DarkflameServer/dGame/dComponents/MovementAIComponent.cpp

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#include "MovementAIComponent.h"
#include <utility>
#include <cmath>
#include "ControllablePhysicsComponent.h"
#include "BaseCombatAIComponent.h"
#include "dpCommon.h"
#include "dpWorld.h"
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
#include "CDClientManager.h"
#include "Game.h"
#include "dZoneManager.h"
#include "eTriggerEventType.h"
#include "eWaypointCommandType.h"
#include "RenderComponent.h"
#include "SkillComponent.h"
#include "InventoryComponent.h"
#include "ProximityMonitorComponent.h"
#include "DestroyableComponent.h"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dNavMesh.h"
namespace {
/**
* Cache of all lots and their respective speeds
*/
std::map<LOT, float> m_PhysicsSpeedCache;
}
MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
m_Info = info;
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m_IsPaused = true;
m_AtFinalWaypoint = true;
m_BaseCombatAI = nullptr;
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m_BaseCombatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
//Try and fix the insane values:
if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius *= 0.5f;
if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f;
if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed *= 0.5f;
m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
m_NextWaypoint = m_Parent->GetPosition();
m_Acceleration = 0.4f;
m_PullingToPoint = false;
m_PullPoint = NiPoint3Constant::ZERO;
m_HaltDistance = 0;
m_TimeToTravel = 0;
m_TimeTravelled = 0;
m_CurrentSpeed = 0;
m_MaxSpeed = 0;
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m_StartingWaypointIndex = -1;
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m_CurrentPathWaypointIndex = 0;
m_LockRotation = false;
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m_IsInReverse = false;
m_NextPathWaypointIndex = 0;
}
float MovementAIComponent::GetCurrentPathWaypointSpeed() const {
if (!m_Path || m_CurrentPathWaypointIndex >= m_CurrentPath.size() || m_CurrentPathWaypointIndex < 0) {
return 1.0f;
}
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return m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).movingPlatform.speed;
}
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void MovementAIComponent::SetupPath(const std::string& pathname) {
std::string path = pathname;
if (path.empty()) {
path = m_Parent->GetVarAsString(u"attached_path");
if (path.empty()) {
LOG("No path to load for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
return;
}
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}
const Path* pathData = Game::zoneManager->GetZone()->GetPath(path);
if (pathData) {
LOG("found path %i %s", m_Parent->GetLOT(), path.c_str());
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m_Path = pathData;
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if (!HasAttachedPathStart() && m_Parent->HasVar(u"attached_path_start")) m_StartingWaypointIndex = m_Parent->GetVar<uint32_t>(u"attached_path_start");
if (m_Path && HasAttachedPathStart() && (m_StartingWaypointIndex < 0 || m_StartingWaypointIndex >= m_Path->pathWaypoints.size())) {
LOG("WARNING: attached path start is out of bounds for %i:%llu, defaulting path start to 0",
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m_Parent->GetLOT(), m_Parent->GetObjectID());
m_StartingWaypointIndex = 0;
}
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std::vector<NiPoint3> waypoints;
for (const auto& waypoint : m_Path->pathWaypoints) {
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waypoints.push_back(waypoint.position);
}
SetPath(waypoints);
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} else {
LOG("No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
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}
}
void MovementAIComponent::Update(const float deltaTime) {
if (m_PullingToPoint) {
const auto source = GetCurrentWaypoint();
// Just a guess at the speed...
const auto speed = deltaTime * 2.5f;
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NiPoint3 velocity = (m_PullPoint - source) * speed;
SetPosition(source + velocity);
// We are close enough to the pulled to point, stop pulling
if (Vector3::DistanceSquared(m_Parent->GetPosition(), m_PullPoint) < std::pow(2, 2)) {
m_PullingToPoint = false;
}
return;
}
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// Are we done or paused?
if (AtFinalWaypoint() || IsPaused()) return;
if (m_HaltDistance > 0) {
// Prevent us from hugging the target
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < std::pow(m_HaltDistance, 2)) {
Stop();
return;
}
}
m_TimeTravelled += deltaTime;
if (m_TimeTravelled < m_TimeToTravel) return;
m_TimeTravelled = 0.0f;
const auto source = GetCurrentWaypoint();
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SetPosition(source);
NiPoint3 velocity = NiPoint3Constant::ZERO;
// If we have no acceleration, then we have no max speed.
// If we have no base speed, then we cannot scale the speed by it.
// Do we have another waypoint to seek?
