mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-15 04:38:21 +00:00
Add waypoint command handling
This commit is contained in:
parent
1b54387677
commit
a63d7df0d2
@ -15,6 +15,7 @@ set(DGAME_DCOMPONENTS_SOURCES "BaseCombatAIComponent.cpp"
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"ModelComponent.cpp"
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"ModuleAssemblyComponent.cpp"
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"MovementAIComponent.cpp"
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"MovementAIComponentAronwk.cpp"
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"MovingPlatformComponent.cpp"
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"PetComponent.cpp"
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"PhantomPhysicsComponent.cpp"
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@ -310,6 +310,7 @@ public:
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*/
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const std::vector<int32_t>& GetFactionIDs() const { return m_FactionIDs; }
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const bool BelongsToFaction(int32_t factionID) const {return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end(); }
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/**
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* Returns all the faction IDs that this entity considers an enemy
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* @return all the faction IDs that this entity considers an enemy
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@ -155,7 +155,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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} else {
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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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// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
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HandleWaypointArrived();
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HandleWaypointArrived(0);
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if (!AdvancePathWaypointIndex()) {
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if (m_Path) {
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if (m_Path->pathBehavior == PathBehavior::Bounce) {
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@ -401,7 +401,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& destination) {
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computedPath = dpWorld::Instance().GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
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} else {
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// 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.
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//
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//
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}
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// Somehow failed
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@ -194,7 +194,7 @@ public:
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void ReversePath();
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void HandleWaypointArrived();
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void HandleWaypointArrived(uint32_t commandIndex);
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void SetupPath(const std::string& pathname);
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@ -228,18 +228,17 @@ private:
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// TODO: Advance properly
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void SetCurrentPathWaypointIndex(uint32_t value) { };
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void SetNextPathWaypointIndex(uint32_t value) { };
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void HandleWaypointCommandGroupEmote(std::string data);
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void HandleWaypointCommandSetVariable(std::string data);
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void HandleWaypointCommandCastSkill(std::string data);
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void HandleWaypointCommandEquipInventory(std::string data);
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void HandleWaypointCommandUnequipInventory(std::string data);
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void HandleWaypointCommandDelay(std::string data);
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void HandleWaypointCommandEmote(std::string data);
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void HandleWaypointCommandTeleport(std::string data);
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void HandleWaypointCommandPathSpeed(std::string data);
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void HandleWaypointCommandRemoveNPC(std::string data);
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void HandleWaypointCommandChangeWaypoint(std::string data);
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void HandleWaypointCommandSpawnObject(std::string data);
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float HandleWaypointCommandGroupEmote(const std::string& data);
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void HandleWaypointCommandSetVariable(const std::string& data);
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void HandleWaypointCommandCastSkill(const std::string& data);
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void HandleWaypointCommandEquipInventory(const std::string& data);
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void HandleWaypointCommandUnequipInventory(const std::string& data);
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float HandleWaypointCommandDelay(const std::string& data);
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void HandleWaypointCommandTeleport(const std::string& data);
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void HandleWaypointCommandPathSpeed(const std::string& data);
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void HandleWaypointCommandRemoveNPC(const std::string& data);
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void HandleWaypointCommandChangeWaypoint(const std::string& data);
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void HandleWaypointCommandSpawnObject(const std::string& data);
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/**
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* Sets the current position of the entity
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@ -4,145 +4,222 @@
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#include "eWaypointCommandType.h"
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#include "RenderComponent.h"
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#include "SkillComponent.h"
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#include "InventoryComponent.h"
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#include "Zone.h"
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#include "EntityInfo.h"
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#include "ProximityMonitorComponent.h"
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#include "DestroyableComponent.h"
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void MovementAIComponent::HandleWaypointArrived() {
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if (!m_Path) return;
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if (m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.empty()) return;
