DarkflameServer/dGame/dComponents/BaseCombatAIComponent.cpp

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#include "BaseCombatAIComponent.h"
#include "BitStream.h"
#include "Entity.h"
#include "EntityManager.h"
#include "ControllablePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "dpWorld.h"
#include "GameMessages.h"
#include "dServer.h"
#include "Game.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "DestroyableComponent.h"
#include <algorithm>
#include <sstream>
#include <vector>
#include "SkillComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include "Metrics.hpp"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dNavMesh.h"
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BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id): Component(parent) {
m_Target = LWOOBJID_EMPTY;
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SetAiState(AiState::spawn);
m_Timer = 1.0f;
m_StartPosition = parent->GetPosition();
m_MovementAI = nullptr;
m_Disabled = false;
m_SkillEntries = {};
m_SoftTimer = 5.0f;
//Grab the aggro information from BaseCombatAI:
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, static_cast<int>(id));
auto componentResult = componentQuery.execQuery();
if (!componentResult.eof()) {
if (!componentResult.fieldIsNull("aggroRadius"))
m_AggroRadius = componentResult.getFloatField("aggroRadius");
if (!componentResult.fieldIsNull("tetherSpeed"))
m_TetherSpeed = componentResult.getFloatField("tetherSpeed");
if (!componentResult.fieldIsNull("pursuitSpeed"))
m_PursuitSpeed = componentResult.getFloatField("pursuitSpeed");
if (!componentResult.fieldIsNull("softTetherRadius"))
m_SoftTetherRadius = componentResult.getFloatField("softTetherRadius");
if (!componentResult.fieldIsNull("hardTetherRadius"))
m_HardTetherRadius = componentResult.getFloatField("hardTetherRadius");
}
componentResult.finalize();
// Get aggro and tether radius from settings and use this if it is present. Only overwrite the
// radii if it is greater than the one in the database.
if (m_Parent) {
auto aggroRadius = m_Parent->GetVar<float>(u"aggroRadius");
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m_AggroRadius = aggroRadius != 0 ? aggroRadius : m_AggroRadius;
auto tetherRadius = m_Parent->GetVar<float>(u"tetherRadius");
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m_HardTetherRadius = tetherRadius != 0 ? tetherRadius : m_HardTetherRadius;
}
/*
* Find skills
*/
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, static_cast<int>(parent->GetLOT()));
auto result = skillQuery.execQuery();
while (!result.eof()) {
const auto skillId = static_cast<uint32_t>(result.getIntField("skillID"));
const auto abilityCooldown = static_cast<float>(result.getFloatField("cooldown"));
const auto behaviorId = static_cast<uint32_t>(result.getIntField("behaviorID"));
auto* behavior = Behavior::CreateBehavior(behaviorId);
std::stringstream behaviorQuery;
AiSkillEntry entry = { skillId, 0, abilityCooldown, behavior };
m_SkillEntries.push_back(entry);
result.nextRow();
}
Stun(1.0f);
/*
* Add physics
*/
int32_t collisionGroup = (COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_ENEMY);
CDComponentsRegistryTable* componentRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto componentID = componentRegistryTable->GetByIDAndType(parent->GetLOT(), eReplicaComponentType::CONTROLLABLE_PHYSICS);
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
if (physicsComponentTable != nullptr) {
auto* info = physicsComponentTable->GetByID(componentID);
if (info != nullptr) {
collisionGroup = info->bStatic ? COLLISION_GROUP_NEUTRAL : info->collisionGroup;
}
}
//Create a phantom physics volume so we can detect when we're aggro'd.
