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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 20:28:21 +00:00
woirking
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fc56777969
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@ -71,7 +71,10 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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}
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}
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void ControllablePhysicsComponent::Update(float deltaTime) {
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_Velocity == NiPoint3::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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Game::entityManager->SerializeEntity(m_Parent);
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}
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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@ -153,6 +156,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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}
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}
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outBitStream->Write0();
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outBitStream->Write0();
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if (!bIsInitialUpdate) m_DirtyPosition = false;
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}
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}
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if (!bIsInitialUpdate) {
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if (!bIsInitialUpdate) {
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@ -63,7 +63,14 @@ void MovementAIComponent::SetupPath(const std::string& pathname) {
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}
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}
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const Path* pathData = Game::zoneManager->GetZone()->GetPath(path);
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const Path* pathData = Game::zoneManager->GetZone()->GetPath(path);
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if (pathData) {
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if (pathData) {
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Game::logger->Log("MovementAIComponent", "found path %s", path.c_str());
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Game::logger->Log("MovementAIComponent", "found path %i %s", m_Parent->GetLOT(), path.c_str());
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m_Path = pathData;
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std::vector<NiPoint3> waypoints;
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for (auto& waypoint : m_Path->pathWaypoints) {
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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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} 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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Game::logger->Log("MovementAIComponent", "No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
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}
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}
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@ -144,7 +151,16 @@ 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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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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HandleWaypointArrived();
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HandleWaypointArrived();
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if (!AdvancePathWaypointIndex()) {
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if (!AdvancePathWaypointIndex()) {
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Stop();
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if (m_Path && m_Path->pathBehavior == PathBehavior::Bounce) {
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ReversePath(); // untested.
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} else if (m_Path && 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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return;
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return;
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}
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}
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SetDestination(GetCurrentPathWaypoint());
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SetDestination(GetCurrentPathWaypoint());
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@ -18,6 +18,7 @@
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class ControllablePhysicsComponent;
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class ControllablePhysicsComponent;
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class BaseCombatAIComponent;
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class BaseCombatAIComponent;
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class Path;
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/**
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/**
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* Information that describes the different variables used to make an entity move around
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* Information that describes the different variables used to make an entity move around
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@ -265,7 +266,7 @@ private:
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/**
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/**
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* The path this entity is currently traversing
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* The path this entity is currently traversing
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*/
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*/
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uint32_t m_PathIndex;
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int32_t m_PathIndex;
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/**
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/**
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* If the entity has reached it last waypoint
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* If the entity has reached it last waypoint
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@ -346,6 +347,11 @@ private:
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* Whether or not the current movement via pathing is paused.
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* Whether or not the current movement via pathing is paused.
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*/
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*/
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bool m_IsPaused;
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bool m_IsPaused;
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/**
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* The optional path this component will follow.
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*/
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const Path* m_Path = nullptr;
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};
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};
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#endif // MOVEMENTAICOMPONENT_H
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#endif // MOVEMENTAICOMPONENT_H
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@ -347,8 +347,7 @@ int main(int argc, char** argv) {
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StartChatServer();
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StartChatServer();
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Game::im->GetInstance(0, false, 0);
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Game::im->GetInstance(0, false, 0);
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Game::im->GetInstance(1000, false, 0);
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Game::im->GetInstance(1800, false, 0);
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Game::im->GetInstance(1300, false, 0);
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StartAuthServer();
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StartAuthServer();
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}
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}
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@ -30,7 +30,7 @@ dNavMesh::dNavMesh(uint32_t zoneId) {
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dNavMesh::~dNavMesh() {
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dNavMesh::~dNavMesh() {
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// Clean up Recast information
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// Clean up Recast information
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if(m_Solid) rcFreeHeightField(m_Solid);
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if (m_Solid) rcFreeHeightField(m_Solid);
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if (m_CHF) rcFreeCompactHeightfield(m_CHF);
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if (m_CHF) rcFreeCompactHeightfield(m_CHF);
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if (m_CSet) rcFreeContourSet(m_CSet);
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if (m_CSet) rcFreeContourSet(m_CSet);
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if (m_PMesh) rcFreePolyMesh(m_PMesh);
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if (m_PMesh) rcFreePolyMesh(m_PMesh);
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@ -135,17 +135,19 @@ float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExten
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float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
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float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
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dtQueryFilter filter{};
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dtQueryFilter filter{};
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auto res = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
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auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
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res = m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
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m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
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if (toReturn != 0.0f) {
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if (toReturn != 0.0f) {
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DluAssert(toReturn == nearestPoint[1]);
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DluAssert(toReturn == nearestPoint[1]);
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}
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}
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if (toReturn == 0.0f) {
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if (toReturn == 0.0f) {
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toReturn = location.y;
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// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
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// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
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// This is what seems to happen anyways and it is better than returning zero.
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// This is what seems to happen anyways and it is better than returning zero.
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if (hasPoly == DT_SUCCESS) {
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} else if (res == DT_SUCCESS) {
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toReturn = nearestPoint[1];
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toReturn = nearestPoint[1];
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} else {
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toReturn = location.y;
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}
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}
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}
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// If we failed to even find a poly, do not change the height since we have no idea what it should be.
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// If we failed to even find a poly, do not change the height since we have no idea what it should be.
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