DarkflameServer/dGame/dComponents/MovementAIComponent.h

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/*
* Darkflame Universe
* Copyright 2023
*/
#ifndef MOVEMENTAICOMPONENT_H
#define MOVEMENTAICOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include <vector>
class ControllablePhysicsComponent;
class BaseCombatAIComponent;
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class Path;
/**
* Information that describes the different variables used to make an entity move around
*/
struct MovementAIInfo {
std::string movementType;
/**
* The radius that the entity can wander in
*/
float wanderRadius;
/**
* The speed at which the entity wanders
*/
float wanderSpeed;
/**
* This is only used for the emotes
*/
float wanderChance;
/**
* The min amount of delay before wandering
*/
float wanderDelayMin;
/**
* The max amount of delay before wandering
*/
float wanderDelayMax;
};
/**
* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
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* actually handles attacking and following enemy entities.
*/
class MovementAIComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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void Update(float deltaTime) override;
/**
* Returns the basic settings that this entity uses to move around
* @return the basic settings that this entity uses to move around
*/
const MovementAIInfo& GetInfo() const;
/**
* Set a destination point for the entity to move towards
* @param value the destination point to move towards
*/
void SetDestination(const NiPoint3& value);
/**
* Returns the current rotation this entity is moving towards
* @return the current rotation this entity is moving towards
*/
NiPoint3 GetDestination() const;
/**
* Sets the max speed at which this entity may run
* @param value the speed value to set
*/
void SetMaxSpeed(float value);
/**
* Sets how fast the entity will accelerate when not running at full speed
* @param value the acceleration to set
*/
void SetAcceleration(float value) { m_Acceleration = value; };
/**
* Returns the current speed at which this entity accelerates when not running at full speed
* @return the current speed at which this entity accelerates when not running at full speed
*/
float GetAcceleration() const { return m_Acceleration; };
/**
* Sets the halting distance (the distance at which we consider the target to be reached)
* @param value the halting distance to set
*/
void SetHaltDistance(float value) { m_HaltDistance = value; }
/**
* Returns the current halting distance (the distance at which we consider the target to be reached)
* @return the current halting distance
*/
float GetHaltDistance() const { return m_HaltDistance; }
/**
* Sets the speed the entity is currently running at
* @param value the speed value to set
*/
void SetCurrentSpeed(float value) { m_CurrentSpeed = value; }
/**
* Returns the speed the entity is currently running at
* @return the speed the entity is currently running at
*/
float GetCurrentSpeed() const { return m_CurrentSpeed; }
/**
* Locks the rotation of this entity in place, depending on the argument
* @param value if true, the entity will be rotationally locked
*/
void SetLockRotation(bool value) { m_LockRotation = value; }
/**
* Returns whether this entity is currently rotationally locked
* @return true if the entity is rotationally locked, false otherwise
*/
bool GetLockRotation() const { return m_LockRotation; };
/**
* Attempts to update the waypoint index, making the entity move to the next waypoint
* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
*/
bool AdvanceWaypointIndex();
/**
* Returns the waypoint the entity is currently moving towards
* @return the waypoint the entity is currently moving towards
*/
NiPoint3 GetCurrentWaypoint() const;
/**
* Returns the waypoint this entity is supposed to move towards next
* @return the waypoint this entity is supposed to move towards next
*/
NiPoint3 GetNextWaypoint() const { return m_NextWaypoint; }
NiPoint3 GetNextPathWaypoint() const {
if (m_CurrentPath.empty()) return GetNextWaypoint();
if (m_IsInReverse) {
return m_CurrentPathWaypointIndex - 1 < 0 ?
m_CurrentPath.front() :
m_CurrentPath.at(m_CurrentPathWaypointIndex - 1);
} else {
return m_CurrentPathWaypointIndex + 1 >= m_CurrentPath.size() ?
m_CurrentPath.back() :
m_CurrentPath.at(m_CurrentPathWaypointIndex + 1);
}
}
/**
* Returns the approximate current location of the entity, including y coordinates
* @return the approximate current location of the entity
*/
NiPoint3 ApproximateLocation() const;
/**
* Teleports this entity to a position. If the distance between the provided point and the y it should have
* according to map data, this will not succeed (to avoid teleporting entities into the sky).
* @param point the point to teleport to
* @return true if the warp was successful, false otherwise
*/
bool Warp(const NiPoint3& point);
/**
* Returns if the entity is at its final waypoint
* @return if the entity is at its final waypoint
*/
bool AtFinalWaypoint() const { return m_AtFinalWaypoint; }
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bool IsPaused() const { return m_IsPaused; }
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/**
* Pauses the current pathing of this entity. The current path waypoint will be saved for resuming later.
