mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-05-23 07:12:24 +00:00
WIP refactor into movment AI
So that combat behavior isn't fighting pathing
This commit is contained in:
parent
e70e2025a8
commit
e5233d5ce7
@ -317,18 +317,6 @@ void Entity::Initialize() {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_SOUND_TRIGGER, comp));
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}
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//Check to see if we have a moving platform component:
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//Which, for some reason didn't get added to the ComponentsRegistry so we have to check for a path manually here.
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std::string attachedPath = GetVarAsString(u"attached_path");
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if ((!attachedPath.empty())){
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const auto* path = dZoneManager::Instance()->GetZone()->GetPath(attachedPath);
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if (path->pathType == PathType::MovingPlatform || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
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}
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}
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//Also check for the collectible id:
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m_CollectibleID = GetVarAs<int32_t>(u"collectible_id");
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@ -699,6 +687,38 @@ void Entity::Initialize() {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, new MovementAIComponent(this, moveInfo)));
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}
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std::string attachedPath = GetVarAsString(u"attached_path");
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Path* path = nullptr;
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if ((!attachedPath.empty())){
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path = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(attachedPath));
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}
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if (path){
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if (path->pathType == PathType::MovingPlatform || compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MOVING_PLATFORM, -1) != -1) {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, attachedPath);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
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} else if (path->pathType == PathType::Movement && !HasComponent(COMPONENT_TYPE_MOVEMENT_AI)){
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MovementAIInfo moveInfo = MovementAIInfo();
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// no wandering for you
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moveInfo.movementType = "";
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moveInfo.wanderChance = 0;
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moveInfo.wanderRadius = 0;
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moveInfo.wanderSpeed = 0.0f;
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moveInfo.wanderDelayMax = 0;
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moveInfo.wanderDelayMin = 0;
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auto* movementAIcomp = new MovementAIComponent(this, moveInfo);
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if (movementAIcomp) movementAIcomp->SetPath(path);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, movementAIcomp));
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} else if (path->pathType == PathType::Movement && HasComponent(COMPONENT_TYPE_MOVEMENT_AI)){
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auto* movementAIcomp = this->GetComponent<MovementAIComponent>();
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if (movementAIcomp) movementAIcomp->SetPath(path);
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}
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}
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int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);
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if (proximityMonitorID > 0) {
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CDProximityMonitorComponentTable* proxCompTable = CDClientManager::Instance()->GetTable<CDProximityMonitorComponentTable>("ProximityMonitorComponent");
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@ -33,11 +33,6 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Com
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m_PickupRadius = 0.0f;
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m_DirtyPickupRadiusScale = true;
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m_IsTeleporting = false;
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m_AttachedPath = entity->GetVarAsString(u"attached_path");
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m_PathWaypoint = entity->GetVarAs<int>(u"attached_path_start");
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m_PathSpeed = 2.5f;
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m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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return;
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@ -59,96 +54,6 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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}
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_AttachedPath != ""){
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const auto* path = dZoneManager::Instance()->GetZone()->GetPath(m_AttachedPath);
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if (!m_Paused){
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if (path->pathWaypoints.size() > m_PathWaypoint) {
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auto mod_speed = m_BaseSpeed;
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if (m_PathSpeed < 1.0) {
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mod_speed = m_BaseSpeed * m_PathSpeed;
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} else {
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mod_speed = m_PathSpeed;
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}
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auto speed = deltaTime * mod_speed;
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auto source = GetPosition();
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auto dest = path->pathWaypoints.at(m_PathWaypoint).position;
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dest.y = source.y; // hacky way to not glitch with weird heights
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// if we are close enough to the destination waypoint
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (path->pathBehavior == PathBehavior::Loop) {
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if (path->waypointCount < m_PathWaypoint + 1) {
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m_PathWaypoint = 0;
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} else m_PathWaypoint++;
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} else if (path->pathBehavior == PathBehavior::Once){
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if (path->waypointCount < m_PathWaypoint + 1) {
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m_AttachedPath = "";
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} else m_PathWaypoint++;
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}
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m_Paused = true;
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return;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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NiPoint3 velocity_pos;
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if (length > 0) {
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velocity_pos.x = (delta.x / length) * speed;
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velocity_pos.y = (delta.y / length) * speed;
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velocity_pos.z = (delta.z / length) * speed;
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}
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speed = speed + 2.8f;
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if (length > 0) {
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velocity.x = (delta.x / length) * speed;
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velocity.y = (delta.y / length) * speed;
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velocity.z = (delta.z / length) * speed;
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}
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else if (path->pathBehavior == PathBehavior::Loop) m_PathWaypoint = 0;
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} else { // paused, meaing we are at a waypoint, and we want to do something
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if (m_PausedTime > 0) {
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m_PausedTime = m_PausedTime - deltaTime;
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} else if (m_PausedTime < 0){
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m_Paused = false;
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m_PausedTime = 0;
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} else if (path->pathWaypoints.size() > m_PathWaypoint) {
