#include "MovementAIComponent.h" #include #include #include "ControllablePhysicsComponent.h" #include "BaseCombatAIComponent.h" #include "dpCommon.h" #include "dpWorld.h" #include "EntityManager.h" #include "SimplePhysicsComponent.h" #include "CDClientManager.h" #include "Game.h" #include "dZoneManager.h" #include "CDComponentsRegistryTable.h" #include "CDPhysicsComponentTable.h" namespace { /** * Cache of all lots and their respective speeds */ std::map m_PhysicsSpeedCache; } MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) { m_Info = info; m_IsPaused = true; m_AtFinalWaypoint = true; m_BaseCombatAI = nullptr; m_BaseCombatAI = m_Parent->GetComponent(); //Try and fix the insane values: if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius *= 0.5f; if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f; if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed *= 0.5f; m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT()); m_NextWaypoint = m_Parent->GetPosition(); m_Acceleration = 0.4f; m_PullingToPoint = false; m_PullPoint = NiPoint3::ZERO; m_HaltDistance = 0; m_TimeToTravel = 0; m_TimeTravelled = 0; m_CurrentSpeed = 0; m_MaxSpeed = 0; m_CurrentPathWaypointIndex = 0; m_LockRotation = false; m_IsInReverse = false; m_NextPathWaypointIndex = 0; } void MovementAIComponent::SetupPath(const std::string& pathname) { std::string path = pathname; if (path.empty()) path = m_Parent->GetVarAsString(u"attached_path"); if (path.empty()) { Game::logger->Log("MovementAIComponent", "No path to load for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID()); return; } const Path* pathData = Game::zoneManager->GetZone()->GetPath(path); if (pathData) { Game::logger->Log("MovementAIComponent", "found path %s", path.c_str()); } else { Game::logger->Log("MovementAIComponent", "No path found for %i:%llu", m_Parent->GetLOT(), m_Parent->GetObjectID()); } } void MovementAIComponent::Update(const float deltaTime) { if (m_PullingToPoint) { const auto source = GetCurrentWaypoint(); const auto speed = deltaTime * 2.5f; NiPoint3 velocity = (m_PullPoint - source) * speed; SetPosition(source + velocity); if (Vector3::DistanceSquared(m_Parent->GetPosition(), m_PullPoint) < std::pow(2, 2)) { m_PullingToPoint = false; } return; } // Are we done or paused? if (AtFinalWaypoint() || IsPaused()) return; if (m_HaltDistance > 0) { // Prevent us from hugging the target if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < std::pow(m_HaltDistance, 2)) { Stop(); return; } } m_TimeTravelled += deltaTime; if (m_TimeTravelled < m_TimeToTravel) return; m_TimeTravelled = 0.0f; const auto source = GetCurrentWaypoint(); SetPosition(source); NiPoint3 velocity = NiPoint3::ZERO; if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek? { m_NextWaypoint = GetCurrentWaypoint(); if (m_NextWaypoint == source) { m_TimeToTravel = 0.0f; goto nextAction; } if (m_CurrentSpeed < m_MaxSpeed) { m_CurrentSpeed += m_Acceleration; } if (m_CurrentSpeed > m_MaxSpeed) { m_CurrentSpeed = m_MaxSpeed; } const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed const auto delta = m_NextWaypoint - source; // Normalize the vector const auto length = delta.Length(); if (length > 0) { velocity = (delta / length) * speed; } // Calclute the time it will take to reach the next waypoint with the current speed m_TimeTravelled = 0.0f; m_TimeToTravel = 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 HandleWaypointArrived(); if (!AdvancePathWaypointIndex()) { Stop(); return; } SetDestination(GetCurrentPathWaypoint()); } nextAction: SetVelocity(velocity); Game::entityManager->SerializeEntity(m_Parent); } void MovementAIComponent::ReversePath() { if (m_CurrentPath.empty()) return; if (m_NextPathWaypointIndex < 0) m_NextPathWaypointIndex = 0; if (m_NextPathWaypointIndex >= m_CurrentPath.size()) m_NextPathWaypointIndex = m_CurrentPath.size() - 1; m_CurrentPathWaypointIndex = m_NextPathWaypointIndex; m_IsInReverse = !m_IsInReverse; AdvancePathWaypointIndex(); } bool MovementAIComponent::AdvancePathWaypointIndex() { m_CurrentPathWaypointIndex = m_NextPathWaypointIndex; if (m_IsInReverse) { if (m_CurrentPathWaypointIndex >= 0) m_NextPathWaypointIndex--; return m_CurrentPathWaypointIndex >= 0; } else { if (m_CurrentPathWaypointIndex <= m_CurrentPath.size()) m_NextPathWaypointIndex++; return m_CurrentPathWaypointIndex < m_CurrentPath.size(); } } const MovementAIInfo& MovementAIComponent::GetInfo() const { return m_Info; } bool MovementAIComponent::AdvanceWaypointIndex() { if (m_PathIndex >= m_InterpolatedWaypoints.size()) { return false; } m_PathIndex++; return true; } NiPoint3 MovementAIComponent::GetCurrentWaypoint() const { return m_PathIndex >= m_InterpolatedWaypoints.size() ? m_Parent->GetPosition() : m_InterpolatedWaypoints[m_PathIndex]; } NiPoint3 MovementAIComponent::ApproximateLocation() const { auto source = m_Parent->GetPosition(); if (AtFinalWaypoint()) return source; auto destination = m_NextWaypoint; auto percentageToWaypoint = m_TimeToTravel > 0 ? m_TimeTravelled / m_TimeToTravel : 0; auto approximation = source + ((destination - source) * percentageToWaypoint); if (dpWorld::Instance().IsLoaded()) { approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation); } return approximation; } bool MovementAIComponent::Warp(const NiPoint3& point) { Stop(); NiPoint3 destination = point; if (dpWorld::Instance().IsLoaded()) { destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point); if (std::abs(destination.y - point.y) > 3) { return false; } } SetPosition(destination); Game::entityManager->SerializeEntity(m_Parent); return true; } void MovementAIComponent::Pause() { if (AtFinalWaypoint() || IsPaused()) return; SetPosition(ApproximateLocation()); SetVelocity(NiPoint3::ZERO); // Clear this as we may be somewhere else when we resume movement. m_InterpolatedWaypoints.clear(); m_IsPaused = true; m_PathIndex = 0; m_TimeToTravel = 0; m_TimeTravelled = 0; } void MovementAIComponent::Resume() { if (AtFinalWaypoint() || !IsPaused()) return; m_IsPaused = false; SetDestination(GetCurrentPathWaypoint()); } void MovementAIComponent::Stop() { if (AtFinalWaypoint()) return; SetPosition(ApproximateLocation()); SetVelocity(NiPoint3::ZERO); m_TimeToTravel = 0; m_TimeTravelled = 0; m_AtFinalWaypoint = true; m_IsPaused = true; m_InterpolatedWaypoints.clear(); m_CurrentPath.clear(); m_PathIndex = 0; m_CurrentSpeed = 0; m_CurrentPathWaypointIndex = 0; Game::entityManager->SerializeEntity(m_Parent); } void MovementAIComponent::PullToPoint(const NiPoint3& point) { Stop(); m_PullingToPoint = true; m_PullPoint = point; } const NiPoint3& MovementAIComponent::GetCurrentPathWaypoint() const { if (m_CurrentPathWaypointIndex >= m_CurrentPath.size() || m_CurrentPathWaypointIndex < 0) { return m_Parent->GetPosition(); } return m_CurrentPath.at(m_CurrentPathWaypointIndex); } void MovementAIComponent::SetPath(std::vector path, bool startInReverse) { if (path.empty()) return; m_CurrentPath = path; m_IsInReverse = startInReverse; // Start the Entity out at the first waypoint with their next waypoint being the same one. // This is so AdvancePathWaypointIndex can do the recovery from effectively a paused state. m_CurrentPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0; m_NextPathWaypointIndex = m_IsInReverse ? m_CurrentPath.size() - 1 : 0; AdvancePathWaypointIndex(); SetDestination(GetCurrentPathWaypoint()); } float MovementAIComponent::GetBaseSpeed(LOT lot) { // Check if the lot is in the cache const auto& it = m_PhysicsSpeedCache.find(lot); if (it != m_PhysicsSpeedCache.end()) { return it->second; } CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance().GetTable(); CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance().GetTable(); int32_t componentID; CDPhysicsComponent* physicsComponent = nullptr; componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1); if (componentID == -1) { componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1); } physicsComponent = physicsComponentTable->GetByID(componentID); // Client defaults speed to 10 and if the speed is also null in the table, it defaults to 10. float speed = physicsComponent != nullptr ? physicsComponent->speed : 10.0f; float delta = fabs(speed) - 1.0f; if (delta <= std::numeric_limits::epsilon()) speed = 10.0f; m_PhysicsSpeedCache[lot] = speed; return speed; } void MovementAIComponent::SetPosition(const NiPoint3& value) { m_Parent->SetPosition(value); } void MovementAIComponent::SetRotation(const NiQuaternion& value) { if (!m_LockRotation) m_Parent->SetRotation(value); } void MovementAIComponent::SetVelocity(const NiPoint3& value) { auto* controllablePhysicsComponent = m_Parent->GetComponent(); if (controllablePhysicsComponent != nullptr) { controllablePhysicsComponent->SetVelocity(value); return; } auto* simplePhysicsComponent = m_Parent->GetComponent(); if (simplePhysicsComponent != nullptr) { simplePhysicsComponent->SetVelocity(value); } } void MovementAIComponent::SetDestination(const NiPoint3& destination) { if (m_PullingToPoint) return; const auto location = ApproximateLocation(); if (!AtFinalWaypoint()) { SetPosition(location); } std::vector computedPath; if (dpWorld::Instance().IsLoaded()) { computedPath = dpWorld::Instance().GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed); } // Somehow failed if (computedPath.empty()) { // Than take 10 points between the current position and the destination and make that the path auto start = location; auto delta = destination - start; auto step = delta / 10.0f; for (int i = 0; i < 10; i++) { start += step; computedPath.push_back(start); } } m_InterpolatedWaypoints.clear(); // Simply path for (auto& point : computedPath) { if (dpWorld::Instance().IsLoaded()) { point.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point); } m_InterpolatedWaypoints.push_back(point); } m_PathIndex = 0; m_TimeTravelled = 0; m_TimeToTravel = 0; m_AtFinalWaypoint = false; m_IsPaused = false; } NiPoint3 MovementAIComponent::GetDestination() const { return m_InterpolatedWaypoints.empty() ? m_Parent->GetPosition() : m_InterpolatedWaypoints.back(); } void MovementAIComponent::SetMaxSpeed(const float value) { if (value == m_MaxSpeed) return; m_MaxSpeed = value; m_Acceleration = value / 5; } #include "MovementAIComponentAronwk.cpp"