Files
o3de/Assets/Engine/Scripts/Entities/Triggers/ProximityTrigger.lua
T
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00

621 lines
16 KiB
Lua

----------------------------------------------------------------------------------------------------
--
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
-- its licensors.
--
-- For complete copyright and license terms please see the LICENSE at the root of this
-- distribution (the "License"). All use of this software is governed by the License,
-- or, if provided, by the license below or the license accompanying this file. Do not
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--
-- Original file Copyright Crytek GMBH or its affiliates, used under license.
--
--
-- Description: Network-ready Proximity Trigger
--
----------------------------------------------------------------------------------------------------
ProximityTrigger =
{
Properties =
{
DimX = 5,
DimY = 5,
DimZ = 5,
bEnabled = 1,
EnterDelay = 0,
ExitDelay = 0,
bOnlyPlayer = 1,
bOnlyMyPlayer = 0,
bOnlyAI = 0,
bOnlySpecialAI = 0,
esFactionFilter = "",
OnlySelectedEntity = "None",
bRemoveOnTrigger = 0,
bTriggerOnce = 0,
ScriptCommand = "",
PlaySequence = "",
bInVehicleOnly = 0,
bOnlyOneEntity = 0,
UsableMessage = "",
bActivateWithUseButton = 0,
MultiplayerOptions =
{
bNetworked = 0,
bPerPlayer = 0,
},
},
Client={},
Server={},
Editor =
{
Model="Editor/Objects/T.cgf",
Icon="Trigger.bmp",
ShowBounds = 1,
IsScalable = false;
IsRotatable = false;
},
}
Net.Expose
{
Class = ProximityTrigger,
ClientMethods =
{
ClEnter = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
ClLeave = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID, INT8},
},
ServerMethods =
{
SvRequestUse = { RELIABLE_ORDERED, PRE_ATTACH, ENTITYID },
},
ServerProperties = {}
}
function ProximityTrigger:OnPropertyChange()
self:OnReset();
end
function ProximityTrigger:OnReset()
-- Precalcs some CVars used to test triggering entities based in their names. ("selectedEntity" is a misleading name for all this)
self.bUsesExactSelectedEntity = false;
self.bUsesWildcardSelectedEntity = false;
if (self.Properties.OnlySelectedEntity~="None" and self.Properties.OnlySelectedEntity~="") then
local indexChar = string.find( self.Properties.OnlySelectedEntity, "*" );
if (indexChar and indexChar>1) then
if (indexChar<5) then
LogWarning( "proximity trigger: '%s' is using a too much generic name for 'selectedEntity' field", self:GetName() );
end
self.bUsesWildcardSelectedEntity = true;
self.stringRootSelectedEntity = string.sub( self.Properties.OnlySelectedEntity, 1, indexChar - 1 );
else
self.bUsesExactSelectedEntity = true;
end
end
if (self.timers) then
for i,v in pairs(self.timers) do
self:KillTimer(i);
end
end
self.timerId = 0;
self.enabled = nil;
self.usable = tonumber(self.Properties.bActivateWithUseButton)~=0;
self.triggerOnce = tonumber(self.Properties.bTriggerOnce)~=0;
self.localOnly = self.Properties.MultiplayerOptions.bNetworked==0;
self.perPlayer = tonumber(self.Properties.MultiplayerOptions.bPerPlayer)~=0;
self.isServer=CryAction.IsServer();
self.isClient=CryAction.IsClient();
self.inside={};
self.timers={};
if (not self.localOnly) then
self.triggeredPP={};
self.triggeredOncePP={};
else
self:SetFlags(ENTITY_FLAG_CLIENT_ONLY,0);
end
self.triggeredOnce=nil;
self.triggered=nil;
self.insideCount=0;
local min = { x=-self.Properties.DimX/2, y=-self.Properties.DimY/2, z=-self.Properties.DimZ/2 };
local max = { x=self.Properties.DimX/2, y=self.Properties.DimY/2, z=self.Properties.DimZ/2 };
