanoidEmote::Idle;
m_questManager->init(world);
m_companions->init(this, world);
m_deployment->init(this, world);
m_missionRadioMessages.clear();
m_statusController->setPersistentEffects("species", speciesDefinition->statusEffects());
for (auto& p : m_genericScriptContexts) {
p.second->addActorMovementCallbacks(m_movementController.get());
p.second->addCallbacks("player", LuaBindings::makePlayerCallbacks(this));
p.second->addCallbacks("status", LuaBindings::makeStatusControllerCallbacks(m_statusController.get()));
if (m_client)
p.second->addCallbacks("celestial", LuaBindings::makeCelestialCallbacks(m_client));
p.second->init(world);
}
}
m_xAimPositionNetState.setInterpolator(world->geometry().xLerpFunction());
refreshEquipment();
}
void Player::uninit() {
m_techController->uninit();
m_movementController->uninit();
m_tools->uninit();
m_statusController->uninit();
if (isMaster()) {
m_questManager->uninit();
m_companions->uninit();
m_deployment->uninit();
for (auto& p : m_genericScriptContexts) {
p.second->uninit();
p.second->removeCallbacks("entity");
p.second->removeCallbacks("player");
p.second->removeCallbacks("mcontroller");
p.second->removeCallbacks("status");
p.second->removeCallbacks("world");
if (m_client)
p.second->removeCallbacks("celestial");
}
}
Entity::uninit();
}
List<Drawable> Player::drawables() const {
List<Drawable> drawables;
if (!isTeleporting()) {
drawables.appendAll(m_techController->backDrawables());
if (!m_techController->parentHidden()) {
m_tools->setupHumanoidHandItemDrawables(*m_humanoid);
for (auto& drawable : m_humanoid->render()) {
drawable.translate(position() + m_techController->parentOffset());
if (drawable.isImage()) {
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drawable.imagePart().addDirectivesGroup(m_techController->parentDirectives(), true);
drawable.imagePart().addDirectivesGroup(m_statusController->parentDirectives(), true);
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if (auto anchor = as<LoungeAnchor>(m_movementController->entityAnchor())) {
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if (auto& directives = anchor->directives)
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drawable.imagePart().addDirectives(*directives, true);
}
}
drawables.append(move(drawable));
}
}
drawables.appendAll(m_techController->frontDrawables());
drawables.appendAll(m_statusController->drawables());
drawables.appendAll(m_tools->renderObjectPreviews(aimPosition(), walkingDirection(), inToolRange(), favoriteColor()));
}
drawables.appendAll(m_effectsAnimator->drawables(position()));
return drawables;
}
List<OverheadBar> Player::bars() const {
return m_statusController->overheadBars();
}
List<Particle> Player::particles() {
List<Particle> particles;
particles.appendAll(m_config->splashConfig.doSplash(position(), m_movementController->velocity(), world()));
particles.appendAll(take(m_callbackParticles));
particles.appendAll(m_techController->pullNewParticles());
particles.appendAll(m_statusController->pullNewParticles());
return particles;
}
void Player::addParticles(List<Particle> const& particles) {
m_callbackParticles.appendAll(particles);
}
void Player::addSound(String const& sound, float volume) {
m_callbackSounds.append({sound, volume});
}
void Player::addEphemeralStatusEffects(List<EphemeralStatusEffect> const& statusEffects) {
if (isSlave())
throw PlayerException("Adding status effects to an entity can only be done directly on the master entity.");
m_statusController->addEphemeralEffects(statusEffects);
}
ActiveUniqueStatusEffectSummary Player::activeUniqueStatusEffectSummary() const {
return m_statusController->activeUniqueStatusEffectSummary();
}
float Player::powerMultiplier() const {
return m_statusController->stat("powerMultiplier");
}
bool Player::isDead() const {
return !m_statusController->resourcePositive("health");
}
void Player::kill() {
m_statusController->setResource("health", 0);
}
bool Player::wireToolInUse() const {
return (bool)as<WireTool>(m_tools->primaryHandItem());
}
void Player::setWireConnector(WireConnector* wireConnector) const {
if (auto wireTool = as<WireTool>(m_tools->primaryHandItem()))
wireTool->setConnector(wireConnector);
}
List<Drawable> Player::portrait(PortraitMode mode) const {
if (isPermaDead())
return m_humanoid->renderSkull();
if (invisible())
return {};
m_armor->setupHumanoidClothingDrawables(*m_humanoid, forceNude());
return m_humanoid->renderPortrait(mode);
}
bool Player::underwater() const {
if (!inWorld())
return false;
else
return world()->liquidLevel(Vec2I(position() + m_config->underwaterSensor)).level
>= m_config->underwaterMinWaterLevel;
}
List<LightSource> Player::lightSources() const {
List<LightSource> lights;
lights.appendAll(m_tools->lightSources());
lights.appendAll(m_statusController->lightSources());
lights.appendAll(m_techController->lightSources());
return lights;
}
RectF Player::metaBoundBox() const {
return m_config->metaBoundBox;
}
Maybe<HitType> Player::queryHit(DamageSource const& source) const {
if (!inWorld() || isDead() || m_isAdmin || isTeleporting() || m_statusController->statPositive("invulnerable"))
return {};
if (m_tools->queryShieldHit(source))
return HitType::ShieldHit;
if (source.intersectsWithPoly(world()->geometry(), m_movementController->collisionBody()))
return HitType::Hit;
return {};
}
Maybe<PolyF> Player::hitPoly() const {
return m_movementController->collisionBody();
}
List<DamageNotification> Player::applyDamage(DamageRequest const& request) {
if (!inWorld() || isDead() || m_isAdmin)
return {};
return m_statusController->applyDamageRequest(request);
}
List<DamageNotification> Player::selfDamageNotifications() {
return m_statusController->pullSelfDamageNotifications();
}
void Player::hitOther(EntityId targetEntityId, DamageRequest const& damageRequest) {
if (!isMaster())
return;
m_statusController->hitOther(targetEntityId, damageRequest);
if (as<DamageBarEntity>(world()->entity(targetEntityId))) {
m_lastDamagedOtherTimer = 0;
m_lastDamagedTarget = targetEntityId;
}
}
void Player::damagedOther(DamageNotification const& damage) {
if (!isMaster())
return;
m_statusController->damagedOther(damage);
}
List<DamageSource> Player::damageSources() const {
return m_damageSources;
}
bool Player::shouldDestroy() const {
return isDead();
}
void Player::destroy(RenderCallback* renderCallback) {
m_state = State::Idle;
m_emoteState = HumanoidEmote::Idle;
if (renderCallback) {
List<Particle> deathParticles = m_humanoid->particles(m_humanoid->defaultDeathParticles());
renderCallback->addParticles(deathParticles, position());
}
if (isMaster()) {
m_log->addDeathCount(1);
if (!world()->disableDeathDrops()) {
if (auto dropString = modeConfig().deathDropItemTypes.maybeLeft()) {
if (*dropString == "all")
dropEverything();
} else {
List<ItemType> dropList = modeConfig().deathDropItemTypes.right().transformed([](String typeName) {
return ItemTypeNames.getLeft(typeName);
