mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-03 12:13:38 +00:00
feat: Add MovingAI pathing for NPCs without combatAI (#1509)
* remove goto * Update MovementAIComponent.cpp * convert to PathWaypoint Easier for usage with paths * add path parsing * ref removal, simplification of work * it works * Update MovementAIComponent.cpp * disable pathing for combat we just need it for npcs for now, combat ai can be done later * fixed stuttery enemies wow * start at ramped up speed * add pausing and resuming * Update MovementAIComponent.cpp * Update MovementAIComponent.h * Update CMakeLists.txt
This commit is contained in:
parent
39b81b6263
commit
bd9b790e1d
@ -731,15 +731,21 @@ void Entity::Initialize() {
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// if we have a moving platform path, then we need a moving platform component
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if (path->pathType == PathType::MovingPlatform) {
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AddComponent<MovingPlatformComponent>(pathName);
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// else if we are a movement path
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} /*else if (path->pathType == PathType::Movement) {
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auto movementAIcomp = GetComponent<MovementAIComponent>();
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if (movementAIcomp){
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// TODO: set path in existing movementAIComp
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} else if (path->pathType == PathType::Movement) {
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auto movementAIcomponent = GetComponent<MovementAIComponent>();
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if (movementAIcomponent && combatAiId == 0) {
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movementAIcomponent->SetPath(pathName);
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} else {
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// TODO: create movementAIcomp and set path
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MovementAIInfo moveInfo = MovementAIInfo();
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moveInfo.movementType = "";
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moveInfo.wanderChance = 0;
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moveInfo.wanderRadius = 16;
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moveInfo.wanderSpeed = 2.5f;
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moveInfo.wanderDelayMax = 5;
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moveInfo.wanderDelayMin = 2;
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AddComponent<MovementAIComponent>(moveInfo);
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}
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}*/
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}
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} else {
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// else we still need to setup moving platform if it has a moving platform comp but no path
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int32_t movingPlatformComponentId = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVING_PLATFORM, -1);
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@ -50,9 +50,42 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_CurrentSpeed = 0;
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m_MaxSpeed = 0;
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m_LockRotation = false;
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m_Path = nullptr;
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m_SourcePosition = m_Parent->GetPosition();
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m_Paused = false;
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m_SavedVelocity = NiPoint3Constant::ZERO;
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if (!m_Parent->GetComponent<BaseCombatAIComponent>()) SetPath(m_Parent->GetVarAsString(u"attached_path"));
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}
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void MovementAIComponent::SetPath(const std::string pathName) {
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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if (!pathName.empty()) LOG("WARNING: %s path %s", m_Path ? "Found" : "Failed to find", pathName.c_str());
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if (!m_Path) return;
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SetMaxSpeed(1);
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SetCurrentSpeed(m_BaseSpeed);
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SetPath(m_Path->pathWaypoints);
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}
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void MovementAIComponent::Pause() {
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m_Paused = true;
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SetPosition(ApproximateLocation());
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m_SavedVelocity = GetVelocity();
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SetVelocity(NiPoint3Constant::ZERO);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovementAIComponent::Resume() {
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m_Paused = false;
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SetVelocity(m_SavedVelocity);
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m_SavedVelocity = NiPoint3Constant::ZERO;
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SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), m_NextWaypoint));
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovementAIComponent::Update(const float deltaTime) {
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if (m_Paused) return;
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if (m_PullingToPoint) {
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const auto source = GetCurrentWaypoint();
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@ -81,27 +114,24 @@ void MovementAIComponent::Update(const float deltaTime) {
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}
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m_TimeTravelled += deltaTime;
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SetPosition(ApproximateLocation());
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if (m_TimeTravelled < m_TimeToTravel) return;
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m_TimeTravelled = 0.0f;
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const auto source = GetCurrentWaypoint();
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SetPosition(source);
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NiPoint3 velocity = NiPoint3Constant::ZERO;
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m_SourcePosition = source;
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if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek?
