#include "StarNpc.hpp" #include "StarDataStreamExtra.hpp" #include "StarWorld.hpp" #include "StarRoot.hpp" #include "StarDamageManager.hpp" #include "StarDamageDatabase.hpp" #include "StarLogging.hpp" #include "StarConfigLuaBindings.hpp" #include "StarEntityLuaBindings.hpp" #include "StarWorldLuaBindings.hpp" #include "StarRootLuaBindings.hpp" #include "StarStatusControllerLuaBindings.hpp" #include "StarBehaviorLuaBindings.hpp" #include "StarEmoteProcessor.hpp" #include "StarTreasure.hpp" #include "StarEncode.hpp" #include "StarItemDatabase.hpp" #include "StarItemDrop.hpp" #include "StarAssets.hpp" #include "StarEntityRendering.hpp" #include "StarTime.hpp" #include "StarArmors.hpp" #include "StarFireableItem.hpp" #include "StarStatusController.hpp" #include "StarJsonExtra.hpp" #include "StarDanceDatabase.hpp" #include "StarSpeciesDatabase.hpp" namespace Star { Npc::Npc(NpcVariant const& npcVariant) : m_humanoid(npcVariant.humanoidConfig) { m_disableWornArmor.set(npcVariant.disableWornArmor); m_emoteState = HumanoidEmote::Idle; m_chatMessageUpdated = false; m_statusText.set({}); m_displayNametag.set(false); auto assets = Root::singleton().assets(); m_emoteCooldownTimer = GameTimer(assets->json("/npcs/npc.config:emoteCooldown").toFloat()); m_danceCooldownTimer = GameTimer(0.0f); m_blinkInterval = jsonToVec2F(assets->json("/npcs/npc.config:blinkInterval")); m_questIndicatorOffset = jsonToVec2F(assets->json("/quests/quests.config:defaultIndicatorOffset")); m_clientEntityMode = ClientEntityModeNames.getLeft(npcVariant.overrides.getString("clientEntityMode", "ClientSlaveOnly")); m_isInteractive.set(false); m_shifting.set(false); m_damageOnTouch.set(false); m_dropPools.set(npcVariant.dropPools); m_npcVariant = npcVariant; setTeam(EntityDamageTeam(m_npcVariant.damageTeamType, m_npcVariant.damageTeam)); m_scriptComponent.setScripts(m_npcVariant.scripts); m_scriptComponent.setUpdateDelta(m_npcVariant.initialScriptDelta); auto movementParameters = ActorMovementParameters(m_npcVariant.movementParameters); if (!movementParameters.physicsEffectCategories) movementParameters.physicsEffectCategories = StringSet({"npc"}); m_movementController = make_shared(movementParameters); m_humanoid.setIdentity(m_npcVariant.humanoidIdentity); m_deathParticleBurst.set(m_humanoid.defaultDeathParticles()); m_statusController = make_shared(m_npcVariant.statusControllerSettings); m_statusController->setPersistentEffects("innate", m_npcVariant.innateStatusEffects); auto speciesDefinition = Root::singleton().speciesDatabase()->species(species()); m_statusController->setPersistentEffects("species", speciesDefinition->statusEffects()); m_statusController->setStatusProperty("species", species()); if (!m_statusController->statusProperty("effectDirectives")) m_statusController->setStatusProperty("effectDirectives", speciesDefinition->effectDirectives()); m_effectEmitter = make_shared(); m_hitDamageNotificationLimiter = 0; m_hitDamageNotificationLimit = assets->json("/npcs/npc.config:hitDamageNotificationLimit").toInt(); m_blinkCooldownTimer = GameTimer(); m_armor = make_shared(); m_tools = make_shared(); m_aggressive.set(false); setPersistent(m_npcVariant.persistent); setKeepAlive(m_npcVariant.keepAlive); setupNetStates(); } Npc::Npc(NpcVariant const& npcVariant, Json const& diskStore) : Npc(npcVariant) { m_movementController->loadState(diskStore.get("movementController")); m_statusController->diskLoad(diskStore.get("statusController")); auto aimPosition = jsonToVec2F(diskStore.get("aimPosition")); m_xAimPosition.set(aimPosition[0]); m_yAimPosition.set(aimPosition[1]); m_humanoid.setState(Humanoid::StateNames.getLeft(diskStore.getString("humanoidState"))); m_humanoid.setEmoteState(HumanoidEmoteNames.getLeft(diskStore.getString("humanoidEmoteState"))); m_isInteractive.set(diskStore.getBool("isInteractive")); m_shifting.set(diskStore.getBool("shifting")); m_damageOnTouch.set(diskStore.getBool("damageOnTouch", false)); m_effectEmitter->fromJson(diskStore.get("effectEmitter")); m_armor->diskLoad(diskStore.get("armor")); m_tools->diskLoad(diskStore.get("tools")); m_disableWornArmor.set(diskStore.getBool("disableWornArmor")); m_scriptComponent.setScriptStorage(diskStore.getObject("scriptStorage")); setUniqueId(diskStore.optString("uniqueId")); if (diskStore.contains("team")) setTeam(EntityDamageTeam(diskStore.get("team"))); m_deathParticleBurst.set(diskStore.optString("deathParticleBurst")); m_dropPools.set(diskStore.getArray("dropPools").transformed(mem_fn(&Json::toString))); m_blinkCooldownTimer = GameTimer(); m_aggressive.set(diskStore.getBool("aggressive")); } Json Npc::diskStore() const { return JsonObject{ {"npcVariant", Root::singleton().npcDatabase()->writeNpcVariantToJson(m_npcVariant)}, {"movementController", m_movementController->storeState()}, {"statusController", m_statusController->diskStore()}, {"armor", m_armor->diskStore()}, {"tools", m_tools->diskStore()}, {"aimPosition", jsonFromVec2F({m_xAimPosition.get(), m_yAimPosition.get()})}, {"humanoidState", Humanoid::StateNames.getRight(m_humanoid.state())}, {"humanoidEmoteState", HumanoidEmoteNames.getRight(m_humanoid.emoteState())}, {"isInteractive", m_isInteractive.get()}, {"shifting", m_shifting.get()}, {"damageOnTouch", m_damageOnTouch.get()}, {"effectEmitter", m_effectEmitter->toJson()}, {"disableWornArmor", m_disableWornArmor.get()}, {"scriptStorage", m_scriptComponent.getScriptStorage()}, {"uniqueId", jsonFromMaybe(uniqueId())}, {"team", getTeam().toJson()}, {"deathParticleBurst", jsonFromMaybe(m_deathParticleBurst.get())}, {"dropPools", m_dropPools.get().transformed(construct())}, {"aggressive", m_aggressive.get()} }; } ByteArray Npc::netStore() { return Root::singleton().npcDatabase()->writeNpcVariant(m_npcVariant); } EntityType Npc::entityType() const { return EntityType::Npc; } ClientEntityMode Npc::clientEntityMode() const { return m_clientEntityMode; } void Npc::init(World* world, EntityId entityId, EntityMode mode) { Entity::init(world, entityId, mode); m_movementController->init(world); m_movementController->setIgnorePhysicsEntities({entityId}); m_statusController->init(this, m_movementController.get()); m_tools->init(this); m_armor->setupHumanoidClothingDrawables(m_humanoid, false); if (isMaster()) { m_movementController->resetAnchorState(); auto itemDatabase = Root::singleton().itemDatabase(); for (auto const& item : m_npcVariant.items) setItemSlot(item.first, item.second); m_scriptComponent.addCallbacks("npc", makeNpcCallbacks()); m_scriptComponent.addCallbacks("config", LuaBindings::makeConfigCallbacks([this](String const& name, Json const& def) { return m_npcVariant.scriptConfig.query(name, def); })); m_scriptComponent.addCallbacks("entity", LuaBindings::makeEntityCallbacks(this)); m_scriptComponent.addCallbacks("status", LuaBindings::makeStatusControllerCallbacks(m_statusController.get())); m_scriptComponent.addCallbacks("behavior", LuaBindings::makeBehaviorLuaCallbacks(&m_behaviors)); m_scriptComponent.addActorMovementCallbacks(m_movementController.get()); m_scriptComponent.init(world); } } void Npc::uninit() { if (isMaster()) { m_movementController->resetAnchorState(); m_scriptComponent.uninit(); m_scriptComponent.removeCallbacks("npc"); m_scriptComponent.removeCallbacks("config"); m_scriptComponent.removeCallbacks("entity"); m_scriptComponent.removeCallbacks("status"); m_scriptComponent.removeActorMovementCallbacks(); } m_tools->uninit(); m_statusController->uninit(); m_movementController->uninit(); Entity::uninit(); } void Npc::enableInterpolation(float extrapolationHint) { m_netGroup.enableNetInterpolation(extrapolationHint); } void Npc::disableInterpolation() { m_netGroup.disableNetInterpolation(); } Vec2F Npc::position() const { return m_movementController->position(); } RectF Npc::metaBoundBox() const { return RectF(-4, -4, 4, 4); } Vec2F Npc::mouthOffset(bool ignoreAdjustments) const { return Vec2F{m_humanoid.mouthOffset(ignoreAdjustments)[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.mouthOffset(ignoreAdjustments)[1]}; } Vec2F Npc::feetOffset() const { return {m_humanoid.feetOffset()[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.feetOffset()[1]}; } Vec2F Npc::headArmorOffset() const { return {m_humanoid.headArmorOffset()[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.headArmorOffset()[1]}; } Vec2F Npc::chestArmorOffset() const { return {m_humanoid.chestArmorOffset()[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.chestArmorOffset()[1]}; } Vec2F Npc::backArmorOffset() const { return {m_humanoid.backArmorOffset()[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.backArmorOffset()[1]}; } Vec2F Npc::legsArmorOffset() const { return {m_humanoid.legsArmorOffset()[0] * numericalDirection(m_humanoid.facingDirection()), m_humanoid.legsArmorOffset()[1]}; } RectF Npc::collisionArea() const { return m_movementController->collisionPoly().boundBox(); } pair Npc::writeNetState(uint64_t fromVersion) { // client-side npcs error nearby vanilla NPC scripts because callScriptedEntity // for now, scrungle the collision poly to avoid their queries. hacky :( if (m_npcVariant.overrides.getBool("overrideNetPoly", false)) { if (auto mode = entityMode()) { if (*mode == EntityMode::Master && connectionForEntity(entityId()) != ServerConnectionId) { PolyF poly = m_movementController->collisionPoly(); m_movementController->setCollisionPoly({ { 0.0f, -3.402823466e+38F }}); auto result = m_netGroup.writeNetState(fromVersion); m_movementController->setCollisionPoly(poly); return result; } } } return m_netGroup.writeNetState(fromVersion); } void Npc::readNetState(ByteArray data, float interpolationTime) { m_netGroup.readNetState(move(data), interpolationTime); } String Npc::description() const { return "Some funny looking person"; } String Npc::species() const { return m_humanoid.identity().species; } Gender Npc::gender() const { return m_humanoid.identity().gender; } String Npc::npcType() const { return m_npcVariant.typeName; } Json Npc::scriptConfigParameter(String const& parameterName, Json const& defaultValue) const { return m_npcVariant.scriptConfig.query(parameterName, defaultValue); } Maybe Npc::queryHit(DamageSource const& source) const { if (!inWorld() || !m_statusController->resourcePositive("health") || 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 Npc::hitPoly() const { return m_movementController->collisionBody(); } List Npc::applyDamage(DamageRequest const& damage) { if (!inWorld()) return {}; auto notifications = m_statusController->applyDamageRequest(damage); float totalDamage = 0.0f; for (auto const& notification : notifications) totalDamage += notification.healthLost; if (totalDamage > 0 && m_hitDamageNotificationLimiter < m_hitDamageNotificationLimit) { m_scriptComponent.invoke("damage", JsonObject{ {"sourceId", damage.sourceEntityId}, {"damage", totalDamage}, {"sourceDamage", damage.damage}, {"sourceKind", damage.damageSourceKind} }); m_hitDamageNotificationLimiter++; } return notifications; } List Npc::selfDamageNotifications() { return m_statusController->pullSelfDamageNotifications(); } bool Npc::shouldDestroy() const { if (auto res = m_scriptComponent.invoke("shouldDie")) return *res; else if (!m_statusController->resourcePositive("health") || m_scriptComponent.error()) return true; else return false; } void Npc::destroy(RenderCallback* renderCallback) { m_scriptComponent.invoke("die"); if (isMaster() && !m_dropPools.get().empty()) { auto treasureDatabase = Root::singleton().treasureDatabase(); for (auto const& treasureItem : treasureDatabase->createTreasure(staticRandomFrom(m_dropPools.get(), m_npcVariant.seed), m_npcVariant.level)) world()->addEntity(ItemDrop::createRandomizedDrop(treasureItem, position())); } if (renderCallback && m_deathParticleBurst.get()) renderCallback->addParticles(m_humanoid.particles(*m_deathParticleBurst.get()), position()); } void Npc::damagedOther(DamageNotification const& damage) { if (inWorld() && isMaster()) m_statusController->damagedOther(damage); } void Npc::update(float dt, uint64_t) { if (!inWorld()) return; m_movementController->setTimestep(dt); if (isMaster()) { m_scriptComponent.update(m_scriptComponent.updateDt(dt)); if (inConflictingLoungeAnchor()) m_movementController->resetAnchorState(); if (auto loungeAnchor = as(m_movementController->entityAnchor())) { if (loungeAnchor->emote) requestEmote(*loungeAnchor->emote); m_statusController->setPersistentEffects("lounging", loungeAnchor->statusEffects); m_effectEmitter->addEffectSources("normal", loungeAnchor->effectEmitters); switch (loungeAnchor->orientation) { case LoungeOrientation::Sit: m_humanoid.setState(Humanoid::Sit); break; case LoungeOrientation::Lay: m_humanoid.setState(Humanoid::Lay); break; case LoungeOrientation::Stand: m_humanoid.setState(Humanoid::Idle); // currently the same as "standard" // idle, but this is lounging idle break; default: m_humanoid.setState(Humanoid::Idle); } } else { m_statusController->setPersistentEffects("lounging", {}); } m_armor->effects(*m_effectEmitter); m_tools->effects(*m_effectEmitter); if (!m_disableWornArmor.get()) m_statusController->setPersistentEffects("armor", m_armor->statusEffects()); m_statusController->setPersistentEffects("tools", m_tools->statusEffects()); m_movementController->tickMaster(dt); m_statusController->tickMaster(dt); tickShared(dt); if (!is(m_movementController->entityAnchor())) { if (m_movementController->groundMovement()) { if (m_movementController->running()) m_humanoid.setState(Humanoid::Run); else if (m_movementController->walking()) m_humanoid.setState(Humanoid::Walk); else if (m_movementController->crouching()) m_humanoid.setState(Humanoid::Duck); else m_humanoid.setState(Humanoid::Idle); } else if (m_movementController->liquidMovement()) { if (abs(m_movementController->xVelocity()) > 0) m_humanoid.setState(Humanoid::Swim); else m_humanoid.setState(Humanoid::SwimIdle); } else { if (m_movementController->yVelocity() > 0) m_humanoid.setState(Humanoid::Jump); else m_humanoid.setState(Humanoid::Fall); } } if (m_emoteCooldownTimer.tick(dt)) m_emoteState = HumanoidEmote::Idle; if (m_danceCooldownTimer.tick(dt)) m_dance = {}; if (m_chatMessageUpdated) { auto state = Root::singleton().emoteProcessor()->detectEmotes(m_chatMessage.get()); if (state != HumanoidEmote::Idle) addEmote(state); m_chatMessageUpdated = false; } if (m_blinkCooldownTimer.tick(dt)) { m_blinkCooldownTimer = GameTimer(Random::randf(m_blinkInterval[0], m_blinkInterval[1])); if (m_emoteState == HumanoidEmote::Idle) addEmote(HumanoidEmote::Blink); } m_humanoid.setEmoteState(m_emoteState); m_humanoid.setDance(m_dance); } else { m_netGroup.tickNetInterpolation(WorldTimestep); m_movementController->tickSlave(dt); m_statusController->tickSlave(dt); tickShared(dt); } if (world()->isClient()) SpatialLogger::logPoly("world", m_movementController->collisionBody(), {0, 255, 0, 255}); } void Npc::render(RenderCallback* renderCallback) { EntityRenderLayer renderLayer = RenderLayerNpc; if (auto loungeAnchor = as(m_movementController->entityAnchor())) renderLayer = loungeAnchor->loungeRenderLayer; m_tools->setupHumanoidHandItemDrawables(m_humanoid); for (auto& drawable : m_humanoid.render()) { drawable.translate(position()); if (drawable.isImage()) drawable.imagePart().addDirectivesGroup(m_statusController->parentDirectives(), true); renderCallback->addDrawable(move(drawable), renderLayer); } renderCallback->addDrawables(m_statusController->drawables(), renderLayer); renderCallback->addParticles(m_statusController->pullNewParticles()); renderCallback->addAudios(m_statusController->pullNewAudios()); renderCallback->addParticles(m_npcVariant.splashConfig.doSplash(position(), m_movementController->velocity(), world())); m_tools->render(renderCallback, inToolRange(), m_shifting.get(), renderLayer); renderCallback->addDrawables(m_tools->renderObjectPreviews(aimPosition(), walkingDirection(), inToolRange(), favoriteColor()), renderLayer); m_effectEmitter->render(renderCallback); } void Npc::renderLightSources(RenderCallback* renderCallback) { renderCallback->addLightSources(lightSources()); } void Npc::setPosition(Vec2F const& pos) { m_movementController->setPosition(pos); } float Npc::maxHealth() const { return *m_statusController->resourceMax("health"); } float Npc::health() const { return m_statusController->resource("health"); } DamageBarType Npc::damageBar() const { return DamageBarType::Default; } List Npc::portrait(PortraitMode mode) const { return m_humanoid.renderPortrait(mode); } String Npc::name() const { return m_npcVariant.humanoidIdentity.name; } Maybe Npc::statusText() const { return m_statusText.get(); } bool Npc::displayNametag() const { return m_displayNametag.get(); } Vec3B Npc::nametagColor() const { return m_npcVariant.nametagColor; } Vec2F Npc::nametagOrigin() const { return mouthPosition(false); } bool Npc::aggressive() const { return m_aggressive.get(); } Maybe Npc::callScript(String const& func, LuaVariadic const& args) { return m_scriptComponent.invoke(func, args); } Maybe Npc::evalScript(String const& code) { return m_scriptComponent.eval(code); } Vec2F Npc::getAbsolutePosition(Vec2F relativePosition) const { if (m_humanoid.facingDirection() == Direction::Left) relativePosition[0] *= -1; return m_movementController->position() + relativePosition; } void Npc::tickShared(float dt) { if (m_hitDamageNotificationLimiter) m_hitDamageNotificationLimiter--; m_effectEmitter->setSourcePosition("normal", position()); m_effectEmitter->setSourcePosition("mouth", position() + mouthOffset()); m_effectEmitter->setSourcePosition("feet", position() + feetOffset()); 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->setDirection(m_humanoid.facingDirection()); m_effectEmitter->tick(dt, *entityMode()); m_humanoid.setMovingBackwards(m_movementController->movingDirection() != m_movementController->facingDirection()); m_humanoid.setFacingDirection(m_movementController->facingDirection()); m_humanoid.setRotation(m_movementController->rotation()); ActorMovementModifiers firingModifiers; if (auto fireableMain = as(handItem(ToolHand::Primary))) { if (fireableMain->firing()) { if (fireableMain->stopWhileFiring()) firingModifiers.movementSuppressed = true; else if (fireableMain->walkWhileFiring()) firingModifiers.runningSuppressed = true; } } if (auto fireableAlt = as(handItem(ToolHand::Alt))) { if (fireableAlt->firing()) { if (fireableAlt->stopWhileFiring()) firingModifiers.movementSuppressed = true; else if (fireableAlt->walkWhileFiring()) firingModifiers.runningSuppressed = true; } } m_armor->setupHumanoidClothingDrawables(m_humanoid, false); m_tools->suppressItems(!canUseTool()); m_tools->tick(dt, m_shifting.get(), {}); if (auto overrideDirection = m_tools->setupHumanoidHandItems(m_humanoid, position(), aimPosition())) m_movementController->controlFace(*overrideDirection); m_humanoid.animate(dt); } LuaCallbacks Npc::makeNpcCallbacks() { LuaCallbacks callbacks; callbacks.registerCallback("toAbsolutePosition", [this](Vec2F const& p) { return getAbsolutePosition(p); }); callbacks.registerCallback("species", [this]() { return m_npcVariant.species; }); callbacks.registerCallback("gender", [this]() { return GenderNames.getRight(m_humanoid.identity().gender); }); callbacks.registerCallback("humanoidIdentity", [this]() { return m_humanoid.identity().toJson(); }); callbacks.registerCallback("npcType", [this]() { return npcType(); }); callbacks.registerCallback("seed", [this]() { return m_npcVariant.seed; }); callbacks.registerCallback("level", [this]() { return m_npcVariant.level; }); callbacks.registerCallback("dropPools", [this]() { return m_dropPools.get(); }); callbacks.registerCallback("setDropPools", [this](StringList const& dropPools) { m_dropPools.set(dropPools); }); callbacks.registerCallback("energy", [this]() { return m_statusController->resource("energy"); }); callbacks.registerCallback("maxEnergy", [this]() { return m_statusController->resourceMax("energy"); }); callbacks.registerCallback("say", [this](String line, Maybe> 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> 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("emote", [this](String const& arg1) { addEmote(HumanoidEmoteNames.getLeft(arg1)); }); callbacks.registerCallback("dance", [this](Maybe const& danceName) { setDance(danceName); }); callbacks.registerCallback("setInteractive", [this](bool interactive) { m_isInteractive.set(interactive); }); callbacks.registerCallback("setLounging", [this](EntityId loungeableEntityId, Maybe maybeAnchorIndex) { size_t anchorIndex = maybeAnchorIndex.value(0); auto loungeableEntity = world()->get(loungeableEntityId); if (!loungeableEntity || anchorIndex >= loungeableEntity->anchorCount() || !loungeableEntity->entitiesLoungingIn(anchorIndex).empty() || !loungeableEntity->loungeAnchor(anchorIndex)) return false; m_movementController->setAnchorState({loungeableEntityId, anchorIndex}); return true; }); callbacks.registerCallback("resetLounging", [this]() { m_movementController->resetAnchorState(); }); callbacks.registerCallback("isLounging", [this]() { return is(m_movementController->entityAnchor()); }); callbacks.registerCallback("loungingIn", [this]() -> Maybe { auto loungingState = loungingIn(); if (loungingState) return loungingState.value().entityId; else return {}; }); callbacks.registerCallback("setOfferedQuests", [this](Maybe const& offeredQuests) { m_offeredQuests.set(offeredQuests.value().transformed(&QuestArcDescriptor::fromJson)); }); callbacks.registerCallback("setTurnInQuests", [this](Maybe const& turnInQuests) { m_turnInQuests.set(StringSet::from(turnInQuests.value())); }); callbacks.registerCallback("setItemSlot", [this](String const& slot, Json const& itemDescriptor) -> Json { return setItemSlot(slot, ItemDescriptor(itemDescriptor)); }); callbacks.registerCallback("getItemSlot", [this](String