WIP refactor into movment AI

So that combat behavior isn't fighting pathing
This commit is contained in:
Aaron Kimbre
2022-10-27 17:54:29 -05:00
parent e70e2025a8
commit e5233d5ce7
8 changed files with 356 additions and 348 deletions

View File

@@ -257,43 +257,6 @@ public:
*/
std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
/**
* @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;};
/**
* Returns the base speed from the DB for a given LOT
* @param lot the lot to check for
* @return the base speed of the lot
*/
static float GetBaseSpeed(LOT lot);
private:
/**
* The entity that owns this component
@@ -410,36 +373,6 @@ private:
*/
bool m_IsTeleporting;
/**
* The walking path the entity has
*/
std::string m_AttachedPath;
/**
* The curent pay waypoint
*/
int m_PathWaypoint;
/**
* If the path is being followed
*/
bool m_Paused = false;
/**
* the speed at which they will path
*/
float m_PathSpeed;
/**
* if we are waiting on a delay
*/
float m_PausedTime = 0.0;
/**
* The laden speed of an object
*/
float m_BaseSpeed;
};
#endif // CONTROLLABLEPHYSICSCOMPONENT_H