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{
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m_NextWaypoint = GetCurrentWaypoint();
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if (m_NextWaypoint == source) {
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m_TimeToTravel = 0.0f;
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} else {
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if (m_CurrentSpeed < m_MaxSpeed) {
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m_CurrentSpeed += m_Acceleration;
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}
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m_CurrentSpeed = std::min(m_CurrentSpeed, m_MaxSpeed);
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m_CurrentSpeed = std::min(m_CurrentSpeed + m_Acceleration, m_MaxSpeed);
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const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
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@ -110,7 +140,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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// Normalize the vector
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const auto length = delta.Length();
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if (length > 0.0f) {
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velocity = (delta / length) * speed;
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SetVelocity((delta / length) * speed);
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}
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// Calclute the time it will take to reach the next waypoint with the current speed
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@ -122,17 +152,27 @@ 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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if (m_CurrentPath.empty()) {
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Stop();
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return;
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if (m_Path) {
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if (m_Path->pathBehavior == PathBehavior::Loop) {
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SetPath(m_Path->pathWaypoints);
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} else if (m_Path->pathBehavior == PathBehavior::Bounce) {
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std::vector<PathWaypoint> waypoints = m_Path->pathWaypoints;
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std::reverse(waypoints.begin(), waypoints.end());
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SetPath(waypoints);
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} else if (m_Path->pathBehavior == PathBehavior::Once) {
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Stop();
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return;
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}
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} else {
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Stop();
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return;
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}
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}
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SetDestination(m_CurrentPath.top());
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SetDestination(m_CurrentPath.top().position);
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m_CurrentPath.pop();
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}
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SetVelocity(velocity);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@ -155,7 +195,7 @@ NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
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}
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NiPoint3 MovementAIComponent::ApproximateLocation() const {
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auto source = m_Parent->GetPosition();
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auto source = m_SourcePosition;
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if (AtFinalWaypoint()) return source;
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@ -221,13 +261,13 @@ void MovementAIComponent::PullToPoint(const NiPoint3& point) {
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m_PullPoint = point;
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}
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void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
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void MovementAIComponent::SetPath(std::vector<PathWaypoint> path) {
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if (path.empty()) return;
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std::for_each(path.rbegin(), path.rend() - 1, [this](const NiPoint3& point) {
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std::for_each(path.rbegin(), path.rend() - 1, [this](const PathWaypoint& point) {
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this->m_CurrentPath.push(point);
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});
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SetDestination(path.front());
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SetDestination(path.front().position);
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}
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float MovementAIComponent::GetBaseSpeed(LOT lot) {
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@ -272,6 +312,23 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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if (!m_LockRotation) m_Parent->SetRotation(value);
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}
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NiPoint3 MovementAIComponent::GetVelocity() const {
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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return controllablePhysicsComponent->GetVelocity();
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}
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auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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return simplePhysicsComponent->GetVelocity();
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}
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return NiPoint3Constant::ZERO;
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}
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void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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@ -288,7 +345,7 @@ void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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}
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}
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void MovementAIComponent::SetDestination(const NiPoint3& destination) {
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void MovementAIComponent::SetDestination(const NiPoint3 destination) {
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if (m_PullingToPoint) return;
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const auto location = ApproximateLocation();
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@ -297,6 +354,8 @@ void MovementAIComponent::SetDestination(const NiPoint3& destination) {
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SetPosition(location);
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}
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m_SourcePosition = location;
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std::vector<NiPoint3> computedPath;
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if (dpWorld::IsLoaded()) {
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computedPath = dpWorld::GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
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@ -14,11 +14,14 @@
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#include "Logger.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "Zone.h"
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#include <vector>
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class ControllablePhysicsComponent;
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class BaseCombatAIComponent;
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struct Path;
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/**
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* Information that describes the different variables used to make an entity move around
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*/
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@ -61,6 +64,8 @@ public:
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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void SetPath(const std::string pathName);
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void Update(float deltaTime) override;
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/**
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@ -73,7 +78,7 @@ public:
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* Set a destination point for the entity to move towards
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* @param value the destination point to move towards
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*/
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void SetDestination(const NiPoint3& value);
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void SetDestination(const NiPoint3 value);
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/**
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* Returns the current rotation this entity is moving towards
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@ -189,7 +194,13 @@ public:
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* Sets a path to follow for the AI
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* @param path the path to follow
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*/
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void SetPath(std::vector<NiPoint3> path);
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void SetPath(std::vector<PathWaypoint> path);
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void Pause();
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void Resume();
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NiPoint3 GetVelocity() const;
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/**
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* Returns the base speed from the DB for a given LOT
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@ -301,7 +312,15 @@ private:
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/**
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* The path from the current position to the destination.