});
Set<ItemType> dropSet = Set<ItemType>::from(dropList);
auto itemDb = Root::singleton().itemDatabase();
dropSelectedItems([dropSet, itemDb](ItemPtr item) {
return dropSet.contains(itemDb->itemType(item->name()));
});
}
}
}
m_songbook->stop();
}
Maybe<EntityAnchorState> Player::loungingIn() const {
if (is<LoungeAnchor>(m_movementController->entityAnchor()))
return m_movementController->anchorState();
return {};
}
bool Player::lounge(EntityId loungeableEntityId, size_t anchorIndex) {
if (!canUseTool())
return false;
auto loungeableEntity = world()->get<LoungeableEntity>(loungeableEntityId);
if (!loungeableEntity || anchorIndex >= loungeableEntity->anchorCount()
|| !loungeableEntity->entitiesLoungingIn(anchorIndex).empty()
|| !loungeableEntity->loungeAnchor(anchorIndex))
return false;
m_state = State::Lounge;
m_movementController->setAnchorState({loungeableEntityId, anchorIndex});
return true;
}
void Player::stopLounging() {
if (loungingIn()) {
m_movementController->resetAnchorState();
m_state = State::Idle;
m_statusController->setPersistentEffects("lounging", {});
}
}
Vec2F Player::position() const {
return m_movementController->position();
}
Vec2F Player::velocity() const {
return m_movementController->velocity();
}
Vec2F Player::mouthOffset() const {
return Vec2F(
m_humanoid->mouthOffset(true)[0] * numericalDirection(facingDirection()), m_humanoid->mouthOffset(true)[1]);
}
Vec2F Player::feetOffset() const {
return Vec2F(m_humanoid->feetOffset()[0] * numericalDirection(facingDirection()), m_humanoid->feetOffset()[1]);
}
Vec2F Player::headArmorOffset() const {
return Vec2F(
m_humanoid->headArmorOffset()[0] * numericalDirection(facingDirection()), m_humanoid->headArmorOffset()[1]);
}
Vec2F Player::chestArmorOffset() const {
return Vec2F(
m_humanoid->chestArmorOffset()[0] * numericalDirection(facingDirection()), m_humanoid->chestArmorOffset()[1]);
}
Vec2F Player::backArmorOffset() const {
return Vec2F(
m_humanoid->backArmorOffset()[0] * numericalDirection(facingDirection()), m_humanoid->backArmorOffset()[1]);
}
Vec2F Player::legsArmorOffset() const {
return Vec2F(
m_humanoid->legsArmorOffset()[0] * numericalDirection(facingDirection()), m_humanoid->legsArmorOffset()[1]);
}
Vec2F Player::mouthPosition() const {
return position() + mouthOffset();
}
RectF Player::collisionArea() const {
return m_movementController->collisionPoly().boundBox();
}
void Player::revive(Vec2F const& footPosition) {
if (!isDead())
return;
m_state = State::Idle;
m_emoteState = HumanoidEmote::Idle;
m_statusController->setPersistentEffects("armor", m_armor->statusEffects());
m_statusController->setPersistentEffects("tools", m_tools->statusEffects());
m_statusController->resetAllResources();
m_statusController->clearEphemeralEffects();
endPrimaryFire();
endAltFire();
endTrigger();
m_effectEmitter->reset();
m_movementController->setPosition(footPosition - feetOffset());
m_movementController->setVelocity(Vec2F());
m_techController->reloadTech();
float moneyCost = m_inventory->currency("money") * modeConfig().reviveCostPercentile;
m_inventory->consumeCurrency("money", min((uint64_t)round(moneyCost), m_inventory->currency("money")));
}
void Player::setShifting(bool shifting) {
m_shifting = shifting;
}
void Player::special(int specialKey) {
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
if (loungeAnchor && loungeAnchor->controllable) {
auto anchorState = m_movementController->anchorState();
if (auto loungeableEntity = world()->get<LoungeableEntity>(anchorState->entityId)) {
if (specialKey == 1)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Special1);
else if (specialKey == 2)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Special2);
else if (specialKey == 3)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Special3);
return;
}
}
m_techController->special(specialKey);
}
void Player::moveLeft() {
m_pendingMoves.add(MoveControlType::Left);
}
void Player::moveRight() {
m_pendingMoves.add(MoveControlType::Right);
}
void Player::moveUp() {
m_pendingMoves.add(MoveControlType::Up);
}
void Player::moveDown() {
m_pendingMoves.add(MoveControlType::Down);
}
void Player::jump() {
m_pendingMoves.add(MoveControlType::Jump);
}
void Player::dropItem() {
if (!world())
return;
if (!canUseTool())
return;
for (auto throwSlot : {m_inventory->primaryHeldSlot(), m_inventory->secondaryHeldSlot()}) {
if (throwSlot) {
if (auto drop = m_inventory->takeSlot(*throwSlot)) {
world()->addEntity(ItemDrop::throwDrop(drop, position(), world()->geometry().diff(aimPosition(), position())));
break;
}
}
}
}
Maybe<Json> Player::receiveMessage(ConnectionId fromConnection, String const& message, JsonArray const& args) {
bool localMessage = fromConnection == world()->connection();
if (message == "queueRadioMessage" && args.size() > 0) {
float delay = 0;
if (args.size() > 1 && args.get(1).canConvert(Json::Type::Float))
delay = args.get(1).toFloat();
queueRadioMessage(args.get(0), delay);
} else if (message == "warp") {
Maybe<String> animation;
if (args.size() > 1)
animation = args.get(1).toString();
bool deploy = false;
if (args.size() > 2)
deploy = args.get(2).toBool();
setPendingWarp(args.get(0).toString(), animation, deploy);
} else if (message == "interruptRadioMessage") {
m_interruptRadioMessage = true;
} else if (message == "playCinematic" && args.size() > 0) {
bool unique = false;
if (args.size() > 1)
unique = args.get(1).toBool();
setPendingCinematic(args.get(0), unique);
} else if (message == "playAltMusic" && args.size() > 0) {
float fadeTime = 0;
if (args.size() > 1)
fadeTime = args.get(1).toFloat();
StringList trackList;
if (args.get(0).canConvert(Json::Type::Array))
trackList = jsonToStringList(args.get(0).toArray());
else
trackList = StringList();
m_pendingAltMusic = pair<Maybe<StringList>, float>(trackList, fadeTime);
} else if (message == "stopAltMusic") {
float fadeTime = 0;
if (args.size() > 0)
fadeTime = args.get(0).toFloat();
m_pendingAltMusic = pair<Maybe<StringList>, float>({}, fadeTime);
} else if (message == "recordEvent") {
statistics()->recordEvent(args.at(0).toString(), args.at(1));
} else if (message == "addCollectable") {
auto collection = args.get(0).toString();
auto collectable = args.get(1).toString();
if (Root::singleton().collectionDatabase()->hasCollectable(collection, collectable))
addCollectable(collection, collectable);
} else {
Maybe<Json> result = m_tools->receiveMessage(message, localMessage, args);
if (!result)
result = m_statusController->receiveMessage(message, localMessage, args);
if (!result)
result = m_companions->receiveMessage(message, localMessage, args);
if (!result)
result = m_deployment->receiveMessage(message, localMessage, args);
if (!result)
result = m_techController->receiveMessage(message, localMessage, args);
if (!result)
result = m_questManager->receiveMessage(message, localMessage, args);
for (auto& p : m_genericScriptContexts) {
if (result)
