DarkflameServer/dGame/dComponents/MovementAIComponent.h
2023-06-12 01:29:43 -07:00

341 lines
8.1 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef MOVEMENTAICOMPONENT_H
#define MOVEMENTAICOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "dLogger.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include <vector>
class ControllablePhysicsComponent;
class BaseCombatAIComponent;
/**
* Information that describes the different variables used to make an entity move around
*/
struct MovementAIInfo {
// copy assignment
MovementAIInfo& operator=(const MovementAIInfo& other) = default;
std::string movementType;
/**
* The radius that the entity can wander in
*/
float wanderRadius;
/**
* The speed at which the entity wanders
*/
float wanderSpeed;
/**
* This is only used for the emotes
*/
float wanderChance;
/**
* The min amount of delay before wandering
*/
float wanderDelayMin;
/**
* The max amount of delay before wandering
*/
float wanderDelayMax;
};
/**
* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
* actually handles attackig and following enemy entities.
*/
class MovementAIComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
MovementAIComponent(Entity* parentEntity, int32_t componentId = -1);
void Startup() override;
void LoadTemplateData() override;
void LoadConfigData() override;
void Update(float deltaTime) override;
/**
* Returns the basic settings that this entity uses to move around
* @return the basic settings that this entity uses to move around
*/
const MovementAIInfo& GetInfo() const;
/**
* Set a destination point for the entity to move towards
* @param value the destination point to move towards
*/
void SetDestination(const NiPoint3& value);
/**
* Returns the current rotation this entity is moving towards
* @return the current rotation this entity is moving towards
*/
NiPoint3 GetDestination() const;
/**
* Sets the max speed at which this entity may run
* @param value the speed value to set
*/
void SetSpeed(float value);
/**
* Returns the max speed at which this entity may run
* @return the max speed at which this entity may run
*/
float GetSpeed() const;
/**
* Sets how fast the entity will accelerate when not running at full speed
* @param value the acceleration to set
*/
void SetAcceleration(float value);
/**
* Returns the current speed at which this entity accelerates when not running at full speed
* @return the current speed at which this entity accelerates when not running at full speed
*/
float GetAcceleration() const;
/**
* Sets the halting distance (the distance at which we consider the target to be reached)
* @param value the halting distance to set
*/
void SetHaltDistance(float value);
/**
* Returns the current halting distance (the distance at which we consider the target to be reached)
* @return the current halting distance
*/
float GetHaltDistance() const;
/**
* Sets the speed the entity is currently running at
* @param value the speed value to set
*/
void SetCurrentSpeed(float value);
/**
* Returns the speed the entity is currently running at
* @return the speed the entity is currently running at
*/
float GetCurrentSpeed() const;
/**
* Locks the rotation of this entity in place, depending on the argument
* @param value if true, the entity will be rotationally locked
*/
void SetLockRotation(bool value);
/**
* Returns whether this entity is currently rotationally locked
* @return true if the entity is rotationally locked, false otherwise
*/
bool GetLockRotation() const;
/**
* Attempts to update the waypoint index, making the entity move to the next waypoint
* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
*/
bool AdvanceWaypointIndex();
/**
* Returns the waypoint the entity is currently moving towards
* @return the waypoint the entity is currently moving towards
*/
NiPoint3 GetCurrentWaypoint() const;
/**
* Returns the waypoint this entity is supposed to move towards next
* @return the waypoint this entity is supposed to move towards next
*/
NiPoint3 GetNextWaypoint() const;
/**
* Returns the current position of this entity
* @return the current position of this entity
*/
NiPoint3 GetCurrentPosition() const;
/**
* Returns the approximate current location of the entity, including y coordinates
* @return the approximate current location of the entity
*/
NiPoint3 ApproximateLocation() const;
/**
* Teleports this entity to a position. If the distance between the provided point and the y it should have
* according to map data, this will not succeed (to avoid teleporting entities into the sky).
* @param point the point to teleport to
* @return true if the warp was successful, false otherwise
*/
bool Warp(const NiPoint3& point);
/**
* Returns the time it will take to reach the final waypoint according to the current speed
* @return the time it will take to reach the final waypoint according to the current speed
*/
float GetTimer() const;
/**
* Returns if the entity is at its final waypoint
* @return if the entity is at its final waypoint
*/
bool AtFinalWaypoint() const;
/**
* Renders the entity stationary
*/
void Stop();
/**
* Stops the current movement and moves the entity to a certain point. Will continue until it's close enough,
* after which its AI is enabled again.
* @param point the point to move towards
*/
void PullToPoint(const NiPoint3& point);
/**
* Sets a path to follow for the AI
* @param path the path to follow
*/
void SetPath(std::vector<NiPoint3> path);
/**
* Returns the base speed from the DB for a given LOT
* @param lot the lot to check for
* @return the base speed of the lot
*/
static float GetBaseSpeed(LOT lot);
void SetMoveInfo(const MovementAIInfo& value);
private:
/**
* Sets the current position of the entity
* @param value the position to set
*/
void SetPosition(const NiPoint3& value);
/**
* Sets the current rotation of the entity
* @param value the rotation to set
*/
void SetRotation(const NiQuaternion& value);
/**
* Sets the current velocity of the entityes
* @param value the velocity to set
*/
void SetVelocity(const NiPoint3& value);
/**
* Base information regarding the movement information for this entity
*/
MovementAIInfo m_Info;
/**
* The point this entity is moving towards
*/
NiPoint3 m_NextWaypoint;
/**
* The max speed this entity may move at
*/
float m_Speed;
/**
* The time it will take to reach the next waypoint using the current speed
*/
float m_Timer;
/**
* The total time it will take to reach the waypoint form its starting point
*/
float m_TotalTime;
/**
* The path this entity is currently traversing
*/
uint32_t m_PathIndex;
/**
* If the entity has reached it last waypoint
*/
bool m_Done;
/**
* The speed the entity is currently moving at
*/
float m_CurrentSpeed;
/**
* The acceleration this entity has when not moving at its top speed yet
*/
float m_Acceleration;
/**
* The distance between the current position and the target waypoint to consider it reached (to not ghost into it).
*/
float m_HaltDistance;
/**
* The base speed this entity has
*/
float m_BaseSpeed;
/**
* If the AI is currently turned of (e.g. when teleporting to some location)
*/
bool m_Interrupted;
/**
* A position that the entity is currently moving towards while being interrupted
*/
NiPoint3 m_PullPoint;
/**
* If the entity is currently rotationally locked
*/
bool m_LockRotation;
/**
* Optional direct link to the combat AI component of the parent entity
*/
BaseCombatAIComponent* m_BaseCombatAI = nullptr;
/**
* The path the entity is currently following
*/
std::vector<NiPoint3> m_CurrentPath;
/**
* Queue of positions to traverse
*/
std::stack<NiPoint3> m_Queue;
/**
* Cache of all lots and their respective speeds
*/
static std::map<LOT, float> m_PhysicsSpeedCache;
int32_t m_ComponentId;
};
#endif // MOVEMENTAICOMPONENT_H