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if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) {
m_NextWaypoint = GetCurrentWaypoint();
if (m_NextWaypoint == source) {
m_TimeToTravel = 0.0f;
return;
}
if (m_CurrentSpeed < m_MaxSpeed) {
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m_CurrentSpeed += m_Acceleration;
}
if (m_CurrentSpeed > m_MaxSpeed) {
m_CurrentSpeed = m_MaxSpeed;
}
const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed * current speed
const auto delta = m_NextWaypoint - source;
// Normalize the vector
const auto length = delta.Length();
if (length > 0) {
velocity = (delta / length).Unitize() * speed;
}
// Calclute the time it will take to reach the next waypoint with the current speed
m_TimeTravelled = 0.0f;
m_TimeToTravel = length / speed;
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
} else {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
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HandleWaypointArrived(0);
return;
}
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nextAction:
SetVelocity(velocity);
Game::entityManager->SerializeEntity(m_Parent);
}
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void MovementAIComponent::ReversePath() {
if (m_CurrentPath.empty()) return;
if (m_NextPathWaypointIndex < 0) m_NextPathWaypointIndex = 0;
if (m_NextPathWaypointIndex >= m_CurrentPath.size()) m_NextPathWaypointIndex = m_CurrentPath.size() - 1;
m_CurrentPathWaypointIndex = m_NextPathWaypointIndex;
m_IsInReverse = !m_IsInReverse;
AdvancePathWaypointIndex();
}
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bool MovementAIComponent::AdvancePathWaypointIndex() {
if (m_CurrentPath.empty()) return false;
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m_CurrentPathWaypointIndex = m_NextPathWaypointIndex;
if (m_IsInReverse) {
if (m_CurrentPathWaypointIndex >= 0) m_NextPathWaypointIndex--;
return m_CurrentPathWaypointIndex >= 0;
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} else {
if (m_CurrentPathWaypointIndex <= m_CurrentPath.size()) m_NextPathWaypointIndex++;
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return m_CurrentPathWaypointIndex < m_CurrentPath.size();
}
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}
const MovementAIInfo& MovementAIComponent::GetInfo() const {
return m_Info;
}
bool MovementAIComponent::AdvanceWaypointIndex() {
if (m_PathIndex >= m_InterpolatedWaypoints.size()) {
return false;
}
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m_PathIndex++;
return true;
}
NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
return m_PathIndex >= m_InterpolatedWaypoints.size() ? m_Parent->GetPosition() : m_InterpolatedWaypoints[m_PathIndex];
}
NiPoint3 MovementAIComponent::ApproximateLocation() const {
auto source = m_Parent->GetPosition();
if (AtFinalWaypoint()) return source;
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NiPoint3 approximation = source;
// Only have physics sim for controllable physics
if (!m_Parent->HasComponent(ControllablePhysicsComponent::ComponentType)) {
auto destination = GetNextWaypoint();
auto percentageToWaypoint = m_TimeToTravel > 0 ? m_TimeTravelled / m_TimeToTravel : 0;
approximation = source + ((destination - source) * percentageToWaypoint);
}
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if (dpWorld::IsLoaded()) {
approximation.y = dpWorld::GetNavMesh()->GetHeightAtPoint(approximation);
}
return approximation;
}
bool MovementAIComponent::Warp(const NiPoint3& point) {
Stop();
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NiPoint3 destination = point;
if (dpWorld::IsLoaded()) {
destination.y = dpWorld::GetNavMesh()->GetHeightAtPoint(point);
if (std::abs(destination.y - point.y) > 3) {
return false;
}
}
SetPosition(destination);
Game::entityManager->SerializeEntity(m_Parent);
return true;
}
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void MovementAIComponent::Pause() {
if (AtFinalWaypoint() || IsPaused()) return;
SetPosition(ApproximateLocation());
SetVelocity(NiPoint3Constant::ZERO);
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// Clear this as we may be somewhere else when we resume movement.
m_InterpolatedWaypoints.clear();
m_IsPaused = true;
m_PathIndex = 0;
m_TimeToTravel = 0;
m_TimeTravelled = 0;
}
void MovementAIComponent::Resume() {
if (AtFinalWaypoint() || !IsPaused()) return;
m_IsPaused = false;
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
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}
void MovementAIComponent::Stop() {
if (AtFinalWaypoint()) return;
SetPosition(ApproximateLocation());
SetVelocity(NiPoint3Constant::ZERO);
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m_TimeToTravel = 0;
m_TimeTravelled = 0;
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m_AtFinalWaypoint = true;
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m_IsPaused = true;
m_InterpolatedWaypoints.clear();
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m_CurrentPath.clear();
m_PathIndex = 0;
m_CurrentSpeed = 0;
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m_CurrentPathWaypointIndex = 0;
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Game::entityManager->SerializeEntity(m_Parent);
}
void MovementAIComponent::PullToPoint(const NiPoint3& point) {
Stop();
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m_PullingToPoint = true;
m_PullPoint = point;
}
const NiPoint3& MovementAIComponent::GetCurrentPathWaypoint() const {
if (m_CurrentPathWaypointIndex >= m_CurrentPath.size() || m_CurrentPathWaypointIndex < 0) {
return m_Parent->GetPosition();
}
return m_CurrentPath.at(m_CurrentPathWaypointIndex);
}
void MovementAIComponent::SetPath(const std::vector<NiPoint3>& path, bool startInReverse) {
if (path.empty()) return;
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m_CurrentPath = path;
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m_IsInReverse = startInReverse;
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// Start the Entity out at the first waypoint with their next waypoint being the same one.