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), m_AggroRadius);
m_dpEntityEnemy = new dpEntity(m_Parent->GetObjectID(), m_AggroRadius, false);
m_dpEntity->SetCollisionGroup(collisionGroup);
m_dpEntityEnemy->SetCollisionGroup(collisionGroup);
m_dpEntity->SetPosition(m_Parent->GetPosition());
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
dpWorld::AddEntity(m_dpEntity);
dpWorld::AddEntity(m_dpEntityEnemy);
}
BaseCombatAIComponent::~BaseCombatAIComponent() {
if (m_dpEntity)
dpWorld::RemoveEntity(m_dpEntity);
if (m_dpEntityEnemy)
dpWorld::RemoveEntity(m_dpEntityEnemy);
}
void BaseCombatAIComponent::Update(const float deltaTime) {
//First, we need to process physics:
if (!m_dpEntity) return;
m_dpEntity->SetPosition(m_Parent->GetPosition()); //make sure our position is synced with our dpEntity
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
//Process enter events
for (const auto id : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(id);
}
//Process exit events
for (const auto id : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(id);
}
// Check if we should stop the tether effect
if (m_TetherEffectActive) {
m_TetherTime -= deltaTime;
if (m_Target != LWOOBJID_EMPTY || (NiPoint3::DistanceSquared(
m_StartPosition,
m_Parent->GetPosition()) < 20 * 20 && m_TetherTime <= 0)
) {
GameMessages::SendStopFXEffect(m_Parent, true, "tether");
m_TetherEffectActive = false;
}
}
if (m_SoftTimer <= 0.0f) {
Game::entityManager->SerializeEntity(m_Parent);
m_SoftTimer = 5.0f;
} else {
m_SoftTimer -= deltaTime;
}
if (m_Disabled || m_Parent->GetIsDead())
return;
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bool stunnedThisFrame = m_Stunned;
CalculateCombat(deltaTime); // Putting this here for now
if (m_StartPosition == NiPoint3Constant::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}
m_MovementAI = m_Parent->GetComponent<MovementAIComponent>();
if (m_MovementAI == nullptr) {
return;
}
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if (stunnedThisFrame) {
m_MovementAI->Stop();
return;
}
if (m_Timer > 0.0f) {
m_Timer -= deltaTime;
return;
}
switch (m_State) {
case AiState::spawn:
Stun(2.0f);
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SetAiState(AiState::idle);
break;
case AiState::idle:
Wander();
break;
case AiState::aggro:
OnAggro();
break;
case AiState::tether:
OnTether();
break;
default:
break;
}
}
void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
bool hasSkillToCast = false;
for (auto& entry : m_SkillEntries) {
if (entry.cooldown > 0.0f) {
entry.cooldown -= deltaTime;
} else {
hasSkillToCast = true;
}
}
bool hadRemainingDowntime = m_SkillTime > 0.0f;
if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
auto* rebuild = m_Parent->GetComponent<QuickBuildComponent>();
if (rebuild != nullptr) {
const auto state = rebuild->GetState();
if (state != eQuickBuildState::COMPLETED) {
return;
}
}
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
return;
}
skillComponent->CalculateUpdate(deltaTime);
if (m_Disabled) return;
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if (m_Stunned) {
m_StunTime -= deltaTime;
if (m_StunTime > 0.0f) {
return;
}
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m_StunTime = 0.0f;
m_Stunned = false;
}
if (m_Stunned || hadRemainingDowntime) return;
auto newTarget = FindTarget();
// Tether - reset enemy
if (m_Target != LWOOBJID_EMPTY && newTarget == LWOOBJID_EMPTY) {
m_OutOfCombat = true;
m_OutOfCombatTime = 1.0f;
} else if (newTarget != LWOOBJID_EMPTY) {
m_OutOfCombat = false;
m_OutOfCombatTime = 0.0f;
}
if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
auto serilizationRequired = false;
if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
serilizationRequired = true;
}
if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
serilizationRequired = true;
}
if (serilizationRequired) {
Game::entityManager->SerializeEntity(m_Parent);
}
GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
m_TetherEffectActive = true;
m_TetherTime = 3.0f;
}
// Speed towards start position
if (m_MovementAI != nullptr) {
m_MovementAI->SetHaltDistance(0);
m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
}
m_OutOfCombat = false;
m_OutOfCombatTime = 0.0f;
}
SetTarget(newTarget);
if (m_Target != LWOOBJID_EMPTY) {
if (m_State == AiState::idle) {
m_Timer = 0;
}
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SetAiState(AiState::aggro);
} else {
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SetAiState(AiState::idle);
}
if (!hasSkillToCast) return;
if (m_Target == LWOOBJID_EMPTY) {
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SetAiState(AiState::idle);
return;
}
auto* target = GetTargetEntity();
if (target != nullptr) {
LookAt(target->GetPosition());
}
for (auto i = 0; i < m_SkillEntries.size(); ++i) {
auto entry = m_SkillEntries.at(i);
if (entry.cooldown > 0) {
continue;
}
const auto result = skillComponent->CalculateBehavior(entry.skillId, entry.behavior->m_behaviorId, LWOOBJID_EMPTY);
if (result.success) {
if (m_MovementAI != nullptr) {
m_MovementAI->Stop();
}
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SetAiState(AiState::aggro);
m_Timer = 0;
m_SkillTime = result.skillTime;
entry.cooldown = entry.abilityCooldown + m_SkillTime;
m_SkillEntries[i] = entry;
break;
}
}
}
LWOOBJID BaseCombatAIComponent::FindTarget() {
NiPoint3 reference = m_StartPosition;
if (m_MovementAI) reference = m_MovementAI->ApproximateLocation();
auto* target = GetTargetEntity();
if (target != nullptr && !m_DirtyThreat) {
const auto targetPosition = target->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius) {
