mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 22:43:34 +00:00
Fixed speed stuff
Should be tested more.
This commit is contained in:
parent
e3ae0b6304
commit
294efe0fe0
@ -55,6 +55,13 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_NextPathWaypointIndex = 0;
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}
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float MovementAIComponent::GetCurrentPathWaypointSpeed() const {
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if (!m_Path || m_CurrentPathWaypointIndex >= m_CurrentPath.size() || m_CurrentPathWaypointIndex < 0) {
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return 1.0f;
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}
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return m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).speed;
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}
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void MovementAIComponent::SetupPath(const std::string& pathname) {
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std::string path = pathname;
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if (path.empty()) path = m_Parent->GetVarAsString(u"attached_path");
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@ -79,7 +86,6 @@ void MovementAIComponent::SetupPath(const std::string& pathname) {
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waypoints.push_back(waypoint.position);
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}
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SetPath(waypoints);
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SetMaxSpeed(3.0f);
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} else {
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Game::logger->Log("MovementAIComponent", "No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
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}
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@ -134,14 +140,14 @@ void MovementAIComponent::Update(const float deltaTime) {
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if (m_NextWaypoint == source) {
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m_TimeToTravel = 0.0f;
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goto nextAction;
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return;
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}
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// if (m_CurrentSpeed < m_MaxSpeed) {
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// m_CurrentSpeed += m_Acceleration;
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// }
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if (m_CurrentSpeed < m_MaxSpeed) {
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m_CurrentSpeed += m_Acceleration;
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}
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if (m_CurrentSpeed > m_MaxSpeed) {
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m_CurrentSpeed = m_MaxSpeed;
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}
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@ -152,7 +158,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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// Normalize the vector
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const auto length = delta.Length();
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if (length > 0) {
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velocity = (delta / length) * speed;
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velocity = (delta / length).Unitize() * speed;
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}
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// Calclute the time it will take to reach the next waypoint with the current speed
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@ -164,24 +170,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
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HandleWaypointArrived(0);
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if (!AdvancePathWaypointIndex()) {
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if (m_Path) {
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if (m_Path->pathBehavior == PathBehavior::Bounce) {
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ReversePath();
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} else if (m_Path->pathBehavior == PathBehavior::Loop) {
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m_CurrentPathWaypointIndex = 0;
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m_NextPathWaypointIndex = 0;
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AdvancePathWaypointIndex();
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SetDestination(GetCurrentPathWaypoint());
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} else {
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Stop();
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}
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} else {
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Stop();
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}
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return;
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}
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SetDestination(GetCurrentPathWaypoint());
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return;
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}
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nextAction:
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@ -231,15 +220,11 @@ NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
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NiPoint3 MovementAIComponent::ApproximateLocation() const {
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auto source = m_Parent->GetPosition();
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if (AtFinalWaypoint()) return source;
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auto destination = m_NextWaypoint;
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auto destination = GetNextWaypoint();
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auto percentageToWaypoint = m_TimeToTravel > 0 ? m_TimeTravelled / m_TimeToTravel : 0;
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auto approximation = source + ((destination - source) * percentageToWaypoint);
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if (dpWorld::Instance().IsLoaded()) {
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approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation);
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}
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@ -284,6 +269,7 @@ void MovementAIComponent::Resume() {
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if (AtFinalWaypoint() || !IsPaused()) return;
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m_IsPaused = false;
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SetDestination(GetCurrentPathWaypoint());
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SetMaxSpeed(GetCurrentPathWaypointSpeed());
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}
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void MovementAIComponent::Stop() {
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@ -341,6 +327,7 @@ void MovementAIComponent::SetPath(std::vector<NiPoint3> path, bool startInRevers
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AdvancePathWaypointIndex();
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SetDestination(GetCurrentPathWaypoint());
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SetMaxSpeed(GetCurrentPathWaypointSpeed());
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}
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float MovementAIComponent::GetBaseSpeed(LOT lot) {
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@ -154,6 +154,19 @@ public:
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*/
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NiPoint3 GetNextWaypoint() const { return m_NextWaypoint; }
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NiPoint3 GetNextPathWaypoint() const {
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if (m_CurrentPath.empty()) return GetNextWaypoint();
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if (m_IsInReverse) {
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return m_CurrentPathWaypointIndex - 1 < 0 ?
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m_CurrentPath.front() :
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m_CurrentPath.at(m_CurrentPathWaypointIndex - 1);
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} else {
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return m_CurrentPathWaypointIndex + 1 >= m_CurrentPath.size() ?
