#include "TacArcBehavior.h" #include "BehaviorBranchContext.h" #include "Game.h" #include "Logger.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) { std::vector targets = {}; if (this->m_usePickedTarget && branch.target != LWOOBJID_EMPTY) { auto target = Game::entityManager->GetEntity(branch.target); if (!target) LOG("target %llu is null", branch.target); else { targets.push_back(target); context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam); if (!targets.empty()) { this->m_action->Handle(context, bitStream, branch); return; } } } bool hasTargets = false; if (!bitStream->Read(hasTargets)) { LOG("Unable to read hasTargets from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; }; if (this->m_checkEnv) { bool blocked = false; if (!bitStream->Read(blocked)) { LOG("Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; }; if (blocked) { this->m_blockedAction->Handle(context, bitStream, branch); return; } } if (hasTargets) { uint32_t count = 0; if (!bitStream->Read(count)) { LOG("Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; }; if (count > m_maxTargets) { LOG("Bitstream has too many targets Max:%i Recv:%i", this->m_maxTargets, count); return; } for (auto i = 0u; i < count; i++) { LWOOBJID id{}; if (!bitStream->Read(id)) { LOG("Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits()); return; }; if (id != LWOOBJID_EMPTY) { auto* canidate = Game::entityManager->GetEntity(id); if (canidate) targets.push_back(canidate); } else { LOG("Bitstream has LWOOBJID_EMPTY as a target!"); } } for (auto target : targets) { branch.target = target->GetObjectID(); 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 = Game::entityManager->GetEntity(context->originator); if (self == nullptr) { LOG("Invalid self for (%llu)!", context->originator); return; } std::vector targets = {}; if (this->m_usePickedTarget && branch.target != LWOOBJID_EMPTY) { auto target = Game::entityManager->GetEntity(branch.target); targets.push_back(target); context->FilterTargets(targets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam); if (!targets.empty()) { this->m_action->Handle(context, bitStream, branch); return; } } auto* combatAi = self->GetComponent(); const auto casterPosition = self->GetPosition(); auto reference = self->GetPosition() + m_offset; targets.clear(); std::vector validTargets = Game::entityManager->GetEntitiesByProximity(reference, this->m_maxRange); // filter all valid targets, based on whether we target enemies or friends context->FilterTargets(validTargets, this->m_ignoreFactionList, this->m_includeFactionList, this->m_targetSelf, this->m_targetEnemy, this->m_targetFriend, this->m_targetTeam); for (auto validTarget : validTargets) { if (targets.size() >= this->m_maxTargets) break; if (std::find(targets.begin(), targets.end(), validTarget) != targets.end()) continue; if (validTarget->GetIsDead()) continue; const auto targetPos = validTarget->GetPosition(); // make sure we aren't too high or low in comparison to the targer const auto heightDifference = abs(reference.y - targetPos.y); if (targetPos.y > reference.y && heightDifference > this->m_upperBound || targetPos.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. // targetPos 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 = Vector3::Distance(reference, targetPos); if (m_method == 2) { NiPoint3 rayPoint = casterPosition + forward * distance; if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, targetPos) > this->m_farWidth * this->m_farWidth) continue; } auto normalized = (reference - targetPos) / distance; const float degreeAngle = std::abs(Vector3::Angle(forward, normalized) * (180 / 3.14) - 180); if (distance >= this->m_minRange && this->m_maxRange >= distance && degreeAngle <= 2 * this->m_angle) { targets.push_back(validTarget); } } std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) { const auto aDistance = Vector3::DistanceSquared(reference, a->GetPosition()); const auto bDistance = Vector3::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) 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_maxRange = GetFloat("max range"); this->m_height = GetFloat("height", 2.2f); this->m_distanceWeight = GetFloat("distance_weight", 0.0f); this->m_angleWeight = GetFloat("angle_weight", 0.0f); this->m_angle = GetFloat("angle", 45.0f); this->m_minRange = GetFloat("min range", 0.0f); this->m_offset = NiPoint3( GetFloat("offset_x", 0.0f), GetFloat("offset_y", 0.0f), GetFloat("offset_z", 0.0f) ); this->m_method = GetInt("method", 1); this->m_upperBound = abs(GetFloat("upper_bound", 4.4f)); this->m_lowerBound = abs(GetFloat("lower_bound", 0.4f)); this->m_usePickedTarget = GetBoolean("use_picked_target", false); this->m_useTargetPostion = GetBoolean("use_target_position", false); this->m_checkEnv = GetBoolean("check_env", false); this->m_useAttackPriority = GetBoolean("use_attack_priority", false); this->m_action = GetAction("action"); this->m_missAction = GetAction("miss action"); this->m_blockedAction = GetAction("blocked action"); this->m_maxTargets = GetInt("max targets", 100); if (this->m_maxTargets == 0) this->m_maxTargets = 100; this->m_farHeight = GetFloat("far_height", 5.0f); this->m_farWidth = GetFloat("far_width", 5.0f); this->m_nearHeight = GetFloat("near_height", 5.0f); this->m_nearWidth = GetFloat("near_width", 5.0f); // params after this are needed for filter targets const auto parameters = GetParameterNames(); for (const auto& parameter : parameters) { if (parameter.first.rfind("include_faction", 0) == 0) { this->m_includeFactionList.push_front(parameter.second); } else if (parameter.first.rfind("ignore_faction", 0) == 0) { this->m_ignoreFactionList.push_front(parameter.second); } } this->m_targetSelf = GetBoolean("target_caster", false); this->m_targetEnemy = GetBoolean("target_enemy", false); this->m_targetFriend = GetBoolean("target_friend", false); this->m_targetTeam = GetBoolean("target_team", false); }