self:SetUpdatePolicy( ENTITY_UPDATE_PHYSICS );
self:SetTriggerBBox( min, max );
self:Enable(tonumber(self.Properties.bEnabled)~=0);
self:InvalidateTrigger();
self:ActivateOutput("NrOfEntitiesInside", 0);
end
function ProximityTrigger:Enable(enable)
self.enabled=enable;
self:RegisterForAreaEvents(enable and 1 or 0);
end
function ProximityTrigger:OnSpawn()
self:OnReset();
end
function ProximityTrigger:OnDestroy()
end
function ProximityTrigger:OnSave(tbl)
tbl.enabled = self.enabled;
tbl.triggered = self.triggered;
tbl.triggeredOnce = self.triggeredOnce;
end
function ProximityTrigger:OnLoad(tbl)
self:OnReset();
self.enabled = tbl.enabled;
self.triggered = tbl.triggered;
self.triggeredOnce = tbl.triggeredOnce;
end
function ProximityTrigger:Event_Enter(entityId)
if (not self.enabled) then return; end; -- TODO: might need a self.active here
if (self.triggerOnce) then
if (self.localOnly) then
if (self.triggeredOnce) then
return;
end
elseif (self.perPlayer and self.triggeredOncePP[entityId]) then -- TODO: will need to skip this for non-player entities
return;
elseif (not self.perPlayer and self.triggeredOnce) then
return;
end
end
self.triggered=true;
self.triggeredOnce=true;
if (not self.localOnly and entityId) then
self.triggeredPP[entityId]=true;
self.triggeredOncePP[entityId]=true;
end
-- Log(" ProximityTrigger: %s:Event_Enter(%s) inside: %d", self:GetName(), EntityName(entityId), self.insideCount);
self:Trigger(entityId, self.insideCount);
--BroadcastEvent(self, "Enter");
self:ActivateOutput("Enter", entityId or NULL_ENTITY);
if (not self.localOnly and self.isServer) then
self.otherClients:ClEnter(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
end
end
function ProximityTrigger.Client:ClEnter(entityId, insideCount)
-- Log("ProximityTrigger: %s.Client:ClEnter(%s) count: %d", self:GetName(), EntityName(entityId), insideCount);
self:Trigger(entityId, insideCount);
--BroadcastEvent(self, "Enter");
self:ActivateOutput("Enter", entityId);
end
function ProximityTrigger:Event_Leave(entityId)
if (not self.enabled) then return; end;
if (self.localOnly and not self.triggered) then return; end;
if (self.perPlayer) then
if (not self.localOnly and entityId) then
if (not self.triggeredPP[entityId]) then
return;
end;
end
else
if (not self.triggered) then
return;
end;
end
--only disable triggered when all players are gone
if(self.insideCount == 0) then
self.triggered=nil;
end
if (not self.localOnly and entityId and self.insideCount == 0) then
self.triggeredPP[entityId]=nil;
end
--Log("%s:Event_Leave(%s)", self:GetName(), EntityName(entityId));
self:ActivateOutput("Sender", entityId or NULL_ENTITY);
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
--BroadcastEvent(self, "Leave");
self:ActivateOutput("Leave", entityId or NULL_ENTITY);
if (not self.localOnly and self.isServer) then
self.otherClients:ClLeave(g_localChannelId, entityId or NULL_ENTITY, self.insideCount);
end
end
function ProximityTrigger.Client:ClLeave(entityId, inside)
-- Log("%s.Client:ClLeave(%s, %s)", self:GetName(), EntityName(entityId), tostring(inside));
self:ActivateOutput("Sender", entityId);
self:ActivateOutput("NrOfEntitiesInside", inside);
self:ActivateOutput("Leave", entityId);
--BroadcastEvent(self, "Leave");
end
function ProximityTrigger:Event_Enable()
if (self.enabled) then return; end;
-- Act as if everyone entered the trigger
self.enabled = true;
for k,v in pairs(self.inside) do
self:Event_Enter( k );
end;
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