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*/
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std::stack<NiPoint3> m_CurrentPath;
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std::stack<PathWaypoint> m_CurrentPath;
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const Path* m_Path = nullptr;
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NiPoint3 m_SourcePosition;
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bool m_Paused;
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NiPoint3 m_SavedVelocity;
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};
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#endif // MOVEMENTAICOMPONENT_H
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@ -64,6 +64,7 @@ void ProximityMonitorComponent::Update(float deltaTime) {
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for (const auto& prox : m_ProximitiesData) {
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if (!prox.second) continue;
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prox.second->SetPosition(m_Parent->GetPosition());
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//Process enter events
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for (auto* en : prox.second->GetNewObjects()) {
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m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
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@ -5,7 +5,6 @@
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void WanderingVendor::OnStartup(Entity* self) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->Resume();
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self->SetProximityRadius(10, "playermonitor");
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}
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@ -13,7 +12,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
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if (status == "ENTER" && entering->IsPlayer()) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->Pause();
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movementAIComponent->Pause();
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self->CancelTimer("startWalking");
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} else if (status == "LEAVE") {
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auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
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@ -28,6 +27,6 @@ void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "startWalking") {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->Resume();
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movementAIComponent->Resume();
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}
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}
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@ -307,11 +307,7 @@ void SGCannon::DoSpawnTimerFunc(Entity* self, const std::string& name) {
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movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
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movementAI->SetHaltDistance(0.0f);
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std::vector<NiPoint3> pathWaypoints;
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for (const auto& waypoint : path->pathWaypoints) {
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pathWaypoints.push_back(waypoint.position);
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}
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std::vector<PathWaypoint> pathWaypoints = path->pathWaypoints;
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if (GeneralUtils::GenerateRandomNumber<float_t>(0, 1) < 0.5f) {
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std::reverse(pathWaypoints.begin(), pathWaypoints.end());
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@ -5,20 +5,19 @@
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void WblRobotCitizen::OnStartup(Entity* self) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->Resume();
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}
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void WblRobotCitizen::OnUse(Entity* self, Entity* user) {
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// auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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// if (!movementAIComponent) movementAIComponent->Pause();
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (movementAIComponent) movementAIComponent->Pause();
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auto face = NiQuaternion::LookAt(self->GetPosition(), user->GetPosition());
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self->SetRotation(face);
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auto timer = RenderComponent::PlayAnimation(self, "wave");
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auto timer = RenderComponent::PlayAnimation(self, "wave", 0.4f);
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self->AddTimer("animation time", timer);
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}
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void WblRobotCitizen::OnTimerDone(Entity* self, std::string timerName) {
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auto movementAIComponent = self->GetComponent<MovementAIComponent>();
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if (!movementAIComponent) return;
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// movementAIComponent->Resume();
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movementAIComponent->Resume();
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}
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@ -16,57 +16,57 @@ class Level;
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enum class eWaypointCommandType : uint32_t;
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struct WaypointCommand {
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eWaypointCommandType command;
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eWaypointCommandType command{};
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std::string data;
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};
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struct SceneRef {
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std::string filename;
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uint32_t id;
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uint32_t sceneType; //0 = general, 1 = audio?
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uint32_t id{};
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uint32_t sceneType{}; //0 = general, 1 = audio?
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std::string name;
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NiPoint3 unknown1;
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float unknown2;
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uint8_t color_r;
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uint8_t color_g;
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uint8_t color_b;
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float unknown2{};
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uint8_t color_r{};
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uint8_t color_g{};
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uint8_t color_b{};
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Level* level;
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std::map<uint32_t, LUTriggers::Trigger*> triggers;
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};
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struct SceneTransitionInfo {
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uint64_t sceneID; //id of the scene being transitioned to.