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PathWaypoint waypoint = path->pathWaypoints.at(m_PathWaypoint);
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if (waypoint.config.size() > 0) {
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for (LDFBaseData* action : waypoint.config) {
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if (action) {
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if (action->GetKey() == u"delay"){
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m_PausedTime = std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else if (action->GetKey() == u"emote"){
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GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
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m_PausedTime += 10;
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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} else if (action->GetKey() == u"pathspeed") {
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m_PathSpeed = std::stof(action->GetValueAsString());
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if (m_PathSpeed < 2.5f) m_PathSpeed = 2.5f;
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} else if (action->GetKey() == u"changeWP") {
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m_AttachedPath = action->GetValueAsString();
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} else {
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Game::logger->LogDebug("ControllablePhysicsComponent", "Unhandled action %s", GeneralUtils::UTF16ToWTF8(action->GetKey()).c_str());
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}
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}
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}
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}
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if (m_PausedTime == 0) {
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m_Paused = false;
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}
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} else if (path->pathBehavior == PathBehavior::Loop) m_PathWaypoint = 0;
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}
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}
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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@ -370,36 +275,3 @@ void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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// void ControllablePhysicsComponent::FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0){
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// m_Paused = paused;
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// m_AttachedPath = newPathName;
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// m_PathWaypoint = newPathStart;
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// }
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// void ControllablePhysicsComponent::FollowWaypoints(std::string newPathName, int newPathStart = 0){
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// m_AttachedPath = newPathName;
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// m_PathWaypoint = newPathStart;
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// }
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float ControllablePhysicsComponent::GetBaseSpeed(LOT lot) {
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance()->GetTable<CDPhysicsComponentTable>("PhysicsComponent");
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int32_t componentID;
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CDPhysicsComponent* physicsComponent = nullptr;
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componentID = componentRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_CONTROLLABLE_PHYSICS, -1);
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if (componentID != -1) physicsComponent = physicsComponentTable->GetByID(componentID);
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float speed;
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if (physicsComponent == nullptr) {
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speed = 8;
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} else {
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speed = physicsComponent->speed;
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}
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return speed;
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}
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@ -257,43 +257,6 @@ public:
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*/
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std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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*/
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void FollowWaypoints(bool paused) {m_Paused = paused;};
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param paused if they are not moving
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
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/**
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* @brief tell an npc how to use it's given path
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*
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* @param newPathName the new path to use
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* @param newPathStart the waypoint on the new path to start at
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*/
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void FollowWaypoints(std::string newPathName, int newPathStart = 0);
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/**
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* @brief starts pathing
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*
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*/
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void FollowWaypoints(){m_Paused = false;};
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/**
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* Returns the base speed from the DB for a given LOT
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* @param lot the lot to check for
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* @return the base speed of the lot
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*/
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static float GetBaseSpeed(LOT lot);
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private:
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/**
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* The entity that owns this component
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@ -410,36 +373,6 @@ private:
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*/
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bool m_IsTeleporting;
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/**
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* The walking path the entity has
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*/
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std::string m_AttachedPath;
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/**
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* The curent pay waypoint
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*/
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int m_PathWaypoint;
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/**
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* If the path is being followed
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*/
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bool m_Paused = false;
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/**
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* the speed at which they will path
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*/
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float m_PathSpeed;
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/**
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* if we are waiting on a delay
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*/
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float m_PausedTime = 0.0;
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/**
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* The laden speed of an object
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*/
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float m_BaseSpeed;
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};
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#endif // CONTROLLABLEPHYSICSCOMPONENT_H
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@ -9,12 +9,13 @@
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#include "dpWorld.h"
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#include "EntityManager.h"
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#include "SimplePhysicsComponent.h"
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#include "dZoneManager.h"
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std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
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MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
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m_Info = std::move(info);
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m_Done = true;
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m_Done = false;
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m_BaseCombatAI = nullptr;
