feat: enemy npc pathing

they live 🎉
tested that enemies path all around the world should they have a path configured.
tested that the admiral in gf (at the first camp) paths now.
fixes #1546
This commit is contained in:
David Markowitz
2026-06-17 01:47:09 -07:00
parent c898356eba
commit 105ddf4e1d
5 changed files with 111 additions and 16 deletions

View File

@@ -210,8 +210,10 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
}
if (stunnedThisFrame) {
m_MovementAI->Stop();
if (!m_MovementAI->IsPaused()) m_MovementAI->Pause();
// in this case we just become unstunned so check if we paused and resume if we did
if (!m_Stunned && m_MovementAI->IsPaused()) m_MovementAI->Resume();
return;
}
@@ -317,12 +319,14 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
SetAiState(AiState::aggro);
} else {
SetAiState(AiState::idle);
if (m_MovementAI) m_MovementAI->SetMaxSpeed(1.0f);
}
if (!hasSkillToCast) return;
if (m_Target == LWOOBJID_EMPTY) {
SetAiState(AiState::idle);
if (m_MovementAI) m_MovementAI->SetMaxSpeed(1.0f);
return;
}
@@ -618,6 +622,11 @@ void BaseCombatAIComponent::Wander() {
return;
}
// If we have a path to follow we should almost certainly do that instead of wandering.
if (m_MovementAI->HasPath()) {
return;
}
m_MovementAI->SetHaltDistance(0);
const auto& info = m_MovementAI->GetInfo();
@@ -862,12 +871,12 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
// roundInfo.PushDebug<AMFDoubleValue>("Combat Start Delay") = m_CombatStartDelay;
std::string curState;
switch (m_State) {
case idle: curState = "Idling"; break;
case aggro: curState = "Aggroed"; break;
case tether: curState = "Returning to Tether"; break;
case spawn: curState = "Spawn"; break;
case dead: curState = "Dead"; break;
default: curState = "Unknown or Undefined"; break;
case idle: curState = "Idling"; break;
case aggro: curState = "Aggroed"; break;
case tether: curState = "Returning to Tether"; break;
case spawn: curState = "Spawn"; break;
case dead: curState = "Dead"; break;
default: curState = "Unknown or Undefined"; break;
}
cmptType.PushDebug<AMFStringValue>("Current Combat State") = curState;

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@@ -236,6 +236,8 @@ public:
bool MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
void SetStartingPosition(const NiPoint3& pos) { m_StartPosition = pos; }
private:
/**
* Returns the current target or the target that currently is the largest threat to this entity

