mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +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
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@@ -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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