Add waypoint command handling

This commit is contained in:
Aaron Kimbre 2023-08-14 09:31:10 -05:00
parent 1b54387677
commit a63d7df0d2
5 changed files with 191 additions and 113 deletions

View File

@ -15,6 +15,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
"ModelComponent.cpp"
"ModuleAssemblyComponent.cpp"
"MovementAIComponent.cpp"
"MovementAIComponentAronwk.cpp"
"MovingPlatformComponent.cpp"
"PetComponent.cpp"
"PhantomPhysicsComponent.cpp"

View File

@ -310,6 +310,7 @@ public:
*/
const std::vector<int32_t>& GetFactionIDs() const { return m_FactionIDs; }
const bool BelongsToFaction(int32_t factionID) const {return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end(); }
/**
* Returns all the faction IDs that this entity considers an enemy
* @return all the faction IDs that this entity considers an enemy

View File

@ -155,7 +155,7 @@ void MovementAIComponent::Update(const float deltaTime) {
} else {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
HandleWaypointArrived();
HandleWaypointArrived(0);
if (!AdvancePathWaypointIndex()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Bounce) {
@ -401,7 +401,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& destination) {
computedPath = dpWorld::Instance().GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
} else {
// If we do not have a navmesh, we do not want an AI to be going towards points that are far below or above the map.
//
//
}
// Somehow failed

View File

@ -194,7 +194,7 @@ public:
void ReversePath();
void HandleWaypointArrived();
void HandleWaypointArrived(uint32_t commandIndex);
void SetupPath(const std::string& pathname);
@ -228,18 +228,17 @@ private:
// TODO: Advance properly
void SetCurrentPathWaypointIndex(uint32_t value) { };
void SetNextPathWaypointIndex(uint32_t value) { };
void HandleWaypointCommandGroupEmote(std::string data);
void HandleWaypointCommandSetVariable(std::string data);
void HandleWaypointCommandCastSkill(std::string data);
void HandleWaypointCommandEquipInventory(std::string data);
void HandleWaypointCommandUnequipInventory(std::string data);
void HandleWaypointCommandDelay(std::string data);
void HandleWaypointCommandEmote(std::string data);
void HandleWaypointCommandTeleport(std::string data);
void HandleWaypointCommandPathSpeed(std::string data);
void HandleWaypointCommandRemoveNPC(std::string data);
void HandleWaypointCommandChangeWaypoint(std::string data);
void HandleWaypointCommandSpawnObject(std::string data);
float HandleWaypointCommandGroupEmote(const std::string& data);
void HandleWaypointCommandSetVariable(const std::string& data);
void HandleWaypointCommandCastSkill(const std::string& data);
void HandleWaypointCommandEquipInventory(const std::string& data);
void HandleWaypointCommandUnequipInventory(const std::string& data);
float HandleWaypointCommandDelay(const std::string& data);
void HandleWaypointCommandTeleport(const std::string& data);
void HandleWaypointCommandPathSpeed(const std::string& data);
void HandleWaypointCommandRemoveNPC(const std::string& data);
void HandleWaypointCommandChangeWaypoint(const std::string& data);
void HandleWaypointCommandSpawnObject(const std::string& data);
/**
* Sets the current position of the entity