break;
result = p.second->handleMessage(message, localMessage, args);
}
return result;
}
return {};
}
void Player::update(uint64_t) {
if (isMaster()) {
if (m_emoteCooldownTimer) {
m_emoteCooldownTimer -= WorldTimestep;
if (m_emoteCooldownTimer <= 0) {
m_emoteCooldownTimer = 0;
m_emoteState = HumanoidEmote::Idle;
}
}
if (m_chatMessageUpdated) {
auto state = Root::singleton().emoteProcessor()->detectEmotes(m_chatMessage);
if (state != HumanoidEmote::Idle)
addEmote(state);
m_chatMessageUpdated = false;
}
m_blinkCooldownTimer -= WorldTimestep;
if (m_blinkCooldownTimer <= 0) {
m_blinkCooldownTimer = Random::randf(m_blinkInterval[0], m_blinkInterval[1]);
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
if (m_emoteState == HumanoidEmote::Idle && (!loungeAnchor || !loungeAnchor->emote))
addEmote(HumanoidEmote::Blink);
}
m_lastDamagedOtherTimer += WorldTimestep;
if (m_movementController->zeroG())
m_movementController->controlParameters(m_zeroGMovementParameters);
if (isTeleporting()) {
m_teleportTimer -= WorldTimestep;
if (m_teleportTimer <= 0 && m_state == State::TeleportIn) {
m_state = State::Idle;
m_effectsAnimator->burstParticleEmitter(m_teleportAnimationType + "Burst");
}
}
if (!isTeleporting()) {
processControls();
m_questManager->update();
m_companions->update();
m_deployment->update();
bool edgeTriggeredUse = take(m_edgeTriggeredUse);
m_inventory->cleanup();
refreshEquipment();
if (inConflictingLoungeAnchor())
m_movementController->resetAnchorState();
if (m_state == State::Lounge) {
if (auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor())) {
m_statusController->setPersistentEffects("lounging", loungeAnchor->statusEffects);
addEffectEmitters(loungeAnchor->effectEmitters);
if (loungeAnchor->emote)
requestEmote(*loungeAnchor->emote);
auto itemDatabase = Root::singleton().itemDatabase();
if (auto headOverride = loungeAnchor->armorCosmeticOverrides.maybe("head")) {
auto overrideItem = itemDatabase->item(ItemDescriptor(*headOverride));
if (m_inventory->itemAllowedAsEquipment(overrideItem, EquipmentSlot::HeadCosmetic))
m_armor->setHeadCosmeticItem(as<HeadArmor>(overrideItem));
}
if (auto chestOverride = loungeAnchor->armorCosmeticOverrides.maybe("chest")) {
auto overrideItem = itemDatabase->item(ItemDescriptor(*chestOverride));
if (m_inventory->itemAllowedAsEquipment(overrideItem, EquipmentSlot::ChestCosmetic))
m_armor->setChestCosmeticItem(as<ChestArmor>(overrideItem));
}
if (auto legsOverride = loungeAnchor->armorCosmeticOverrides.maybe("legs")) {
auto overrideItem = itemDatabase->item(ItemDescriptor(*legsOverride));
if (m_inventory->itemAllowedAsEquipment(overrideItem, EquipmentSlot::LegsCosmetic))
m_armor->setLegsCosmeticItem(as<LegsArmor>(overrideItem));
}
if (auto backOverride = loungeAnchor->armorCosmeticOverrides.maybe("back")) {
auto overrideItem = itemDatabase->item(ItemDescriptor(*backOverride));
if (m_inventory->itemAllowedAsEquipment(overrideItem, EquipmentSlot::BackCosmetic))
m_armor->setBackCosmeticItem(as<BackArmor>(overrideItem));
}
} else {
m_state = State::Idle;
m_movementController->resetAnchorState();
}
} else {
m_movementController->resetAnchorState();
m_statusController->setPersistentEffects("lounging", {});
}
if (!forceNude())
m_armor->effects(*m_effectEmitter);
m_tools->effects(*m_effectEmitter);
m_movementController->tickMaster();
m_techController->tickMaster();
for (auto& p : m_genericScriptContexts)
p.second->update(WorldTimestep * p.second->updateDelta());
if (edgeTriggeredUse) {
if (canUseTool()) {
if (auto ie = bestInteractionEntity(true))
interactWithEntity(ie);
} else if (loungingIn()) {
m_movementController->resetAnchorState();
}
}
m_statusController->setPersistentEffects("armor", m_armor->statusEffects());
m_statusController->setPersistentEffects("tools", m_tools->statusEffects());
if (!m_techController->techOverridden())
m_techController->setLoadedTech(m_techs->equippedTechs().values());
if (!isDead())
m_statusController->tickMaster();
if (!modeConfig().hunger)
m_statusController->resetResource("food");
if (!m_statusController->resourcePositive("food"))
m_statusController->setPersistentEffects("hunger", m_foodEmptyStatusEffects);
else if (m_statusController->resourcePercentage("food").value() <= m_foodLowThreshold)
m_statusController->setPersistentEffects("hunger", m_foodLowStatusEffects);
else
m_statusController->setPersistentEffects("hunger", {});
for (auto& pair : m_delayedRadioMessages) {
if (pair.first.tick())
queueRadioMessage(pair.second);
}
m_delayedRadioMessages.filter([](pair<GameTimer, RadioMessage>& pair) { return !pair.first.ready(); });
}
if (m_isAdmin) {
m_statusController->resetResource("health");
m_statusController->resetResource("energy");
m_statusController->resetResource("food");
m_statusController->resetResource("breath");
}
m_log->addPlayTime(WorldTimestep);
if (m_ageItemsTimer.wrapTick(WorldTimestep)) {
auto itemDatabase = Root::singleton().itemDatabase();
m_inventory->forEveryItem([&](InventorySlot const&, ItemPtr& item) {
itemDatabase->ageItem(item, m_ageItemsTimer.time);
});
}
for (auto tool : {m_tools->primaryHandItem(), m_tools->altHandItem()}) {
if (auto inspectionTool = as<InspectionTool>(tool)) {
for (auto ir : inspectionTool->pullInspectionResults()) {
if (ir.objectName) {
m_questManager->receiveMessage("objectScanned", true, {*ir.objectName, *ir.entityId});
m_log->addScannedObject(*ir.objectName);
}
addChatMessage(ir.message);
}
}
}
m_interestingObjects = m_questManager->interestingObjects();
} else {
m_netGroup.tickNetInterpolation(WorldTimestep);
m_movementController->tickSlave();
m_techController->tickSlave();
m_statusController->tickSlave();
}
m_humanoid->setMovingBackwards(false);
m_humanoid->setRotation(m_movementController->rotation());
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
if (loungeAnchor && loungeAnchor->dance)
m_humanoid->setDance(*loungeAnchor->dance);
else
m_humanoid->setDance({});
m_armor->setupHumanoidClothingDrawables(*m_humanoid, forceNude());
m_tools->suppressItems(!canUseTool());
m_tools->tick(m_shifting, m_pendingMoves);
if (auto overrideFacingDirection = m_tools->setupHumanoidHandItems(*m_humanoid, position(), aimPosition()))
m_movementController->controlFace(*overrideFacingDirection);
m_effectsAnimator->resetTransformationGroup("flip");
if (m_movementController->facingDirection() == Direction::Left)
m_effectsAnimator->scaleTransformationGroup("flip", Vec2F(-1, 1));
if (world()->isClient()) {
m_effectsAnimator->update(WorldTimestep, &m_effectsAnimatorDynamicTarget);
m_effectsAnimatorDynamicTarget.updatePosition(position() + m_techController->parentOffset());
} else {
m_effectsAnimator->update(WorldTimestep, nullptr);
}
if (!isTeleporting())
processStateChanges();
m_damageSources = m_tools->damageSources();
for (auto& damageSource : m_damageSources) {
damageSource.sourceEntityId = entityId();
damageSource.team = getTeam();
}
m_songbook->update(*entityMode(), world());
