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https://github.com/ddnet/ddnet.git
synced 2024-09-19 09:12:19 +00:00
Merge pull request #7947 from ChillerDragon/pr_coll_tele
Move tele vector init from gamecontroller to collision
This commit is contained in:
commit
6df1d251d7
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@ -131,6 +131,33 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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}
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m_TeleIns.clear();
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m_TeleOuts.clear();
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m_TeleCheckOuts.clear();
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if(m_pTele)
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{
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for(int i = 0; i < m_Width * m_Height; i++)
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{
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int Number = TeleLayer()[i].m_Number;
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int Type = TeleLayer()[i].m_Type;
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if(Number > 0)
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{
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if(Type == TILE_TELEIN)
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{
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m_TeleIns[Number - 1].emplace_back(i % m_Width * 32.0f + 16.0f, i / m_Width * 32.0f + 16.0f);
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}
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else if(Type == TILE_TELEOUT)
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{
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m_TeleOuts[Number - 1].emplace_back(i % m_Width * 32.0f + 16.0f, i / m_Width * 32.0f + 16.0f);
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}
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else if(Type == TILE_TELECHECKOUT)
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{
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m_TeleCheckOuts[Number - 1].emplace_back(i % m_Width * 32.0f + 16.0f, i / m_Width * 32.0f + 16.0f);
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}
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}
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}
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}
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}
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void CCollision::FillAntibot(CAntibotMapData *pMapData)
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@ -6,6 +6,7 @@
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#include <base/vmath.h>
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#include <engine/shared/protocol.h>
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#include <map>
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#include <vector>
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enum
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@ -116,7 +117,15 @@ public:
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class CLayers *Layers() { return m_pLayers; }
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int m_HighestSwitchNumber;
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const std::vector<vec2> &TeleIns(int Number) { return m_TeleIns[Number]; }
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const std::vector<vec2> &TeleOuts(int Number) { return m_TeleOuts[Number]; }
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const std::vector<vec2> &TeleCheckOuts(int Number) { return m_TeleCheckOuts[Number]; }
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private:
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std::map<int, std::vector<vec2>> m_TeleIns;
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std::map<int, std::vector<vec2>> m_TeleOuts;
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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class CTeleTile *m_pTele;
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class CSpeedupTile *m_pSpeedup;
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class CTile *m_pFront;
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@ -121,11 +121,10 @@ float VelocityRamp(float Value, float Start, float Range, float Curvature)
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return 1.0f / std::pow(Curvature, (Value - Start) / Range);
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}
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams, std::map<int, std::vector<vec2>> *pTeleOuts)
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void CCharacterCore::Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams)
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{
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m_pWorld = pWorld;
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m_pCollision = pCollision;
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m_pTeleOuts = pTeleOuts;
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m_pTeams = pTeams;
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m_Id = -1;
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@ -378,14 +377,14 @@ void CCharacterCore::Tick(bool UseInput, bool DoDeferredTick)
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m_HookState = HOOK_RETRACT_START;
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}
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if(GoingThroughTele && m_pWorld && m_pTeleOuts && !m_pTeleOuts->empty() && !(*m_pTeleOuts)[teleNr - 1].empty())
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if(GoingThroughTele && m_pWorld && !m_pCollision->TeleOuts(teleNr - 1).empty())
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{
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m_TriggeredEvents = 0;
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SetHookedPlayer(-1);
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m_NewHook = true;
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int RandomOut = m_pWorld->RandomOr0((*m_pTeleOuts)[teleNr - 1].size());
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m_HookPos = (*m_pTeleOuts)[teleNr - 1][RandomOut] + TargetDirection * PhysicalSize() * 1.5f;
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int RandomOut = m_pWorld->RandomOr0(m_pCollision->TeleOuts(teleNr - 1).size());
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m_HookPos = m_pCollision->TeleOuts(teleNr - 1)[RandomOut] + TargetDirection * PhysicalSize() * 1.5f;
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m_HookDir = TargetDirection;
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m_HookTeleBase = m_HookPos;
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}
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@ -728,11 +727,6 @@ void CCharacterCore::SetTeamsCore(CTeamsCore *pTeams)
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m_pTeams = pTeams;
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}
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void CCharacterCore::SetTeleOuts(std::map<int, std::vector<vec2>> *pTeleOuts)
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{
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m_pTeleOuts = pTeleOuts;
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}