return m_Target;
}
return LWOOBJID_EMPTY;
}
auto possibleTargets = GetTargetWithinAggroRange();
if (possibleTargets.empty() && m_ThreatEntries.empty()) {
m_DirtyThreat = false;
return LWOOBJID_EMPTY;
}
Entity* optimalTarget = nullptr;
float biggestThreat = 0;
for (const auto& entry : possibleTargets) {
auto* entity = Game::entityManager->GetEntity(entry);
if (entity == nullptr) {
continue;
}
const auto targetPosition = entity->GetPosition();
const auto threat = GetThreat(entry);
const auto maxDistanceSquared = m_HardTetherRadius * m_HardTetherRadius;
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > maxDistanceSquared) {
if (threat > 0) {
SetThreat(entry, 0);
}
continue;
}
if (threat > biggestThreat) {
biggestThreat = threat;
optimalTarget = entity;
continue;
}
const auto proximityThreat = -(Vector3::DistanceSquared(targetPosition, reference) - maxDistanceSquared) / 100; // Proximity threat takes last priority
if (proximityThreat > biggestThreat) {
biggestThreat = proximityThreat;
optimalTarget = entity;
}
}
if (!m_DirtyThreat) {
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
} else {
return optimalTarget->GetObjectID();
}
}
std::vector<LWOOBJID> deadThreats{};
for (const auto& threatTarget : m_ThreatEntries) {
auto* entity = Game::entityManager->GetEntity(threatTarget.first);
if (entity == nullptr) {
deadThreats.push_back(threatTarget.first);
continue;
}
const auto targetPosition = entity->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > m_HardTetherRadius * m_HardTetherRadius) {
deadThreats.push_back(threatTarget.first);
continue;
}
if (threatTarget.second > biggestThreat) {
optimalTarget = entity;
biggestThreat = threatTarget.second;
}
}
for (const auto& deadThreat : deadThreats) {
SetThreat(deadThreat, 0);
}
m_DirtyThreat = false;
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
} else {
return optimalTarget->GetObjectID();
}
}
std::vector<LWOOBJID> BaseCombatAIComponent::GetTargetWithinAggroRange() const {
std::vector<LWOOBJID> targets;
for (auto id : m_Parent->GetTargetsInPhantom()) {
auto* other = Game::entityManager->GetEntity(id);
const auto distance = Vector3::DistanceSquared(m_Parent->GetPosition(), other->GetPosition());
if (distance > m_AggroRadius * m_AggroRadius) continue;
targets.push_back(id);
}
return targets;
}
bool BaseCombatAIComponent::IsMech() {
switch (m_Parent->GetLOT()) {
case 6253:
return true;
default:
return false;
}
return false;
}
void BaseCombatAIComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
outBitStream.Write(m_DirtyStateOrTarget || bIsInitialUpdate);
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if (m_DirtyStateOrTarget || bIsInitialUpdate) {
outBitStream.Write(m_State);
outBitStream.Write(m_Target);
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m_DirtyStateOrTarget = false;
}
}
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void BaseCombatAIComponent::SetAiState(AiState newState) {
if (newState == this->m_State) return;
this->m_State = newState;
m_DirtyStateOrTarget = true;
Game::entityManager->SerializeEntity(m_Parent);
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}
bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
LOG("Invalid entity for checking validity (%llu)!", target);
return false;
}
auto* destroyable = entity->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
return false;
}
auto* referenceDestroyable = m_Parent->GetComponent<DestroyableComponent>();
if (referenceDestroyable == nullptr) {
LOG("Invalid reference destroyable component on (%llu)!", m_Parent->GetObjectID());
return false;
}
auto* quickbuild = entity->GetComponent<QuickBuildComponent>();
if (quickbuild != nullptr) {
const auto state = quickbuild->GetState();
if (state != eQuickBuildState::COMPLETED) {
return false;
}
}
auto enemyList = referenceDestroyable->GetEnemyFactionsIDs();
auto candidateList = destroyable->GetFactionIDs();
for (auto value : candidateList) {
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end()) {
return true;
}
}
return false;
}
void BaseCombatAIComponent::SetTarget(const LWOOBJID target) {
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if (this->m_Target == target) return;
m_Target = target;
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m_DirtyStateOrTarget = true;
Game::entityManager->SerializeEntity(m_Parent);
}
Entity* BaseCombatAIComponent::GetTargetEntity() const {
return Game::entityManager->GetEntity(m_Target);
}
void BaseCombatAIComponent::Taunt(LWOOBJID offender, float threat) {
// Can't taunt self
if (offender == m_Parent->GetObjectID())
return;
m_ThreatEntries[offender] += threat;
m_DirtyThreat = true;
}
float BaseCombatAIComponent::GetThreat(LWOOBJID offender) {
const auto pair = m_ThreatEntries.find(offender);
if (pair == m_ThreatEntries.end()) return 0;
return pair->second;
}
void BaseCombatAIComponent::SetThreat(LWOOBJID offender, float threat) {
if (threat == 0) {
m_ThreatEntries.erase(offender);
} else {
m_ThreatEntries[offender] = threat;
}
m_DirtyThreat = true;
}
const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
return m_StartPosition;
}
void BaseCombatAIComponent::ClearThreat() {
m_ThreatEntries.clear();
m_DirtyThreat = true;
}
void BaseCombatAIComponent::Wander() {
if (!m_MovementAI->AtFinalWaypoint()) {
return;
}
m_MovementAI->SetHaltDistance(0);
const auto& info = m_MovementAI->GetInfo();
const auto div = static_cast<int>(info.wanderDelayMax);
m_Timer = (div == 0 ? 0 : GeneralUtils::GenerateRandomNumber<int>(0, div)) + info.wanderDelayMin; //set a random timer to stay put.