m_effectEmitter->setSourcePosition("normal", position());
m_effectEmitter->setSourcePosition("mouth", mouthOffset() + position());
m_effectEmitter->setSourcePosition("feet", feetOffset() + position());
m_effectEmitter->setSourcePosition("headArmor", headArmorOffset() + position());
m_effectEmitter->setSourcePosition("chestArmor", chestArmorOffset() + position());
m_effectEmitter->setSourcePosition("legsArmor", legsArmorOffset() + position());
m_effectEmitter->setSourcePosition("backArmor", backArmorOffset() + position());
m_effectEmitter->setSourcePosition("primary", handPosition(ToolHand::Primary) + position());
m_effectEmitter->setSourcePosition("alt", handPosition(ToolHand::Alt) + position());
m_effectEmitter->setDirection(facingDirection());
m_effectEmitter->tick(*entityMode());
m_humanoid->setFacingDirection(m_movementController->facingDirection());
m_humanoid->setMovingBackwards(m_movementController->facingDirection() != m_movementController->movingDirection());
m_pendingMoves.clear();
SpatialLogger::logPoly("world", m_movementController->collisionBody(), isMaster() ? Color::Orange.toRgba() : Color::Yellow.toRgba());
}
float Player::timeSinceLastGaveDamage() const {
return m_lastDamagedOtherTimer;
}
EntityId Player::lastDamagedTarget() const {
return m_lastDamagedTarget;
}
void Player::render(RenderCallback* renderCallback) {
if (invisible()) {
m_techController->pullNewAudios();
m_techController->pullNewParticles();
m_statusController->pullNewAudios();
m_statusController->pullNewParticles();
return;
}
Vec2I footstepSensor = Vec2I((m_config->footstepSensor + m_movementController->position()).floor());
String footstepSound = getFootstepSound(footstepSensor);
if (!footstepSound.empty() && !m_techController->parentState() && !m_techController->parentHidden()) {
auto footstepAudio = Root::singleton().assets()->audio(footstepSound);
if (m_landingNoisePending) {
auto landingNoise = make_shared<AudioInstance>(*footstepAudio);
landingNoise->setPosition(position() + feetOffset());
landingNoise->setVolume(m_landingVolume);
renderCallback->addAudio(move(landingNoise));
}
if (m_state == State::Walk || m_state == State::Run) {
m_footstepTimer += WorldTimestep;
if (m_footstepTimer > m_config->footstepTiming) {
auto stepNoise = make_shared<AudioInstance>(*footstepAudio);
stepNoise->setPosition(position() + feetOffset());
stepNoise->setVolume(1 - Random::randf(0, m_footstepVolumeVariance));
renderCallback->addAudio(move(stepNoise));
m_footstepTimer = 0.0;
}
}
} else {
m_footstepTimer = m_config->footstepTiming;
}
m_landingNoisePending = false;
renderCallback->addAudios(m_effectsAnimatorDynamicTarget.pullNewAudios());
renderCallback->addParticles(m_effectsAnimatorDynamicTarget.pullNewParticles());
renderCallback->addAudios(m_techController->pullNewAudios());
renderCallback->addAudios(m_statusController->pullNewAudios());
for (auto const& p : take(m_callbackSounds)) {
auto audio = make_shared<AudioInstance>(*Root::singleton().assets()->audio(p.first));
audio->setVolume(p.second);
audio->setPosition(position());
renderCallback->addAudio(move(audio));
}
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
EntityRenderLayer renderLayer = loungeAnchor ? loungeAnchor->loungeRenderLayer : RenderLayerPlayer;
renderCallback->addDrawables(drawables(), renderLayer);
if (!isTeleporting())
renderCallback->addOverheadBars(bars(), position());
renderCallback->addParticles(particles());
renderCallback->addLightSources(lightSources());
m_tools->render(renderCallback, inToolRange(), m_shifting, renderLayer);
m_effectEmitter->render(renderCallback);
m_songbook->render(renderCallback);
if (isMaster())
m_deployment->render(renderCallback, position());
}
Json Player::getGenericProperty(String const& name, Json const& defaultValue) const {
return m_genericProperties.value(name, defaultValue);
}
void Player::setGenericProperty(String const& name, Json const& value) {
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if (value.isNull())
m_genericProperties.erase(name);
else
m_genericProperties.set(name, value);
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}
PlayerInventoryPtr Player::inventory() const {
return m_inventory;
}
size_t Player::itemsCanHold(ItemPtr const& items) const {
return m_inventory->itemsCanFit(items);
}
ItemPtr Player::pickupItems(ItemPtr const& items) {
if (isDead() || !items || m_inventory->itemsCanFit(items) == 0)
return items;
triggerPickupEvents(items);
if (items->pickupSound().size()) {
m_effectsAnimator->setSoundPool("pickup", {items->pickupSound()});
m_effectsAnimator->playSound("pickup");
}
auto itemDb = Root::singleton().itemDatabase();
queueItemPickupMessage(itemDb->item(items->descriptor()));
return m_inventory->addItems(items);
}
void Player::giveItem(ItemPtr const& item) {
if (auto spill = pickupItems(item))
world()->addEntity(ItemDrop::createRandomizedDrop(spill->descriptor(), position()));
}
void Player::triggerPickupEvents(ItemPtr const& item) {
if (item) {
for (auto b : item->learnBlueprintsOnPickup())
addBlueprint(b);
for (auto pair : item->collectablesOnPickup())
addCollectable(pair.first, pair.second);
for (auto m : item->instanceValue("radioMessagesOnPickup", JsonArray()).iterateArray()) {
if (m.isType(Json::Type::Array)) {
if (m.size() >= 2 && m.get(1).canConvert(Json::Type::Float))
queueRadioMessage(m.get(0), m.get(1).toFloat());
} else {
queueRadioMessage(m);
}
}
if (auto cinematic = item->instanceValue("cinematicOnPickup", Json()))
setPendingCinematic(cinematic, true);
for (auto const& quest : item->pickupQuestTemplates()) {
if (m_questManager->canStart(quest))
m_questManager->offer(make_shared<Quest>(quest, 0, this));
}
if (auto consume = item->instanceValue("consumeOnPickup", Json())) {
if (consume.toBool())
item->consume(item->count());
}
statistics()->recordEvent("item", JsonObject{
{"itemName", item->name()},
{"count", item->count()},
{"category", item->instanceValue("eventCategory", item->category())}
});
}
}
bool Player::hasItem(ItemDescriptor const& descriptor, bool exactMatch) const {
return m_inventory->hasItem(descriptor, exactMatch);
}
size_t Player::hasCountOfItem(ItemDescriptor const& descriptor, bool exactMatch) const {
return m_inventory->hasCountOfItem(descriptor, exactMatch);
}
ItemDescriptor Player::takeItem(ItemDescriptor const& descriptor, bool consumePartial, bool exactMatch) {
return m_inventory->takeItems(descriptor, consumePartial, exactMatch);
}
void Player::giveItem(ItemDescriptor const& descriptor) {
giveItem(Root::singleton().itemDatabase()->item(descriptor));
}
void Player::clearSwap() {
// If we cannot put the swap slot back into the bag, then just drop it in the
// world.
if (!m_inventory->clearSwap()) {
if (auto world = worldPtr())
world->addEntity(ItemDrop::createRandomizedDrop(m_inventory->takeSlot(SwapSlot()), position()));
}
// Interrupt all firing in case the item being dropped was in use.
