format codebase

This commit is contained in:
aronwk-aaron
2022-07-28 08:39:57 -05:00
parent 4f7aa11067
commit 19e77a38d8
881 changed files with 34700 additions and 38689 deletions

View File

@@ -37,12 +37,11 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
//Grab the aggro information from BaseCombatAI:
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, (int) id);
componentQuery.bind(1, (int)id);
auto componentResult = componentQuery.execQuery();
if (!componentResult.eof())
{
if (!componentResult.eof()) {
if (!componentResult.fieldIsNull(0))
m_AggroRadius = componentResult.getFloatField(0);
@@ -75,7 +74,7 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
*/
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, (int) parent->GetLOT());
skillQuery.bind(1, (int)parent->GetLOT());
auto result = skillQuery.execQuery();
@@ -110,11 +109,9 @@ BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id)
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance()->GetTable<CDPhysicsComponentTable>("PhysicsComponent");
if (physicsComponentTable != nullptr)
{
if (physicsComponentTable != nullptr) {
auto* info = physicsComponentTable->GetByID(componentID);
if (info != nullptr)
{
if (info != nullptr) {
collisionGroup = info->bStatic ? COLLISION_GROUP_NEUTRAL : info->collisionGroup;
}
}
@@ -166,37 +163,32 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
if (m_Target != LWOOBJID_EMPTY || (NiPoint3::DistanceSquared(
m_StartPosition,
m_Parent->GetPosition()) < 20 * 20 && m_TetherTime <= 0)
) {
) {
GameMessages::SendStopFXEffect(m_Parent, true, "tether");
m_TetherEffectActive = false;
}
}
if (m_SoftTimer <= 0.0f)
{
if (m_SoftTimer <= 0.0f) {
EntityManager::Instance()->SerializeEntity(m_Parent);
m_SoftTimer = 5.0f;
}
else
{
} else {
m_SoftTimer -= deltaTime;
}
if (m_Disabled || m_Parent->GetIsDead())
return;
return;
CalculateCombat(deltaTime); // Putting this here for now
if (m_StartPosition == NiPoint3::ZERO)
{
if (m_StartPosition == NiPoint3::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}
m_MovementAI = m_Parent->GetComponent<MovementAIComponent>();
if (m_MovementAI == nullptr)
{
if (m_MovementAI == nullptr) {
return;
}
@@ -222,7 +214,7 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
break;
case AiState::aggro:
OnAggro();
OnAggro();
break;
case AiState::tether:
@@ -248,8 +240,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (skillComponent == nullptr)
{
if (skillComponent == nullptr) {
return;
}
@@ -257,8 +248,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
if (m_Disabled) return;
if (m_StunTime > 0.0f)
{
if (m_StunTime > 0.0f) {
m_StunTime -= deltaTime;
if (m_StunTime > 0.0f) {
@@ -278,8 +268,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
if (m_Target != LWOOBJID_EMPTY && newTarget == LWOOBJID_EMPTY) {
m_OutOfCombat = true;
m_OutOfCombatTime = 1.0f;
}
else if (newTarget != LWOOBJID_EMPTY) {
} else if (newTarget != LWOOBJID_EMPTY) {
m_OutOfCombat = false;
m_OutOfCombatTime = 0.0f;
}
@@ -332,8 +321,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
}
m_State = AiState::aggro;
}
else {
} else {
m_State = AiState::idle;
}
@@ -359,8 +347,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
return;
}
if (m_Target == LWOOBJID_EMPTY)
{
if (m_Target == LWOOBJID_EMPTY) {
m_State = AiState::idle;
return;
@@ -370,13 +357,11 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
auto* target = GetTargetEntity();
if (target != nullptr)
{
if (target != nullptr) {
LookAt(target->GetPosition());
}
for (auto i = 0; i < m_SkillEntries.size(); ++i)
{
for (auto i = 0; i < m_SkillEntries.size(); ++i) {
auto entry = m_SkillEntries.at(i);
if (entry.cooldown > 0) {
@@ -414,12 +399,10 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
auto* target = GetTargetEntity();
if (target != nullptr && !m_DirtyThreat)
{
if (target != nullptr && !m_DirtyThreat) {
const auto targetPosition = target->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius)
{
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius) {
return m_Target;
}
@@ -428,8 +411,7 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
auto possibleTargets = GetTargetWithinAggroRange();
if (possibleTargets.empty() && m_ThreatEntries.empty())
{
if (possibleTargets.empty() && m_ThreatEntries.empty()) {
m_DirtyThreat = false;
return LWOOBJID_EMPTY;
@@ -438,8 +420,7 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
Entity* optimalTarget = nullptr;
float biggestThreat = 0;
for (const auto& entry : possibleTargets)
{
for (const auto& entry : possibleTargets) {
auto* entity = EntityManager::Instance()->GetEntity(entry);
if (entity == nullptr) {
@@ -452,53 +433,43 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
const auto maxDistanceSquared = m_HardTetherRadius * m_HardTetherRadius;
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > maxDistanceSquared)
{
if (threat > 0)
{
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > maxDistanceSquared) {
if (threat > 0) {
SetThreat(entry, 0);
}
continue;
}
if (threat > biggestThreat)
{
if (threat > biggestThreat) {
biggestThreat = threat;
optimalTarget = entity;
continue;
}
