DarkflameServer/dGame/dComponents/BaseCombatAIComponent.h

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#ifndef BASECOMBATAICOMPONENT_H
#define BASECOMBATAICOMPONENT_H
#include "RakNetTypes.h"
#include "dCommonVars.h"
#include "NiPoint3.h"
#include "Behavior.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include <vector>
#include <map>
class MovementAIComponent;
class Entity;
/**
* The current state of the AI
*/
enum class AiState : int {
idle = 0, // Doing nothing
aggro, // Waiting for an enemy to cross / running back to spawn
tether, // Chasing an enemy
spawn, // Spawning into the world
dead // Killed
};
/**
* Represents a skill that can be cast by this enemy, including its cooldowns, which determines how often the skill
* may be cast.
*/
struct AiSkillEntry
{
uint32_t skillId;
float cooldown;
float abilityCooldown;
Behavior* behavior;
};
/**
* Handles the AI of entities, making them wander, tether and attack their enemies
*/
class BaseCombatAIComponent : public Component {
public:
feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
~BaseCombatAIComponent() override;
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
/**
* Get the current behavioral state of the enemy
* @return the current state
*/
AiState GetState() const { return m_State; }
/**
* Set the current behavioral state of the enemy
* @param state the state to change to
*/
void SetState(AiState state) { m_State = state; }
/**
* Checks if the target may be an enemy of this entity
* @param target the target to check for
* @return whether the target is a valid enemy for this entity or not
*/
bool IsEnemy(LWOOBJID target) const;
/**
* Gets the current target ID that this entity will attack
* @return the current target ID of this entity
*/
LWOOBJID GetTarget() const { return m_Target; }
/**
* Sets the target that this entity will attack
* @param target the target to set
*/
void SetTarget(LWOOBJID target);
/**
* Gets the current target entity that this entity will attack
* @return the current target entity of this entity
*/
Entity* GetTargetEntity() const;
/**
* Taunts this entity, making it a higher or lower threat for this entity. Increasing or decreasing the chance to
* be attacked.
* @param offender the entity that triggered the taunt
* @param threat how high to increase the threat for the offender
*/
void Taunt(LWOOBJID offender, float threat);
/**
* Gets the current threat level for an offending entity
* @param offender the entity to get the threat for
* @return the current threat level of the offending entity, 0 if the entity is not a threat
*/
float GetThreat(LWOOBJID offender);
/**
* Sets the threat level for an entity
* @param offender the entity to set the threat level for
* @param threat the threat level to set
*/
void SetThreat(LWOOBJID offender, float threat);
/**
* Gets the position where the entity spawned
* @return the position where the entity spawned
*/
const NiPoint3& GetStartPosition() const;
/**
* Removes all threats for this entities, and thus chances for it attacking other entities
*/
void ClearThreat();
/**
* Makes the entity continue to wander to a random point around it's starting position
*/
void Wander();
/**
* Continues a step in the aggro state, making sure that the entity is around its start position, if an entity
* crosses its aggro range this will set the state to tether.
*/
void OnAggro();
/**
* Continues a step in the tether state, making the entity run towards its target, if the target is outside of its
* tether range, this will change the state to aggro
*/
void OnTether();
/**
* Gets whether or not the entity is currently stunned
* @return whether the entity is currently stunned
*/
bool GetStunned() const;
/**
* (un)stuns the entity, determining whether it'll be able to attack other entities
* @param value whether the enemy is stunned
*/
void SetStunned(bool value);
/**
* Gets if this entity may be stunned
* @return if this entity may be stunned
*/
bool GetStunImmune() const;
/**
* Set the stun immune value, determining if the entity may be stunned
* @param value
*/
void SetStunImmune(bool value);
/**
* Gets the current speed at which an entity runs when tethering
* @return the current speed at which an entity runs when tethering
*/
float GetTetherSpeed() const;
/**
* Sets the speed at which an entity will tether
* @param value the new tether speed
*/
void SetTetherSpeed(float value);
/**
* Stuns the entity for a certain amount of time, will not work if the entity is stun immune
* @param time the time to stun the entity, if stunnable
*/
void Stun(float time);
/**
* Gets the radius that will cause this entity to get aggro'd, causing a target chase
* @return the aggro radius of the entity
*/
float GetAggroRadius() const;
/**
* Sets the aggro radius, causing the entity to start chasing enemies in this range
* @param value the aggro radius to set
*/
void SetAggroRadius(float value);
/**
* Makes the entity look at a certain point in space
* @param point the point to look at
*/
void LookAt(const NiPoint3& point);
/**
* (dis)ables the AI, causing it to stop/start attacking enemies
* @param value
*/
void SetDisabled(bool value);
/**
* Gets the current state of the AI, whether or not it's looking for enemies to attack
* @return
*/
bool GetDistabled() const;
/**
* Turns the entity asleep, stopping updates to its physics volumes
*/
void Sleep();
/**
* Wakes the entity, allowing updates to its physics volumes
*/
void Wake();
private:
/**
* Returns the current target or the target that currently is the largest threat to this entity
* @return the current highest priority enemy of this entity
*/
LWOOBJID FindTarget();
/**
* Handles anything attack related for the game loop, e.g.: finding targets, sticking with targets and attacking
* them, depending on cooldowns.