View File

@ -4,145 +4,222 @@
#include "eWaypointCommandType.h"
#include "RenderComponent.h"
#include "SkillComponent.h"
#include "InventoryComponent.h"
#include "Zone.h"
#include "EntityInfo.h"
#include "ProximityMonitorComponent.h"
#include "DestroyableComponent.h"
void MovementAIComponent::HandleWaypointArrived() {
if (!m_Path) return;
if (m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.empty()) return;
for(auto [command, data] : m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands){
switch(command){
case eWaypointCommandType::STOP:
Stop();
break;
case eWaypointCommandType::GROUP_EMOTE:
HandleWaypointCommandGroupEmote(data);
break;
case eWaypointCommandType::SET_VARIABLE:
HandleWaypointCommandSetVariable(data);
break;
case eWaypointCommandType::CAST_SKILL:
HandleWaypointCommandCastSkill(data);
break;
case eWaypointCommandType::EQUIP_INVENTORY:
HandleWaypointCommandEquipInventory(data);
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
HandleWaypointCommandUnequipInventory(data);
break;
case eWaypointCommandType::DELAY:
HandleWaypointCommandDelay(data);
break;
case eWaypointCommandType::EMOTE:
HandleWaypointCommandEmote(data);
break;
case eWaypointCommandType::TELEPORT:
HandleWaypointCommandTeleport(data);
break;
case eWaypointCommandType::PATH_SPEED:
HandleWaypointCommandPathSpeed(data);
break;
case eWaypointCommandType::REMOVE_NPC:
HandleWaypointCommandRemoveNPC(data);
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
HandleWaypointCommandChangeWaypoint(data);
break;
case eWaypointCommandType::KILL_SELF:
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
break;
case eWaypointCommandType::DELETE_SELF:
m_Parent->Kill();
break;
case eWaypointCommandType::SPAWN_OBJECT:
HandleWaypointCommandSpawnObject(data);
break;
case eWaypointCommandType::PLAY_SOUND:
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
break;
case eWaypointCommandType::BOUNCE:
Game::logger->LogDebug("MovementAIComponent", "Unusable Command %i", command);
break;
case eWaypointCommandType::INVALID:
default:
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
break;
void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
Pause();
if (!m_Path){
Resume();
return;
}
if (commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()){
Resume();
return;
}
const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
float delay = 0.0f;
switch(command){
case eWaypointCommandType::STOP:
Stop();
break;
case eWaypointCommandType::GROUP_EMOTE:
delay = HandleWaypointCommandGroupEmote(data);
break;
case eWaypointCommandType::SET_VARIABLE:
HandleWaypointCommandSetVariable(data);
break;
case eWaypointCommandType::CAST_SKILL:
HandleWaypointCommandCastSkill(data);
break;
case eWaypointCommandType::EQUIP_INVENTORY:
HandleWaypointCommandEquipInventory(data);
break;
case eWaypointCommandType::UNEQUIP_INVENTORY:
HandleWaypointCommandUnequipInventory(data);
break;
case eWaypointCommandType::DELAY:
delay = HandleWaypointCommandDelay(data);
break;
case eWaypointCommandType::EMOTE:
delay = RenderComponent::PlayAnimation(m_Parent, data);
break;
case eWaypointCommandType::TELEPORT:
HandleWaypointCommandTeleport(data);
break;
case eWaypointCommandType::PATH_SPEED:
HandleWaypointCommandPathSpeed(data);
break;
case eWaypointCommandType::REMOVE_NPC:
HandleWaypointCommandRemoveNPC(data);
break;
case eWaypointCommandType::CHANGE_WAYPOINT:
HandleWaypointCommandChangeWaypoint(data);
break;
case eWaypointCommandType::KILL_SELF:
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
break;
case eWaypointCommandType::DELETE_SELF:
m_Parent->Kill();
break;
case eWaypointCommandType::SPAWN_OBJECT:
HandleWaypointCommandSpawnObject(data);
break;
case eWaypointCommandType::PLAY_SOUND:
GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
break;
case eWaypointCommandType::BOUNCE:
Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side");
break;
case eWaypointCommandType::INVALID:
default:
Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
break;
}
m_Parent->AddCallbackTimer(delay, [this, commandIndex](){
auto newCommandIndex = commandIndex + 1;
this->HandleWaypointArrived(newCommandIndex);
}
}
);
}
void MovementAIComponent::HandleWaypointCommandGroupEmote(std::string data) {
float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ';');
if (split.size() != 2) return;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split[0]);
if (split.size() != 2) return 0.0f;
const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
float delay = 0.0f;
for (auto& entity: entities){
RenderComponent::PlayAnimation(entity, split[1]);
delay = RenderComponent::PlayAnimation(entity, split.at(1));
}
// delay for animation time
return delay;
}
void MovementAIComponent::HandleWaypointCommandSetVariable(std::string data) {
const auto& split = GeneralUtils::SplitString(data, '=');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split[0]), split[1]);
