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

@@ -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;