// This is so AdvancePathWaypointIndex can do the recovery from effectively a paused state.
m_CurrentPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
m_NextPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
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if (HasAttachedPathStart()) {
m_CurrentPathWaypointIndex = m_StartingWaypointIndex;
m_NextPathWaypointIndex = m_StartingWaypointIndex;
}
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AdvancePathWaypointIndex();
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
}
float MovementAIComponent::GetBaseSpeed(LOT lot) {
// Check if the lot is in the cache
const auto& it = m_PhysicsSpeedCache.find(lot);
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if (it != m_PhysicsSpeedCache.end()) {
return it->second;
}
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
int32_t componentID;
CDPhysicsComponent* physicsComponent = nullptr;
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1);
if (componentID == -1) {
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
}
physicsComponent = physicsComponentTable->GetByID(componentID);
// Client defaults speed to 10 and if the speed is also null in the table, it defaults to 10.
float speed = physicsComponent != nullptr ? physicsComponent->speed : 10.0f;
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float delta = fabs(speed) - 1.0f;
if (delta <= std::numeric_limits<float>::epsilon()) speed = 10.0f;
m_PhysicsSpeedCache[lot] = speed;
return speed;
}
void MovementAIComponent::SetPosition(const NiPoint3& value) {
m_Parent->SetPosition(value);
}
void MovementAIComponent::SetRotation(const NiQuaternion& value) {
if (!m_LockRotation) m_Parent->SetRotation(value);
}
void MovementAIComponent::SetVelocity(const NiPoint3& value) {
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetVelocity(value);
return;
}
auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetVelocity(value);
}
}
void MovementAIComponent::SetDestination(const NiPoint3& destination) {
if (m_PullingToPoint) return;
const auto location = ApproximateLocation();
if (!AtFinalWaypoint()) {
SetPosition(location);
}
std::vector<NiPoint3> computedPath;
if (dpWorld::IsLoaded()) {
computedPath = dpWorld::GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
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} else {
// If we do not have a navmesh, we do not want an AI to be going towards points that are far below or above the map.
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//
}
// Somehow failed
if (computedPath.empty()) {
// Than take 10 points between the current position and the destination and make that the path
auto start = location;
auto delta = destination - start;
auto step = delta / 10.0f;
for (int i = 0; i < 10; i++) {
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start += step;
computedPath.push_back(start);
}
}
m_InterpolatedWaypoints.clear();
// Simply path
for (auto& point : computedPath) {
if (dpWorld::IsLoaded()) {
point.y = dpWorld::GetNavMesh()->GetHeightAtPoint(point);
}
m_InterpolatedWaypoints.push_back(point);
}
m_PathIndex = 0;
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m_TimeTravelled = 0;
m_TimeToTravel = 0;
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m_AtFinalWaypoint = false;
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m_IsPaused = false;
}
NiPoint3 MovementAIComponent::GetDestination() const {
return m_InterpolatedWaypoints.empty() ? m_Parent->GetPosition() : m_InterpolatedWaypoints.back();
}
void MovementAIComponent::SetMaxSpeed(const float value) {
if (value == m_MaxSpeed) return;
m_MaxSpeed = value;
m_Acceleration = value / 5;
}
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void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED);
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED_AT_DESIRED_WAYPOINT);
if (!m_Path || commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()) {
if (!AdvancePathWaypointIndex()) {
// We only want to handle path logic if we actually have a path setup for following
if (m_Path && !m_CurrentPath.empty()) {
if (m_Path->pathBehavior == PathBehavior::Bounce) {
ReversePath();
} else if (m_Path->pathBehavior == PathBehavior::Loop) {
m_CurrentPathWaypointIndex = 0;
m_NextPathWaypointIndex = 0;
AdvancePathWaypointIndex();
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
} else {
Stop();
m_Parent->TriggerEvent(eTriggerEventType::ARRIVED_AT_END_OF_PATH);
}
} else {
Stop();
}
return;
}
SetDestination(GetCurrentPathWaypoint());
SetMaxSpeed(GetCurrentPathWaypointSpeed());
return;
}
if (!IsPaused()) Pause();
const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
float delay = 0.0f;
switch (command) {
case eWaypointCommandType::STOP:
Stop();
break;
case eWaypointCommandType::GROUP_EMOTE:
delay = HandleWaypointCommandGroupEmote(data);
break;
case eWaypointCommandType::SET_VARIABLE:
HandleWaypointCommandSetVariable(data);
break;
case eWaypointCommandType::CAST_SKILL:
HandleWaypointCommandCastSkill(data);
break;
case eWaypointCommandType::EQUIP_INVENTORY:
HandleWaypointCommandEquipInventory(data);
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