void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
const auto& split = GeneralUtils::SplitString(data, ',');
m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
}
void MovementAIComponent::HandleWaypointCommandCastSkill(std::string data) {
void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
if (data.empty()) return;
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (!skillComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointArrived", "Skill component not found!");
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
return;
}
uint32_t skillId = 0;
GeneralUtils::TryParse<uint32_t>(data, skillId);
if (skillId != 0) skillComponent->CastSkill(skillId);
// add some delay??
return;
}
void MovementAIComponent::HandleWaypointCommandEquipInventory(std::string data) {
// equip item via ID (not lot???)
void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->EquipItem(item->second);
}
void MovementAIComponent::HandleWaypointCommandUnequipInventory(std::string data) {
// unequip item via ID (not lot??)
void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
if (data.empty()) return;
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
if (!inventoryComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
return;
}
// the client says use slot 0 of items
const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
if (!inventory) return;
const auto slots = inventory->GetSlots();
const auto item = slots.find(0);
if (item != slots.end()) inventoryComponent->UnEquipItem(item->second);
}
void MovementAIComponent::HandleWaypointCommandDelay(std::string data) {
Pause();
std::remove_if(data.begin(), data.end(), ::isspace);
// delay for time
float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
float delay = 0.0f;
std::string delayString = data;
std::remove_if(delayString.begin(), delayString.end(), ::isspace);
GeneralUtils::TryParse<float>(delayString, delay);
return delay;
}
void MovementAIComponent::HandleWaypointCommandEmote(std::string data) {
// pause for animation time
auto delay = RenderComponent::PlayAnimation(m_Parent, data);
}
void MovementAIComponent::HandleWaypointCommandTeleport(std::string data) {
void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
auto posString = GeneralUtils::SplitString(data, ',');
if (posString.size() == 0) return;
auto newPos = NiPoint3();
if (posString.size() == 1) GeneralUtils::TryParse<float>(posString.at(0), newPos.x);
if (posString.size() == 2) GeneralUtils::TryParse<float>(posString.at(1), newPos.y);
if (posString.size() == 3) GeneralUtils::TryParse<float>(posString.at(2), newPos.z);
if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
}
void MovementAIComponent::HandleWaypointCommandPathSpeed(std::string data) {
void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
float speed = 0.0;
GeneralUtils::TryParse<float>(data, speed);
SetMaxSpeed(speed);
SetCurrentSpeed(speed);
}
void MovementAIComponent::HandleWaypointCommandRemoveNPC(std::string data) {
// get objects in proximity
// KillOBJS ???
void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
if (data.empty()) return;
auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
return;
}
const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
for (auto& [objid, phyEntity] : foundObjs){
auto entity = Game::entityManager->GetEntity(objid);
if (!entity) return;
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (!destroyableComponent) {
Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
return;
}
uint32_t factionID = -1;
GeneralUtils::TryParse<uint32_t>(data, factionID);
if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
}
}
void MovementAIComponent::HandleWaypointCommandChangeWaypoint(std::string data) {
void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
std::string path_string = "";
int32_t index = 0;
// sometimes there's a path and what waypoint to start, which are comma separated
if (data.find(",") != std::string::npos){
auto datas = GeneralUtils::SplitString(data, ',');
path_string = datas[0];
index = stoi(datas[1]);
path_string = datas.at(0);
GeneralUtils::TryParse(datas.at(1), index);
} else path_string = data;
if (path_string != "") {
SetupPath(path_string);
// TODO: do better? talk to emo
SetCurrentPathWaypointIndex(index);
SetNextPathWaypointIndex(index);
}
}
void MovementAIComponent::HandleWaypointCommandSpawnObject(std::string data) {
// just do it
void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
LOT newObjectLOT = 0;
GeneralUtils::TryParse(data, newObjectLOT);
EntityInfo info{};
info.lot = newObjectLOT;
info.pos = m_Parent->GetPosition();
info.rot = m_Parent->GetRotation();
auto* spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
Game::entityManager->ConstructEntity(spawnedEntity);
m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
}