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@ -32,18 +33,30 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_Interrupted = false;
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m_PullPoint = {};
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m_HaltDistance = 0;
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m_Timer = 0;
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m_CurrentSpeed = 0;
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m_Speed = 0;
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m_WaypointPathSpeed = 1.0f;
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m_TotalTime = 0;
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m_Timer = 0;
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m_LockRotation = false;
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m_WaypointPathIndex = parent->GetVarAs<int>(u"attached_path_start");
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m_NavPathIndex = 0;
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}
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MovementAIComponent::~MovementAIComponent() = default;
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void MovementAIComponent::Update(const float deltaTime) {
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// pull to point update take priority
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if (m_Interrupted) {
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const auto source = GetCurrentWaypoint();
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const auto source = GetCurrentPosition();
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const auto speed = deltaTime * 2.5f;
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@ -62,112 +75,255 @@ void MovementAIComponent::Update(const float deltaTime) {
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return;
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}
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if (AtFinalWaypoint()) // Are we done?
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{
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// Navmesh pathing logic
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if (!m_Queue.empty()) {
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PullToPoint(m_Queue.top());
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m_Queue.pop();
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return;
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}
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if (m_HaltDistance > 0) {
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if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
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{
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Stop();
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// waypoint pathing logic
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if (m_CurrentPath){
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if (!m_Done && !m_Waiting){
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if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) {
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auto speed = m_BaseSpeed * m_PathSpeed;
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auto source = m_Parent->GetPosition();
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auto dest = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex).position;
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return;
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// TODO: do this better and more sanely
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auto hasNavMesh = dpWorld::Instance().IsLoaded();
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if (hasNavMesh) dest.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(dest);
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if (abs(dest.y - source.y) > 10) dest.y = source.y; // hacky way to not glitch with weird heights without nav meshes
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// if we are close enough to the destination waypoint
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (!AdvancePathWaypointIndex()) return;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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if (length > 0) {
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velocity.x = (delta.x / length) * m_BaseSpeed;
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velocity.y = (delta.y / length) * m_BaseSpeed;
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velocity.z = (delta.z / length) * m_BaseSpeed;
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}
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NiPoint3 velocity_pos;
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if (length > 0) {
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velocity_pos.x = (delta.x / length) * speed * deltaTime;
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velocity_pos.y = (delta.y / length) * speed * deltaTime;
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velocity_pos.z = (delta.z / length) * speed * deltaTime;
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}
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// Game::logger->Log("ControllablePhysicsComponent", "v.x %f v.y %f v.z %f", velocity.x, velocity.y, velocity.z);
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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} else if (!m_Done && m_Waiting) { // waiting, meaing we are at a waypoint, and we want to do something
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// handle waiting
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if (m_WaitingTime > 0) {
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m_WaitingTime = m_WaitingTime - deltaTime;
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} else if (m_WaitingTime < 0){
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m_Waiting = false;
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m_WaitingTime = 0;
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// end handle waiting
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} else if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) ArrivedAtPathWaypoint();
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}
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}
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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if (m_Timer > 0) {
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return;
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}
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m_Timer = 0;
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}
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const auto source = GetCurrentWaypoint();
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SetPosition(source);
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NiPoint3 velocity = NiPoint3::ZERO;
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if (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_Timer = 0;
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goto nextAction;
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}
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if (m_CurrentSpeed < m_Speed) {
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m_CurrentSpeed += m_Acceleration;
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}
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if (m_CurrentSpeed > m_Speed) {
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m_CurrentSpeed = m_Speed;
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}
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const auto speed = m_CurrentSpeed * m_BaseSpeed;
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const auto delta = m_NextWaypoint - source;
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// Normalize the vector
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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if (length > 0) {
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velocity.x = (delta.x / length) * speed;
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velocity.y = (delta.y / length) * speed;
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velocity.z = (delta.z / 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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m_TotalTime = m_Timer = length / speed;
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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||||
} else {
|
||||
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
|
||||
if (!m_Queue.empty()) {
|
||||
SetDestination(m_Queue.top());
|
||||
|
||||
m_Queue.pop();
|
||||
} else {
|
||||
// We have reached our final waypoint
|
||||
Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
nextAction:
|
||||
|
||||
SetVelocity(velocity);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
// if (m_HaltDistance > 0) {
|
||||
// if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
|
||||
// {
|
||||
// Stop();
|
||||
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (m_Timer > 0) {
|
||||
// m_Timer -= deltaTime;
|
||||
|
||||
// if (m_Timer > 0) {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// m_Timer = 0;
|
||||
// }
|
||||
|
||||
// const auto source = GetCurrentWaypoint();
|
||||
|
||||
// SetPosition(source);
|
||||
|
||||
// NiPoint3 velocity = NiPoint3::ZERO;
|
||||
|
||||
// if (AdvanceWaypointIndex()) // Do we have another waypoint to seek?