* @param deltaTime the time since the last game tick
*/
void CalculateCombat(float deltaTime);
/**
* Gets all the targets that are in the aggro collision phantom of this entity
* @return the targets within the aggro range of this entity
*/
std::vector<LWOOBJID> GetTargetWithinAggroRange() const;
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/**
* @brief Sets the AiState and prepares the entity for serialization next frame.
*
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*/
void SetAiState(AiState newState);
/**
* The current state of the AI
*/
AiState m_State;
/**
* The target this entity is currently trying to attack
*/
LWOOBJID m_Target;
/**
* The aggro physics volumes of this entity
*/
dpEntity* m_dpEntity;
dpEntity* m_dpEntityEnemy;
/**
* The max radius of this entity to an enemy allowing it to be chased
*/
float m_HardTetherRadius = 100;
/**
* A soft radius for the tether, currently unused
*/
float m_SoftTetherRadius = 25;
/**
* The speed at which this entity chases enemies
*/
float m_PursuitSpeed = 2;
/**
* The radius that can cause enemies to aggro this entity
*/
float m_AggroRadius = 25;
/**
* The speed at which an enemy wanders around
*/
float m_TetherSpeed = 4;
/**
* How close this entity needs to be to an enemy to allow attacks
*/
float m_AttackRadius = 5.0f;
/**
* Timer before we start attacking others
*/
float m_Timer = 0.0f;
/**
* Timer to serializing this entity
*/
float m_SoftTimer = 0.0f;
/**
* The skills this entity can cast on enemies
*/
std::vector<AiSkillEntry> m_SkillEntries;
/**
* The current enemies and their respective threats to this entity
*/
std::map<LWOOBJID, float> m_ThreatEntries;
/**
* The component that handles movement AI, also owned by this entity
*/
MovementAIComponent* m_MovementAI;
/**
* The position at which this entity spawned
*/
NiPoint3 m_StartPosition;
/**
* For how long this entity has been stunned
*/
float m_StunTime = 0;
/**
* If this entity is stunned
*/
bool m_Stunned = false;
/**
* If this entity is immune to stunds
*/
bool m_StunImmune = false;
/**
* How long this entity needs to execute its skill
*/
float m_SkillTime = 0;
/**
* If the entity is currently showing the exclamation mark icon above its head
*/
bool m_TetherEffectActive = false;
/**
* How long the tether effect will remain active
*/
float m_TetherTime = 0;
/**
* How long until we will consider this entity out of combat, resetting its health and armor
*/
float m_OutOfCombatTime = 0;
/**
* If the entity is currently out of combat, resetting its health and armor if it just came out of combat
*/
bool m_OutOfCombat = false;
/**
* If the AI is currently disabled
*/
bool m_Disabled = false;
/**
* If the threat list should be updated
*/
bool m_DirtyThreat = false;
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/**
* Whether or not the Component has dirty information and should update next frame
*
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*/
bool m_DirtyStateOrTarget = false;
/**
* Whether the current entity is a mech enemy, needed as mechs tether radius works differently
* @return whether this entity is a mech
*/
bool IsMech();
};
#endif // BASECOMBATAICOMPONENT_H