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

@@ -9,12 +9,13 @@
#include "dpWorld.h"
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
#include "dZoneManager.h"
std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
m_Info = std::move(info);
m_Done = true;
m_Done = false;
m_BaseCombatAI = nullptr;
@@ -32,18 +33,30 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
m_Interrupted = false;
m_PullPoint = {};
m_HaltDistance = 0;
m_Timer = 0;
m_CurrentSpeed = 0;
m_Speed = 0;
m_WaypointPathSpeed = 1.0f;
m_TotalTime = 0;
m_Timer = 0;
m_LockRotation = false;
m_WaypointPathIndex = parent->GetVarAs<int>(u"attached_path_start");
m_NavPathIndex = 0;
}
MovementAIComponent::~MovementAIComponent() = default;
void MovementAIComponent::Update(const float deltaTime) {
// pull to point update take priority
if (m_Interrupted) {
const auto source = GetCurrentWaypoint();
const auto source = GetCurrentPosition();
const auto speed = deltaTime * 2.5f;
@@ -62,112 +75,255 @@ void MovementAIComponent::Update(const float deltaTime) {
return;
}
if (AtFinalWaypoint()) // Are we done?
{
// Navmesh pathing logic
if (!m_Queue.empty()) {
PullToPoint(m_Queue.top());
m_Queue.pop();
return;
}
if (m_HaltDistance > 0) {
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
{
Stop();
// waypoint pathing logic
if (m_CurrentPath){
if (!m_Done && !m_Waiting){
if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) {
auto speed = m_BaseSpeed * m_PathSpeed;
auto source = m_Parent->GetPosition();
auto dest = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex).position;
return;
// TODO: do this better and more sanely
auto hasNavMesh = dpWorld::Instance().IsLoaded();
if (hasNavMesh) dest.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(dest);
if (abs(dest.y - source.y) > 10) dest.y = source.y; // hacky way to not glitch with weird heights without nav meshes
// if we are close enough to the destination waypoint
if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
if (!AdvancePathWaypointIndex()) return;
}
const auto delta = dest - source;
const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
NiPoint3 velocity;
if (length > 0) {
velocity.x = (delta.x / length) * m_BaseSpeed;
velocity.y = (delta.y / length) * m_BaseSpeed;
velocity.z = (delta.z / length) * m_BaseSpeed;
}
NiPoint3 velocity_pos;
if (length > 0) {
velocity_pos.x = (delta.x / length) * speed * deltaTime;
velocity_pos.y = (delta.y / length) * speed * deltaTime;
velocity_pos.z = (delta.z / length) * speed * deltaTime;
}
// Game::logger->Log("ControllablePhysicsComponent", "v.x %f v.y %f v.z %f", velocity.x, velocity.y, velocity.z);
SetRotation(NiQuaternion::LookAt(source, dest));
SetVelocity(velocity);
SetPosition(source + velocity_pos);
EntityManager::Instance()->SerializeEntity(m_Parent);
}
} else if (!m_Done && m_Waiting) { // waiting, meaing we are at a waypoint, and we want to do something
// handle waiting
if (m_WaitingTime > 0) {
m_WaitingTime = m_WaitingTime - deltaTime;
} else if (m_WaitingTime < 0){
m_Waiting = false;
m_WaitingTime = 0;
// end handle waiting
} else if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) ArrivedAtPathWaypoint();
}
}
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);
}
// 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) {