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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 22:43:34 +00:00
pet following and flag behavior improvements
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parent
b8449a167d
commit
2d3e03a2a8
@ -339,7 +339,7 @@ void PetComponent::OnUse(Entity* originator) {
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GameMessages::SendNotifyPetTamingPuzzleSelected(originator->GetObjectID(), bricks, originator->GetSystemAddress());
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m_Tamer = originator->GetObjectID();
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SetFlag(UNKNOWN1, UNKNOWN4); //SetStatus(5);
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SetFlag(IDLE, UNKNOWN4); //SetStatus(5);
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currentActivities.insert_or_assign(m_Tamer, m_Parent->GetObjectID());
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@ -386,15 +386,15 @@ void PetComponent::Update(float deltaTime) {
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LOG_DEBUG("Has NOT_WAITING flag!");
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break;
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case UNKNOWN1:
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LOG_DEBUG("Has UNKNOWN1 flag!");
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case IDLE:
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LOG_DEBUG("Has IDLE flag!");
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break;
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default:
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LOG_DEBUG("Triggered default case!");
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}*/
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//if (HasFlag(SPAWNING)) OnSpawn();
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if (HasFlag(SPAWNING)) OnSpawn();
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// Handle pet AI states
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switch (m_State) {
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@ -403,7 +403,7 @@ void PetComponent::Update(float deltaTime) {
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break;
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case PetAiState::follow:
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OnFollow();
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OnFollow(deltaTime);
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break;
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case PetAiState::goToObj:
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@ -427,30 +427,6 @@ void PetComponent::Update(float deltaTime) {
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}
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/*
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auto destination = owner->GetPosition();
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NiPoint3 position = m_MovementAI->GetParent()->GetPosition();
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float distanceToOwner = Vector3::DistanceSquared(position, destination);
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if (distanceToOwner > 50 * 50 || m_TimerAway > 5) {
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m_MovementAI->Warp(destination);
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m_Timer = 1;
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m_TimerAway = 0;
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return;
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}
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if (distanceToOwner > 15 * 15 || std::abs(destination.y - position.y) >= 3) {
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m_TimerAway += deltaTime;
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} else {
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m_TimerAway = 0;
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}
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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return;
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}
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SwitchComponent* closestSwitch = SwitchComponent::GetClosestSwitch(position);
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float haltDistance = 5;
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@ -627,7 +603,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
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missionComponent->Progress(eMissionTaskType::PET_TAMING, m_Parent->GetLOT());
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}
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SetOnlyFlag(UNKNOWN1); // SetStatus(1);
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SetOnlyFlag(IDLE); // SetStatus(1);
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auto* characterComponent = tamer->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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@ -856,7 +832,7 @@ void PetComponent::OnSpawn() {
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m_Parent->SetOwnerOverride(m_Owner);
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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//SetOnlyFlag(UNKNOWN1); //SetStatus(PetFlag::NONE);
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//SetOnlyFlag(IDLE); //SetStatus(PetFlag::NONE);
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SetPetAiState(PetAiState::follow);
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}
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else {
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@ -864,14 +840,15 @@ void PetComponent::OnSpawn() {
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SetPetAiState(PetAiState::idle);
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}
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SetFlag(UNKNOWN1); //IDLE?
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SetFlag(IDLE);
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UnsetFlag(SPAWNING);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void PetComponent::OnFollow() {
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void PetComponent::OnFollow(const float& deltaTime) {
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Entity* owner = GetOwner();
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if (!owner) return;
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const NiPoint3 ownerPos = owner->GetPosition();
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// Find interactions
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@ -904,14 +881,28 @@ void PetComponent::OnFollow() {
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// Handle actual following logic
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const NiPoint3 currentPos = m_MovementAI->GetParent()->GetPosition();
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const float distanceToOwner = Vector3::DistanceSquared(currentPos, ownerPos);
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// If the player's position is within range, stop moving
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if (Vector3::DistanceSquared(currentPos, ownerPos) <= m_FollowRadius * m_FollowRadius) {
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if (distanceToOwner <= m_FollowRadius * m_FollowRadius) {
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m_MovementAI->Stop();
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}
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else { // Chase the player's new position
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m_MovementAI->SetDestination(ownerPos);
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LOG_DEBUG("New pet destination: %f %f %f", ownerPos.x, ownerPos.y, ownerPos.z);
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//LOG_DEBUG("New pet destination: %f %f %f", ownerPos.x, ownerPos.y, ownerPos.z);
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}
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// Teleporting logic
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if (distanceToOwner > 50 * 50 || m_TimerAway > 5) {
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m_MovementAI->Warp(ownerPos);
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m_Timer = 1;
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m_TimerAway = 0;
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return;
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}
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else if (distanceToOwner > 15 * 15 || std::abs(ownerPos.y - currentPos.y) >= 3) {
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m_TimerAway += deltaTime;
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}
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m_Timer += 0.5f;
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@ -962,7 +953,7 @@ void PetComponent::StartInteract(const NiPoint3 position, const PetInteractType
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void PetComponent::StopInteract() {
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void PetComponent::StopInteract(bool bDontSerialize) {
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Entity* owner = GetOwner();
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if (!owner) return;
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@ -972,14 +963,17 @@ void PetComponent::StopInteract() {
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SetInteractType(PetInteractType::none);
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SetAbility(petAbility);
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SetPetAiState(PetAiState::follow);
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SetOnlyFlag(UNKNOWN1); //SetStatus(PetFlag::NONE);
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SetOnlyFlag(IDLE); //SetStatus(PetFlag::NONE);
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SetIsReadyToInteract(false);
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SetIsHandlingInteraction(false); // Needed?
