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WIP
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@ -16,9 +16,9 @@ std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
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MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
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m_Info = std::move(info);
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m_Done = true;
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m_IsPaused = false;
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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//Try and fix the insane values:
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@ -36,16 +36,21 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_Timer = 0;
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m_CurrentSpeed = 0;
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m_Speed = 0;
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m_TotalTime = 0;
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m_LockRotation = false;
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m_MovementPath = nullptr;
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m_isReverse = false;
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}
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MovementAIComponent::~MovementAIComponent() = default;
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void MovementAIComponent::Update(const float deltaTime) {
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if (m_IsPaused) return;
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if (m_Interrupted) {
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const auto source = GetCurrentWaypoint();
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@ -66,7 +71,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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return;
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}
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if (AtFinalWaypoint()) return; // Are we donw?
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if (AtFinalWaypoint()) return; // Are we done?
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if (m_HaltDistance > 0) {
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if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) { // Prevent us from hugging the target
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@ -78,15 +83,13 @@ void MovementAIComponent::Update(const float deltaTime) {
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// Game::logger->Log("MovementAIComponent", "timer %f", m_Timer);
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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if (m_Timer > 0) {
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return;
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}
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if (m_Timer > 0) return;
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m_Timer = 0;
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}
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const auto source = GetCurrentWaypoint();
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// We've arrived at a waypoint, do the things if we need to
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SetPosition(source);
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@ -107,7 +110,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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m_CurrentSpeed = m_Speed;
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}
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const auto speed = m_CurrentSpeed * m_BaseSpeed;
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const auto speed = m_BaseSpeed;
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const auto delta = m_NextWaypoint - source;
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@ -343,6 +343,17 @@ private:
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* If we are reversing on a path
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*/
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bool m_isReverse;
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/**
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* If we are waiting on a delay before moving
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*/
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bool m_IsWaiting;
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/**
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* If we are paused for some reason
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*/
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bool m_IsPaused;
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};
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#endif // MOVEMENTAICOMPONENT_H
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