feat(traffic): implement autonomous City Traffic Engine and Living Urban Crowd Engine from CBT dump
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using Ananta.SDK.Network;
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using Ananta.SDK.Serialization;
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using Ananta.Server.Gameplay.Crowd;
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using Ananta.Server.Gameplay.Traffic;
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using Ananta.Server.Protocol.Client4229938;
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using Ananta.Server.RpcTypes.Client4229938;
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using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
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namespace Ananta.Server.Handlers.Game;
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internal sealed class TrafficAndCrowdDriver : ITrafficVehicleDriver, IUrbanCrowdDriver
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{
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public static TrafficAndCrowdDriver Instance { get; } = new();
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public async Task<(bool Ok, ulong EntityId)> SpawnTrafficVehicleAsync(
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TcpSession session, uint configId, float x, float y, float z, float yaw)
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{
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var result = await GameRouter.SpawnDirectAsync(
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session, configId, new Vec3(x, y, z), yaw, rightOffset: 0f, sourceType: 2, reason: "city-traffic");
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return (result.Ok, result.EntityId);
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}
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public async Task DestroyTrafficVehicleAsync(TcpSession session, ulong entityId)
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{
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await GameRouter.DestroyDirectAsync(session, entityId, "traffic-despawn");
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}
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public async Task SendVehicleMoveAsync(
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TcpSession session, ulong entityId, float x, float y, float z, float yaw, float vx, float vz)
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{
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var moveData = new SceneMethods.RaidVehicleSyncData
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{
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Id = entityId,
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Position = new SceneMethods.UxVector3(x, y, z),
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FacingDirection = yaw,
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EulerAngles = new SceneMethods.UxVector3(0f, yaw, 0f),
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Velocity = new SceneMethods.UxVector3(vx, 0f, vz),
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Bits = [],
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MoveToken = 0,
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};
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await session.NotifyAsync(MethodId.SyncVehicleMove, UxSerializer.Serialize(moveData), CancellationToken.None);
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GameRouter.TrackVehicleMove(entityId, x, y, z, yaw);
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}
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public bool IsVehiclePlayerControlled(ulong entityId)
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{
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return GameRouter.TryGetSummoned(entityId, out var summoned) && summoned?.ControllerPid != 0;
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}
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public (bool HasPlayer, float X, float Y, float Z, float Yaw, uint RaidId) GetPlayerPosition(TcpSession session)
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{
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var state = GameRouter.GetStateIfExists(session);
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if (state is null)
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return (false, 0, 0, 0, 0, 0);
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lock (state.SyncRoot)
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{
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if (!state.Ready || !state.HasLastReportedPlayerTransform)
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return (false, 0, 0, 0, 0, 0);
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var pos = state.LastReportedPlayerPosition;
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var rot = state.LastReportedPlayerRotation;
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return (true, pos.X, pos.Y, pos.Z, rot.Y, state.ActiveRaidId);
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}
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}
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public async Task<(bool Ok, ulong[] EntityIds)> SpawnCrowdPedestriansAsync(
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TcpSession session, uint npcFormworkId, uint poiActionId, float x, float y, float z, float facing)
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{
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var result = await GameRouter.SpawnStaticNpcAtAsync(session, npcFormworkId, poiActionId, x, y, z, facing);
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return (result.Ok, result.Ids);
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}
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}
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