const& entry) -> Json { if (entry.equalsIgnoreCase("head")) return m_armor->headItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("headCosmetic")) return m_armor->headCosmeticItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("chest")) return m_armor->chestItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("chestCosmetic")) return m_armor->chestCosmeticItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("legs")) return m_armor->legsItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("legsCosmetic")) return m_armor->legsCosmeticItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("back")) return m_armor->backItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("backCosmetic")) return m_armor->backCosmeticItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("primary")) return m_tools->primaryHandItemDescriptor().toJson(); else if (entry.equalsIgnoreCase("alt")) return m_tools->altHandItemDescriptor().toJson(); else if (m_npcVariant.items.contains(entry)) return m_npcVariant.items.get(entry).toJson(); return {}; }); callbacks.registerCallback("disableWornArmor", [this](bool disable) { m_disableWornArmor.set(disable); }); callbacks.registerCallback("beginPrimaryFire", [this]() { m_tools->beginPrimaryFire(); }); callbacks.registerCallback("beginAltFire", [this]() { m_tools->beginAltFire(); }); callbacks.registerCallback("endPrimaryFire", [this]() { m_tools->endPrimaryFire(); }); callbacks.registerCallback("endAltFire", [this]() { m_tools->endAltFire(); }); callbacks.registerCallback("setShifting", [this](bool shifting) { m_shifting.set(shifting); }); callbacks.registerCallback("setDamageOnTouch", [this](bool damageOnTouch) { m_damageOnTouch.set(damageOnTouch); }); callbacks.registerCallback("aimPosition", [this]() { return jsonFromVec2F(aimPosition()); }); callbacks.registerCallback("setAimPosition", [this](Vec2F const& pos) { auto aimPosition = world()->geometry().diff(pos, position()); m_xAimPosition.set(aimPosition[0]); m_yAimPosition.set(aimPosition[1]); }); callbacks.registerCallback("setDeathParticleBurst", [this](Maybe const& deathParticleBurst) { m_deathParticleBurst.set(deathParticleBurst); }); callbacks.registerCallback("setStatusText", [this](Maybe const& status) { m_statusText.set(status); }); callbacks.registerCallback("setDisplayNametag", [this](bool display) { m_displayNametag.set(display); }); callbacks.registerCallback("setPersistent", [this](bool persistent) { setPersistent(persistent); }); callbacks.registerCallback("setKeepAlive", [this](bool keepAlive) { setKeepAlive(keepAlive); }); callbacks.registerCallback("setDamageTeam", [this](Json const& team) { setTeam(EntityDamageTeam(team)); }); callbacks.registerCallback("setAggressive", [this](bool aggressive) { m_aggressive.set(aggressive); }); callbacks.registerCallback("setUniqueId", [this](Maybe uniqueId) { setUniqueId(uniqueId); }); return callbacks; } void Npc::setupNetStates() { m_netGroup.addNetElement(&m_xAimPosition); m_netGroup.addNetElement(&m_yAimPosition); m_xAimPosition.setFixedPointBase(0.0625); m_yAimPosition.setFixedPointBase(0.0625); m_xAimPosition.setInterpolator(lerp); m_yAimPosition.setInterpolator(lerp); m_netGroup.addNetElement(&m_uniqueIdNetState); m_netGroup.addNetElement(&m_teamNetState); m_netGroup.addNetElement(&m_humanoidStateNetState); m_netGroup.addNetElement(&m_humanoidEmoteStateNetState); m_netGroup.addNetElement(&m_humanoidDanceNetState); m_netGroup.addNetElement(&m_newChatMessageEvent); m_netGroup.addNetElement(&m_chatMessage); m_netGroup.addNetElement(&m_chatPortrait); m_netGroup.addNetElement(&m_chatConfig); m_netGroup.addNetElement(&m_statusText); m_netGroup.addNetElement(&m_displayNametag); m_netGroup.addNetElement(&m_isInteractive); m_netGroup.addNetElement(&m_offeredQuests); m_netGroup.addNetElement(&m_turnInQuests); m_netGroup.addNetElement(&m_shifting); m_netGroup.addNetElement(&m_damageOnTouch); m_netGroup.addNetElement(&m_disableWornArmor); m_netGroup.addNetElement(&m_deathParticleBurst); m_netGroup.addNetElement(&m_dropPools); m_netGroup.addNetElement(&m_aggressive); m_netGroup.addNetElement(m_movementController.get()); m_netGroup.addNetElement(m_effectEmitter.get()); m_netGroup.addNetElement(m_statusController.get()); m_netGroup.addNetElement(m_armor.get()); m_netGroup.addNetElement(m_tools.get()); m_netGroup.setNeedsStoreCallback(bind(&Npc::setNetStates, this)); m_netGroup.setNeedsLoadCallback(bind(&Npc::getNetStates, this, _1)); } void