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m_CurrentPath.back() :
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m_CurrentPath.at(m_CurrentPathWaypointIndex + 1);
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}
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}
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/**
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* Returns the approximate current location of the entity, including y coordinates
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* @return the approximate current location of the entity
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@ -198,6 +211,8 @@ public:
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void SetupPath(const std::string& pathname);
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float GetCurrentPathWaypointSpeed() const;
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/**
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* Stops the current movement and moves the entity to a certain point. Will continue until it's close enough,
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* after which its AI is enabled again.
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@ -11,77 +11,92 @@
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#include "DestroyableComponent.h"
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void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
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if (!m_Path){
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if(IsPaused()) Resume();
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if (!m_Path || commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()) {
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if (!AdvancePathWaypointIndex()) {
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if (m_Path) {
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if (m_Path->pathBehavior == PathBehavior::Bounce) {
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ReversePath();
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} else if (m_Path->pathBehavior == PathBehavior::Loop) {
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m_CurrentPathWaypointIndex = 0;
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m_NextPathWaypointIndex = 0;
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AdvancePathWaypointIndex();
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SetDestination(GetCurrentPathWaypoint());
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SetMaxSpeed(GetCurrentPathWaypointSpeed());
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} else {
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Stop();
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}
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} else {
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Stop();
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}
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return;
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}
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SetDestination(GetCurrentPathWaypoint());
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SetMaxSpeed(GetCurrentPathWaypointSpeed());
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return;
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}
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if (commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()){
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if(IsPaused()) Resume();
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return;
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}
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if(!IsPaused()) Pause();
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if (!IsPaused()) Pause();
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const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
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const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
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float delay = 0.0f;
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switch(command){
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case eWaypointCommandType::STOP:
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Stop();
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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delay = HandleWaypointCommandGroupEmote(data);
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break;
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case eWaypointCommandType::SET_VARIABLE:
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HandleWaypointCommandSetVariable(data);
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break;
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case eWaypointCommandType::CAST_SKILL:
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HandleWaypointCommandCastSkill(data);
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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HandleWaypointCommandEquipInventory(data);
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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HandleWaypointCommandUnequipInventory(data);
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break;
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case eWaypointCommandType::DELAY:
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delay = HandleWaypointCommandDelay(data);
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break;
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case eWaypointCommandType::EMOTE:
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delay = RenderComponent::PlayAnimation(m_Parent, data);
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break;
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case eWaypointCommandType::TELEPORT:
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HandleWaypointCommandTeleport(data);
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break;
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case eWaypointCommandType::PATH_SPEED:
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HandleWaypointCommandPathSpeed(data);
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break;
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case eWaypointCommandType::REMOVE_NPC:
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HandleWaypointCommandRemoveNPC(data);
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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HandleWaypointCommandChangeWaypoint(data);
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break;
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case eWaypointCommandType::KILL_SELF:
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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break;
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case eWaypointCommandType::DELETE_SELF:
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m_Parent->Kill();
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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HandleWaypointCommandSpawnObject(data);
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break;
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case eWaypointCommandType::PLAY_SOUND:
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
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break;
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case eWaypointCommandType::BOUNCE:
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Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
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break;
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case eWaypointCommandType::INVALID:
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default:
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Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
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break;
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switch (command) {
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case eWaypointCommandType::STOP:
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Stop();
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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delay = HandleWaypointCommandGroupEmote(data);
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break;
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case eWaypointCommandType::SET_VARIABLE:
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HandleWaypointCommandSetVariable(data);
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break;
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case eWaypointCommandType::CAST_SKILL:
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HandleWaypointCommandCastSkill(data);
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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HandleWaypointCommandEquipInventory(data);
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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HandleWaypointCommandUnequipInventory(data);
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break;
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case eWaypointCommandType::DELAY:
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delay = HandleWaypointCommandDelay(data);
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break;
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case eWaypointCommandType::EMOTE:
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delay = RenderComponent::PlayAnimation(m_Parent, data);
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break;
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case eWaypointCommandType::TELEPORT:
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HandleWaypointCommandTeleport(data);
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break;
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case eWaypointCommandType::PATH_SPEED:
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HandleWaypointCommandPathSpeed(data);
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break;
