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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-07-22 23:32:00 +00:00
fix: enemies on path not resetting aggro radius correctly (#2015)
tested that aggro is reset correctly and enemies no longer infinitely path to players. Tether now properly calculates the time to tether instead of guessing
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@@ -131,9 +131,13 @@ void MovementAIComponent::Update(const float deltaTime) {
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const auto approxPos = ApproximateLocation();
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SetPosition(approxPos);
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// Set the AIs new home based on where our current waypoint is IF we're idle, that way we can return to this
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// Set the AIs new home based on where our current waypoint is IF wehave a path, we're idle, not out of combat (grace period if you left the radius),
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// and we're not tethering to home, that way we can return to this
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// when resuming the pathing after losing aggro while moving the aggro hitbox with us
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if (m_BaseCombatAI && m_BaseCombatAI->GetState() == AiState::idle) m_BaseCombatAI->SetStartingPosition(approxPos);
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const bool idleNotResetting = m_Path && m_BaseCombatAI && m_BaseCombatAI->GetState() == AiState::idle && !m_BaseCombatAI->GetOutOfCombat() && !m_BaseCombatAI->GetIsTethering();
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if (idleNotResetting) {
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m_BaseCombatAI->SetStartingPosition(approxPos);
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}
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if (m_TimeTravelled < m_TimeToTravel) return;
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m_TimeTravelled = 0.0f;
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@@ -169,7 +173,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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}
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} else {
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// Only try to renew or continue the path if we're in the idle or spawn state and we actually have a combatAI component
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if (!m_BaseCombatAI || (m_BaseCombatAI && m_BaseCombatAI->GetState() == AiState::idle)) {
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if (!m_BaseCombatAI || (idleNotResetting)) {
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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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const auto waypointNum = m_IsBounced ? m_CurrentPath.size() : m_CurrentPathWaypointCount - m_CurrentPath.size() - 1;
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RunWaypointCommands(waypointNum);
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@@ -205,6 +209,8 @@ void MovementAIComponent::Update(const float deltaTime) {
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m_CurrentPath.pop();
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}
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} else {
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Stop();
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}
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}
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@@ -341,6 +347,18 @@ float MovementAIComponent::GetBaseSpeed(LOT lot) {
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return speed;
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}
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float MovementAIComponent::GetRemainingPathDistance() const {
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if (m_InterpolatedWaypoints.empty() || m_PathIndex >= m_InterpolatedWaypoints.size()) {
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return 0.0f;
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}
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float total = NiPoint3::Distance(m_Parent->GetPosition(), m_InterpolatedWaypoints[m_PathIndex]);
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for (size_t i = m_PathIndex; i + 1 < m_InterpolatedWaypoints.size(); ++i) {
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total += NiPoint3::Distance(m_InterpolatedWaypoints[i], m_InterpolatedWaypoints[i + 1]);
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}
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return total;
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}
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void MovementAIComponent::SetPosition(const NiPoint3& value) {
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m_Parent->SetPosition(value);
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}
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