*/
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void Pause();
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/**
* Resumes pathing from the current position to the destination that was set
* when the entity was paused.
*/
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void Resume();
/**
* Renders the entity stationary
*/
void Stop();
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void ReversePath();
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void HandleWaypointArrived(uint32_t commandIndex);
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void SetupPath(const std::string& pathname);
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float GetCurrentPathWaypointSpeed() const;
/**
* Stops the current movement and moves the entity to a certain point. Will continue until it's close enough,
* after which its AI is enabled again.
* @param point the point to move towards
*/
void PullToPoint(const NiPoint3& point);
/**
* Sets a path to follow for the AI
* @param path the path to follow
*/
void SetPath(const std::vector<NiPoint3>& path, bool startsInReverse = false);
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// Advance the path waypoint index and return if there is a next waypoint
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bool AdvancePathWaypointIndex();
const NiPoint3& GetCurrentPathWaypoint() const;
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void SetPathStartingWaypointIndex(int32_t value) { m_StartingWaypointIndex = value; }
bool HasAttachedPathStart() const { return m_StartingWaypointIndex != -1; }
/**
* Returns the base speed from the DB for a given LOT
* @param lot the lot to check for
* @return the base speed of the lot
*/
static float GetBaseSpeed(LOT lot);
const bool GetIsInReverse(){ return m_IsInReverse; };
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private:
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float HandleWaypointCommandGroupEmote(const std::string& data);
void HandleWaypointCommandSetVariable(const std::string& data);
void HandleWaypointCommandCastSkill(const std::string& data);
void HandleWaypointCommandEquipInventory(const std::string& data);
void HandleWaypointCommandUnequipInventory(const std::string& data);
float HandleWaypointCommandDelay(const std::string& data);
void HandleWaypointCommandTeleport(const std::string& data);
void HandleWaypointCommandPathSpeed(const std::string& data);
void HandleWaypointCommandRemoveNPC(const std::string& data);
void HandleWaypointCommandChangeWaypoint(const std::string& data);
void HandleWaypointCommandSpawnObject(const std::string& data);
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/**
* Sets the current position of the entity
* @param value the position to set
*/
void SetPosition(const NiPoint3& value);
/**
* Sets the current rotation of the entity
* @param value the rotation to set
*/
void SetRotation(const NiQuaternion& value);
/**
* Sets the current velocity of the entityes
* @param value the velocity to set
*/
void SetVelocity(const NiPoint3& value);
/**
* Base information regarding the movement information for this entity
*/
MovementAIInfo m_Info;
/**
* The point this entity is moving towards
*/
NiPoint3 m_NextWaypoint;
/**
* The max speed this entity may move at
*/
float m_MaxSpeed;
/**
* The time it will take to reach the next waypoint using the current speed
*/
float m_TimeTravelled;
/**
* The path this entity is currently traversing
*/
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int32_t m_PathIndex;
/**
* If the entity has reached it last waypoint
*/
bool m_AtFinalWaypoint;
/**
* The speed the entity is currently moving at
*/
float m_CurrentSpeed;
/**
* The acceleration this entity has when not moving at its top speed yet
*/
float m_Acceleration;
/**
* The distance between the current position and the target waypoint to consider it reached (to not ghost into it).
*/
float m_HaltDistance;
/**
* The total time it will take to reach the waypoint form its starting point
*/
float m_TimeToTravel;
/**
* The base speed this entity has
*/
float m_BaseSpeed;
/**
* If the AI is currently turned of (e.g. when teleporting to some location)
*/
bool m_PullingToPoint;
/**
* A position that the entity is currently moving towards while being interrupted
*/
NiPoint3 m_PullPoint;
/**
* If the entity is currently rotationally locked
*/
bool m_LockRotation;
/**
* Optional direct link to the combat AI component of the parent entity
*/
BaseCombatAIComponent* m_BaseCombatAI = nullptr;
/**
* The path the entity is currently following
*/
std::vector<NiPoint3> m_InterpolatedWaypoints;
/**
* The path from the current position to the destination.
*/
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std::vector<NiPoint3> m_CurrentPath;
/**
* The index of the current waypoint in the path
*/
int32_t m_CurrentPathWaypointIndex;
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/**
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* The index of the next waypoint in the path
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*/
int32_t m_NextPathWaypointIndex;
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/**
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* Whether or not the path is being read in reverse
*/
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bool m_IsInReverse;
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/**
* Whether or not the current movement via pathing is paused.
*/
bool m_IsPaused;
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/**
* The optional path this component will follow.
*/
const Path* m_Path = nullptr;
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/**
* The starting index for the provided path
*/
int32_t m_StartingWaypointIndex = -1;
};
#endif // MOVEMENTAICOMPONENT_H