mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-16 06:01:54 +00:00
Server character restructure
This commit is contained in:
81
src/server/main/Characters/Actions.lua
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81
src/server/main/Characters/Actions.lua
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@@ -0,0 +1,81 @@
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--!optimize 2
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--!native
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--!strict
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type EventFunction = (KeyPressed: Enum.KeyCode) -> ()
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type ActionsTCP = RBXScriptConnection
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type LocalPlayer = Player
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type TCP = RemoteEvent
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type EventsDict = {
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[Enum.KeyCode]: EventFunction
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}
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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type Impl_Constructor = {
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__index: Impl_Constructor,
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constructor: Constructor_Fun,
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--Class functions
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Add: (self: ClassConstructor, Key: Enum.KeyCode, f: EventFunction) -> (),
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Remove: (self: ClassConstructor, Key: Enum.KeyCode) -> ()
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} & Impl_Static_Props
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type Constructor_Fun = (LocalPlayer: LocalPlayer) -> ClassConstructor
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type Impl_Static_Props = {}
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type Constructor_Return_Props = {
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Events: EventsDict,
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CurrentActionsTCP_Event: ActionsTCP?
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}
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local Actions = {} :: Impl_Constructor
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Actions.__index = Actions
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local CharacterShared = _G.include(script, "CharacterShared")
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local Remote = Instance.new("RemoteEvent") :: TCP
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Remote.Name = "Actions"
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Remote.Parent = CharacterShared
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local ActionsTCP_Event: ActionsTCP?
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function Actions.constructor(LocalPlayer: LocalPlayer)
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local Events: EventsDict = {}
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if ActionsTCP_Event then
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warn("[Server Actions]: TCP event was already created, duplicating...", debug.traceback())
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end
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ActionsTCP_Event = Remote.OnServerEvent:Connect(function(Messenger: Player, Key: Enum.KeyCode)
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if Messenger.UserId == LocalPlayer.UserId then
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if typeof(Key) == "EnumItem" then
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local switch = Events[Key]
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if switch then
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switch(Key)
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end
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else
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warn(`[Server Actions]: Got an unknown type, Key="{typeof(Key)}" Value="{Key}" from: "{Messenger.Name}"`)
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end
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else
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Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{Remote.Name}", 1="{tostring(Key)}"`)
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end
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end)
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return setmetatable({
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Events = Events,
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CurrentActionsTCP_Event = ActionsTCP_Event
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}, Actions)
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end
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function Actions:Add(Key: Enum.KeyCode, f: EventFunction)
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self.Events[Key] = f
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end
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function Actions:Remove(Key: Enum.KeyCode)
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self.Events[Key] = nil
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if not next(self.Events) then
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(self.CurrentActionsTCP_Event :: ActionsTCP):Disconnect()
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print("[Server Actions]: ")
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end
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end
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return Actions
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124
src/server/main/Characters/Flashlight.lua
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124
src/server/main/Characters/Flashlight.lua
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@@ -0,0 +1,124 @@
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--!optimize 2
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--!native
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--!strict
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type UDP = UnreliableRemoteEvent
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type FlashlightUDP = RBXScriptConnection
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type LocalPlayer = Player
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type HumanoidRootPart = BasePart
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type EulerXYZ_struct = {number}
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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type Impl_Constructor = {
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__index: Impl_Constructor,
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constructor: Constructor_Fun,
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--Class functions
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On: (self: ClassConstructor) -> (),
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Off: (self: ClassConstructor) -> (),
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Toggle: (self: ClassConstructor) -> ()
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} & Impl_Static_Props
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type Constructor_Fun = (LocalPlayer: LocalPlayer, HumanoidRootPart: HumanoidRootPart) -> ClassConstructor
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type Impl_Static_Props = {
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Enabled: boolean,
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HeadHeight: number
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}
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type Constructor_Return_Props = {
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FlashlightPart: Part,
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SpotLight: SpotLight,
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ToggleSound: Sound
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}
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local Flashlight = {} :: Impl_Constructor
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Flashlight.__index = Flashlight
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Flashlight.Enabled = false
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Flashlight.HeadHeight = 1
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local CharacterShared = _G.include(script, "CharacterShared")
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local Flashlight_UDP = Instance.new("UnreliableRemoteEvent") :: UDP
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Flashlight_UDP.Name = "Flashlight"
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Flashlight_UDP.Parent = CharacterShared
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local FlashlightUDP_Event: FlashlightUDP?