View File

@@ -19,6 +19,12 @@
#include "Amf3.h"
#include "dNavMesh.h"
#include "eWaypointCommandType.h"
#include "StringifiedEnum.h"
#include "SkillComponent.h"
#include "GeneralUtils.h"
#include "RenderComponent.h"
#include "InventoryComponent.h"
namespace {
/**
@@ -60,7 +66,7 @@ MovementAIComponent::MovementAIComponent(Entity* parent, const int32_t component
RegisterMsg(&MovementAIComponent::OnGetObjectReportInfo);
if (!m_Parent->GetComponent<BaseCombatAIComponent>()) SetPath(m_Parent->GetVarAsString(u"attached_path"));
SetPath(m_Parent->GetVarAsString(u"attached_path"));
}
void MovementAIComponent::SetPath(const std::string pathName) {
@@ -162,6 +168,7 @@ void MovementAIComponent::Update(const float deltaTime) {
} else {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
const auto waypointNum = m_IsBounced ? m_CurrentPath.size() : m_CurrentPathWaypointCount - m_CurrentPath.size() - 1;
RunWaypointCommands(waypointNum);
if (m_CurrentPath.empty()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Loop) {
@@ -172,17 +179,16 @@ void MovementAIComponent::Update(const float deltaTime) {
if (m_IsBounced) std::ranges::reverse(waypoints);
SetPath(waypoints);
} else if (m_Path->pathBehavior == PathBehavior::Once) {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
// In this case we intended to follow a path and once we've followed it we camp there, otherwise we'd just wander home again.
m_BaseCombatAI->SetStartingPosition(m_SourcePosition);
Stop();
return;
}
} else {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
Stop();
return;
}
} else {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
SetDestination(m_CurrentPath.top().position);
m_CurrentPath.pop();
@@ -423,7 +429,69 @@ NiPoint3 MovementAIComponent::GetDestination() const {
void MovementAIComponent::SetMaxSpeed(const float value) {
if (value == m_MaxSpeed) return;
m_MaxSpeed = value;
m_Acceleration = value / 5;
m_Acceleration = value / 5.0f;
}
void MovementAIComponent::RunWaypointCommands(uint32_t waypointNum) {
m_Parent->GetScript()->OnWaypointReached(m_Parent, waypointNum);
if (!m_Path || waypointNum >= m_Path->pathWaypoints.size()) return;
const auto& commands = m_Path->pathWaypoints[waypointNum].commands;
for (const auto& [command, data] : commands) {
LOG_DEBUG("%s %s %s", StringifiedEnum::ToString(command).data(), m_Path->pathName.c_str(), data.c_str());
const auto dataSplit = GeneralUtils::SplitString(data, ',');
switch (command) {
case eWaypointCommandType::INVALID: break;
case eWaypointCommandType::BOUNCE: break;
case eWaypointCommandType::STOP: Pause(); break;
case eWaypointCommandType::GROUP_EMOTE: break;
case eWaypointCommandType::SET_VARIABLE: break; // Empty in the client
case eWaypointCommandType::CAST_SKILL: {
const auto skill = GeneralUtils::TryParse<uint32_t>(data);
if (skill) {
auto* const skillComponent = m_Parent->GetComponent<SkillComponent>();
if (skillComponent) skillComponent->CastSkill(skill.value());
}
break;
}
case eWaypointCommandType::EQUIP_INVENTORY: {
auto* const inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
inventoryComponent->EquipItem(item);
}
break;
}
case eWaypointCommandType::UNEQUIP_INVENTORY: {
auto* const inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// items should always exist
auto* const item = inventoryComponent->GetInventory(eInventoryType::ITEMS)->FindItemBySlot(0);
inventoryComponent->UnEquipItem(item);
}
break;
}
// case eWaypointCommandType::DELAY: {
// Pause(GeneralUtils::TryParse<float>(data).value_or(0.0f));
// break;
// }
case eWaypointCommandType::EMOTE: {
// m_Delay = RenderComponent::GetAnimationTime(m_Parent, data);
// const auto emoteID = GeneralUtils::TryParse<uint32_t>(data);
// if (emoteID) GameMessages::SendPlayEmote(m_Parent->GetObjectID(), emoteID.value(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
// break;
}
case eWaypointCommandType::TELEPORT: break;
case eWaypointCommandType::PATH_SPEED: m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT()) * GeneralUtils::TryParse<float>(data).value_or(1.0f); break;
case eWaypointCommandType::REMOVE_NPC: break;
case eWaypointCommandType::CHANGE_WAYPOINT: SetPath(dataSplit[0]); break;
case eWaypointCommandType::DELETE_SELF: break;
case eWaypointCommandType::KILL_SELF: m_Parent->Smash(); break;
case eWaypointCommandType::SPAWN_OBJECT: break;
case eWaypointCommandType::PLAY_SOUND: break;
}
}
}
bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {

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@@ -212,8 +212,16 @@ public:
bool IsPaused() const { return m_Paused; }
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
bool HasPath() const { return m_Path != nullptr; }
private:
/**
* @brief
* Runs the commands on a waypoint if a path exists
*/
void RunWaypointCommands(uint32_t waypointNum);
/**
* Sets the current position of the entity
* @param value the position to set

View File

@@ -101,15 +101,23 @@ void Zone::LoadZoneIntoMemory() {
m_Paths.reserve(pathCount);
for (uint32_t i = 0; i < pathCount; ++i) LoadPath(file);
for (Path path : m_Paths) {
for (const Path& path : m_Paths) {
if (path.pathType != PathType::Spawner) continue;
SpawnerInfo info = SpawnerInfo();
for (PathWaypoint waypoint : path.pathWaypoints) {
SpawnerInfo info{};
for (int i = 0; i < path.pathWaypoints.size(); i++) {
const auto& waypoint = path.pathWaypoints[i];
SpawnerNode* node = new SpawnerNode();
node->position = waypoint.position;
node->rotation = waypoint.rotation;
node->nodeID = 0;
node->config = waypoint.config;
node->config = path.pathWaypoints[0].config;
// All spawner waypoints get the config data of the first waypoint, but then we
// overwrite settings on this waypoint if we have another one defined of the same name
if (i != 0) {
for (const auto& [key, value] : waypoint.config) {
node->config.ParseInsert(value->GetString());
}
}
for (const auto& data : waypoint.config | std::views::values) {
if (!data) continue;