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bool CCharacterCore::IsSwitchActiveCb(int Number, void *pUser)
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{
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CCharacterCore *pThis = (CCharacterCore *)pUser;
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@ -177,7 +177,6 @@ class CCharacterCore
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{
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CWorldCore *m_pWorld = nullptr;
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CCollision *m_pCollision;
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std::map<int, std::vector<vec2>> *m_pTeleOuts;
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public:
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static constexpr float PhysicalSize() { return 28.0f; };
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@ -225,7 +224,7 @@ public:
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int m_TriggeredEvents;
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams = nullptr, std::map<int, std::vector<vec2>> *pTeleOuts = nullptr);
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams = nullptr);
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void SetCoreWorld(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams);
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void Reset();
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void TickDeferred();
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@ -246,7 +245,6 @@ public:
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// DDNet Character
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void SetTeamsCore(CTeamsCore *pTeams);
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void SetTeleOuts(std::map<int, std::vector<vec2>> *pTeleOuts);
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void ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet);
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bool m_Solo;
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bool m_Jetpack;
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@ -361,13 +361,13 @@ void CGameContext::ConToTeleporter(IConsole::IResult *pResult, void *pUserData)
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CGameContext *pSelf = (CGameContext *)pUserData;
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unsigned int TeleTo = pResult->GetInteger(0);
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if(!pSelf->m_pController->m_TeleOuts[TeleTo - 1].empty())
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if(!pSelf->Collision()->TeleOuts(TeleTo - 1).empty())
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{
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CCharacter *pChr = pSelf->GetPlayerChar(pResult->m_ClientId);
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if(pChr)
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{
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pSelf->m_pController->m_TeleOuts[TeleTo - 1].size());
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pSelf->Teleport(pChr, pSelf->m_pController->m_TeleOuts[TeleTo - 1][TeleOut]);
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pSelf->Collision()->TeleOuts(TeleTo - 1).size());
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pSelf->Teleport(pChr, pSelf->Collision()->TeleOuts(TeleTo - 1)[TeleOut]);
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}
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}
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}
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@ -377,13 +377,13 @@ void CGameContext::ConToCheckTeleporter(IConsole::IResult *pResult, void *pUserD
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CGameContext *pSelf = (CGameContext *)pUserData;
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unsigned int TeleTo = pResult->GetInteger(0);
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if(!pSelf->m_pController->m_TeleCheckOuts[TeleTo - 1].empty())
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if(!pSelf->Collision()->TeleCheckOuts(TeleTo - 1).empty())
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{
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CCharacter *pChr = pSelf->GetPlayerChar(pResult->m_ClientId);
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if(pChr)
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{
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pSelf->m_pController->m_TeleCheckOuts[TeleTo - 1].size());
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pSelf->Teleport(pChr, pSelf->m_pController->m_TeleCheckOuts[TeleTo - 1][TeleOut]);
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int TeleOut = pSelf->m_World.m_Core.RandomOr0(pSelf->Collision()->TeleCheckOuts(TeleTo - 1).size());
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pSelf->Teleport(pChr, pSelf->Collision()->TeleCheckOuts(TeleTo - 1)[TeleOut]);
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pChr->m_TeleCheckpoint = TeleTo;
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}
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}
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@ -794,7 +794,7 @@ void CCharacter::TickDeferred()
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// advance the dummy
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{
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CWorldCore TempWorld;
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m_ReckoningCore.Init(&TempWorld, Collision(), &Teams()->m_Core, m_pTeleOuts);
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m_ReckoningCore.Init(&TempWorld, Collision(), &Teams()->m_Core);
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m_ReckoningCore.m_Id = m_pPlayer->GetCid();
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m_ReckoningCore.Tick(false);
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m_ReckoningCore.Move();
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@ -1293,13 +1293,6 @@ int CCharacter::Team()
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return Teams()->m_Core.Team(m_pPlayer->GetCid());
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}
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void CCharacter::SetTeleports(std::map<int, std::vector<vec2>> *pTeleOuts, std::map<int, std::vector<vec2>> *pTeleCheckOuts)
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{
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m_pTeleOuts = pTeleOuts;
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m_pTeleCheckOuts = pTeleCheckOuts;
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m_Core.SetTeleOuts(pTeleOuts);
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}
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void CCharacter::FillAntibot(CAntibotCharacterData *pData)
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{
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pData->m_Pos = m_Pos;
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@ -1834,12 +1827,12 @@ void CCharacter::HandleTiles(int Index)
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}
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int z = Collision()->IsTeleport(MapIndex);
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if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !(*m_pTeleOuts)[z - 1].empty())