|
||||
// {
|
||||
// m_NextWaypoint = GetCurrentWaypoint();
|
||||
|
||||
// if (m_NextWaypoint == source) {
|
||||
// m_Timer = 0;
|
||||
|
||||
// goto nextAction;
|
||||
// }
|
||||
|
||||
// if (m_CurrentSpeed < m_Speed) {
|
||||
// m_CurrentSpeed += m_Acceleration;
|
||||
// }
|
||||
|
||||
// if (m_CurrentSpeed > m_Speed) {
|
||||
// m_CurrentSpeed = m_Speed;
|
||||
// }
|
||||
|
||||
// const auto speed = m_CurrentSpeed * m_BaseSpeed;
|
||||
|
||||
// const auto delta = m_NextWaypoint - source;
|
||||
|
||||
// // Normalize the vector
|
||||
// const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
|
||||
|
||||
// if (length > 0) {
|
||||
// velocity.x = (delta.x / length) * speed;
|
||||
// velocity.y = (delta.y / length) * speed;
|
||||
// velocity.z = (delta.z / length) * speed;
|
||||
// }
|
||||
|
||||
// // Calclute the time it will take to reach the next waypoint with the current speed
|
||||
// m_TotalTime = m_Timer = length / speed;
|
||||
|
||||
// SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
|
||||
// } else {
|
||||
// // Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
|
||||
// if (!m_Queue.empty()) {
|
||||
// SetDestination(m_Queue.top());
|
||||
|
||||
// m_Queue.pop();
|
||||
// } else {
|
||||
// // We have reached our final waypoint
|
||||
// Stop();
|
||||
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
|
||||
// nextAction:
|
||||
|
||||
// SetVelocity(velocity);
|
||||
|
||||
// EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
const MovementAIInfo& MovementAIComponent::GetInfo() const {
|
||||
return m_Info;
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AdvanceWaypointIndex() {
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
return false;
|
||||
void MovementAIComponent::ArrivedAtPathWaypoint(){
|
||||
// TODO: Call scripts here
|
||||
|
||||
PathWaypoint waypoint = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex);
|
||||
|
||||
if (waypoint.config.size() > 0) {
|
||||
|
||||
for (LDFBaseData* action : waypoint.config) {
|
||||
if (action) {
|
||||
|
||||
// delay: has time as float
|
||||
if (action->GetKey() == u"delay"){
|
||||
m_WaitingTime += std::stof(action->GetValueAsString());
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
// emote: has name of animation to play
|
||||
} else if (action->GetKey() == u"emote"){
|
||||
GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
|
||||
// TODO Get proper animation time and add to wait
|
||||
m_WaitingTime += 1;
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
// pathspeed: has pathing speed as a float
|
||||
} else if (action->GetKey() == u"pathspeed") {
|
||||
m_PathSpeed = std::stof(action->GetValueAsString());
|
||||
|
||||
// changeWP: <path to change to>,<waypoint to use> the command and waypoint are optional
|
||||
} else if (action->GetKey() == u"changeWP") {
|
||||
// use an intermediate value since it can be one or two things
|
||||
auto intermed = action->GetValueAsString();
|
||||
std::string path_string = "";
|
||||
|
||||
// sometimes there's a path and what waypoint to start, which are comma separated
|
||||
if (intermed.find(",") != std::string::npos){
|
||||
auto datas = GeneralUtils::SplitString(intermed, ',');
|
||||
path_string = datas[0];
|
||||
m_WaypointPathIndex = stoi(datas[1]) - 1; // becuase 0 vs 1 indexed
|
||||
} else {
|
||||
path_string = intermed;
|
||||
m_WaypointPathIndex = 0;
|
||||
}
|
||||
|
||||
if (path_string != "") {
|
||||
m_CurrentPath = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(path_string));
|
||||
} else m_CurrentPath = nullptr;
