mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +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:
@@ -5,7 +5,6 @@
|
||||
void WanderingVendor::OnStartup(Entity* self) {
|
||||
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
|
||||
if (!movementAIComponent) return;
|
||||
// movementAIComponent->Resume();
|
||||
self->SetProximityRadius(10, "playermonitor");
|
||||
}
|
||||
|
||||
@@ -13,7 +12,7 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
|
||||
if (status == "ENTER" && entering->IsPlayer()) {
|
||||
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
|
||||
if (!movementAIComponent) return;
|
||||
// movementAIComponent->Pause();
|
||||
movementAIComponent->Pause();
|
||||
self->CancelTimer("startWalking");
|
||||
} else if (status == "LEAVE") {
|
||||
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
|
||||
@@ -28,6 +27,6 @@ void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
|
||||
if (timerName == "startWalking") {
|
||||
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
|
||||
if (!movementAIComponent) return;
|
||||
// movementAIComponent->Resume();
|
||||
movementAIComponent->Resume();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user