Npc::setNetStates() { m_uniqueIdNetState.set(uniqueId()); m_teamNetState.set(getTeam()); m_humanoidStateNetState.set(m_humanoid.state()); m_humanoidEmoteStateNetState.set(m_humanoid.emoteState()); m_humanoidDanceNetState.set(m_humanoid.dance()); } void Npc::getNetStates(bool initial) { setUniqueId(m_uniqueIdNetState.get()); setTeam(m_teamNetState.get()); m_humanoid.setState(m_humanoidStateNetState.get()); m_humanoid.setEmoteState(m_humanoidEmoteStateNetState.get()); m_humanoid.setDance(m_humanoidDanceNetState.get()); if (m_newChatMessageEvent.pullOccurred() && !initial) { m_chatMessageUpdated = true; if (m_chatPortrait.get().empty()) m_pendingChatActions.append(SayChatAction{entityId(), m_chatMessage.get(), mouthPosition(), m_chatConfig.get()}); else m_pendingChatActions.append(PortraitChatAction{ entityId(), m_chatPortrait.get(), m_chatMessage.get(), mouthPosition(), m_chatConfig.get()}); } } Vec2F Npc::mouthPosition() const { return mouthOffset(true) + position(); } Vec2F Npc::mouthPosition(bool ignoreAdjustments) const { return mouthOffset(ignoreAdjustments) + position(); } List Npc::pullPendingChatActions() { return std::move(m_pendingChatActions); } void Npc::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_chatMessageUpdated = true; m_newChatMessageEvent.trigger(); if (portrait.empty()) m_pendingChatActions.append(SayChatAction{entityId(), message, mouthPosition(), config}); else m_pendingChatActions.append(PortraitChatAction{entityId(), portrait, message, mouthPosition(), config}); } void Npc::addEmote(HumanoidEmote const& emote) { assert(!isSlave()); m_emoteState = emote; m_emoteCooldownTimer.reset(); } void Npc::setDance(Maybe const& danceName) { assert(!isSlave()); m_dance = danceName; if (danceName.isValid()) { auto danceDatabase = Root::singleton().danceDatabase(); DancePtr dance = danceDatabase->getDance(*danceName); m_danceCooldownTimer = GameTimer(dance->duration); } } bool Npc::isInteractive() const { return m_isInteractive.get(); } InteractAction Npc::interact(InteractRequest const& request) { auto result = m_scriptComponent.invoke("interact", JsonObject{{"sourceId", request.sourceId}, {"sourcePosition", jsonFromVec2F(request.sourcePosition)}}).value(); if (result.isNull()) return {}; if (result.isType(Json::Type::String)) return InteractAction(result.toString(), entityId(), Json()); return InteractAction(result.getString(0), entityId(), result.get(1)); } RectF Npc::interactiveBoundBox() const { return m_movementController->collisionPoly().boundBox(); } Maybe Npc::loungingIn() const { if (is(m_movementController->entityAnchor())) return m_movementController->anchorState(); return {}; } List Npc::offeredQuests() const { return m_offeredQuests.get(); } StringSet Npc::turnInQuests() const { return m_turnInQuests.get(); } Vec2F Npc::questIndicatorPosition() const { Vec2F pos = position() + m_questIndicatorOffset; pos[1] += interactiveBoundBox().yMax(); return pos; } bool Npc::setItemSlot(String const& slot, ItemDescriptor itemDescriptor) { auto item = Root::singleton().itemDatabase()->item(ItemDescriptor(itemDescriptor), m_npcVariant.level, m_npcVariant.seed); if (slot.equalsIgnoreCase("head")) m_armor->setHeadItem(as(item)); else if (slot.equalsIgnoreCase("headCosmetic")) m_armor->setHeadCosmeticItem(as(item)); else if (slot.equalsIgnoreCase("chest")) m_armor->setChestItem(as(item)); else if (slot.equalsIgnoreCase("chestCosmetic")) m_armor->setChestCosmeticItem(as(item)); else if (slot.equalsIgnoreCase("legs")) m_armor->setLegsItem(as(item)); else if (slot.equalsIgnoreCase("legsCosmetic")) m_armor->setLegsCosmeticItem(as(item)); else if (slot.equalsIgnoreCase("back")) m_armor->setBackItem(as(item)); else if (slot.equalsIgnoreCase("backCosmetic")) m_armor->setBackCosmeticItem(as(item)); else if (slot.equalsIgnoreCase("primary")) m_tools->setItems(item, m_tools->altHandItem()); else if (slot.equalsIgnoreCase("alt")) m_tools->setItems(m_tools->primaryHandItem(), item); else return false; return true; } bool Npc::canUseTool() const { return !shouldDestroy() && !loungingIn(); } void Npc::disableWornArmor(bool disable) { m_disableWornArmor.set(disable); } List Npc::lightSources() const { List