This commit is contained in:
David Markowitz 2023-08-09 00:34:39 -07:00
parent fc56777969
commit 5f7a108154
5 changed files with 41 additions and 14 deletions

View File

@ -71,7 +71,10 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
}
void ControllablePhysicsComponent::Update(float deltaTime) {
if (m_Velocity == NiPoint3::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
@ -153,6 +156,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
}
outBitStream->Write0();
if (!bIsInitialUpdate) m_DirtyPosition = false;
}
if (!bIsInitialUpdate) {

View File

@ -63,7 +63,14 @@ void MovementAIComponent::SetupPath(const std::string& pathname) {
}
const Path* pathData = Game::zoneManager->GetZone()->GetPath(path);
if (pathData) {
Game::logger->Log("MovementAIComponent", "found path %s", path.c_str());
Game::logger->Log("MovementAIComponent", "found path %i %s", m_Parent->GetLOT(), path.c_str());
m_Path = pathData;
std::vector<NiPoint3> waypoints;
for (auto& waypoint : m_Path->pathWaypoints) {
waypoints.push_back(waypoint.position);
}
SetPath(waypoints);
SetMaxSpeed(3.0f);
} else {
Game::logger->Log("MovementAIComponent", "No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID());
}
@ -144,7 +151,16 @@ void MovementAIComponent::Update(const float deltaTime) {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
HandleWaypointArrived();
if (!AdvancePathWaypointIndex()) {
if (m_Path && m_Path->pathBehavior == PathBehavior::Bounce) {
ReversePath(); // untested.
} else if (m_Path && m_Path->pathBehavior == PathBehavior::Loop) {
m_CurrentPathWaypointIndex = 0;
m_NextPathWaypointIndex = 0;
AdvancePathWaypointIndex();
SetDestination(GetCurrentPathWaypoint());
} else {
Stop();
}
return;
}
SetDestination(GetCurrentPathWaypoint());

View File

@ -18,6 +18,7 @@
class ControllablePhysicsComponent;
class BaseCombatAIComponent;
class Path;
/**
* Information that describes the different variables used to make an entity move around
@ -265,7 +266,7 @@ private:
/**
* The path this entity is currently traversing
*/
uint32_t m_PathIndex;
int32_t m_PathIndex;
/**
* If the entity has reached it last waypoint
@ -346,6 +347,11 @@ private:
* Whether or not the current movement via pathing is paused.
*/
bool m_IsPaused;
/**
* The optional path this component will follow.
*/
const Path* m_Path = nullptr;
};
#endif // MOVEMENTAICOMPONENT_H

View File

@ -347,8 +347,7 @@ int main(int argc, char** argv) {
StartChatServer();
Game::im->GetInstance(0, false, 0);
Game::im->GetInstance(1000, false, 0);
Game::im->GetInstance(1300, false, 0);
Game::im->GetInstance(1800, false, 0);
StartAuthServer();
}

View File

@ -135,17 +135,19 @@ float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExten
float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
dtQueryFilter filter{};
auto res = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
res = m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
if (toReturn != 0.0f) {
DluAssert(toReturn == nearestPoint[1]);
}
if (toReturn == 0.0f) {
toReturn = location.y;
// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
// This is what seems to happen anyways and it is better than returning zero.
} else if (res == DT_SUCCESS) {
if (hasPoly == DT_SUCCESS) {
toReturn = nearestPoint[1];
} else {
toReturn = location.y;
}
}
// If we failed to even find a poly, do not change the height since we have no idea what it should be.