endPrimaryFire();
endAltFire();
endTrigger();
}
void Player::refreshEquipment() {
if (isSlave())
return;
m_armor->setHeadItem(m_inventory->headArmor());
m_armor->setHeadCosmeticItem(m_inventory->headCosmetic());
m_armor->setChestItem(m_inventory->chestArmor());
m_armor->setChestCosmeticItem(m_inventory->chestCosmetic());
m_armor->setLegsItem(m_inventory->legsArmor());
m_armor->setLegsCosmeticItem(m_inventory->legsCosmetic());
m_armor->setBackItem(m_inventory->backArmor());
m_armor->setBackCosmeticItem(m_inventory->backCosmetic());
m_tools->setItems(m_inventory->primaryHeldItem(), m_inventory->secondaryHeldItem());
}
PlayerBlueprintsPtr Player::blueprints() const {
return m_blueprints;
}
bool Player::addBlueprint(ItemDescriptor const& descriptor, bool showFailure) {
if (descriptor.isNull())
return false;
auto itemDb = Root::singleton().itemDatabase();
auto item = itemDb->item(descriptor);
auto assets = Root::singleton().assets();
if (!m_blueprints->isKnown(descriptor)) {
m_blueprints->add(descriptor);
queueUIMessage(assets->json("/player.config:blueprintUnlock").toString().replace("<ItemName>", item->friendlyName()));
return true;
} else if (showFailure) {
queueUIMessage(assets->json("/player.config:blueprintAlreadyKnown").toString().replace("<ItemName>", item->friendlyName()));
}
return false;
}
bool Player::blueprintKnown(ItemDescriptor const& descriptor) const {
if (descriptor.isNull())
return false;
return m_blueprints->isKnown(descriptor);
}
bool Player::addCollectable(String const& collectionName, String const& collectableName) {
if (m_log->addCollectable(collectionName, collectableName)) {
auto collectionDatabase = Root::singleton().collectionDatabase();
auto collection = collectionDatabase->collection(collectionName);
auto collectable = collectionDatabase->collectable(collectionName, collectableName);
queueUIMessage(Root::singleton().assets()->json("/player.config:collectableUnlock").toString().replace("<collectable>", collectable.title).replace("<collection>", collection.title));
return true;
} else {
return false;
}
}
PlayerUniverseMapPtr Player::universeMap() const {
return m_universeMap;
}
PlayerCodexesPtr Player::codexes() const {
return m_codexes;
}
PlayerTechPtr Player::techs() const {
return m_techs;
}
void Player::overrideTech(Maybe<StringList> const& techModules) {
if (techModules)
m_techController->setOverrideTech(*techModules);
else
m_techController->clearOverrideTech();
}
bool Player::techOverridden() const {
return m_techController->techOverridden();
}
PlayerCompanionsPtr Player::companions() const {
return m_companions;
}
PlayerLogPtr Player::log() const {
return m_log;
}
InteractiveEntityPtr Player::bestInteractionEntity(bool includeNearby) {
if (!inWorld())
return {};
InteractiveEntityPtr interactiveEntity;
if (auto entity = world()->getInteractiveInRange(m_aimPosition, position(), m_interactRadius)) {
interactiveEntity = entity;
} else if (includeNearby) {
Vec2F interactBias = m_walkIntoInteractBias;
if (facingDirection() == Direction::Left)
interactBias[0] *= -1;
Vec2F pos = position() + interactBias;
if (auto entity = world()->getInteractiveInRange(pos, position(), m_interactRadius))
interactiveEntity = entity;
}
if (interactiveEntity && world()->canReachEntity(position(), interactRadius(), interactiveEntity->entityId()))
return interactiveEntity;
return {};
}
void Player::interactWithEntity(InteractiveEntityPtr entity) {
bool questIntercepted = false;
for (auto quest : m_questManager->listActiveQuests()) {
if (quest->interactWithEntity(entity->entityId()))
questIntercepted = true;
}
if (questIntercepted)
return;
bool anyTurnedIn = false;
for (auto questId : entity->turnInQuests()) {
if (m_questManager->canTurnIn(questId)) {
auto const& quest = m_questManager->getQuest(questId);
quest->setEntityParameter("questReceiver", entity);
m_questManager->getQuest(questId)->complete();
anyTurnedIn = true;
}
}
if (anyTurnedIn)
return;
for (auto questArc : entity->offeredQuests()) {
if (m_questManager->canStart(questArc)) {
auto quest = make_shared<Quest>(questArc, 0, this);
quest->setWorldId(clientContext()->playerWorldId());
quest->setServerUuid(clientContext()->serverUuid());
quest->setEntityParameter("questGiver", entity);
m_questManager->offer(quest);
return;
}
}
m_pendingInteractActions.append(world()->interact(InteractRequest{
entityId(), position(), entity->entityId(), aimPosition()}));
}
void Player::aim(Vec2F const& position) {
m_techController->setAimPosition(position);
m_aimPosition = position;
}
Vec2F Player::aimPosition() const {
return m_aimPosition;
}
Vec2F Player::armPosition(ToolHand hand, Direction facingDirection, float armAngle, Vec2F offset) const {
return m_tools->armPosition(*m_humanoid, hand, facingDirection, armAngle, offset);
}
Vec2F Player::handOffset(ToolHand hand, Direction facingDirection) const {
return m_tools->handOffset(*m_humanoid, hand, facingDirection);
}
Vec2F Player::handPosition(ToolHand hand, Vec2F const& handOffset) const {
return m_tools->handPosition(hand, *m_humanoid, handOffset);
}
ItemPtr Player::handItem(ToolHand hand) const {
if (hand == ToolHand::Primary)
return m_tools->primaryHandItem();
else
return m_tools->altHandItem();
}
Vec2F Player::armAdjustment() const {
return m_humanoid->armAdjustment();
}
void Player::setCameraFocusEntity(Maybe<EntityId> const& cameraFocusEntity) {
m_cameraFocusEntity = cameraFocusEntity;
}
void Player::playEmote(HumanoidEmote emote) {
addEmote(emote);
}
bool Player::canUseTool() const {
return !isDead() && !isTeleporting() && !m_techController->toolUsageSuppressed() && m_state != State::Lounge;
}
void Player::beginPrimaryFire() {
m_techController->beginPrimaryFire();
m_tools->beginPrimaryFire();
}
void Player::beginAltFire() {
m_techController->beginAltFire();
m_tools->beginAltFire();
}
void Player::endPrimaryFire() {
m_techController->endPrimaryFire();
m_tools->endPrimaryFire();
}
void Player::endAltFire() {
m_techController->endAltFire();
m_tools->endAltFire();
}
void Player::beginTrigger() {
if (!m_useDown)
m_edgeTriggeredUse = true;
m_useDown = true;
}
void Player::endTrigger() {
m_useDown = false;
}
float Player::toolRadius() const {
auto radius = m_tools->toolRadius();
if (radius)
return *radius;
return interactRadius();
}
float Player::interactRadius() const {
return m_interactRadius;
}
List<InteractAction> Player::pullInteractActions() {
List<InteractAction> results;
eraseWhere(m_pendingInteractActions, [&results](auto& promise) {
if (auto res = promise.result())
results.append(res.take());
return promise.finished();
});
return results;
}
uint64_t Player::currency(String const& currencyType) const {
return m_inventory->currency(currencyType);
}
float Player::health() const {
return m_statusController->resource("health");
}
float Player::maxHealth() const {
return *m_statusController->resourceMax("health");
}
DamageBarType Player::damageBar() const {
return DamageBarType::Default;
}
float Player::healthPercentage() const {
return *m_statusController->resourcePercentage("health");
}
float Player::energy() const {
return m_statusController->resource("energy");
}
float Player::maxEnergy() const {
return *m_statusController->resourceMax("energy");
}
float Player::energyPercentage() const {
return *m_statusController->resourcePercentage("energy");
}
float Player::energyRegenBlockPercent() const {
return *m_statusController->resourcePercentage("energyRegenBlock");
}
bool Player::fullEnergy() const {
return energy() >= maxEnergy();
}
bool Player::energyLocked() const {
return m_statusController->resourceLocked("energy");
}
bool Player::consumeEnergy(float energy) {
if (m_isAdmin)
return true;
return m_statusController->overConsumeResource("energy", energy);
}
float Player::foodPercentage() const {
return *m_statusController->resourcePercentage("food");
}
float Player::breath() const {
return m_statusController->resource("breath");
}
float Player::maxBreath() const {
return *m_statusController->resourceMax("breath");
}
float Player::protection() const {
return m_statusController->stat("protection");
}
bool Player::forceNude() const {
return m_statusController->statPositive("nude");
}
String Player::description() const {