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local function FlashlightPart(HumanoidRootPart: HumanoidRootPart): (Part, SpotLight, Sound)
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local FlashlightPart = Instance.new("Part") :: Part
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FlashlightPart.Size = Vector3.new(.1,.1,.1)
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FlashlightPart.CFrame = HumanoidRootPart.CFrame+Vector3.yAxis
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FlashlightPart.CanCollide = false
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FlashlightPart.CastShadow = false
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FlashlightPart.Anchored = true
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FlashlightPart.Transparency = 1
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local SpotLight = Instance.new("SpotLight") :: SpotLight
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SpotLight.Color = Color3.new(1,1,1)
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SpotLight.Angle = 80
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SpotLight.Range = 30
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SpotLight.Brightness = 2
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SpotLight.Shadows = true
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SpotLight.Enabled = false
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SpotLight.Parent = FlashlightPart
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local ToggleSound = Instance.new("Sound") :: Sound
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ToggleSound.Name = "Flashlight"
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ToggleSound.SoundId = "rbxassetid://16454678462"
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ToggleSound.Volume = .5
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ToggleSound.Parent = FlashlightPart
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FlashlightPart.Parent = HumanoidRootPart
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return FlashlightPart, SpotLight, ToggleSound
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end
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function Flashlight.constructor(LocalPlayer: LocalPlayer, HumanoidRootPart: HumanoidRootPart)
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local FlashlightPart, SpotLight, ToggleSound = FlashlightPart(HumanoidRootPart)
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if FlashlightUDP_Event then
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warn("[Server Flashlight]: UDP event was already created, duplicating...", debug.traceback())
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end
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FlashlightUDP_Event = Flashlight_UDP.OnServerEvent:Connect(function(Messenger: Player, CameraEuler: EulerXYZ_struct)
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if Messenger.UserId == LocalPlayer.UserId then
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if CameraEuler[4] and CameraEuler[4] == 3 then
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local RootPartCFrame = HumanoidRootPart.CFrame
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FlashlightPart.CFrame = CFrame.new(
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RootPartCFrame.X,
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RootPartCFrame.Y+Flashlight.HeadHeight,
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RootPartCFrame.Z)*CFrame.Angles(CameraEuler[1], CameraEuler[2], CameraEuler[3])
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end
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else
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Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{Flashlight_UDP.Name}", 1="{tostring(CameraEuler)}"`)
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end
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end)
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return setmetatable({
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FlashlightPart = FlashlightPart,
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SpotLight = SpotLight,
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ToggleSound = ToggleSound
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}, Flashlight)
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end
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function Flashlight:On()
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Flashlight.Enabled = true
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self.ToggleSound:Play()
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self.SpotLight.Enabled = Flashlight.Enabled
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end
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function Flashlight:Off()
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Flashlight.Enabled = false
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self.ToggleSound:Play()
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self.SpotLight.Enabled = Flashlight.Enabled
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end
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function Flashlight:Toggle()
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if Flashlight.Enabled then
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self:Off()
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else
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self:On()
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end
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end
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return Flashlight
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55
src/server/main/Characters/Shadows.lua
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55
src/server/main/Characters/Shadows.lua
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@@ -0,0 +1,55 @@
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--!optimize 2
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--!native
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--!strict
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--This really should be only client
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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type Impl_Constructor = {
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__index: Impl_Constructor,
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constructor: Constructor_Fun,
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--Class functions
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PartToggle: (self: ClassConstructor, Instance: BasePart, CastingShadow: boolean) -> (),
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Remove: (self: ClassConstructor, Key: Enum.KeyCode) -> (),
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on: (self: ClassConstructor) -> (),
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off: (self: ClassConstructor) -> ()
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}
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type Constructor_Fun = (Character: Character) -> ClassConstructor
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type Constructor_Return_Props = {
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Character: Character
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}
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local Shadows = {} :: Impl_Constructor
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Shadows.__index = Shadows
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type Character = Model
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function Shadows.constructor(Character: Character)
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return setmetatable({
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Character = Character
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}, Shadows)
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end
