#include "TacArcBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "dLogger.h" #include "Entity.h" #include "BehaviorContext.h" #include "BaseCombatAIComponent.h" #include "EntityManager.h" #include "RebuildComponent.h" #include "DestroyableComponent.h" #include void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { if (this->m_targetEnemy && this->m_usePickedTarget && branch.target > 0) { this->m_action->Handle(context, bitStream, branch); return; } bool hit = false; bitStream->Read(hit); if (this->m_checkEnv) { bool blocked = false; bitStream->Read(blocked); if (blocked) { this->m_blockedAction->Handle(context, bitStream, branch); return; } } if (hit) { uint32_t count = 0; bitStream->Read(count); if (count > m_maxTargets && m_maxTargets > 0) { count = m_maxTargets; } std::vector targets; for (auto i = 0u; i < count; ++i) { LWOOBJID id; bitStream->Read(id); targets.push_back(id); } for (auto target : targets) { branch.target = target; this->m_action->Handle(context, bitStream, branch); } } else { this->m_missAction->Handle(context, bitStream, branch); } } void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto* self = EntityManager::Instance()->GetEntity(context->originator); if (self == nullptr) { Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator); return; } const auto* destroyableComponent = self->GetComponent(); if ((this->m_usePickedTarget || context->clientInitalized) && branch.target > 0) { const auto* target = EntityManager::Instance()->GetEntity(branch.target); if (target == nullptr) { return; } // If the game is specific about who to target, check that if (destroyableComponent == nullptr || ((!m_targetFriend && !m_targetEnemy || m_targetFriend && destroyableComponent->IsFriend(target) || m_targetEnemy && destroyableComponent->IsEnemy(target)))) { this->m_action->Calculate(context, bitStream, branch); } return; } auto* combatAi = self->GetComponent(); const auto casterPosition = self->GetPosition(); auto reference = self->GetPosition(); //+ m_offset; std::vector targets; std::vector validTargets; if (combatAi != nullptr) { if (combatAi->GetTarget() != LWOOBJID_EMPTY) { validTargets.push_back(combatAi->GetTarget()); } } // Find all valid targets, based on whether we target enemies or friends for (const auto& contextTarget : context->GetValidTargets()) { if (destroyableComponent != nullptr) { const auto* targetEntity = EntityManager::Instance()->GetEntity(contextTarget); if (m_targetEnemy && destroyableComponent->IsEnemy(targetEntity) || m_targetFriend && destroyableComponent->IsFriend(targetEntity)) { validTargets.push_back(contextTarget); } } else { validTargets.push_back(contextTarget); } } for (auto validTarget : validTargets) { if (targets.size() >= this->m_maxTargets) { break; } auto* entity = EntityManager::Instance()->GetEntity(validTarget); if (entity == nullptr) { Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator); continue; } if (std::find(targets.begin(), targets.end(), entity) != targets.end()) { continue; } if (entity->GetIsDead()) continue; const auto otherPosition = entity->GetPosition(); const auto heightDifference = std::abs(otherPosition.y - casterPosition.y); /*if (otherPosition.y > reference.y && heightDifference > this->m_upperBound || otherPosition.y < reference.y && heightDifference > this->m_lowerBound) { continue; }*/ const auto forward = self->GetRotation().GetForwardVector(); // forward is a normalized vector of where the caster is facing. // otherPosition is the position of the target. // reference is the position of the caster. // If we cast a ray forward from the caster, does it come within m_farWidth of the target? const auto distance = NiPoint3::Distance(reference, otherPosition); if (m_method == 2) { NiPoint3 rayPoint = casterPosition + forward * distance; if (m_farWidth > 0 && NiPoint3::DistanceSquared(rayPoint, otherPosition) > this->m_farWidth * this->m_farWidth) { continue; } } auto normalized = (reference - otherPosition) / distance; const float degreeAngle = std::abs(NiPoint3::Angle(forward, normalized) * (180 / 3.14) - 180); if (distance >= this->m_minDistance && this->m_maxDistance >= distance && degreeAngle <= 2 * this->m_angle) { targets.push_back(entity); } } std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) { const auto aDistance = NiPoint3::DistanceSquared(reference, a->GetPosition()); const auto bDistance = NiPoint3::DistanceSquared(reference, b->GetPosition()); return aDistance > bDistance; }); const auto hit = !targets.empty(); bitStream->Write(hit); if (this->m_checkEnv) { const auto blocked = false; // TODO bitStream->Write(blocked); } if (hit) { if (combatAi != nullptr) { combatAi->LookAt(targets[0]->GetPosition()); } context->foundTarget = true; // We want to continue with this behavior const auto count = static_cast(targets.size()); bitStream->Write(count); for (auto* target : targets) { bitStream->Write(target->GetObjectID()); } for (auto* target : targets) { branch.target = target->GetObjectID(); this->m_action->Calculate(context, bitStream, branch); } } else { this->m_missAction->Calculate(context, bitStream, branch); } } void TacArcBehavior::Load() { this->m_usePickedTarget = GetBoolean("use_picked_target"); this->m_action = GetAction("action"); this->m_missAction = GetAction("miss action"); this->m_checkEnv = GetBoolean("check_env"); this->m_blockedAction = GetAction("blocked action"); this->m_minDistance = GetFloat("min range"); this->m_maxDistance = GetFloat("max range"); this->m_maxTargets = GetInt("max targets"); this->m_targetEnemy = GetBoolean("target_enemy"); this->m_targetFriend = GetBoolean("target_friend"); this->m_targetTeam = GetBoolean("target_team"); this->m_angle = GetFloat("angle"); this->m_upperBound = GetFloat("upper_bound"); this->m_lowerBound = GetFloat("lower_bound"); this->m_farHeight = GetFloat("far_height"); this->m_farWidth = GetFloat("far_width"); this->m_method = GetInt("method"); this->m_offset = { GetFloat("offset_x"), GetFloat("offset_y"), GetFloat("offset_z") }; }