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if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons && z && !Collision()->TeleOuts(z - 1).empty())
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{
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if(m_Core.m_Super)
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return;
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int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleOuts)[z - 1].size());
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m_Core.m_Pos = (*m_pTeleOuts)[z - 1][TeleOut];
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int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleOuts(z - 1).size());
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m_Core.m_Pos = Collision()->TeleOuts(z - 1)[TeleOut];
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if(!g_Config.m_SvTeleportHoldHook)
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{
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ResetHook();
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@ -1849,12 +1842,12 @@ void CCharacter::HandleTiles(int Index)
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return;
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}
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int evilz = Collision()->IsEvilTeleport(MapIndex);
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if(evilz && !(*m_pTeleOuts)[evilz - 1].empty())
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if(evilz && !Collision()->TeleOuts(evilz - 1).empty())
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{
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if(m_Core.m_Super)
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return;
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int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleOuts)[evilz - 1].size());
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m_Core.m_Pos = (*m_pTeleOuts)[evilz - 1][TeleOut];
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int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleOuts(evilz - 1).size());
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m_Core.m_Pos = Collision()->TeleOuts(evilz - 1)[TeleOut];
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if(!g_Config.m_SvOldTeleportHook && !g_Config.m_SvOldTeleportWeapons)
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{
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m_Core.m_Vel = vec2(0, 0);
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@ -1878,10 +1871,10 @@ void CCharacter::HandleTiles(int Index)
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// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
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for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
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{
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if(!(*m_pTeleCheckOuts)[k].empty())
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if(!Collision()->TeleCheckOuts(k).empty())
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{
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int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleCheckOuts)[k].size());
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m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
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int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleCheckOuts(k).size());
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m_Core.m_Pos = Collision()->TeleCheckOuts(k)[TeleOut];
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m_Core.m_Vel = vec2(0, 0);
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if(!g_Config.m_SvTeleportHoldHook)
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@ -1915,10 +1908,10 @@ void CCharacter::HandleTiles(int Index)
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// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
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for(int k = m_TeleCheckpoint - 1; k >= 0; k--)
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{
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if(!(*m_pTeleCheckOuts)[k].empty())
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if(!Collision()->TeleCheckOuts(k).empty())
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{
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int TeleOut = GameWorld()->m_Core.RandomOr0((*m_pTeleCheckOuts)[k].size());
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m_Core.m_Pos = (*m_pTeleCheckOuts)[k][TeleOut];
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int TeleOut = GameWorld()->m_Core.RandomOr0(Collision()->TeleCheckOuts(k).size());
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m_Core.m_Pos = Collision()->TeleCheckOuts(k)[TeleOut];
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if(!g_Config.m_SvTeleportHoldHook)
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{
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@ -147,9 +147,6 @@ private:
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CCharacterCore m_Core;
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CGameTeams *m_pTeams = nullptr;
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std::map<int, std::vector<vec2>> *m_pTeleOuts = nullptr;
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std::map<int, std::vector<vec2>> *m_pTeleCheckOuts = nullptr;
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// info for dead reckoning
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int m_ReckoningTick; // tick that we are performing dead reckoning From
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CCharacterCore m_SendCore; // core that we should send
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@ -179,7 +176,6 @@ private:
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public:
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CGameTeams *Teams() { return m_pTeams; }
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void SetTeams(CGameTeams *pTeams);
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void SetTeleports(std::map<int, std::vector<vec2>> *pTeleOuts, std::map<int, std::vector<vec2>> *pTeleCheckOuts);
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void FillAntibot(CAntibotCharacterData *pData);
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void Pause(bool Pause);
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@ -164,10 +164,10 @@ void CLaser::DoBounce()
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}
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m_ZeroEnergyBounceInLastTick = Distance == 0.0f;
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if(Res == TILE_TELEINWEAPON && !GameServer()->m_pController->m_TeleOuts[z - 1].empty())
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if(Res == TILE_TELEINWEAPON && !GameServer()->Collision()->TeleOuts(z - 1).empty())
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{
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int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->m_pController->m_TeleOuts[z - 1].size());
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m_TelePos = GameServer()->m_pController->m_TeleOuts[z - 1][TeleOut];