const auto proximityThreat = - (Vector3::DistanceSquared(targetPosition, reference) - maxDistanceSquared) / 100; // Proximity threat takes last priority
const auto proximityThreat = -(Vector3::DistanceSquared(targetPosition, reference) - maxDistanceSquared) / 100; // Proximity threat takes last priority
if (proximityThreat > biggestThreat)
{
if (proximityThreat > biggestThreat) {
biggestThreat = proximityThreat;
optimalTarget = entity;
}
}
if (!m_DirtyThreat)
{
if (optimalTarget == nullptr)
{
if (!m_DirtyThreat) {
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
}
else
{
} else {
return optimalTarget->GetObjectID();
}
}
std::vector<LWOOBJID> deadThreats {};
std::vector<LWOOBJID> deadThreats{};
for (const auto& threatTarget : m_ThreatEntries)
{
for (const auto& threatTarget : m_ThreatEntries) {
auto* entity = EntityManager::Instance()->GetEntity(threatTarget.first);
if (entity == nullptr)
{
if (entity == nullptr) {
deadThreats.push_back(threatTarget.first);
continue;
@@ -506,33 +477,27 @@ LWOOBJID BaseCombatAIComponent::FindTarget() {
const auto targetPosition = entity->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > m_HardTetherRadius * m_HardTetherRadius)
{
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > m_HardTetherRadius * m_HardTetherRadius) {
deadThreats.push_back(threatTarget.first);
continue;
}
if (threatTarget.second > biggestThreat)
{
if (threatTarget.second > biggestThreat) {
optimalTarget = entity;
biggestThreat = threatTarget.second;
}
}
for (const auto& deadThreat : deadThreats)
{
for (const auto& deadThreat : deadThreats) {
SetThreat(deadThreat, 0);
}
m_DirtyThreat = false;
if (optimalTarget == nullptr)
{
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
}
else
{
} else {
return optimalTarget->GetObjectID();
}
}
@@ -598,12 +563,10 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* quickbuild = entity->GetComponent<RebuildComponent>();
if (quickbuild != nullptr)
{
if (quickbuild != nullptr) {
const auto state = quickbuild->GetState();
if (state != REBUILD_COMPLETED)
{
if (state != REBUILD_COMPLETED) {
return false;
}
}
@@ -630,9 +593,9 @@ Entity* BaseCombatAIComponent::GetTargetEntity() const {
}
void BaseCombatAIComponent::Taunt(LWOOBJID offender, float threat) {
// Can't taunt self
if (offender == m_Parent->GetObjectID())
return;
// Can't taunt self
if (offender == m_Parent->GetObjectID())
return;
m_ThreatEntries[offender] += threat;
m_DirtyThreat = true;
@@ -649,21 +612,18 @@ float BaseCombatAIComponent::GetThreat(LWOOBJID offender) {
void BaseCombatAIComponent::SetThreat(LWOOBJID offender, float threat) {
if (threat == 0) {
m_ThreatEntries.erase(offender);
}
else {
} else {
m_ThreatEntries[offender] = threat;
}
m_DirtyThreat = true;
}
const NiPoint3& BaseCombatAIComponent::GetStartPosition() const
{
const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
return m_StartPosition;
}
void BaseCombatAIComponent::ClearThreat()
{
void BaseCombatAIComponent::ClearThreat() {
m_ThreatEntries.clear();
m_DirtyThreat = true;
@@ -727,14 +687,12 @@ void BaseCombatAIComponent::OnAggro() {
// If the player's position is within range, attack
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
}
else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
}
else //Chase the player's new position
} else //Chase the player's new position
{
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
@@ -762,16 +720,14 @@ void BaseCombatAIComponent::OnTether() {
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
}
else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
m_State = AiState::aggro;
}
else {
} else {
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
m_MovementAI->SetSpeed(m_PursuitSpeed);
@@ -790,23 +746,19 @@ void BaseCombatAIComponent::SetStunned(const bool value) {
m_Stunned = value;
}
bool BaseCombatAIComponent::GetStunImmune() const
{
bool BaseCombatAIComponent::GetStunImmune() const {
return m_StunImmune;
}
void BaseCombatAIComponent::SetStunImmune(bool value)
{
void BaseCombatAIComponent::SetStunImmune(bool value) {
m_StunImmune = value;
}
float BaseCombatAIComponent::GetTetherSpeed() const
{
float BaseCombatAIComponent::GetTetherSpeed() const {
return m_TetherSpeed;
}
void BaseCombatAIComponent::SetTetherSpeed(float value)
{
void BaseCombatAIComponent::SetTetherSpeed(float value) {
m_TetherSpeed = value;
}
@@ -828,34 +780,28 @@ void BaseCombatAIComponent::SetAggroRadius(const float value) {
m_AggroRadius = value;
}
void BaseCombatAIComponent::LookAt(const NiPoint3& point)
{
if (m_Stunned)
{
void BaseCombatAIComponent::LookAt(const NiPoint3& point) {
if (m_Stunned) {
return;
}
m_Parent->SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), point));
}
void BaseCombatAIComponent::SetDisabled(bool value)
{
void BaseCombatAIComponent::SetDisabled(bool value) {
m_Disabled = value;
}
bool BaseCombatAIComponent::GetDistabled() const
{
bool BaseCombatAIComponent::GetDistabled() const {
return m_Disabled;
}
void BaseCombatAIComponent::Sleep()
{
void BaseCombatAIComponent::Sleep() {
m_dpEntity->SetSleeping(true);
m_dpEntityEnemy->SetSleeping(true);
}
void BaseCombatAIComponent::Wake()
{
void BaseCombatAIComponent::Wake() {
m_dpEntity->SetSleeping(false);
m_dpEntityEnemy->SetSleeping(false);
}
}