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for(auto [command, data] : m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands){
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switch(command){
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case eWaypointCommandType::STOP:
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Stop();
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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HandleWaypointCommandGroupEmote(data);
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break;
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case eWaypointCommandType::SET_VARIABLE:
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HandleWaypointCommandSetVariable(data);
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break;
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case eWaypointCommandType::CAST_SKILL:
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HandleWaypointCommandCastSkill(data);
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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HandleWaypointCommandEquipInventory(data);
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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HandleWaypointCommandUnequipInventory(data);
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break;
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case eWaypointCommandType::DELAY:
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HandleWaypointCommandDelay(data);
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break;
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case eWaypointCommandType::EMOTE:
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HandleWaypointCommandEmote(data);
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break;
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case eWaypointCommandType::TELEPORT:
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HandleWaypointCommandTeleport(data);
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break;
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case eWaypointCommandType::PATH_SPEED:
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HandleWaypointCommandPathSpeed(data);
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break;
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case eWaypointCommandType::REMOVE_NPC:
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HandleWaypointCommandRemoveNPC(data);
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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HandleWaypointCommandChangeWaypoint(data);
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break;
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case eWaypointCommandType::KILL_SELF:
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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break;
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case eWaypointCommandType::DELETE_SELF:
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m_Parent->Kill();
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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HandleWaypointCommandSpawnObject(data);
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break;
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case eWaypointCommandType::PLAY_SOUND:
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
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break;
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case eWaypointCommandType::BOUNCE:
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Game::logger->LogDebug("MovementAIComponent", "Unusable Command %i", command);
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break;
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case eWaypointCommandType::INVALID:
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default:
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Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
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break;
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void MovementAIComponent::HandleWaypointArrived(uint32_t commandIndex) {
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Pause();
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if (!m_Path){
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Resume();
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return;
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}
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if (commandIndex >= m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.size()){
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Resume();
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return;
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}
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const auto& data = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).data;
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const auto& command = m_Path->pathWaypoints.at(m_CurrentPathWaypointIndex).commands.at(commandIndex).command;
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float delay = 0.0f;
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switch(command){
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case eWaypointCommandType::STOP:
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Stop();
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break;
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case eWaypointCommandType::GROUP_EMOTE:
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delay = HandleWaypointCommandGroupEmote(data);
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break;
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case eWaypointCommandType::SET_VARIABLE:
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HandleWaypointCommandSetVariable(data);
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break;
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case eWaypointCommandType::CAST_SKILL:
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HandleWaypointCommandCastSkill(data);
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break;
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case eWaypointCommandType::EQUIP_INVENTORY:
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HandleWaypointCommandEquipInventory(data);
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break;
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case eWaypointCommandType::UNEQUIP_INVENTORY:
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HandleWaypointCommandUnequipInventory(data);
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break;
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case eWaypointCommandType::DELAY:
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delay = HandleWaypointCommandDelay(data);
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break;
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case eWaypointCommandType::EMOTE:
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delay = RenderComponent::PlayAnimation(m_Parent, data);
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break;
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case eWaypointCommandType::TELEPORT:
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HandleWaypointCommandTeleport(data);
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break;
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case eWaypointCommandType::PATH_SPEED:
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HandleWaypointCommandPathSpeed(data);
