DarkflameServer/dGame/dBehaviors/TacArcBehavior.cpp
2021-12-05 18:54:36 +01:00

289 lines
6.8 KiB
C++

#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 <vector>
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<LWOOBJID> 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)!\n", context->originator);
return;
}
const auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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<BaseCombatAIComponent>();
const auto casterPosition = self->GetPosition();
auto reference = self->GetPosition(); //+ m_offset;
std::vector<Entity*> targets;
std::vector<LWOOBJID> 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)!\n", 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 = Vector3::Distance(reference, otherPosition);
if (m_method == 2)
{
NiPoint3 rayPoint = casterPosition + forward * distance;
if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, otherPosition) > this->m_farWidth * this->m_farWidth)
{
continue;
}
}
auto normalized = (reference - otherPosition) / distance;
const float degreeAngle = std::abs(Vector3::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 = 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 != nullptr)
{
combatAi->LookAt(targets[0]->GetPosition());
}
context->foundTarget = true; // We want to continue with this behavior
const auto count = static_cast<uint32_t>(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")
};
}