Files
SpaghettiKart/src/engine/TrainCrossing.cpp
T
MegaMech a0862b6a15 [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>
2024-10-15 13:09:43 -06:00

90 lines
2.8 KiB
C++

#include <libultraship.h>
#include "TrainCrossing.h"
#include "World.h"
#include "vehicles/Vehicle.h"
#include "vehicles/Train.h"
#include <memory>
extern "C" {
#include "macros.h"
#include "main.h"
#include "vehicles.h"
#include "code_80005FD0.h"
#include "common_structs.h"
}
TrainCrossing::TrainCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
Position[0] = position[0];
Position[1] = position[1];
Position[2] = position[2];
ApproachRadius = approachRadius;
ExitRadius = exitRadius;
WaypointMin = waypointMin;
WaypointMax = waypointMax;
}
void TrainCrossing::CrossingTrigger() {
f32 waypoint;
s32 i;
OnTriggered = 0;
for (const auto& vehicle : gWorldInstance.Vehicles) {
if (auto train = dynamic_cast<ATrain*>(vehicle.get())) {;
f32 radius = DynamicRadius(train->Locomotive.position, train->Locomotive.velocity, Position);
if (Distance(train->Locomotive.position, Position) < radius) {
OnTriggered = true; // Trigger within range
}
}
}
if (OnTriggered) {
Timer += 1;
} else {
Timer = 0;
}
}
void TrainCrossing::AICrossingBehaviour(s32 playerId) {
bStopAICrossing[playerId] = 0;
if ((!(D_801631E0[playerId] != 0)) ||
(set_vehicle_render_distance_flags(gPlayers[playerId].pos, TRAIN_CROSSING_AI_DISTANCE, 0))) {
if ((OnTriggered == 1) && ((Timer) > FRAMES_SINCE_CROSSING_ACTIVATED)) {
if ((sSomeNearestWaypoint > WaypointMin) && (sSomeNearestWaypoint < WaypointMax)) {
printf("STOP AI\n");
bStopAICrossing[playerId] = 1;
}
}
}
}
f32 TrainCrossing::Distance(Vec3f a, Vec3f b) {
float dx = b[0] - a[0]; // Difference in x-coordinates
float dy = b[1] - a[1]; // Difference in y-coordinates
float dz = b[2] - a[2]; // Difference in z-coordinates
return sqrt(dx * dx + dy * dy + dz * dz); // Return the distance
}
f32 TrainCrossing::DynamicRadius(Vec3f trainPos, Vec3f trainVelocity, Vec3f crossingPos) {
// Calculate direction of train (this assumes velocity is a normalized direction vector)
Vec3f trainToCrossing;
trainToCrossing[0] = crossingPos[0] - trainPos[0];
trainToCrossing[1] = crossingPos[1] - trainPos[1];
trainToCrossing[2] = crossingPos[2] - trainPos[2];
// Dot product to check if the train is approaching or moving away from the crossing
f32 dotProduct = trainToCrossing[0] * trainVelocity[0] +
trainToCrossing[1] * trainVelocity[1] +
trainToCrossing[2] * trainVelocity[2];
if (dotProduct > 0) {
// Train is approaching the crossing
return ApproachRadius;
} else {
// Train has passed the crossing
return ExitRadius;
}
}