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break;
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case eWaypointCommandType::REMOVE_NPC:
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HandleWaypointCommandRemoveNPC(data);
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break;
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case eWaypointCommandType::CHANGE_WAYPOINT:
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HandleWaypointCommandChangeWaypoint(data);
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break;
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case eWaypointCommandType::KILL_SELF:
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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break;
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case eWaypointCommandType::DELETE_SELF:
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m_Parent->Kill();
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break;
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case eWaypointCommandType::SPAWN_OBJECT:
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HandleWaypointCommandSpawnObject(data);
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break;
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case eWaypointCommandType::PLAY_SOUND:
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GameMessages::SendPlayNDAudioEmitter(m_Parent, UNASSIGNED_SYSTEM_ADDRESS, data);
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break;
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case eWaypointCommandType::BOUNCE:
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Game::logger->LogDebug("MovementAIComponent", "Unable to process bounce waypoint command server side");
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break;
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case eWaypointCommandType::INVALID:
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default:
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Game::logger->LogDebug("MovementAIComponent", "Got invalid waypoint command %i", command);
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break;
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}
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m_Parent->AddCallbackTimer(delay, [this, commandIndex](){
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auto newCommandIndex = commandIndex + 1;
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this->HandleWaypointArrived(newCommandIndex);
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}
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}
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);
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}
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void MovementAIComponent::HandleWaypointCommandGroupEmote(std::string data) {
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float MovementAIComponent::HandleWaypointCommandGroupEmote(const std::string& data) {
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const auto& split = GeneralUtils::SplitString(data, ';');
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if (split.size() != 2) return;
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const auto& entities = Game::entityManager->GetEntitiesInGroup(split[0]);
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if (split.size() != 2) return 0.0f;
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const auto& entities = Game::entityManager->GetEntitiesInGroup(split.at(0));
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float delay = 0.0f;
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for (auto& entity: entities){
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RenderComponent::PlayAnimation(entity, split[1]);
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delay = RenderComponent::PlayAnimation(entity, split.at(1));
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}
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// delay for animation time
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return delay;
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}
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void MovementAIComponent::HandleWaypointCommandSetVariable(std::string data) {
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const auto& split = GeneralUtils::SplitString(data, '=');
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m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split[0]), split[1]);
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void MovementAIComponent::HandleWaypointCommandSetVariable(const std::string& data) {
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const auto& split = GeneralUtils::SplitString(data, ',');
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m_Parent->SetNetworkVar(GeneralUtils::ASCIIToUTF16(split.at(0)), split.at(1));
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}
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void MovementAIComponent::HandleWaypointCommandCastSkill(std::string data) {
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void MovementAIComponent::HandleWaypointCommandCastSkill(const std::string& data) {
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if (data.empty()) return;
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (!skillComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointArrived", "Skill component not found!");
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandCastSkill", "Skill component not found!");
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return;
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}
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uint32_t skillId = 0;
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GeneralUtils::TryParse<uint32_t>(data, skillId);
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if (skillId != 0) skillComponent->CastSkill(skillId);
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// add some delay??
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return;
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}
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void MovementAIComponent::HandleWaypointCommandEquipInventory(std::string data) {
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// equip item via ID (not lot???)
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void MovementAIComponent::HandleWaypointCommandEquipInventory(const std::string& data) {
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if (data.empty()) return;
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
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return;
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}
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// the client says use slot 0 of items
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const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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if (!inventory) return;
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const auto slots = inventory->GetSlots();
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const auto item = slots.find(0);
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if (item != slots.end()) inventoryComponent->EquipItem(item->second);
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}
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void MovementAIComponent::HandleWaypointCommandUnequipInventory(std::string data) {
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// unequip item via ID (not lot??)