BroadcastEvent(self, "Enable");
end
function ProximityTrigger:Event_Disable()
if (not self.enabled) then return; end;
-- Act as if everyone left the trigger
self.enabled = false;
for k,v in pairs(self.inside) do
self:Event_Leave( k );
end;
self:ActivateOutput("NrOfEntitiesInside", 0);
BroadcastEvent(self, "Disable");
end
function ProximityTrigger:CreateTimer(entityId, time, leave)
local timerId=self.timerId;
if (timerId>1023) then
timerId=0;
end
timerId=timerId+1;
self.timerId=timerId;
if (leave) then
timerId=timerId+1024;
end
self.timers[timerId]=entityId;
self:SetTimer(timerId, time);
end
function ProximityTrigger.Client:OnTimer(timerId, msec)
if (self.localOnly and not self.isServer) then
self:OnTimer(timerId, msec);
end
end
function ProximityTrigger.Server:OnTimer(timerId, msec)
self:OnTimer(timerId, msec);
end
function ProximityTrigger:OnTimer(timerId, msec)
if (timerId==2048) then
self:CheckAIDeaths()
return;
end
local entityId=self.timers[timerId];
if (not entityId) then return; end;
if (timerId>1023) then
self:Event_Leave(entityId);
else
self:Event_Enter(entityId);
end
end
function ProximityTrigger:CheckAIDeaths()
local amountInside = 0;
for k,v in pairs(self.inside) do
local entity = System.GetEntity( k );
if (entity~=nil and entity.ai~=nil and entity.lastHealth<=0) then
self.inside[k] = nil;
else
amountInside = amountInside + 1;
end
end
if (amountInside~=self.insideCount) then
self.insideCount = amountInside;
if (self.enabled) then
self:ActivateOutput("NrOfEntitiesInside", self.insideCount);
end
end
if (amountInside~=0) then
self:CreateAIDeathsCheckTrigger();
else
self.timers[2048]=false; --to know that we are not using the AI trigger now
end
end
-- this timer should be created only when it is a trigger that reacts to AI (which should be only a few), and there are AIs inside
function ProximityTrigger:CreateAIDeathsCheckTrigger()
self.timers[2048]=true; -- to know that we are using the AI timer. 2048 is the AI timer id
self:SetTimer( 2048, 3000);
end
function ProximityTrigger.Server:SvRequestUse(userId)
local entity=System.GetEntity(userId);
if (entity) then
self:OnUsed(entity);
end
end
function ProximityTrigger:OnUsed(user)
if (not self:CanTrigger(user)) then return; end;
Log("%s:OnUsed(%s)", self:GetName(), EntityName(user));
self:LockUsability();
if (self.localOnly or self.isServer) then
self:CreateTimer(user.id, self.Properties.EnterDelay*1000);
else
self.server:SvRequestUse(user.id);
end
end
function ProximityTrigger:Trigger(entityId, inside)
if (self.enabled) then
self:ActivateOutput("NrOfEntitiesInside", inside);
end
if(self.Properties.ScriptCommand and self.Properties.ScriptCommand~="")then
local f = loadstring(self.Properties.ScriptCommand);
if (f~=nil) then
f();
end
end
if(self.Properties.PlaySequence~="")then
Movie.PlaySequence(self.Properties.PlaySequence);
end
self:ActivateOutput("Sender", entityId or NULL_ENTITY);
if(AI ~= nil) then
self:ActivateOutput("Faction", AI.GetFactionOf(entityId or NULL_ENTITY) or "");
end
local isAPlayer = ActorSystem.IsPlayer(entityId);
if self.Properties.bRemoveOnTrigger ~= 0 and not isAPlayer then
System.RemoveEntity(entityId);
end
end
function ProximityTrigger:EnteredArea(entity, areaId)
if (not self:CanTrigger(entity, areaId)) then
return;
end
if (tonumber(self.Properties.bOnlyOneEntity)~=0 and self.insideCount>0) then
return;
end
self.inside[entity.id]=true;
self.insideCount=self.insideCount+1;
if (not entity.ai) then
if (self.Properties.bActivateWithUseButton~=0) then
return;
end