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function Shadows:PartToggle(Instance: BasePart, CastingShadow: boolean)
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if Instance:IsA("BasePart") then --not 100%, but im sure types are only in effect on the editor side
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Instance.CastShadow = CastingShadow
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end
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end
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local function CharacterShadows(self: ClassConstructor, enabled: boolean)
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local CharacterDescendants = self.Character:GetDescendants()
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for i = 1, #CharacterDescendants do
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self:PartToggle(CharacterDescendants[i] :: BasePart, enabled)
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end
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end
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function Shadows:on()
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CharacterShadows(self, true)
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end
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function Shadows:off()
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CharacterShadows(self, false)
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end
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return Shadows
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102
src/server/main/Characters/SpineKinematics.lua
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102
src/server/main/Characters/SpineKinematics.lua
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@@ -0,0 +1,102 @@
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--!optimize 2
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--!native
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--!strict
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type Head = BasePart
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type UpperTorso = BasePart
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type Neck = Motor6D
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type Waist = Motor6D
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type NeckC0 = CFrame
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type WaistC0 = CFrame
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type UDP = UnreliableRemoteEvent
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type struct_SpineMovement = {
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Neck: CFrame,
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Waist: CFrame
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}
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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type Impl_Constructor = {
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__index: Impl_Constructor,
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constructor: Constructor_Fun,
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--Class functions
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Move: (self: ClassConstructor, CameraCFrame: CFrame, IsFirstPerson: boolean) -> ()
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} & Impl_Static_Props
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type Constructor_Fun = (Head: Head, UpperTorso: UpperTorso) -> ClassConstructor
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type Impl_Static_Props = {
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Enabled: boolean,
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Multiplier: number
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}
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type Constructor_Return_Props = {
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Remote: UDP,
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Head: Head,
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UpperTorso: UpperTorso,
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Neck: Neck,
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Waist: Waist,
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NeckC0: NeckC0,
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WaistC0: WaistC0
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}
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local Spine = {} :: Impl_Constructor
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Spine.__index = Spine
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Spine.Enabled = true
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Spine.Multiplier = .5
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local Remote = Instance.new("UnreliableRemoteEvent") :: UDP
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Remote.Name = "SpineStream"
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Remote.Parent = _G.include(script, "CharacterShared")
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function Spine.constructor(Head: Head, UpperTorso: UpperTorso)
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local self = {}
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self.Head = Head
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self.UpperTorso = UpperTorso
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self.Neck = Head:WaitForChild("Neck") :: Motor6D
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self.Waist = UpperTorso:WaitForChild("Waist") :: Motor6D
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self.Remote = Remote
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self.NeckC0 = (self.Neck :: Motor6D).C0
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self.WaistC0 = (self.Neck :: Motor6D).C0
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return setmetatable(self, Spine)
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end
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local function SpineMovement(self: ClassConstructor, CameraCFrame: CFrame, IsFirstPerson: boolean): struct_SpineMovement
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local HeadCFrame: CFrame = self.Head.CFrame
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local TorsoPosition: Vector3 = self.UpperTorso.Position
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local TorsoLookVector: Vector3 = self.UpperTorso.CFrame.LookVector
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local HeadPosition: Vector3 = HeadCFrame.Position
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local CameraPosition: Vector3 = CameraCFrame.Position
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local HeadDelta: Vector3 = HeadPosition-CameraPosition
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local TorsoDeltaNormal: Vector3 = (TorsoPosition-CameraPosition).Unit
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local HeadDeltaNormal: Vector3 = HeadDelta.Unit
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local HeadDeltaMagnitude: number = HeadDelta.Magnitude
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local arc = Spine.Multiplier*math.asin(HeadDelta.Y/HeadDeltaMagnitude)
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local Neck = CFrame.Angles(arc, 0, 0)
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local Waist = CFrame.Angles(arc, 0, 0)
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if not IsFirstPerson then
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--Make this less cringe at some point, combine the dot product into the equation
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local LookingAtSelf = CameraCFrame.LookVector:Dot(HeadCFrame.LookVector)<0 --Make our head face the camera if we are looking at ourself
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local HeadCrossDelta = Spine.Multiplier*HeadDeltaNormal:Cross(TorsoLookVector).Y
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local TorsoCrossDelta = Spine.Multiplier*TorsoDeltaNormal:Cross(TorsoLookVector).Y