|
||||
|
||||
} else {
|
||||
// We don't recognize the action, let a dev know
|
||||
Game::logger->LogDebug("ControllablePhysicsComponent", "Unhandled action %s", GeneralUtils::UTF16ToWTF8(action->GetKey()).c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_PathIndex++;
|
||||
if (m_WaitingTime == 0) { // if we don't have any time to wait
|
||||
m_Waiting = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AdvancePathWaypointIndex() {
|
||||
|
||||
if (m_CurrentPath->pathBehavior == PathBehavior::Loop) {
|
||||
if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
|
||||
// If we reach the end, go back to the starting index since the path is a loop
|
||||
m_WaypointPathIndex = 0;
|
||||
} else m_WaypointPathIndex++; // Otherwise continue
|
||||
|
||||
} else if (m_CurrentPath->pathBehavior == PathBehavior::Bounce){ // Ping Pong
|
||||
// Are we going in reverse already?
|
||||
if (m_Reverse){ // Then we're subtracting
|
||||
if (m_WaypointPathIndex - 1 < 0){ // Stop reversing if we are at the beginning
|
||||
m_Reverse = false;
|
||||
m_WaypointPathIndex++;
|
||||
} else m_WaypointPathIndex--; // Otherwise continue reverseing
|
||||
} else { // Then we're adding
|
||||
if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1){ // Start reversing if we are at the end
|
||||
m_Reverse = true;
|
||||
m_WaypointPathIndex--;
|
||||
} else m_WaypointPathIndex++; // Otherwise continue going up
|
||||
}
|
||||
|
||||
} else if (m_CurrentPath->pathBehavior == PathBehavior::Once){
|
||||
if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
|
||||
m_CurrentPath = nullptr; // If we reach the end, we don't continue
|
||||
return false;
|
||||
} else m_WaypointPathIndex++; // Otherwise continue
|
||||
}
|
||||
|
||||
m_Waiting = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AdvanceNavWaypointIndex() {
|
||||
|
||||
}
|
||||
|
||||
|
||||
NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
if (m_PathIndex >= m_CurrentPath->pathWaypoints.size()) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_PathIndex];
|
||||
return m_CurrentPath->pathWaypoints[m_PathIndex].position;
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetNextWaypoint() const {
|
||||
@ -178,6 +334,7 @@ NiPoint3 MovementAIComponent::GetCurrentPosition() const {
|
||||
return m_Parent->GetPosition();
|
||||
}
|
||||
|
||||
// get's the approximate location where the entity should be on the path
|
||||
NiPoint3 MovementAIComponent::ApproximateLocation() const {
|
||||
auto source = GetCurrentPosition();
|
||||
|
||||
@ -235,7 +392,8 @@ void MovementAIComponent::Stop() {
|
||||
return;
|
||||
}
|
||||
|
||||
SetPosition(ApproximateLocation());
|
||||
// SetPosition(ApproximateLocation());
|
||||
SetPosition(GetCurrentPosition());
|
||||
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
|
||||
@ -243,10 +401,6 @@ void MovementAIComponent::Stop() {
|
||||
|
||||
m_Done = true;
|
||||
|
||||
m_CurrentPath = {};
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
m_CurrentSpeed = 0;
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
@ -259,18 +413,6 @@ void MovementAIComponent::PullToPoint(const NiPoint3& point) {
|
||||
m_PullPoint = point;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
|
||||
std::reverse(path.begin(), path.end());
|
||||
|
||||
for (const auto& point : path) {
|
||||
m_Queue.push(point);
|
||||
}
|
||||
|
||||
SetDestination(m_Queue.top());
|
||||
|
||||
m_Queue.pop();
|
||||
}
|
||||
|
||||
float MovementAIComponent::GetBaseSpeed(LOT lot) {
|
||||
// Check if the lot is in the cache
|
||||
const auto& it = m_PhysicsSpeedCache.find(lot);
