-
Notifications
You must be signed in to change notification settings - Fork 1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Sync leviathans gameplay #2106
base: master
Are you sure you want to change the base?
Sync leviathans gameplay #2106
Conversation
Would require some tests :) |
1fcd2d9
to
3762c2c
Compare
There's still the following to be looked into (but most of the code is ready for review):
|
NitroxPatcher/Patches/Dynamic/Creature_ChooseBestAction_Patch.cs
Outdated
Show resolved
Hide resolved
} | ||
|
||
// Has a remote player inside | ||
return targetObject.GetComponentInChildren<RemotePlayerIdentifier>(true); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Is there a more performant way to check if a remote player is inside a cyclops? Like checking subroot id and if it's a cyclops? Traversing the complete cyclops seems kinda heavy depending on the algorithm. If it deep-first-search maybe we should implement a breadth-first-search, but that should be benchmarked beforehand.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Two cases here:
- Remote player is in Cyclops' root
- Remote player is FAR in the hierarchy, parented to the driver seat
Current issue: remote player is never unparented from the driver seat even after leaving it (???) so this would need a fix in another PR I guess
Possible solutions (that would come in the same PR mentionned above):
- have a MB (either MultiplayerCyclops or a new one) store in a list all players (local and remote) which are currently in the cyclops, and use this list instead of the components search
- One loop in the first children layer, and one in the driver seat layer
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
If it's only the two cases could we either check only all direct children of the cyclops and from the driver seat down?
float aggressiveToNoise = __instance.aggressiveToNoise.Value; | ||
|
||
Resolve<IPacketSender>().Send(new AttackCyclopsTargetChanged(creatureId, targetId, aggressiveToNoise)); | ||
ErrorMessage.AddMessage($"[SEND] {__instance.gameObject.name} attacks {__instance.currentTarget.name}"); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Pinning debug message so it's not forgotten.
NitroxPatcher/Patches/Dynamic/AttackCyclops_OnCollisionEnter_Patch.cs
Outdated
Show resolved
Hide resolved
NitroxPatcher/Patches/Dynamic/SeamothTorpedoWhirlpool_Register_Patch.cs
Outdated
Show resolved
Hide resolved
The latest Sea Dragons sync code wasn't tested because it's really hard without #2113 |
|
||
namespace NitroxServer.Communication.Packets.Processors; | ||
|
||
public class SeaDragonAttackTargetProcessor : TransmitIfCanSeePacketProcessor<SeaDragonAttackTarget> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Can be simplified using primary constructors
public class SeaDragonAttackTargetProcessor(
PlayerManager playerManager,
EntityRegistry entityRegistry
) : TransmitIfCanSeePacketProcessor<SeaDragonSwatAttack>(playerManager, entityRegistry)
I don't put comments on the others processors but same idea (SeaDragonSwatAttackProcessor, SeaDragonGrabExosuitProcessor, RangedAttackLastTargetUpdateProcessor, ...)
using NitroxServer.GameLogic; | ||
using NitroxServer.GameLogic.Entities; | ||
|
||
namespace NitroxServer.Communication.Packets.Processors; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe we could regroup the different processors related to creature sync under a same folder ?
Thoughts on it ?
/// <summary> | ||
/// Enables exosuits's position sync when they're released from sea dragons | ||
/// </summary> | ||
public sealed partial class SeaDrargon_ReleaseExosuit_Patch : NitroxPatch, IDynamicPatch |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
small typo Dragon
|
||
public static void Prefix(RangedAttackLastTarget __instance) | ||
{ | ||
if (!Resolve<AI>().IsCreatureWhitelisted(__instance.creature) || |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This if
is really hard to read.It should be splitted imo. The game won't go slower for few more IL lines generated
|
||
public static void Prefix(RangedAttackLastTarget __instance) | ||
{ | ||
if (!Resolve<AI>().IsCreatureWhitelisted(__instance.creature) || |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
same here
c0598d1
to
862ae97
Compare
…th inventory not storing torpedos
… creature type whitelist
862ae97
to
bad5975
Compare
Creature sync:
Creature behaviours:
Weapon sync:
Other related issues:
TODO when everything is done:
- [ ] Ensure crash fishes can target other playersPOSTPONED to another PR (will be short but required both this one and #2101 )