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case eWaypointCommandType::REMOVE_NPC:
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HandleWaypointCommandRemoveNPC(data);
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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HandleWaypointCommandChangeWaypoint(data);
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break;
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case eWaypointCommandType::KILL_SELF:
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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break;
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case eWaypointCommandType::DELETE_SELF:
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m_Parent->Kill();
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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HandleWaypointCommandSpawnObject(data);
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break;
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case eWaypointCommandType::PLAY_SOUND:
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
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break;
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case eWaypointCommandType::BOUNCE:
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Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side!");
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break;
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case eWaypointCommandType::INVALID:
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default:
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Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
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break;
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}
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m_Parent->AddCallbackTimer(delay, [this, commandIndex](){
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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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@ -92,7 +107,7 @@ float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& da
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if (split.size() != 2) return 0.0f;
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const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
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float delay = 0.0f;
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for (auto& entity: entities){
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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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@ -149,7 +164,7 @@ void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::strin
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float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
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float delay = 0.0f;
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std::string delayString = data;
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if (!GeneralUtils::TryParse<float>(delayString, delay)){
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if (!GeneralUtils::TryParse<float>(delayString, delay)) {
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Game::logger->LogDebug("MovementAIComponentAronwk", "Failed to parse delay %s", data.c_str());
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}
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return delay;
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@ -179,7 +194,7 @@ void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data
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return;
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}
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const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
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for (auto& [objid, phyEntity] : foundObjs){
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for (auto& [objid, phyEntity] : foundObjs) {
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auto entity = Game::entityManager->GetEntity(objid);
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if (!entity) return;
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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@ -197,7 +212,7 @@ void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string&
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std::string path_string = "";
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int32_t index = 0;
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// sometimes there's a path and what waypoint to start, which are comma separated
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if (data.find(",") != std::string::npos){
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if (data.find(",") != std::string::npos) {
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auto datas = GeneralUtils::SplitString(data, ',');
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path_string = datas.at(0);
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if (!GeneralUtils::TryParse(datas.at(1), index)) return;
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@ -162,7 +162,7 @@ void MovingPlatformComponent::StartPathing() {
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
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targetPosition = nextWaypoint.position;
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@ -213,7 +213,7 @@ void MovingPlatformComponent::ContinuePathing() {
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const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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subComponent->mPosition = currentWaypoint.position;
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subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
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subComponent->mSpeed = currentWaypoint.speed;
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subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
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pathSize = m_Path->pathWaypoints.size() - 1;
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@ -348,6 +348,7 @@ int main(int argc, char** argv) {
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Game::im->GetInstance(0, false, 0);
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Game::im->GetInstance(1200, false, 0);
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Game::im->GetInstance(1800, false, 0);
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StartAuthServer();
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}
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@ -491,7 +491,7 @@ void Zone::LoadPath(std::istream& file) {
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if (path.pathType == PathType::MovingPlatform) {
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BinaryIO::BinaryRead(file, waypoint.movingPlatform.lockPlayer);
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BinaryIO::BinaryRead(file, waypoint.movingPlatform.speed);
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BinaryIO::BinaryRead(file, waypoint.speed);
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BinaryIO::BinaryRead(file, waypoint.movingPlatform.wait);
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if (path.pathVersion >= 13) {
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uint8_t count1;
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@ -522,7 +522,7 @@ void Zone::LoadPath(std::istream& file) {
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BinaryIO::BinaryRead(file, waypoint.racing.planeHeight);
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BinaryIO::BinaryRead(file, waypoint.racing.shortestDistanceToEnd);
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} else if (path.pathType == PathType::Rail) {
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if (path.pathVersion > 16) BinaryIO::BinaryRead(file, waypoint.rail.speed);
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if (path.pathVersion > 16) BinaryIO::BinaryRead(file, waypoint.speed);
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}
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// object LDF configs
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@ -50,7 +50,6 @@ struct SceneTransition {
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struct MovingPlatformPathWaypoint {
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uint8_t lockPlayer;
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float speed;
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float wait;
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std::string departSound;
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std::string arriveSound;
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@ -72,17 +71,13 @@ struct RacingPathWaypoint {
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float shortestDistanceToEnd;
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};
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struct RailPathWaypoint {
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float speed;
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};
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struct PathWaypoint {
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NiPoint3 position;
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NiQuaternion rotation; // not included in all, but it's more convenient here
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MovingPlatformPathWaypoint movingPlatform;
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CameraPathWaypoint camera;
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RacingPathWaypoint racing;
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RailPathWaypoint rail;
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float speed = 1.0f;
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std::vector<LDFBaseData*> config;
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std::vector<WaypointCommand> commands;
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};
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