Files
DarkflameServer/dGame/dComponents/MovementAIComponent.h
Aaron Kimbrell 2d76c81bba feat: server side knockback for AI moved objects
The client only simulates knockbacks on the character it controls
(LWOControllablePhysComponent::msgKnockback); enemies and NPCs are drawn
where the server puts them, so a knockback on them did nothing and
scripts stunned them instead.

MovementAIComponent::Knockback now flies the object the way the client
flies its character: a vector longer than 5 lifts it 0.5, throws it with
that velocity under WorldConfig gravity (times its gravity scale) until
it lands on the navmesh, no sooner than 250ms later; a shorter one moves
it by the vector. Walls taller than a step stop sideways motion, the
landing is put back onto the navmesh, and pathing and the combat AI wait
until it lands (destinations set mid air are walked to afterwards).
Position and velocity go out in the normal serialization every tick.

KnockbackBehavior builds the vector like the client's Cast (strength
capped at 300, angle as elevation, relative, caster and ignore_self) and
knocks back server moved targets that aren't immune, both when the
server casts and when a client's skill hits. The blocked bit it writes
now also answers for the target's knockback immunity, so a player whose
client hasn't caught up with a Personal Fortress isn't knocked out of it.

The AM shield generators knock enemies back like live instead of
stunning them.

Fixes #257
Refs #185

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:54 -05:00

394 lines
9.9 KiB
C++

/*
* Darkflame Universe
* Copyright 2023
*/
#ifndef MOVEMENTAICOMPONENT_H
#define MOVEMENTAICOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "GameMessages.h"
#include "EntityManager.h"
#include "Game.h"
#include "Logger.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include "Zone.h"
#include "dpKnockback.h"
#include <optional>
#include <vector>
class ControllablePhysicsComponent;
class BaseCombatAIComponent;
struct Path;
/**
* Information that describes the different variables used to make an entity move around
*/
struct MovementAIInfo {
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 final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
MovementAIComponent(Entity* parentEntity, const int32_t componentID, MovementAIInfo info);
void SetPath(const std::string pathName);
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 SetMaxSpeed(float value);
/**
* Sets how fast the entity will accelerate when not running at full speed
* @param value the acceleration to set
*/
void SetAcceleration(float value) { m_Acceleration = 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 { return m_Acceleration; };
/**
* 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) { m_HaltDistance = 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 { return m_HaltDistance; }
/**
* Sets the speed the entity is currently running at
* @param value the speed value to set
*/
void SetCurrentSpeed(float value) { m_CurrentSpeed = value; }
/**
* Returns the speed the entity is currently running at
* @return the speed the entity is currently running at
*/
float GetCurrentSpeed() const { return m_CurrentSpeed; }
/**
* 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) { m_LockRotation = value; }
/**
* Returns whether this entity is currently rotationally locked
* @return true if the entity is rotationally locked, false otherwise
*/
bool GetLockRotation() const { return m_LockRotation; };
/**
* 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 { return m_NextWaypoint; }
/**
* 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 if the entity is at its final waypoint
* @return if the entity is at its final waypoint
*/
bool AtFinalWaypoint() const { return m_AtFinalWaypoint; }
/**
* 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<PathWaypoint> path);
void Pause();
void Resume();
NiPoint3 GetVelocity() const;
/**
* 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);
/**
* Returns the total distance remaining along the current path, following the
* interpolated waypoints from the entity's current position to the final destination.
* @return the total remaining path distance in world units
*/
float GetRemainingPathDistance() const;
bool IsPaused() const { return m_Paused; }
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
bool HasPath() const { return m_Path != nullptr; }
void FollowTarget(const LWOOBJID target);
/**
* Knocks this entity back the way the client knocks back the character it controls (the Knockback game
* message): a vector longer than dpKnockback::MIN_LAUNCH_SPEED throws it in an arc under the zone's gravity
* until it lands on the navmesh, a shorter one moves it by the vector. Pathing waits until it lands.
* @param vector the knockback velocity
*/
void Knockback(const NiPoint3& vector);
/**
* Returns whether this entity is flying from a knockback
*/
bool IsKnockedBack() const { return m_Knockback.IsActive(); }
private:
/**
* Moves the entity along its knockback arc, landing it when it reaches the ground
*/
void UpdateKnockback(float deltaTime);
/**
* The height of the ground under a point: the navmesh if the zone has one, else the height the knockback started at
*/
float GetGroundHeight(const NiPoint3& point) const;
/**
* @brief
* Runs the commands on a waypoint if a path exists
*/
void RunWaypointCommands(uint32_t waypointNum);
/**
* 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_MaxSpeed;
/**
* The time it will take to reach the next waypoint using the current speed
*/
float m_TimeTravelled;
/**
* The path this entity is currently traversing
*/
uint32_t m_PathIndex;
/**
* If the entity has reached it last waypoint
*/
bool m_AtFinalWaypoint;
/**
* 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 total time it will take to reach the waypoint form its starting point
*/
float m_TimeToTravel;
/**
* 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_PullingToPoint;
/**
* 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_InterpolatedWaypoints;
/**
* The path from the current position to the destination.
*/
std::stack<PathWaypoint> m_CurrentPath;
const Path* m_Path = nullptr;
NiPoint3 m_SourcePosition;
bool m_Paused;
NiPoint3 m_SavedVelocity;
bool m_IsBounced{};
// The number of waypoints that were on the path in the call to SetPath
uint32_t m_CurrentPathWaypointCount{ 0 };
LWOOBJID m_FollowedTarget{ LWOOBJID_EMPTY };
/**
* The knockback this entity is flying through, if any
*/
dpKnockback::Arc m_Knockback;
/**
* The height the knockback started at, the ground used when the zone has no navmesh
*/
float m_KnockbackStartHeight{};
/**
* A destination set while flying, walked to after landing
*/
std::optional<NiPoint3> m_DestinationAfterKnockback;
};
#endif // MOVEMENTAICOMPONENT_H