|
||||
@ -409,9 +551,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_CurrentPath.clear();
|
||||
|
||||
m_CurrentPath.push_back(location);
|
||||
m_Queue.push(location);
|
||||
|
||||
// Simply path
|
||||
for (auto point : computedPath) {
|
||||
@ -419,10 +559,10 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
point.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(point);
|
||||
m_Queue.push(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
|
||||
m_Queue.push(computedPath[computedPath.size() - 1]);
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
@ -432,11 +572,11 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetDestination() const {
|
||||
if (m_CurrentPath.empty()) {
|
||||
if (!m_CurrentPath) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_CurrentPath.size() - 1];
|
||||
return m_CurrentPath->pathWaypoints[m_CurrentPath->pathWaypoints.size() - 1].position;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetSpeed(const float value) {
|
||||
|
@ -145,7 +145,11 @@ public:
|
||||
* Attempts to update the waypoint index, making the entity move to the next waypoint
|
||||
* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
|
||||
*/
|
||||
bool AdvanceWaypointIndex();
|
||||
bool AdvancePathWaypointIndex();
|
||||
|
||||
bool AdvanceNavWaypointIndex();
|
||||
|
||||
void ArrivedAtPathWaypoint();
|
||||
|
||||
/**
|
||||
* Returns the waypoint the entity is currently moving towards
|
||||
@ -207,7 +211,7 @@ public:
|
||||
* Sets a path to follow for the AI
|
||||
* @param path the path to follow
|
||||
*/
|
||||
void SetPath(std::vector<NiPoint3> path);
|
||||
void SetPath(Path* path) {if (path) {m_CurrentPath = path; m_Done = false; m_Timer = 0;};};
|
||||
|
||||
/**
|
||||
* Returns the base speed from the DB for a given LOT
|
||||
@ -216,6 +220,36 @@ public:
|
||||
*/
|
||||
static float GetBaseSpeed(LOT lot);
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param paused if they are not moving
|
||||
// */
|
||||
// void FollowWaypoints(bool paused) {m_Paused = paused;};
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param paused if they are not moving
|
||||
// * @param newPathName the new path to use
|
||||
// * @param newPathStart the waypoint on the new path to start at
|
||||
// */
|
||||
// void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param newPathName the new path to use
|
||||
// * @param newPathStart the waypoint on the new path to start at
|
||||
// */
|
||||
// void FollowWaypoints(std::string newPathName, int newPathStart = 0);
|
||||
|
||||
// /**
|
||||
// * @brief starts pathing
|
||||
// *
|
||||
// */
|
||||
// void FollowWaypoints(){m_Paused = false;};
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
@ -314,7 +348,7 @@ private:
|
||||
/**
|
||||
* The path the entity is currently following
|
||||
*/
|
||||
std::vector<NiPoint3> m_CurrentPath;
|
||||
Path* m_CurrentPath;
|
||||
|
||||
/**
|
||||
* Queue of positions to traverse
|
||||
@ -325,6 +359,32 @@ private:
|
||||
* Cache of all lots and their respective speeds
|
||||
*/
|
||||
static std::map<LOT, float> m_PhysicsSpeedCache;
|
||||
|
||||
/**
|
||||
* If we are waiting for some reason
|
||||
*/
|
||||
bool m_Waiting = false;
|
||||
|
||||
/**
|
||||
* If we are waiting on a delay
|
||||
*/
|
||||
float m_WaitingTime = 0.0;
|
||||
|
||||
/**
|
||||
* The speed at which they will path
|
||||
*/
|
||||
float m_PathSpeed;
|
||||
|
||||
/**
|
||||
* If we are traverseing a waypoint path in reverse
|
||||
*/
|
||||
bool m_Reverse = false;
|
||||
|
||||
int m_WaypointPathIndex;