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void MovementAIComponent::HandleWaypointCommandUnequipInventory(const std::string& data) {
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if (data.empty()) return;
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (!inventoryComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandEquipInventory", "Inventory component not found!");
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return;
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}
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// the client says use slot 0 of items
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const auto inventory = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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if (!inventory) return;
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const auto slots = inventory->GetSlots();
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const auto item = slots.find(0);
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if (item != slots.end()) inventoryComponent->UnEquipItem(item->second);
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}
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void MovementAIComponent::HandleWaypointCommandDelay(std::string data) {
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Pause();
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std::remove_if(data.begin(), data.end(), ::isspace);
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// delay for time
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float MovementAIComponent::HandleWaypointCommandDelay(const std::string& data) {
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float delay = 0.0f;
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std::string delayString = data;
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std::remove_if(delayString.begin(), delayString.end(), ::isspace);
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GeneralUtils::TryParse<float>(delayString, delay);
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return delay;
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}
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void MovementAIComponent::HandleWaypointCommandEmote(std::string data) {
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// pause for animation time
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auto delay = RenderComponent::PlayAnimation(m_Parent, data);
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}
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void MovementAIComponent::HandleWaypointCommandTeleport(std::string data) {
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void MovementAIComponent::HandleWaypointCommandTeleport(const std::string& data) {
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auto posString = GeneralUtils::SplitString(data, ',');
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if (posString.size() == 0) return;
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auto newPos = NiPoint3();
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if (posString.size() == 1) GeneralUtils::TryParse<float>(posString.at(0), newPos.x);
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if (posString.size() == 2) GeneralUtils::TryParse<float>(posString.at(1), newPos.y);
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if (posString.size() == 3) GeneralUtils::TryParse<float>(posString.at(2), newPos.z);
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if (posString.size() == 1 && !GeneralUtils::TryParse<float>(posString.at(0), newPos.x)) return;
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if (posString.size() == 2 && !GeneralUtils::TryParse<float>(posString.at(1), newPos.y)) return;
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if (posString.size() == 3 && !GeneralUtils::TryParse<float>(posString.at(2), newPos.z)) return;
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GameMessages::SendTeleport(m_Parent->GetObjectID(), newPos, NiQuaternion::IDENTITY, UNASSIGNED_SYSTEM_ADDRESS);
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}
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void MovementAIComponent::HandleWaypointCommandPathSpeed(std::string data) {
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void MovementAIComponent::HandleWaypointCommandPathSpeed(const std::string& data) {
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float speed = 0.0;
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GeneralUtils::TryParse<float>(data, speed);
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SetMaxSpeed(speed);
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SetCurrentSpeed(speed);
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}
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void MovementAIComponent::HandleWaypointCommandRemoveNPC(std::string data) {
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// get objects in proximity
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// KillOBJS ???
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void MovementAIComponent::HandleWaypointCommandRemoveNPC(const std::string& data) {
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if (data.empty()) return;
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auto* proximityMonitorComponent = m_Parent->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Proximity monitor component not found!");
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return;
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}
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const auto foundObjs = proximityMonitorComponent->GetProximityObjects("KillOBJS");
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for (auto& [objid, phyEntity] : foundObjs){
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auto entity = Game::entityManager->GetEntity(objid);
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if (!entity) return;
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (!destroyableComponent) {
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Game::logger->LogDebug("MovementAIComponent::HandleWaypointCommandRemoveNPC", "Destroyable component not found!");
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return;
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}
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uint32_t factionID = -1;
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GeneralUtils::TryParse<uint32_t>(data, factionID);
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if (destroyableComponent->BelongsToFaction(factionID)) m_Parent->Kill();
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}
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}
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void MovementAIComponent::HandleWaypointCommandChangeWaypoint(std::string data) {
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void MovementAIComponent::HandleWaypointCommandChangeWaypoint(const std::string& data) {
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std::string path_string = "";
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int32_t index = 0;
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// sometimes there's a path and what waypoint to start, which are comma separated
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if (data.find(",") != std::string::npos){
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auto datas = GeneralUtils::SplitString(data, ',');
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path_string = datas[0];
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index = stoi(datas[1]);
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path_string = datas.at(0);
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GeneralUtils::TryParse(datas.at(1), index);
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} else path_string = data;
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if (path_string != "") {
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SetupPath(path_string);
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// TODO: do better? talk to emo
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SetCurrentPathWaypointIndex(index);
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SetNextPathWaypointIndex(index);
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}
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}
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void MovementAIComponent::HandleWaypointCommandSpawnObject(std::string data) {
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// just do it
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void MovementAIComponent::HandleWaypointCommandSpawnObject(const std::string& data) {
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LOT newObjectLOT = 0;
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GeneralUtils::TryParse(data, newObjectLOT);
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EntityInfo info{};
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info.lot = newObjectLOT;
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info.pos = m_Parent->GetPosition();
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info.rot = m_Parent->GetRotation();
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auto* spawnedEntity = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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Game::entityManager->ConstructEntity(spawnedEntity);
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m_Parent->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
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}
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