return m_description;
}
Direction Player::walkingDirection() const {
return m_movementController->movingDirection();
}
Direction Player::facingDirection() const {
return m_movementController->facingDirection();
}
pair<ByteArray, uint64_t> Player::writeNetState(uint64_t fromVersion) {
return m_netGroup.writeNetState(fromVersion);
}
void Player::readNetState(ByteArray data, float interpolationTime) {
m_netGroup.readNetState(move(data), interpolationTime);
}
void Player::enableInterpolation(float) {
m_netGroup.enableNetInterpolation();
}
void Player::disableInterpolation() {
m_netGroup.disableNetInterpolation();
}
void Player::processControls() {
bool run = !m_shifting && !m_statusController->statPositive("encumberance");
if (auto fireableMain = as<FireableItem>(m_tools->primaryHandItem())) {
if (fireableMain->inUse() && fireableMain->walkWhileFiring())
run = false;
}
if (auto fireableAlt = as<FireableItem>(m_tools->altHandItem())) {
if (fireableAlt->inUse() && fireableAlt->walkWhileFiring())
run = false;
}
bool move = true;
if (auto fireableMain = as<FireableItem>(m_tools->primaryHandItem())) {
if (fireableMain->inUse() && fireableMain->stopWhileFiring())
move = false;
}
if (auto fireableAlt = as<FireableItem>(m_tools->altHandItem())) {
if (fireableAlt->inUse() && fireableAlt->stopWhileFiring())
move = false;
}
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
if (loungeAnchor && loungeAnchor->controllable) {
auto anchorState = m_movementController->anchorState();
if (auto loungeableEntity = world()->get<LoungeableEntity>(anchorState->entityId)) {
for (auto move : m_pendingMoves) {
if (move == MoveControlType::Up)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Up);
else if (move == MoveControlType::Down)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Down);
else if (move == MoveControlType::Left)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Left);
else if (move == MoveControlType::Right)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Right);
else if (move == MoveControlType::Jump)
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::Jump);
}
if (m_tools->firingPrimary())
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::PrimaryFire);
if (m_tools->firingAlt())
loungeableEntity->loungeControl(anchorState->positionIndex, LoungeControl::AltFire);
loungeableEntity->loungeAim(anchorState->positionIndex, m_aimPosition);
}
move = false;
}
m_techController->setShouldRun(run);
if (move) {
for (auto move : m_pendingMoves) {
switch (move) {
case MoveControlType::Right:
m_techController->moveRight();
break;
case MoveControlType::Left:
m_techController->moveLeft();
break;
case MoveControlType::Up:
m_techController->moveUp();
break;
case MoveControlType::Down:
m_techController->moveDown();
break;
case MoveControlType::Jump:
m_techController->jump();
break;
}
}
}
if (m_state == State::Lounge && !m_pendingMoves.empty() && move)
stopLounging();
}
void Player::processStateChanges() {
if (isMaster()) {
// Set the current player state based on what movement controller tells us
// we're doing and do some state transition logic
State oldState = m_state;
if (m_movementController->zeroG()) {
if (m_movementController->flying())
m_state = State::Swim;
else if (m_state != State::Lounge)
m_state = State::SwimIdle;
} else if (m_movementController->groundMovement()) {
if (m_movementController->running()) {
m_state = State::Run;
} else if (m_movementController->walking()) {
m_state = State::Walk;
} else if (m_movementController->crouching()) {
m_state = State::Crouch;
} else {
if (m_state != State::Lounge)
m_state = State::Idle;
}
} else if (m_movementController->liquidMovement()) {
if (m_movementController->jumping()) {
m_state = State::Swim;
} else {
if (m_state != State::Lounge)
m_state = State::SwimIdle;
}
} else {
if (m_movementController->jumping()) {
m_state = State::Jump;
} else {
if (m_movementController->falling()) {
m_state = State::Fall;
}
if (m_movementController->velocity()[1] > 0) {
if (m_state != State::Lounge)
m_state = State::Jump;
}
}
}
if (m_state == State::Jump && (oldState == State::Idle || oldState == State::Run || oldState == State::Walk || oldState == State::Crouch))
m_effectsAnimator->burstParticleEmitter("jump");
if (!m_movementController->isNullColliding()) {
if (oldState == State::Fall && oldState != m_state && m_state != State::Swim && m_state != State::SwimIdle
&& m_state != State::Jump) {
m_effectsAnimator->burstParticleEmitter("landing");
m_landedNetState.trigger();
m_landingNoisePending = true;
}
}
}
m_humanoid->animate(WorldTimestep);
if (auto techState = m_techController->parentState()) {
if (techState == TechController::ParentState::Stand) {
m_humanoid->setState(Humanoid::Idle);
} else if (techState == TechController::ParentState::Fly) {
m_humanoid->setState(Humanoid::Jump);
} else if (techState == TechController::ParentState::Fall) {
m_humanoid->setState(Humanoid::Fall);
} else if (techState == TechController::ParentState::Sit) {
m_humanoid->setState(Humanoid::Sit);
} else if (techState == TechController::ParentState::Lay) {
m_humanoid->setState(Humanoid::Lay);
} else if (techState == TechController::ParentState::Duck) {
m_humanoid->setState(Humanoid::Duck);
} else if (techState == TechController::ParentState::Walk) {
m_humanoid->setState(Humanoid::Walk);
} else if (techState == TechController::ParentState::Run) {
m_humanoid->setState(Humanoid::Run);
} else if (techState == TechController::ParentState::Swim) {
m_humanoid->setState(Humanoid::Swim);
}
} else {
auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor());
if (m_state == State::Idle) {
m_humanoid->setState(Humanoid::Idle);
} else if (m_state == State::Walk) {
m_humanoid->setState(Humanoid::Walk);
} else if (m_state == State::Run) {
m_humanoid->setState(Humanoid::Run);
} else if (m_state == State::Jump) {
m_humanoid->setState(Humanoid::Jump);
} else if (m_state == State::Fall) {
m_humanoid->setState(Humanoid::Fall);
} else if (m_state == State::Swim) {
m_humanoid->setState(Humanoid::Swim);
} else if (m_state == State::SwimIdle) {
m_humanoid->setState(Humanoid::SwimIdle);
} else if (m_state == State::Crouch) {
m_humanoid->setState(Humanoid::Duck);
} else if (m_state == State::Lounge && loungeAnchor && loungeAnchor->orientation == LoungeOrientation::Sit) {
m_humanoid->setState(Humanoid::Sit);
} else if (m_state == State::Lounge && loungeAnchor && loungeAnchor->orientation == LoungeOrientation::Lay) {
m_humanoid->setState(Humanoid::Lay);
} else if (m_state == State::Lounge && loungeAnchor && loungeAnchor->orientation == LoungeOrientation::Stand) {
m_humanoid->setState(Humanoid::Idle);
}
}
m_humanoid->setEmoteState(m_emoteState);
}
String Player::getFootstepSound(Vec2I const& sensor) const {
auto materialDatabase = Root::singleton().materialDatabase();
String fallback = materialDatabase->defaultFootstepSound();
List<Vec2I> scanOrder{{0, 0}, {0, -1}, {-1, 0}, {1, 0}, {-1, -1}, {1, -1}};
for (auto subSensor : scanOrder) {
String footstepSound = materialDatabase->footstepSound(world()->material(sensor + subSensor, TileLayer::Foreground),
world()->mod(sensor + subSensor, TileLayer::Foreground));
if (!footstepSound.empty()) {
if (footstepSound != fallback) {
return footstepSound;
}
}
}
return fallback;
}
bool Player::inInteractionRange() const {
return inInteractionRange(centerOfTile(aimPosition()));
}
bool Player::inInteractionRange(Vec2F aimPos) const {
return world()->geometry().diff(aimPos, position()).magnitude() < interactRadius();
}
bool Player::inToolRange() const {
return inToolRange(centerOfTile(aimPosition()));
}
bool Player::inToolRange(Vec2F const& aimPos) const {
return world()->geometry().diff(aimPos, position()).magnitude() < toolRadius();
}
void Player::getNetStates(bool initial) {
m_state = (State)m_stateNetState.get();
m_shifting = m_shiftingNetState.get();
m_aimPosition[0] = m_xAimPositionNetState.get();
m_aimPosition[1] = m_yAimPositionNetState.get();
if (m_identityNetState.pullUpdated()) {
m_identity = m_identityNetState.get();
m_humanoid->setIdentity(m_identity);
}
setTeam(m_teamNetState.get());
if (m_landedNetState.pullOccurred() && !initial)
m_landingNoisePending = true;