end
if (not self.enabled) then return; end;
self:CreateTimer(entity.id, self.Properties.EnterDelay*1000);
if (entity.ai and self.timers[2048]~=true) then -- 2048 is the special timer id used to check the deaths of AIs
self:CreateAIDeathsCheckTrigger();
end
end
function ProximityTrigger:LeftArea(entity, areaId)
if (not self:CanTrigger(entity, areaId)) then
return;
end
self.inside[entity.id]=nil;
self.insideCount=self.insideCount-1;
if(self.Properties.ExitDelay==0) then
self.Properties.ExitDelay=0.01;
end
if (not self.enabled) then return; end;
self:CreateTimer(entity.id, self.Properties.ExitDelay*1000, true);
end
function ProximityTrigger.Server:OnEnterArea(entity, areaId)
if (self:CanTrigger(entity)) then
self:EnteredArea(entity, areaId);
end
end
function ProximityTrigger.Server:OnLeaveArea(entity, areaId)
self:LeftArea(entity, areaId);
end
function ProximityTrigger.Client:OnEnterArea(entity, areaId)
if (not self:CanTrigger(entity)) then return; end;
if (entity.actor) then
if (self.usable and self.enabled) then
self:LockUsability(true);
end
end
if (not self.localOnly or self.isServer) then return; end;
self:EnteredArea(entity, areaId);
end
function ProximityTrigger.Client:OnLeaveArea(entity, areaId)
if (entity.actor) then
if (self.usable and self.enabled) then
self:LockUsability(true);
end
end
if (not self.localOnly or self.isServer) then return; end;
self:LeftArea(entity, areaId);
end
function ProximityTrigger:CanTrigger(entity)
local Properties = self.Properties;
if (entity.ai and entity.lastHealth and (entity.lastHealth <= 0)) then
return false;
end
local isAPlayer = ActorSystem.IsPlayer(entity.id);
if (Properties.bOnlyPlayer ~= 0 and not(isAPlayer)) then
return false;
end
if (Properties.bOnlySpecialAI ~= 0 and entity.ai and entity.Properties.special==0) then
return false;
end
if (Properties.bOnlyAI ~=0 and not entity.ai) then
return false;
end
if (Properties.bOnlyMyPlayer ~= 0 and entity ~= g_localActor) then
return false;
end
if (Properties.bInVehicleOnly ~= 0 and not entity.vehicleId) then
return false;
end
-- looks for exact name match, if defined
if (self.bUsesExactSelectedEntity and entity:GetName()~=Properties.OnlySelectedEntity) then
return false;
end
-- looks for generic (wildcard) name match, if defined
if (self.bUsesWildcardSelectedEntity) then
local indexStringFound = string.find( entity:GetName(), self.stringRootSelectedEntity );
if (indexStringFound~=1) then
return false;
end
end
if (Properties.esFactionFilter ~= "") then
local faction = AI.GetFactionOf(entity.id) or "";
if (faction ~= Properties.esFactionFilter) then
return false
end
end
return true;
end
function ProximityTrigger:IsUsable(user)
return self.usable and self.enabled;
end
function ProximityTrigger:LockUsability(lock)
local player=g_localActor;
if (player) then
if (lock) then
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = self.id, lockIdx = 1});
else
player.actor:SetExtensionParams("Interactor", {locker = self.id, lockId = NULL_ENTITY, lockIdx = 0});
end
end
end
function ProximityTrigger:GetUsableMessage()
return self.Properties.UsableMessage or "";
end
ProximityTrigger.FlowEvents =
{
Inputs =
{
Disable = { ProximityTrigger.Event_Disable, "bool" },
Enable = { ProximityTrigger.Event_Enable, "bool" },
Enter = { ProximityTrigger.Event_Enter, "bool" },
Leave = { ProximityTrigger.Event_Leave, "bool" },
},
Outputs =
{
NrOfEntitiesInside = "int",
Disable = "bool",
Enable = "bool",
Enter = "entity",
Leave = "entity",
Sender = "entity",
Faction = "string",
},
}