2023-08-08 01:40:06 +00:00
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#ifndef MOVEMENTAICOMPONENT_H
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#include "MovementAIComponent.h"
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#endif
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#include "eWaypointCommandType.h"
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#include "RenderComponent.h"
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#include "SkillComponent.h"
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void MovementAIComponent::HandleWaypointArrived() {
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if (!m_Path) return;
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if (m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.empty()) return;
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for(auto [command, data] : m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands){
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switch(command){
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case eWaypointCommandType::STOP:
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Stop();
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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HandleWaypointCommandGroupEmote(data);
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break;
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case eWaypointCommandType::SET_VARIABLE:
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HandleWaypointCommandSetVariable(data);
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break;
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case eWaypointCommandType::CAST_SKILL:
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HandleWaypointCommandCastSkill(data);
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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HandleWaypointCommandEquipInventory(data);
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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HandleWaypointCommandUnequipInventory(data);
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break;
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case eWaypointCommandType::DELAY:
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HandleWaypointCommandDelay(data);
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break;
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case eWaypointCommandType::EMOTE:
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HandleWaypointCommandEmote(data);
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break;
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case eWaypointCommandType::TELEPORT:
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HandleWaypointCommandTeleport(data);
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break;
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case eWaypointCommandType::PATH_SPEED:
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HandleWaypointCommandPathSpeed(data);
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break;
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case eWaypointCommandType::REMOVE_NPC:
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HandleWaypointCommandRemoveNPC(data);
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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HandleWaypointCommandChangeWaypoint(data);
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break;
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case eWaypointCommandType::KILL_SELF:
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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break;
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case eWaypointCommandType::DELETE_SELF:
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m_Parent->Kill();
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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HandleWaypointCommandSpawnObject(data);
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break;
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case eWaypointCommandType::PLAY_SOUND:
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
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break;
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case eWaypointCommandType::BOUNCE:
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Game::logger->LogDebug("MovementAIComponent", "Unusable Command %i", command);
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break;
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case eWaypointCommandType::INVALID:
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default:
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Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
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break;
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}
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}
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}
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void MovementAIComponent::HandleWaypointCommandGroupEmote(std::string data) {
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const auto& split = GeneralUtils::SplitString(data, ';');
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if (split.size() != 2) return;
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const auto& entities = Game::entityManager->GetEntitiesInGroup(split[0]);
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for (auto& entity: entities){
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RenderComponent::PlayAnimation(entity, split[1]);
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}
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// delay for animation time
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}
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void MovementAIComponent::HandleWaypointCommandSetVariable(std::string data) {
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const auto& split = GeneralUtils::SplitString(data, '=');
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m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split[0]), split[1]);
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}
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void MovementAIComponent::HandleWaypointCommandCastSkill(std::string data) {
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if (data.empty()) return;
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (!skillComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointArrived", "Skill component not found!");
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return;
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}
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uint32_t skillId = 0;
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GeneralUtils::TryParse<uint32_t>(data, skillId);
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if (skillId != 0) skillComponent->CastSkill(skillId);
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// add some delay??
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}
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void MovementAIComponent::HandleWaypointCommandEquipInventory(std::string data) {
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// equip item via ID (not lot???)
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}
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void MovementAIComponent::HandleWaypointCommandUnequipInventory(std::string data) {
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// unequip item via ID (not lot??)
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}
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void MovementAIComponent::HandleWaypointCommandDelay(std::string data) {
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Pause();
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std::remove_if(data.begin(), data.end(), ::isspace);
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// delay for time
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}
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void MovementAIComponent::HandleWaypointCommandEmote(std::string data) {
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// pause for animation time
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auto delay = RenderComponent::PlayAnimation(m_Parent, data);
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}
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void MovementAIComponent::HandleWaypointCommandTeleport(std::string data) {
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auto posString = GeneralUtils::SplitString(data, ',');
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if (posString.size() == 0) return;
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auto newPos = NiPoint3();
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if (posString.size() == 1) GeneralUtils::TryParse<float>(posString.at(0), newPos.x);
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if (posString.size() == 2) GeneralUtils::TryParse<float>(posString.at(1), newPos.y);
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if (posString.size() == 3) GeneralUtils::TryParse<float>(posString.at(2), newPos.z);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
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}
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void MovementAIComponent::HandleWaypointCommandPathSpeed(std::string data) {
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float speed = 0.0;
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GeneralUtils::TryParse<float>(data, speed);
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SetMaxSpeed(speed);
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}
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void MovementAIComponent::HandleWaypointCommandRemoveNPC(std::string data) {
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// get objects in proximity
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// KillOBJS ???
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}
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void MovementAIComponent::HandleWaypointCommandChangeWaypoint(std::string data) {
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std::string path_string = "";
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int32_t index = 0;
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// sometimes there's a path and what waypoint to start, which are comma separated
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if (data.find(",") != std::string::npos){
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auto datas = GeneralUtils::SplitString(data, ',');
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path_string = datas[0];
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index = stoi(datas[1]);
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} else path_string = data;
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if (path_string != "") {
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SetupPath(path_string);
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SetCurrentPathWaypointIndex(index);
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SetNextPathWaypointIndex(index);
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}
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}
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void MovementAIComponent::HandleWaypointCommandSpawnObject(std::string data) {
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// just do it
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}
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