lights; lights.appendAll(m_tools->lightSources()); lights.appendAll(m_statusController->lightSources()); return lights; } Maybe Npc::receiveMessage(ConnectionId sendingConnection, String const& message, JsonArray const& args) { Maybe result = m_scriptComponent.handleMessage(message, world()->connection() == sendingConnection, args); if (!result) result = m_statusController->receiveMessage(message, world()->connection() == sendingConnection, args); return result; } Vec2F Npc::armPosition(ToolHand hand, Direction facingDirection, float armAngle, Vec2F offset) const { return m_tools->armPosition(m_humanoid, hand, facingDirection, armAngle, offset); } Vec2F Npc::handOffset(ToolHand hand, Direction facingDirection) const { return m_tools->handOffset(m_humanoid, hand, facingDirection); } Vec2F Npc::handPosition(ToolHand hand, Vec2F const& handOffset) const { return m_tools->handPosition(hand, m_humanoid, handOffset); } ItemPtr Npc::handItem(ToolHand hand) const { if (hand == ToolHand::Primary) return m_tools->primaryHandItem(); return m_tools->altHandItem(); } Vec2F Npc::armAdjustment() const { return m_humanoid.armAdjustment(); } Vec2F Npc::velocity() const { return m_movementController->velocity(); } Vec2F Npc::aimPosition() const { return world()->geometry().xwrap(Vec2F(m_xAimPosition.get(), m_yAimPosition.get()) + position()); } float Npc::interactRadius() const { return 9999; } Direction Npc::facingDirection() const { return m_movementController->facingDirection(); } Direction Npc::walkingDirection() const { return m_movementController->movingDirection(); } bool Npc::isAdmin() const { return false; } Vec4B Npc::favoriteColor() const { return Color::White.toRgba(); } float Npc::beamGunRadius() const { return m_tools->beamGunRadius(); } void Npc::addParticles(List const&) {} void Npc::addSound(String const&, float) {} bool Npc::inToolRange() const { return true; } bool Npc::inToolRange(Vec2F const&) const { return true; } void Npc::addEphemeralStatusEffects(List const& statusEffects) { m_statusController->addEphemeralEffects(statusEffects); } ActiveUniqueStatusEffectSummary Npc::activeUniqueStatusEffectSummary() const { return m_statusController->activeUniqueStatusEffectSummary(); } float Npc::powerMultiplier() const { return m_statusController->stat("powerMultiplier"); } bool Npc::fullEnergy() const { return *m_statusController->resourcePercentage("energy") >= 1.0; } float Npc::energy() const { return m_statusController->resource("energy"); } bool Npc::energyLocked() const { return m_statusController->resourceLocked("energy"); } bool Npc::consumeEnergy(float energy) { return m_statusController->overConsumeResource("energy", energy); } void Npc::queueUIMessage(String const&) {} bool Npc::instrumentPlaying() { return false; // TODO: remove this from tool user entirely } void Npc::instrumentEquipped(String const&) {} void Npc::interact(InteractAction const&) {} void Npc::addEffectEmitters(StringSet const& emitters) { m_effectEmitter->addEffectSources("normal", emitters); } void Npc::requestEmote(String const& emote) { if (!emote.empty()) { auto state = HumanoidEmoteNames.getLeft(emote); if (state != HumanoidEmote::Idle && (m_emoteState == HumanoidEmote::Idle || m_emoteState == HumanoidEmote::Blink)) addEmote(state); } } ActorMovementController* Npc::movementController() { return m_movementController.get(); } StatusController* Npc::statusController() { return m_statusController.get(); } void Npc::setCameraFocusEntity(Maybe const&) { // players only } void Npc::playEmote(HumanoidEmote emote) { addEmote(emote); } List Npc::damageSources() const { auto damageSources = m_tools->damageSources(); if (m_damageOnTouch.get() && !m_npcVariant.touchDamageConfig.isNull()) { Json config = m_npcVariant.touchDamageConfig; if (!config.contains("poly") && !config.contains("line")) { config = config.set("poly", jsonFromPolyF(m_movementController->collisionPoly())); } DamageSource damageSource(config); if (auto damagePoly = damageSource.damageArea.ptr()) damagePoly->rotate(m_movementController->rotation()); damageSource.damage *= m_statusController->stat("powerMultiplier"); damageSources.append(damageSource); } for (auto& damageSource : damageSources) { damageSource.sourceEntityId = entityId(); damageSource.team = getTeam(); } return damageSources; } List Npc::forceRegions() const { return m_tools->forceRegions(); } }