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https://github.com/DarkflameUniverse/DarkflameServer.git
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Working built in reverse for movementAI
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parent
3e12dd782b
commit
6a5ff30a32
@ -143,10 +143,10 @@ nextAction:
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bool MovementAIComponent::AdvancePathWaypointIndex() {
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bool MovementAIComponent::AdvancePathWaypointIndex() {
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m_CurrentPathWaypointIndex = m_NextPathWaypointIndex;
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m_CurrentPathWaypointIndex = m_NextPathWaypointIndex;
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if (m_IsInReverse) {
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if (m_IsInReverse) {
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if (m_CurrentPathWaypointIndex > 0) m_NextPathWaypointIndex--;
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if (m_CurrentPathWaypointIndex >= 0) m_NextPathWaypointIndex--;
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return m_NextPathWaypointIndex >= 0;
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return m_CurrentPathWaypointIndex >= 0;
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} else {
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} else {
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if (m_CurrentPathWaypointIndex < m_CurrentPath.size()) m_NextPathWaypointIndex++;
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if (m_CurrentPathWaypointIndex <= m_CurrentPath.size()) m_NextPathWaypointIndex++;
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return m_CurrentPathWaypointIndex < m_CurrentPath.size();
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return m_CurrentPathWaypointIndex < m_CurrentPath.size();
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}
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}
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}
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}
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@ -237,6 +237,13 @@ void MovementAIComponent::PullToPoint(const NiPoint3& point) {
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m_PullPoint = point;
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m_PullPoint = point;
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}
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}
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const NiPoint3& MovementAIComponent::GetCurrentPathWaypoint() const {
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if (m_CurrentPathWaypointIndex >= m_CurrentPath.size() || m_CurrentPathWaypointIndex < 0) {
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return m_Parent->GetPosition();
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}
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return m_CurrentPath.at(m_CurrentPathWaypointIndex);
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}
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void MovementAIComponent::SetPath(std::vector<NiPoint3> path, bool startInReverse) {
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void MovementAIComponent::SetPath(std::vector<NiPoint3> path, bool startInReverse) {
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if (path.empty()) return;
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if (path.empty()) return;
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m_CurrentPath = path;
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m_CurrentPath = path;
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@ -247,7 +254,7 @@ void MovementAIComponent::SetPath(std::vector<NiPoint3> path, bool startInRevers
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m_CurrentPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
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m_CurrentPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
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m_NextPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
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m_NextPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0;
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AdvancePathWaypointIndex();
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AdvancePathWaypointIndex();
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SetDestination(m_CurrentPath.front());
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SetDestination(GetCurrentPathWaypoint());
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}
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}
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float MovementAIComponent::GetBaseSpeed(LOT lot) {
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float MovementAIComponent::GetBaseSpeed(LOT lot) {
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@ -194,7 +194,7 @@ public:
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// Advance the path waypoint index and return if there is a next waypoint
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// Advance the path waypoint index and return if there is a next waypoint
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bool AdvancePathWaypointIndex();
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bool AdvancePathWaypointIndex();
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const NiPoint3& GetCurrentPathWaypoint() const { return m_CurrentPathWaypointIndex < m_CurrentPath.size() ? m_CurrentPath.at(m_CurrentPathWaypointIndex) : m_Parent->GetPosition(); }
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const NiPoint3& GetCurrentPathWaypoint() const;
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/**
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/**
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* Returns the base speed from the DB for a given LOT
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* Returns the base speed from the DB for a given LOT
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@ -311,13 +311,16 @@ private:
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/**
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/**
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* The index of the current waypoint in the path
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* The index of the current waypoint in the path
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*/
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*/
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uint32_t m_CurrentPathWaypointIndex;
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int32_t m_CurrentPathWaypointIndex;
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/**
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/**
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* The index of the current waypoint in the path
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* The index of the current waypoint in the path
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*/
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*/
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uint32_t m_NextPathWaypointIndex;
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int32_t m_NextPathWaypointIndex;
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/**
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* Whether or not the path is being read in reverse
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*/
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bool m_IsInReverse;
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bool m_IsInReverse;
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};
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};
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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(0, false, 0);
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Game::im->GetInstance(1000, false, 0);
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Game::im->GetInstance(1000, 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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@ -301,7 +301,7 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
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pathWaypoints.push_back(waypoint.position);
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pathWaypoints.push_back(waypoint.position);
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}
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}
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movementAI->SetPath(pathWaypoints, true);
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movementAI->SetPath(pathWaypoints, GeneralUtils::GenerateRandomNumber<float>(0, 1) > 0.5f);
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enemy->AddDieCallback([this, self, enemy, name]() {
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enemy->AddDieCallback([this, self, enemy, name]() {
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RegisterHit(self, enemy, name);
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RegisterHit(self, enemy, name);
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