|
||||
|
||||
float m_WaypointPathSpeed;
|
||||
int m_NavPathIndex;
|
||||
|
||||
};
|
||||
|
||||
#endif // MOVEMENTAICOMPONENT_H
|
||||
|
@ -124,8 +124,6 @@ void ActivityManager::ActivityTimerStart(Entity* self, const std::string& timerN
|
||||
auto* timer = new ActivityTimer{ timerName, updateInterval, stopTime };
|
||||
activeTimers.push_back(timer);
|
||||
|
||||
Game::logger->Log("ActivityManager", "Starting timer '%s', %f, %f", timerName.c_str(), updateInterval, stopTime);
|
||||
|
||||
self->AddTimer(GetPrefixedName(timer->name), timer->updateInterval);
|
||||
}
|
||||
|
||||
@ -205,10 +203,8 @@ void ActivityManager::OnTimerDone(Entity* self, std::string timerName) {
|
||||
activeTimers.erase(std::remove(activeTimers.begin(), activeTimers.end(), timer),
|
||||
activeTimers.end());
|
||||
delete timer;
|
||||
Game::logger->Log("ActivityManager", "Executing timer '%s'", activityTimerName.c_str());
|
||||
OnActivityTimerDone(self, activityTimerName);
|
||||
} else {
|
||||
Game::logger->Log("ActivityManager", "Updating timer '%s'", activityTimerName.c_str());
|
||||
OnActivityTimerUpdate(self, timer->name, timer->stopTime - timer->runTime, timer->runTime);
|
||||
self->AddTimer(GetPrefixedName(timer->name), timer->updateInterval);
|
||||
}
|
||||
|
@ -60,8 +60,6 @@ void BossSpiderQueenEnemyServer::OnDie(Entity* self, Entity* killer) {
|
||||
missionComponent->CompleteMission(instanceMissionID);
|
||||
}
|
||||
|
||||
Game::logger->Log("BossSpiderQueenEnemyServer", "Starting timer...");
|
||||
|
||||
// There is suppose to be a 0.1 second delay here but that may be admitted?
|
||||
auto* controller = EntityManager::Instance()->GetZoneControlEntity();
|
||||
|
||||
|
@ -287,38 +287,27 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
|
||||
Game::logger->Log("SGCannon", "Spawning enemy %i on path %s", toSpawn.lot, path->pathName.c_str());
|
||||
|
||||
auto* enemy = EntityManager::Instance()->CreateEntity(info, nullptr, self);
|
||||
EntityManager::Instance()->ConstructEntity(enemy);
|
||||
if (enemy) {
|
||||
EntityManager::Instance()->ConstructEntity(enemy);
|
||||
auto* movementAI = enemy->GetComponent<MovementAIComponent>();
|
||||
|
||||
if (true) {
|
||||
auto* movementAI = new MovementAIComponent(enemy, {});
|
||||
|
||||
enemy->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAI);
|
||||
if (!movementAI) return;
|
||||
|
||||
movementAI->SetSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetHaltDistance(0.0f);
|
||||
|
||||
std::vector<NiPoint3> pathWaypoints;
|
||||
|
||||
for (const auto& waypoint : path->pathWaypoints) {
|
||||
pathWaypoints.push_back(waypoint.position);
|
||||
}
|
||||
|
||||
if (GeneralUtils::GenerateRandomNumber<float_t>(0, 1) < 0.5f) {
|
||||
std::reverse(pathWaypoints.begin(), pathWaypoints.end());
|
||||
}
|
||||
|
||||
movementAI->SetPath(pathWaypoints);
|
||||
|
||||
enemy->AddDieCallback([this, self, enemy, name]() {
|
||||
RegisterHit(self, enemy, name);
|
||||
});
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
// Save the enemy and tell it to start pathing
|
||||
if (enemy != nullptr) {
|
||||
// Save the enemy
|
||||
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
|
||||
GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
// if we are a moving platform, tell it to move
|
||||
auto* movingPlatformComponent = enemy->GetComponent<MovingPlatformComponent>();
|
||||
if (movingPlatformComponent) GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
}
|
||||
} else if (name == EndGameBufferTimer) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user