if (m_newChatMessageNetState.pullOccurred() && !initial) {
m_chatMessage = m_chatMessageNetState.get();
m_chatMessageUpdated = true;
m_pendingChatActions.append(SayChatAction{entityId(), m_chatMessage, m_movementController->position()});
}
m_emoteState = HumanoidEmoteNames.getLeft(m_emoteNetState.get());
}
void Player::setNetStates() {
m_stateNetState.set((unsigned)m_state);
m_shiftingNetState.set(m_shifting);
m_xAimPositionNetState.set(m_aimPosition[0]);
m_yAimPositionNetState.set(m_aimPosition[1]);
if (m_identityUpdated) {
m_identityNetState.push(m_identity);
m_identityUpdated = false;
}
m_teamNetState.set(getTeam());
if (m_chatMessageChanged) {
m_chatMessageChanged = false;
m_chatMessageNetState.push(m_chatMessage);
m_newChatMessageNetState.trigger();
}
m_emoteNetState.set(HumanoidEmoteNames.getRight(m_emoteState));
}
void Player::setAdmin(bool isAdmin) {
m_isAdmin = isAdmin;
}
bool Player::isAdmin() const {
return m_isAdmin;
}
void Player::setFavoriteColor(Vec4B color) {
m_identity.color = color;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
Vec4B Player::favoriteColor() const {
return m_identity.color;
}
bool Player::isTeleporting() const {
return (m_state == State::TeleportIn) || (m_state == State::TeleportOut);
}
bool Player::isTeleportingOut() const {
return inWorld() && (m_state == State::TeleportOut) && m_teleportTimer >= 0.0f;
}
bool Player::canDeploy() {
return m_deployment->canDeploy();
}
void Player::deployAbort(String const& animationType) {
m_teleportAnimationType = animationType;
m_deployment->setDeploying(false);
}
bool Player::isDeploying() const {
return m_deployment->isDeploying();
}
bool Player::isDeployed() const {
return m_deployment->isDeployed();
}
void Player::setBusyState(PlayerBusyState busyState) {
m_effectsAnimator->setState("busy", PlayerBusyStateNames.getRight(busyState));
}
void Player::teleportOut(String const& animationType, bool deploy) {
m_state = State::TeleportOut;
m_teleportAnimationType = animationType;
m_effectsAnimator->setState("teleport", m_teleportAnimationType + "Out");
m_deployment->setDeploying(deploy);
m_deployment->teleportOut();
m_teleportTimer = deploy ? m_config->deployOutTime : m_config->teleportOutTime;
}
void Player::teleportIn() {
m_state = State::TeleportIn;
m_effectsAnimator->setState("teleport", m_teleportAnimationType + "In");
m_teleportTimer = m_deployment->isDeployed() ? m_config->deployInTime : m_config->teleportInTime;
auto statusEffects = Root::singleton().assets()->json("/player.config:teleportInStatusEffects").toArray().transformed(jsonToEphemeralStatusEffect);
m_statusController->addEphemeralEffects(statusEffects);
}
void Player::teleportAbort() {
m_state = State::TeleportIn;
m_effectsAnimator->setState("teleport", "abort");
m_deployment->setDeploying(m_deployment->isDeployed());
m_teleportTimer = m_config->teleportInTime;
}
void Player::moveTo(Vec2F const& footPosition) {
m_movementController->setPosition(footPosition - feetOffset());
m_movementController->setVelocity(Vec2F());
}
ItemPtr Player::primaryHandItem() const {
return m_tools->primaryHandItem();
}
ItemPtr Player::altHandItem() const {
return m_tools->altHandItem();
}
Uuid Player::uuid() const {
return Uuid(*uniqueId());
}
PlayerMode Player::modeType() const {
return m_modeType;
}
void Player::setModeType(PlayerMode mode) {
m_modeType = mode;
auto assets = Root::singleton().assets();
m_modeConfig = PlayerModeConfig(assets->json("/playermodes.config").get(PlayerModeNames.getRight(mode)));
}
PlayerModeConfig Player::modeConfig() const {
return m_modeConfig;
}
ShipUpgrades Player::shipUpgrades() {
return m_shipUpgrades;
}
void Player::setShipUpgrades(ShipUpgrades shipUpgrades) {
m_shipUpgrades = move(shipUpgrades);
}
String Player::name() const {
return m_identity.name;
}
void Player::setName(String const& name) {
m_identity.name = name;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
Maybe<String> Player::statusText() const {
return {};
}
bool Player::displayNametag() const {
return true;
}
Vec3B Player::nametagColor() const {
auto assets = Root::singleton().assets();
return jsonToVec3B(assets->json("/player.config:nametagColor"));
}
void Player::setBodyDirectives(String const& directives) {
m_identity.bodyDirectives = directives;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setHairType(String const& group, String const& type) {
m_identity.hairGroup = group;
m_identity.hairType = type;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setFacialHair(String const& group, String const& type, String const& directives) {
m_identity.facialHairGroup = group;
m_identity.facialHairType = type;
m_identity.facialHairDirectives = directives;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setFacialMask(String const& group, String const& type, String const& directives) {
m_identity.facialMaskGroup = group;
m_identity.facialMaskType = type;
m_identity.facialMaskDirectives = directives;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setHairDirectives(String const& directives) {
m_identity.hairDirectives = directives;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setEmoteDirectives(String const& directives) {
m_identity.emoteDirectives = directives;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
void Player::setSpecies(String const& species) {
m_identity.species = species;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
Gender Player::gender() const {
return m_identity.gender;
}
void Player::setGender(Gender const& gender) {
m_identity.gender = gender;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
String Player::species() const {
return m_identity.species;
}
void Player::setPersonality(Personality const& personality) {
m_identity.personality = personality;
m_identityUpdated = true;
m_humanoid->setIdentity(m_identity);
}
List<String> Player::pullQueuedMessages() {
return take(m_queuedMessages);
}
List<ItemPtr> Player::pullQueuedItemDrops() {
return take(m_queuedItemPickups);
}
void Player::queueUIMessage(String const& message) {
if (!isSlave())
m_queuedMessages.append(message);
}
void Player::queueItemPickupMessage(ItemPtr const& item) {
if (!isSlave())
m_queuedItemPickups.append(item);
}
void Player::addChatMessage(String const& message) {
starAssert(!isSlave());
m_chatMessage = message;
m_chatMessageUpdated = true;
m_chatMessageChanged = true;
m_pendingChatActions.append(SayChatAction{entityId(), message, mouthPosition()});
}
void Player::addEmote(HumanoidEmote const& emote) {
starAssert(!isSlave());
m_emoteState = emote;
m_emoteCooldownTimer = m_emoteCooldown;
}
List<ChatAction> Player::pullPendingChatActions() {
return take(m_pendingChatActions);
}
float Player::beamGunRadius() const {
return m_tools->beamGunRadius();
}
bool Player::instrumentPlaying() {
return m_songbook->instrumentPlaying();
}
void Player::instrumentEquipped(String const& instrumentKind) {
if (canUseTool())
m_songbook->keepalive(instrumentKind, mouthPosition());
}
void Player::interact(InteractAction const& action) {
starAssert(!isSlave());
m_pendingInteractActions.append(RpcPromise<InteractAction>::createFulfilled(action));
}
void Player::addEffectEmitters(StringSet const& emitters) {
starAssert(!isSlave());
m_effectEmitter->addEffectSources("normal", emitters);
}
void Player::requestEmote(String const& emote) {
auto state = HumanoidEmoteNames.getLeft(emote);
if (state != HumanoidEmote::Idle
&& (m_emoteState == state || m_emoteState == HumanoidEmote::Idle || m_emoteState == HumanoidEmote::Blink))
addEmote(state);
}
ActorMovementController* Player::movementController() {
return m_movementController.get();
}
StatusController* Player::statusController() {
return m_statusController.get();
}
List<PhysicsForceRegion> Player::forceRegions() const {
return m_tools->forceRegions();
}
SongbookPtr Player::songbook() const {
return m_songbook;
}
QuestManagerPtr Player::questManager() const {
return m_questManager;
}
Json Player::diskStore() {
JsonObject genericScriptStorage;
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for (auto& p : m_genericScriptContexts) {
auto scriptStorage = p.second->getScriptStorage();
if (!scriptStorage.empty())
genericScriptStorage[p.first] = move(scriptStorage);