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Neck*=CFrame.Angles(0, HeadCrossDelta, 0)
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Waist*=CFrame.Angles(0, LookingAtSelf and TorsoCrossDelta or -TorsoCrossDelta, 0)
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end
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return {
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Neck = Neck,
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Waist = Waist
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}
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end
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function Spine:Move(CameraCFrame: CFrame, IsFirstPerson: boolean)
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local SpineIK = SpineMovement(self, CameraCFrame, IsFirstPerson)
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self.Neck.C0 = self.Neck.C0:Lerp(self.NeckC0*SpineIK.Neck, .9)
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self.Waist.C0 = self.Waist.C0:Lerp(self.WaistC0*SpineIK.Waist, .9)
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end
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return Spine
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91
src/server/main/Characters/init.lua
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91
src/server/main/Characters/init.lua
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@@ -0,0 +1,91 @@
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--!optimize 2
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--!native
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--!strict
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type UDP = UnreliableRemoteEvent
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type CharacterSharedFolder = Folder
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local Players = game:GetService("Players")
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local Dir = script.Parent
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local Character = Dir.Parent
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local preprocessor = {}
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--Production--
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--if not RS:IsStudio() then
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task.wait()
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Dir.Parent = nil
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--end
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--
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--Create the character shared directory here
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local CharacterShared = Instance.new("Folder")
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CharacterShared.Name = "shared"
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CharacterShared.Parent = Character
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function preprocessor.CharacterShared(): Instance
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return CharacterShared :: CharacterSharedFolder
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end
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_G.include = function(this: LuaSourceContainer, FunName: string, ...)
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--its not extremely necessary to have this security on the server-side
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if this:IsDescendantOf(script) then --getfenv is being removed
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local switch = preprocessor[FunName]
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return type(switch) == "function" and switch(...) or switch
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else
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warn(`Preprocessor append failed "{FunName}"`, debug.traceback())
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return nil
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end
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end
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local Shadows = require(script:WaitForChild("Shadows"))
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local SpineModule = require(script:WaitForChild("SpineKinematics"))
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local FlashlightModule = require(script:WaitForChild("Flashlight"))
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local ActionsModule = require(script:WaitForChild("Actions"))
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local Head = Character:WaitForChild("Head")
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local UpperTorso = Character:WaitForChild("UpperTorso")
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local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
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local LocalPlayer = Players:GetPlayerFromCharacter(Character)
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local CharacterShadows = Shadows.constructor(Character)
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local Spine = SpineModule.constructor(Head, UpperTorso)
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local Flashlight = FlashlightModule.constructor(LocalPlayer, HumanoidRootPart)
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local Actions = ActionsModule.constructor(LocalPlayer, HumanoidRootPart)
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local FlashlightDebounce = false
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CharacterShadows:off() --I plan having 2 player support and characters block a ton of light
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Character.DescendantAdded:Connect(function(Instance)
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task.wait() --Wait for the instance to properly replicate?
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CharacterShadows:PartToggle(Instance, false)
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end)
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local FlashlightCooldown = .10
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Actions:Add(Enum.KeyCode.F, function(_KeyPressed)
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if not FlashlightDebounce then
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Flashlight:Toggle()
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FlashlightDebounce = true
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task.wait(FlashlightCooldown)
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FlashlightDebounce = false
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end
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end);
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Spine.Remote.OnServerEvent:Connect(function(Messenger: Player, CameraPosition: CFrame, IsFirstPerson: boolean)
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if Messenger.UserId == LocalPlayer.UserId then
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if SpineModule.Enabled then
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Spine:Move(CameraPosition, IsFirstPerson)
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else
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--reset
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print("TODO reached -", script.Name..".lua")
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end
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else
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Messenger:Kick(`"{Messenger.Name}", {Messenger.UserId} r="{Spine.Remote.Name}", 1="{tostring(CameraPosition)}", 2="{tostring(IsFirstPerson)}"`)
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end
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end)
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_G.include = nil
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Reference in New Issue
Block a user