DarkflameServer/dGame/dComponents/MovementAIComponentAronwk.cpp

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#ifndef MOVEMENTAICOMPONENT_H
#include "MovementAIComponent.h"
#endif
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#include "eWaypointCommandType.h"
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#include "RenderComponent.h"
#include "SkillComponent.h"
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#include "InventoryComponent.h"
#include "Zone.h"
#include "EntityInfo.h"
#include "ProximityMonitorComponent.h"
#include "DestroyableComponent.h"
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void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
if (!m_Path){
if(IsPaused()) Resume();
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return;
}
if (commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()){
if(IsPaused()) Resume();
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return;
}
if(!IsPaused()) Pause();
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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:
Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
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break;
case eWaypointCommandType::INVALID:
default:
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
break;
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}
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m_Parent->AddCallbackTimer(delay, [this, commandIndex](){
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this->HandleWaypointArrived(commandIndex + 1);
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}
);
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}
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float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
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const auto& split = GeneralUtils::SplitString(data, ';');
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if (split.size() != 2) return 0.0f;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
float delay = 0.0f;
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for (auto& entity: entities){
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delay = RenderComponent::PlayAnimation(entity, split.at(1));
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}
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return delay;
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}
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void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ',');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
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}
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void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
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if (data.empty()) return;
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (!skillComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
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return;
}
uint32_t skillId = 0;
if (!GeneralUtils::TryParse<uint32_t>(data, skillId)) return;
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if (skillId != 0) skillComponent->CastSkill(skillId);
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return;
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}
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void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "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);
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}
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void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "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);
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}
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float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
float delay = 0.0f;
std::string delayString = data;
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if (!GeneralUtils::TryParse<float>(delayString, delay)){
Game::logger->LogDebug("MovementAIComponentAronwk", "Failed to parse delay %s", data.c_str());
}
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return delay;
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}
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void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
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auto posString = GeneralUtils::SplitString(data, ',');
if (posString.size() == 0) return;
auto newPos = NiPoint3();
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if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
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GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
}
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void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
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float speed = 0.0;
if (!GeneralUtils::TryParse<float>(data, speed)) return;
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SetCurrentSpeed(speed);
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}
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void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
if (data.empty()) return;
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "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) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
return;
}
uint32_t factionID = -1;
if (!GeneralUtils::TryParse<uint32_t>(data, factionID)) return;
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if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
}
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}
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void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
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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, ',');
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path_string = datas.at(0);
if (!GeneralUtils::TryParse(datas.at(1), index)) return;
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} else path_string = data;
if (path_string != "") {
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SetPathStartingWaypointIndex(index);
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SetupPath(path_string);
}
}
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void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
LOT newObjectLOT = 0;
if (!GeneralUtils::TryParse(data, newObjectLOT)) return;
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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);
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}