}
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return JsonObject{
{"uuid", *uniqueId()},
{"description", m_description},
{"modeType", PlayerModeNames.getRight(m_modeType)},
{"shipUpgrades", m_shipUpgrades.toJson()},
{"blueprints", m_blueprints->toJson()},
{"universeMap", m_universeMap->toJson()},
{"codexes", m_codexes->toJson()},
{"techs", m_techs->toJson()},
{"identity", m_identity.toJson()},
{"team", getTeam().toJson()},
{"inventory", m_inventory->store()},
{"movementController", m_movementController->storeState()},
{"techController", m_techController->diskStore()},
{"statusController", m_statusController->diskStore()},
{"log", m_log->toJson()},
{"aiState", m_aiState.toJson()},
{"quests", m_questManager->diskStore()},
{"companions", m_companions->diskStore()},
{"deployment", m_deployment->diskStore()},
{"genericProperties", m_genericProperties},
{"genericScriptStorage", genericScriptStorage},
};
}
ByteArray Player::netStore() {
DataStreamBuffer ds;
ds.write(*uniqueId());
ds.write(m_description);
ds.write(m_modeType);
ds.write(m_identity);
return ds.data();
}
void Player::finalizeCreation() {
m_blueprints = make_shared<PlayerBlueprints>();
m_techs = make_shared<PlayerTech>();
auto itemDatabase = Root::singleton().itemDatabase();
for (auto const& descriptor : m_config->defaultItems)
m_inventory->addItems(itemDatabase->item(descriptor));
for (auto const& descriptor : Root::singleton().speciesDatabase()->species(m_identity.species)->defaultItems())
m_inventory->addItems(itemDatabase->item(descriptor));
for (auto const& descriptor : m_config->defaultBlueprints)
m_blueprints->add(descriptor);
for (auto const& descriptor : Root::singleton().speciesDatabase()->species(m_identity.species)->defaultBlueprints())
m_blueprints->add(descriptor);
refreshEquipment();
m_state = State::Idle;
m_emoteState = HumanoidEmote::Idle;
m_statusController->setPersistentEffects("armor", m_armor->statusEffects());
m_statusController->setPersistentEffects("tools", m_tools->statusEffects());
m_statusController->resetAllResources();
m_effectEmitter->reset();
}
bool Player::invisible() const {
return m_statusController->statPositive("invisible");
}
void Player::animatePortrait() {
m_humanoid->animate(WorldTimestep);
if (m_emoteCooldownTimer) {
m_emoteCooldownTimer -= WorldTimestep;
if (m_emoteCooldownTimer <= 0) {
m_emoteCooldownTimer = 0;
m_emoteState = HumanoidEmote::Idle;
}
}
m_humanoid->setEmoteState(m_emoteState);
}
bool Player::isOutside() {
if (!inWorld())
return false;
return !world()->isUnderground(position())
&& !world()->tileIsOccupied(Vec2I::floor(mouthPosition()), TileLayer::Background);
}
void Player::dropSelectedItems(function<bool(ItemPtr)> filter) {
if (!world())
return;
m_inventory->forEveryItem([&](InventorySlot const&, ItemPtr& item) {
if (item && (!filter || filter(item)))
world()->addEntity(ItemDrop::throwDrop(take(item), position(), Vec2F::withAngle(Random::randf(-Constants::pi, Constants::pi)), true));
});
}
void Player::dropEverything() {
dropSelectedItems({});
}
bool Player::isPermaDead() const {
if (!isDead())
return false;
return modeConfig().permadeath;
}
bool Player::interruptRadioMessage() {
if (m_interruptRadioMessage) {
m_interruptRadioMessage = false;
return true;
}
return false;
}
Maybe<RadioMessage> Player::pullPendingRadioMessage() {
if (m_pendingRadioMessages.count()) {
if (m_pendingRadioMessages.at(0).unique)
m_log->addRadioMessage(m_pendingRadioMessages.at(0).messageId);
return m_pendingRadioMessages.takeFirst();
}
return {};
}
void Player::queueRadioMessage(Json const& messageConfig, float delay) {
RadioMessage message;
try {
message = Root::singleton().radioMessageDatabase()->createRadioMessage(messageConfig);
if (message.type == RadioMessageType::Tutorial && !Root::singleton().configuration()->get("tutorialMessages").toBool())
return;
// non-absolute portrait image paths are assumed to be a frame name within the player's species-specific AI
if (!message.portraitImage.empty() && message.portraitImage[0] != '/')
message.portraitImage = Root::singleton().aiDatabase()->portraitImage(species(), message.portraitImage);
} catch (RadioMessageDatabaseException const& e) {
Logger::error("Couldn't queue radio message '%s': %s", messageConfig, e.what());
return;
}
if (m_log->radioMessages().contains(message.messageId)) {
return;
} else {
if (message.type == RadioMessageType::Mission) {
if (m_missionRadioMessages.contains(message.messageId))
return;
else
m_missionRadioMessages.add(message.messageId);
}
for (RadioMessage const& pendingMessage : m_pendingRadioMessages) {
if (pendingMessage.messageId == message.messageId)
return;
}
for (auto& delayedMessagePair : m_delayedRadioMessages) {
if (delayedMessagePair.second.messageId == message.messageId) {
if (delay == 0)
delayedMessagePair.first.setDone();
return;
}
}
}
if (delay > 0) {
m_delayedRadioMessages.append(pair<GameTimer, RadioMessage>{GameTimer(delay), message});
} else {
queueRadioMessage(message);
}
}
void Player::queueRadioMessage(RadioMessage message) {
if (message.important) {
m_interruptRadioMessage = true;
m_pendingRadioMessages.prepend(message);
} else {
m_pendingRadioMessages.append(message);
}
}
Maybe<Json> Player::pullPendingCinematic() {
if (m_pendingCinematic && m_pendingCinematic->isType(Json::Type::String))
m_log->addCinematic(m_pendingCinematic->toString());
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return take(m_pendingCinematic);
}
void Player::setPendingCinematic(Json const& cinematic, bool unique) {
if (unique && cinematic.isType(Json::Type::String) && m_log->cinematics().contains(cinematic.toString()))
return;
m_pendingCinematic = cinematic;
}
void Player::setInCinematic(bool inCinematic) {
if (inCinematic)
m_statusController->setPersistentEffects("cinematic", m_inCinematicStatusEffects);
else
m_statusController->setPersistentEffects("cinematic", {});
}
Maybe<pair<Maybe<StringList>, float>> Player::pullPendingAltMusic() {
if (m_pendingAltMusic)
return m_pendingAltMusic.take();
return {};
}
Maybe<PlayerWarpRequest> Player::pullPendingWarp() {
if (m_pendingWarp)
return m_pendingWarp.take();
return {};
}
void Player::setPendingWarp(String const& action, Maybe<String> const& animation, bool deploy) {
m_pendingWarp = PlayerWarpRequest{action, animation, deploy};
}
Maybe<pair<Json, RpcPromiseKeeper<Json>>> Player::pullPendingConfirmation() {
if (m_pendingConfirmations.count() > 0)
return m_pendingConfirmations.takeFirst();
return {};
}
void Player::queueConfirmation(Json const& dialogConfig, RpcPromiseKeeper<Json> const& resultPromise) {
m_pendingConfirmations.append(make_pair(dialogConfig, resultPromise));
}
AiState const& Player::aiState() const {
return m_aiState;
}
AiState& Player::aiState() {
return m_aiState;
}
bool Player::inspecting() const {
return is<InspectionTool>(m_tools->primaryHandItem()) || is<InspectionTool>(m_tools->altHandItem());
}
EntityHighlightEffect Player::inspectionHighlight(InspectableEntityPtr const& inspectableEntity) const {
auto inspectionTool = as<InspectionTool>(m_tools->primaryHandItem());
if (!inspectionTool)
inspectionTool = as<InspectionTool>(m_tools->altHandItem());
if (!inspectionTool)
return EntityHighlightEffect();
if (auto name = inspectableEntity->inspectionLogName()) {
auto ehe = EntityHighlightEffect();
ehe.level = inspectionTool->inspectionHighlightLevel(inspectableEntity);
if (ehe.level > 0) {
if (m_interestingObjects.contains(*name))
ehe.type = EntityHighlightEffectType::Interesting;
else if (m_log->scannedObjects().contains(*name))
ehe.type = EntityHighlightEffectType::Inspected;
else
ehe.type = EntityHighlightEffectType::Inspectable;
}
return ehe;
}
return EntityHighlightEffect();
}
Vec2F Player::cameraPosition() {
if (inWorld()) {
if (auto loungeAnchor = as<LoungeAnchor>(m_movementController->entityAnchor())) {
if (loungeAnchor->cameraFocus) {
if (auto anchoredEntity = world()->entity(m_movementController->anchorState()->entityId))
return anchoredEntity->position();
}
}
if (m_cameraFocusEntity) {
if (auto focusedEntity = world()->entity(*m_cameraFocusEntity))
return focusedEntity->position();
else
m_cameraFocusEntity = {};
}
}
return position();
}
}