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BonkStateManager.as
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BonkStateManager.as
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class BonkStateManager {
#if TMNEXT||MP4
int idx = 0;
bool bonk;
vec3 prevVel;
vec3 prevVelNorm;
float prevVelLength;
vec3 prevVdt;
uint64 lastBonkTime;
vec3 lastBonkVdtdt;
int prevWheelContactCount;
array<int> wheelContactCountArr(10);
void drawVec3(CSceneVehicleVisState@ visState, vec3 v, vec4 c) {
nvg::BeginPath();
nvg::MoveTo(Camera::ToScreenSpace(visState.Position));
nvg::LineTo(Camera::ToScreenSpace(visState.Position + v));
nvg::StrokeColor(c);
nvg::Stroke();
nvg::ClosePath();
}
/* To be called once per frame. */
void handleBonkCall(CSceneVehicleVisState@ visState) {
/* 🎶 business logic 🎶 */
if (debug) // i tried really-ish hard to make this actually follow the car lmao, couldn't grok it
drawVec3(visState, lastBonkVdtdt, vec4(1, 0, 0, 1));
vec3 v = visState.WorldVel;
float vLen = v.Length();
#if TMNEXT
int wheelContactCount = notContactCheck(visState, EPlugSurfaceMaterialId::XXX_Null);
#elif MP4
int wheelContactCount = notContactCheck(visState);
#endif
wheelContactCountArr[idx] = wheelContactCount;
vec3 vdt = v - prevVel;
float vdtUp = Math::Dot(vdt, visState.Up);
vdt = vdt - visState.Up * vdtUp;
if (Math::Dot(vdt, visState.Dir) > 0) {
vdt = vdt - visState.Dir * (Math::Dot(vdt, visState.Dir));
}
vec3 vdtdt = vdt - prevVdt;
if (
(lastBonkTime < Time::Now - bonkDebounce) &&
(prevVelLength > 10) &&
mainBonkDetect &&
(
(wheelContactCount == 4 && prevWheelContactCount == 4 &&
(vdtdt.Length() > wheels_contacting_sensitivity))
||
((wheelContactCount != 4 && prevWheelContactCount != 4) &&
(vdtdt.Length() > wheels_in_air_sensitivity))
)
) {
lastBonkTime = Time::Now;
Audio::Play(bonkSound, bonkSoundGain);
startBonkFlash();
if (debug) {
print("Bonk intensity: " + tostring(vdtdt.Length()));
lastBonkVdtdt = vdtdt.Normalized(); // helps make rendering cleaner - this + tracing the length is all that's needed.
}
}
prevVelLength = vLen;
prevVel = v;
prevWheelContactCount = wheelContactCount;
prevVdt = vdt;
idx = (idx + 1) % 10;
return;
}
int sumWheelContactCountArr() {
int r = 0;
for (int i = 0; i < 10; i++) {
r += wheelContactCountArr[i];
}
print(r);
return r;
}
#endif
#if TMNEXT
int notContactCheck(CSceneVehicleVisState@ visState, EPlugSurfaceMaterialId surface) {
return
(visState.FLGroundContactMaterial != surface ? 1 : 0) +
(visState.FRGroundContactMaterial != surface ? 1 : 0) +
(visState.RLGroundContactMaterial != surface ? 1 : 0) +
(visState.RRGroundContactMaterial != surface ? 1 : 0);
}
#elif MP4
int notContactCheck(CSceneVehicleVisState@ visState) {
return
(visState.FLGroundContact ? 1 : 0) +
(visState.FRGroundContact ? 1 : 0) +
(visState.RLGroundContact ? 1 : 0) +
(visState.RRGroundContact ? 1 : 0);
}
#endif
}