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int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->Collision()->TeleOuts(z - 1).size());
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m_TelePos = GameServer()->Collision()->TeleOuts(z - 1)[TeleOut];
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m_WasTele = true;
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}
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else
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@ -276,10 +276,10 @@ void CProjectile::Tick()
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z = GameServer()->Collision()->IsTeleport(x);
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else
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z = GameServer()->Collision()->IsTeleportWeapon(x);
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if(z && !GameServer()->m_pController->m_TeleOuts[z - 1].empty())
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if(z && !GameServer()->Collision()->TeleOuts(z - 1).empty())
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{
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int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->m_pController->m_TeleOuts[z - 1].size());
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m_Pos = GameServer()->m_pController->m_TeleOuts[z - 1][TeleOut];
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int TeleOut = GameServer()->m_World.m_Core.RandomOr0(GameServer()->Collision()->TeleOuts(z - 1).size());
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m_Pos = GameServer()->Collision()->TeleOuts(z - 1)[TeleOut];
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m_StartTick = Server()->Tick();
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}
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}
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@ -40,8 +40,6 @@ IGameController::IGameController(class CGameContext *pGameServer) :
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m_ForceBalanced = false;
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m_CurrentRecord = 0;
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InitTeleporter();
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}
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IGameController::~IGameController() = default;
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@ -484,8 +482,6 @@ void IGameController::OnCharacterSpawn(class CCharacter *pChr)
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// give default weapons
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pChr->GiveWeapon(WEAPON_HAMMER);
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pChr->GiveWeapon(WEAPON_GUN);
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pChr->SetTeleports(&m_TeleOuts, &m_TeleCheckOuts);
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}
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void IGameController::HandleCharacterTiles(CCharacter *pChr, int MapIndex)
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@ -712,31 +708,6 @@ CClientMask IGameController::GetMaskForPlayerWorldEvent(int Asker, int ExceptId)
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return Teams().TeamMask(GameServer()->GetDDRaceTeam(Asker), ExceptId, Asker);
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}
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void IGameController::InitTeleporter()
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{
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if(!GameServer()->Collision()->Layers()->TeleLayer())
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return;
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int Width = GameServer()->Collision()->Layers()->TeleLayer()->m_Width;
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int Height = GameServer()->Collision()->Layers()->TeleLayer()->m_Height;
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for(int i = 0; i < Width * Height; i++)
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{
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int Number = GameServer()->Collision()->TeleLayer()[i].m_Number;
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int Type = GameServer()->Collision()->TeleLayer()[i].m_Type;
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if(Number > 0)
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{
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if(Type == TILE_TELEOUT)
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{
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m_TeleOuts[Number - 1].emplace_back(i % Width * 32.0f + 16.0f, i / Width * 32.0f + 16.0f);
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}
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else if(Type == TILE_TELECHECKOUT)
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{
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m_TeleCheckOuts[Number - 1].emplace_back(i % Width * 32.0f + 16.0f, i / Width * 32.0f + 16.0f);
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}
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}
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}
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}
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void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
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{
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Team = ClampTeam(Team);
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@ -8,9 +8,6 @@
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#include <engine/shared/protocol.h>
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#include <game/server/teams.h>
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#include <map>
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#include <vector>
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struct CScoreLoadBestTimeResult;
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/*
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|
@ -148,15 +145,12 @@ public:
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virtual bool CanJoinTeam(int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize);
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int ClampTeam(int Team);
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CClientMask GetMaskForPlayerWorldEvent(int Asker, int ExceptId = -1);
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virtual void InitTeleporter();
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CClientMask GetMaskForPlayerWorldEvent(int Asker, int ExceptID = -1);
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bool IsTeamPlay() { return m_GameFlags & GAMEFLAG_TEAMS; }
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// DDRace
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float m_CurrentRecord;
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std::map<int, std::vector<vec2>> m_TeleOuts;
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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CGameTeams &Teams() { return m_Teams; }
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std::shared_ptr<CScoreLoadBestTimeResult> m_pLoadBestTimeResult;
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};
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