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https://github.com/HarbourMasters/SpaghettiKart
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[modding] Implement Vehicles & Fix Animations (#109)
* Train works * Fix minimap * Fix highway * Fix * Refactor train and boat * Update * Implement Trucks * Fix tanker * Finish implementing vehicles * Fix animations * Fix spawn players * Fix spawn players * Fix loading custom data --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
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#include <libultraship.h>
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#include "TrainCrossing.h"
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#include "World.h"
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#include "vehicles/Vehicle.h"
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#include "vehicles/Train.h"
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#include <memory>
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extern "C" {
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#include "macros.h"
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#include "main.h"
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#include "vehicles.h"
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#include "code_80005FD0.h"
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#include "common_structs.h"
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}
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TrainCrossing::TrainCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
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Position[0] = position[0];
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Position[1] = position[1];
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Position[2] = position[2];
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ApproachRadius = approachRadius;
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ExitRadius = exitRadius;
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WaypointMin = waypointMin;
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WaypointMax = waypointMax;
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}
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void TrainCrossing::CrossingTrigger() {
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f32 waypoint;
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s32 i;
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OnTriggered = 0;
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for (const auto& vehicle : gWorldInstance.Vehicles) {
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if (auto train = dynamic_cast<ATrain*>(vehicle.get())) {;
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f32 radius = DynamicRadius(train->Locomotive.position, train->Locomotive.velocity, Position);
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if (Distance(train->Locomotive.position, Position) < radius) {
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OnTriggered = true; // Trigger within range
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}
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}
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}
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if (OnTriggered) {
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Timer += 1;
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} else {
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Timer = 0;
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}
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}
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void TrainCrossing::AICrossingBehaviour(s32 playerId) {
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bStopAICrossing[playerId] = 0;
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if ((!(D_801631E0[playerId] != 0)) ||
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(set_vehicle_render_distance_flags(gPlayers[playerId].pos, TRAIN_CROSSING_AI_DISTANCE, 0))) {
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if ((OnTriggered == 1) && ((Timer) > FRAMES_SINCE_CROSSING_ACTIVATED)) {
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if ((sSomeNearestWaypoint > WaypointMin) && (sSomeNearestWaypoint < WaypointMax)) {
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printf("STOP AI\n");
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bStopAICrossing[playerId] = 1;
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}
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}
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}
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}
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f32 TrainCrossing::Distance(Vec3f a, Vec3f b) {
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float dx = b[0] - a[0]; // Difference in x-coordinates
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float dy = b[1] - a[1]; // Difference in y-coordinates
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float dz = b[2] - a[2]; // Difference in z-coordinates
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return sqrt(dx * dx + dy * dy + dz * dz); // Return the distance
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}
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f32 TrainCrossing::DynamicRadius(Vec3f trainPos, Vec3f trainVelocity, Vec3f crossingPos) {
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// Calculate direction of train (this assumes velocity is a normalized direction vector)
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Vec3f trainToCrossing;
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trainToCrossing[0] = crossingPos[0] - trainPos[0];
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trainToCrossing[1] = crossingPos[1] - trainPos[1];
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trainToCrossing[2] = crossingPos[2] - trainPos[2];
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// Dot product to check if the train is approaching or moving away from the crossing
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f32 dotProduct = trainToCrossing[0] * trainVelocity[0] +
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trainToCrossing[1] * trainVelocity[1] +
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trainToCrossing[2] * trainVelocity[2];
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if (dotProduct > 0) {
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// Train is approaching the crossing
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return ApproachRadius;
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} else {
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// Train has passed the crossing
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return ExitRadius;
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}
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}
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