const float radius = info.wanderRadius * sqrt(static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1))); //our wander radius + a bit of random range
const float theta = ((static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1)) * 2 * PI));
const NiPoint3 delta =
{
radius * cos(theta),
0,
radius * sin(theta)
};
auto destination = m_StartPosition + delta;
if (dpWorld::IsLoaded()) {
destination.y = dpWorld::GetNavMesh()->GetHeightAtPoint(destination);
}
if (Vector3::DistanceSquared(destination, m_MovementAI->GetParent()->GetPosition()) < 2 * 2) {
m_MovementAI->Stop();
return;
}
m_MovementAI->SetMaxSpeed(m_TetherSpeed);
m_MovementAI->SetDestination(destination);
m_Timer += (m_MovementAI->GetParent()->GetPosition().x - destination.x) / m_TetherSpeed;
}
void BaseCombatAIComponent::OnAggro() {
if (m_Target == LWOOBJID_EMPTY) return;
auto* target = GetTargetEntity();
if (target == nullptr) {
return;
}
m_MovementAI->SetHaltDistance(m_AttackRadius);
NiPoint3 targetPos = target->GetPosition();
NiPoint3 currentPos = m_MovementAI->GetParent()->GetPosition();
// If the player's position is within range, attack
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
} else //Chase the player's new position
{
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(targetPos);
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SetAiState(AiState::tether);
}
m_Timer += 0.5f;
}
void BaseCombatAIComponent::OnTether() {
auto* target = GetTargetEntity();
if (target == nullptr) {
return;
}
m_MovementAI->SetHaltDistance(m_AttackRadius);
NiPoint3 targetPos = target->GetPosition();
NiPoint3 currentPos = m_MovementAI->ApproximateLocation();
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
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SetAiState(AiState::aggro);
} else {
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
m_MovementAI->SetMaxSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(targetPos);
}
m_Timer += 0.5f;
}
bool BaseCombatAIComponent::GetStunned() const {
return m_Stunned;
}
void BaseCombatAIComponent::SetStunned(const bool value) {
m_Stunned = value;
}
bool BaseCombatAIComponent::GetStunImmune() const {
return m_StunImmune;
}
void BaseCombatAIComponent::SetStunImmune(bool value) {
m_StunImmune = value;
}
float BaseCombatAIComponent::GetTetherSpeed() const {
return m_TetherSpeed;
}
void BaseCombatAIComponent::SetTetherSpeed(float value) {
m_TetherSpeed = value;
}
void BaseCombatAIComponent::Stun(const float time) {
if (m_StunImmune || m_StunTime > time) {
return;
}
m_StunTime = time;
m_Stunned = true;
}
float BaseCombatAIComponent::GetAggroRadius() const {
return m_AggroRadius;
}
void BaseCombatAIComponent::SetAggroRadius(const float value) {
m_AggroRadius = value;
}
void BaseCombatAIComponent::LookAt(const NiPoint3& point) {
if (m_Stunned) {
return;
}
m_Parent->SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), point));
}
void BaseCombatAIComponent::SetDisabled(bool value) {
m_Disabled = value;
}
bool BaseCombatAIComponent::GetDistabled() const {
return m_Disabled;
}
void BaseCombatAIComponent::Sleep() {
m_dpEntity->SetSleeping(true);
m_dpEntityEnemy->SetSleeping(true);
}
void BaseCombatAIComponent::Wake() {
m_dpEntity->SetSleeping(false);
m_dpEntityEnemy->SetSleeping(false);
}