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m_MovementAI->SetMaxSpeed(m_PetInfo.sprintSpeed);
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m_MovementAI->SetHaltDistance(m_FollowRadius);
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LOG_DEBUG("Stopping interaction!");
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if (!bDontSerialize) {
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Game::entityManager->SerializeEntity(m_Parent);
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}
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GameMessages::SendShowPetActionButton(m_Owner, petAbility, false, owner->GetSystemAddress()); // Needed?
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}
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@ -1002,7 +996,8 @@ void PetComponent::SetupInteractTreasureDig() {
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auto petAbility = ePetAbilityType::DigAtPosition;
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SetAbility(petAbility);
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SetFlag(NOT_WAITING); //SetStatus(PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
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UnsetFlag(IDLE);
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SetFlag(UNKNOWN256, NOT_WAITING); //SetStatus(PetFlag::NOT_WAITING); // TODO: Double-check this is the right flag being set
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LOG_DEBUG("m_Flags = %d", m_Flags);
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Game::entityManager->SerializeEntity(m_Parent); // TODO: Double-check pet packet captures
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@ -1033,7 +1028,9 @@ void PetComponent::StartInteractTreasureDig() {
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Game::entityManager->SerializeEntity(user);
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SetIsHandlingInteraction(true);
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UnsetFlag(NOT_WAITING); // TODO: FIND THE CORRECT STATUS TO USE HERE
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UnsetFlag(UNKNOWN256, NOT_WAITING); // TODO: FIND THE CORRECT STATUS TO USE HERE
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SetFlag(IDLE);
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LOG_DEBUG("StartInteractTreasureDig() m_Flags = %d", m_Flags);
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Game::entityManager->SerializeEntity(m_Parent);
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Command(NiPoint3::ZERO, LWOOBJID_EMPTY, 1, PetEmote::DigTreasure, true); // Plays 'dig' animation
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@ -1051,7 +1048,7 @@ void PetComponent::HandleInteractTreasureDig() {
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GameMessages::SendHelp(m_Owner, eHelpType::PR_DIG_TUTORIAL_03, owner->GetSystemAddress());
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LOG_DEBUG("Pet dig completed!");
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StopInteract(); //TODO: This may not be totally consistent with live behavior, where the pet seems to stay near the dig and not immediately follow
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StopInteract(true); //TODO: This may not be totally consistent with live behavior, where the pet seems to stay near the dig and not immediately follow
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return;
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}
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@ -35,7 +35,7 @@ enum PetInteractType : uint8_t {
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*/
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enum PetFlag : uint32_t {
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NONE,
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UNKNOWN1 = 1 << 0, //0x01 - Seems to be "idle," which the game doesn't differentiate from "follow"
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IDLE = 1 << 0, //0x01 - Seems to be "idle," which the game doesn't differentiate from "follow"
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UNKNOWN4 = 1 << 2, //0x04 - FOLLOWING(?)
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BEING_TAMED = 1 << 4, //0x10,
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NOT_WAITING = 1 << 5, //0x20,
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@ -197,7 +197,7 @@ public:
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/**
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* Continues a step in the follow state, making sure that the entity is around its start position
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*/
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void OnFollow();
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void OnFollow(const float& deltaTime);
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/**
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* Continues a step in the interact state, handling the pet's interaction with an entity
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@ -211,8 +211,9 @@ public:
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/**
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* Stop a pet interaction with an object
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* @param bDontSerialize optional parameter, set to true to not serialize afterwards
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*/
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void StopInteract();
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void StopInteract(bool bDontSerialize = false);
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/**
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* Set the type of interaction the pet is executing
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