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Implement NPC_Respawn, NPC_MoveToPlayer and callback OnNPCRespawn #1090

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2 changes: 1 addition & 1 deletion SDK
46 changes: 43 additions & 3 deletions Server/Components/NPCs/NPC/npc.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -141,8 +141,7 @@ void NPC::spawn()
npcComponent_->emulateRPCIn(*player_, NetCode::RPC::PlayerRequestSpawn::PacketID, emptyBS);
npcComponent_->emulateRPCIn(*player_, NetCode::RPC::PlayerSpawn::PacketID, emptyBS);

// Make sure we resend this again, at spawn
player_->setSkin(player_->getSkin());
setSkin(skin_);

// Set the player stats
setHealth(100.0f);
Expand All @@ -158,6 +157,38 @@ void NPC::spawn()
npcComponent_->getEventDispatcher_internal().dispatch(&NPCEventHandler::onNPCSpawn, *this);
}

void NPC::respawn()
{
//npcComponent_->getCore()->getPlayers().sendClientMessageToAll(Colour::White(), String("State: " + player_->getState()));
if (!(player_->getState() == PlayerState_OnFoot || player_->getState() == PlayerState_Driver || player_->getState() == PlayerState_Passenger || player_->getState() == PlayerState_Spawned))
{
npcComponent_->getCore()->printLn("NPC is not in a valid state to respawn");
return;
}

setSkin(skin_);
setPosition(position_);
setRotation(getRotation());

if (isEqualFloat(getHealth(), 0.0f)) {
setHealth(100.0f);
setArmour(0.0f);
} else {
setHealth(getHealth());
setArmour(getArmour());
}

setWeapon(weapon_);
setAmmo(ammo_);

dead_ = false;

lastDamager_ = nullptr;
lastDamagerWeapon_ = PlayerWeapon_End;

npcComponent_->getEventDispatcher_internal().dispatch(&NPCEventHandler::onNPCRespawn, *this);
}

bool NPC::move(Vector3 pos, NPCMoveType moveType, float moveSpeed)
{
if (moveType == NPCMoveType_None)
Expand All @@ -170,6 +201,8 @@ bool NPC::move(Vector3 pos, NPCMoveType moveType, float moveSpeed)
stopAim();
}

resetKeys();

// Set up everything to start moving in next tick
auto position = getPosition();
float distance = glm::distance(position, pos);
Expand Down Expand Up @@ -239,7 +272,7 @@ bool NPC::move(Vector3 pos, NPCMoveType moveType, float moveSpeed)

if (!(std::fabs(glm::length(velocity_)) < DBL_EPSILON))
{
estimatedArrivalTimeMS_ = duration_cast<Milliseconds>(Time::now().time_since_epoch()).count() + (static_cast<long long>(distance / glm::length(velocity_)) * (/* (npcComponent_->getFootSyncRate() * 10000) +*/ 1000));
estimatedArrivalTimeMS_ = duration_cast<Milliseconds>(Time::now().time_since_epoch()).count() + (static_cast<long long>(distance / glm::length(velocity_))/* * (npcComponent_->getFootSyncRate() * 10000)*/);
}
else
{
Expand All @@ -254,6 +287,12 @@ bool NPC::move(Vector3 pos, NPCMoveType moveType, float moveSpeed)
return true;
}

bool NPC::moveToPlayer(IPlayer& player, NPCMoveType moveType, float moveSpeed)
{
auto pos = player.getPosition();
return move(pos, moveType, moveSpeed);
}

void NPC::stopMove()
{
moving_ = false;
Expand All @@ -276,6 +315,7 @@ bool NPC::isMoving() const

void NPC::setSkin(int model)
{
skin_ = model;
player_->setSkin(model);
}

Expand Down
4 changes: 4 additions & 0 deletions Server/Components/NPCs/NPC/npc.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,8 +33,12 @@ class NPC : public INPC, public PoolIDProvider, public NoCopy

void spawn() override;

void respawn() override;

bool move(Vector3 position, NPCMoveType moveType, float moveSpeed = NPC_MOVE_SPEED_AUTO) override;

bool moveToPlayer(IPlayer& player, NPCMoveType moveType, float moveSpeed = NPC_MOVE_SPEED_AUTO) override;

void stopMove() override;

bool isMoving() const override;
Expand Down
11 changes: 11 additions & 0 deletions Server/Components/Pawn/Scripting/NPC/Natives.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,12 @@ SCRIPT_API(NPC_Spawn, bool(INPC& npc))
return true;
}

SCRIPT_API(NPC_Respawn, bool(INPC& npc))
{
npc.respawn();
return true;
}

SCRIPT_API(NPC_SetPos, bool(INPC& npc, Vector3 position))
{
npc.setPosition(position);
Expand Down Expand Up @@ -97,6 +103,11 @@ SCRIPT_API(NPC_Move, bool(INPC& npc, Vector3 targetPos, int moveType, float move
return npc.move(targetPos, NPCMoveType(moveType), moveSpeed);
}

SCRIPT_API(NPC_MoveToPlayer, bool(INPC& npc, IPlayer& player, int moveType, float moveSpeed))
{
return npc.moveToPlayer(player, NPCMoveType(moveType), moveSpeed);
}

SCRIPT_API(NPC_StopMove, bool(INPC& npc))
{
npc.stopMove();
Expand Down