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uint64_t sceneID{}; //id of the scene being transitioned to.
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NiPoint3 position;
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};
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struct SceneTransition {
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std::string name;
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std::vector<SceneTransitionInfo> points;
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float width;
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float width{};
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};
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struct MovingPlatformPathWaypoint {
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uint8_t lockPlayer;
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float wait;
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uint8_t lockPlayer{};
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float wait{};
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std::string departSound;
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std::string arriveSound;
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};
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struct CameraPathWaypoint {
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float time;
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float fov;
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float tension;
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float continuity;
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float bias;
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float time{};
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float fov{};
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float tension{};
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float continuity{};
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float bias{};
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};
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struct RacingPathWaypoint {
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uint8_t isResetNode;
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uint8_t isNonHorizontalCamera;
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float planeWidth;
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float planeHeight;
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float shortestDistanceToEnd;
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uint8_t isResetNode{};
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uint8_t isNonHorizontalCamera{};
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float planeWidth{};
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float planeHeight{};
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float shortestDistanceToEnd{};
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};
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struct PathWaypoint {
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@ -75,7 +75,7 @@ struct PathWaypoint {
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MovingPlatformPathWaypoint movingPlatform;
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CameraPathWaypoint camera;
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RacingPathWaypoint racing;
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float speed;
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float speed{};
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std::vector<LDFBaseData*> config;
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std::vector<WaypointCommand> commands;
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};
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@ -137,49 +137,49 @@ enum class PropertyAchievmentRequired : uint32_t {
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struct MovingPlatformPath {
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std::string platformTravelSound;
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uint8_t timeBasedMovement;
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uint8_t timeBasedMovement{};
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};
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struct PropertyPath {
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PropertyPathType pathType;
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int32_t price;
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uint32_t rentalTime;
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uint64_t associatedZone;
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PropertyPathType pathType{};
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int32_t price{};
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uint32_t rentalTime{};
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uint64_t associatedZone{};
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std::string displayName;
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std::string displayDesc;
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PropertyType type;
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uint32_t cloneLimit;
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float repMultiplier;
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PropertyRentalPeriod rentalPeriod;
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PropertyAchievmentRequired achievementRequired;
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PropertyType type{};
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||||
uint32_t cloneLimit{};
|
||||
float repMultiplier{};
|
||||
PropertyRentalPeriod rentalPeriod{};
|
||||
PropertyAchievmentRequired achievementRequired{};
|
||||
|
||||
// Player respawn coordinates in the main zone (not the property zone)
|
||||
NiPoint3 playerZoneCoords;
|
||||
float maxBuildHeight;
|
||||
float maxBuildHeight{};
|
||||
};
|
||||
|
||||
struct CameraPath {
|
||||
std::string nextPath;
|
||||
uint8_t rotatePlayer;
|
||||
uint8_t rotatePlayer{};
|
||||
};
|
||||
|
||||
struct SpawnerPath {
|
||||
LOT spawnedLOT;
|
||||
uint32_t respawnTime;
|
||||
int32_t maxToSpawn;
|
||||
uint32_t amountMaintained;
|
||||
LOT spawnedLOT{};
|
||||
uint32_t respawnTime{};
|
||||
int32_t maxToSpawn{};
|
||||
uint32_t amountMaintained{};
|
||||
LWOOBJID spawnerObjID;
|
||||
uint8_t spawnerNetActive;
|
||||
uint8_t spawnerNetActive{};
|
||||
};
|
||||
|
||||
|
||||
struct Path {
|
||||
uint32_t pathVersion;
|
||||
uint32_t pathVersion{};
|
||||
PathType pathType;
|
||||
std::string pathName;
|
||||
uint32_t flags;
|
||||
uint32_t flags{};
|
||||
PathBehavior pathBehavior;
|
||||
uint32_t waypointCount;
|
||||
uint32_t waypointCount{};
|
||||
std::vector<PathWaypoint> pathWaypoints;
|
||||
SpawnerPath spawner;
|
||||
MovingPlatformPath movingPlatform;
|
||||
|
Loading…
Reference in New Issue
Block a user