HandleWaypointCommandUnequipInventory(data);
break;
case eWaypointCommandType::DELAY:
delay = HandleWaypointCommandDelay(data);
break;
case eWaypointCommandType::EMOTE:
delay = RenderComponent::PlayAnimation(m_Parent, data);
break;
case eWaypointCommandType::TELEPORT:
HandleWaypointCommandTeleport(data);
break;
case eWaypointCommandType::PATH_SPEED:
HandleWaypointCommandPathSpeed(data);
break;
case eWaypointCommandType::REMOVE_NPC:
HandleWaypointCommandRemoveNPC(data);
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
HandleWaypointCommandChangeWaypoint(data);
break;
case eWaypointCommandType::KILL_SELF:
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
break;
case eWaypointCommandType::DELETE_SELF:
m_Parent->Kill();
break;
case eWaypointCommandType::SPAWN_OBJECT:
HandleWaypointCommandSpawnObject(data);
break;
case eWaypointCommandType::PLAY_SOUND:
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
break;
case eWaypointCommandType::BOUNCE:
LOG("Unable to process bounce waypoint command server side!");
break;
case eWaypointCommandType::INVALID:
default:
LOG("Got invalid waypoint command %i", command);
break;
}
m_Parent->AddCallbackTimer(delay, [this, commandIndex]() {
this->HandleWaypointArrived(commandIndex + 1);
}
);
}
float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ';');
if (split.size() != 2) return 0.0f;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
float delay = 0.0f;
for (auto& entity : entities) {
delay = RenderComponent::PlayAnimation(entity, split.at(1));
}
return delay;
}
void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ',');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
}
void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
if (data.empty()) return;
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (!skillComponent) {
LOG("Skill component not found!");
return;
}
auto skillId = GeneralUtils::TryParse<uint32_t>(data);
if (skillId && skillId != 0) skillComponent->CastSkill(skillId.value());
}
void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
LOG("Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->EquipItem(item->second);
}
void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
LOG("Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->UnEquipItem(item->second);
}
float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
auto delay = GeneralUtils::TryParse<float>(data);
if (!delay) {
LOG("Failed to parse delay %s", data.c_str());
}
return delay.value_or(0.0f);
}
void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
auto posString = GeneralUtils::SplitString(data, ',');
if (posString.size() == 0) return;
auto newPos = NiPoint3();
std::optional<float> intermediate;
if (posString.size() >= 1) {
intermediate = GeneralUtils::TryParse<float>(posString.at(0));
if (!intermediate) return;
newPos.x = intermediate.value();
if (posString.size() >= 2) {
intermediate = GeneralUtils::TryParse<float>(posString.at(1));
if (!intermediate) return;
newPos.y = intermediate.value();
if (posString.size() >= 3) {
intermediate = GeneralUtils::TryParse<float>(posString.at(2));
if (!intermediate) return;
newPos.z = intermediate.value();
}
}
}
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternionConstant::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
}
void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
auto speed = GeneralUtils::TryParse<float>(data);
if (!speed) return;
SetMaxSpeed(speed.value());
}
void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
if (data.empty()) return;
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
LOG("Proximity monitor component not found!");
return;
}
const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
for (auto& [objid, phyEntity] : foundObjs) {
auto entity = Game::entityManager->GetEntity(objid);
if (!entity) return;
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
LOG("Destroyable component not found!");
return;
}
int32_t factionID = -1;
auto parsed = GeneralUtils::TryParse<uint32_t>(data);
if (!parsed) return;
factionID = parsed.value();
if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
}
}
void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
std::string path_string = "";
int32_t index = 0;
// sometimes there's a path and what waypoint to start, which are comma separated
if (data.find(",") != std::string::npos) {
auto datas = GeneralUtils::SplitString(data, ',');
path_string = datas.at(0);
auto parsed = GeneralUtils::TryParse<int32_t>(datas.at(1));
if (!parsed) return;
index = parsed.value();
} else path_string = data;
if (path_string != "") {
SetPathStartingWaypointIndex(index);
SetupPath(path_string);
}
}
void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
LOT newObjectLOT = 0;
auto parsed = GeneralUtils::TryParse<LOT>(data);
if (!parsed) return;
newObjectLOT = parsed.value();
EntityInfo info{};
info.lot = newObjectLOT;
info.pos = m_Parent->GetPosition();
info.rot = m_Parent->GetRotation();
auto* spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
Game::entityManager->ConstructEntity(spawnedEntity);
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}