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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
625 lines
16 KiB
C++
625 lines
16 KiB
C++
#include "MovementAIComponent.h"
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#include <utility>
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#include <cmath>
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#include "ControllablePhysicsComponent.h"
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#include "BaseCombatAIComponent.h"
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#include "dpCommon.h"
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#include "dpWorld.h"
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#include "EntityManager.h"
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#include "SimplePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
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MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
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m_Info = std::move(info);
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m_Done = false;
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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//Try and fix the insane values:
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if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius = m_Info.wanderRadius * 0.5f;
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if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f;
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if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed = m_Info.wanderSpeed * 0.5f;
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m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
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m_NextWaypoint = GetCurrentPosition();
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m_Acceleration = 0.4f;
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m_Interrupted = false;
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m_PullPoint = {};
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m_HaltDistance = 0;
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m_CurrentSpeed = 0;
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m_Speed = 0;
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m_WaypointPathSpeed = 1.0f;
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m_TotalTime = 0;
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m_Timer = 0;
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m_LockRotation = false;
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m_WaypointPathIndex = parent->GetVarAs<int>(u"attached_path_start");
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m_NavPathIndex = 0;
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}
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MovementAIComponent::~MovementAIComponent() = default;
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void MovementAIComponent::Update(const float deltaTime) {
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// pull to point update take priority
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if (m_Interrupted) {
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const auto source = GetCurrentPosition();
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const auto speed = deltaTime * 2.5f;
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NiPoint3 velocity;
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velocity.x = (m_PullPoint.x - source.x) * speed;
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velocity.y = (m_PullPoint.y - source.y) * speed;
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velocity.z = (m_PullPoint.z - source.z) * speed;
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SetPosition(source + velocity);
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if (Vector3::DistanceSquared(GetCurrentPosition(), m_PullPoint) < 2 * 2) {
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m_Interrupted = false;
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}
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return;
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}
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// Navmesh pathing logic
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if (!m_Queue.empty()) {
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PullToPoint(m_Queue.top());
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m_Queue.pop();
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return;
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}
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// waypoint pathing logic
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if (m_CurrentPath){
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if (!m_Done && !m_Waiting){
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if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) {
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auto speed = m_BaseSpeed * m_PathSpeed;
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auto source = m_Parent->GetPosition();
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auto dest = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex).position;
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// TODO: do this better and more sanely
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auto hasNavMesh = dpWorld::Instance().IsLoaded();
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if (hasNavMesh) dest.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(dest);
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if (abs(dest.y - source.y) > 10) dest.y = source.y; // hacky way to not glitch with weird heights without nav meshes
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// if we are close enough to the destination waypoint
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (!AdvancePathWaypointIndex()) return;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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if (length > 0) {
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velocity.x = (delta.x / length) * m_BaseSpeed;
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velocity.y = (delta.y / length) * m_BaseSpeed;
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velocity.z = (delta.z / length) * m_BaseSpeed;
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}
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NiPoint3 velocity_pos;
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if (length > 0) {
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velocity_pos.x = (delta.x / length) * speed * deltaTime;
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velocity_pos.y = (delta.y / length) * speed * deltaTime;
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velocity_pos.z = (delta.z / length) * speed * deltaTime;
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}
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// Game::logger->Log("ControllablePhysicsComponent", "v.x %f v.y %f v.z %f", velocity.x, velocity.y, velocity.z);
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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} else if (!m_Done && m_Waiting) { // waiting, meaing we are at a waypoint, and we want to do something
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// handle waiting
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if (m_WaitingTime > 0) {
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m_WaitingTime = m_WaitingTime - deltaTime;
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} else if (m_WaitingTime < 0){
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m_Waiting = false;
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m_WaitingTime = 0;
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// end handle waiting
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} else if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) ArrivedAtPathWaypoint();
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}
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}
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}
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// if (m_HaltDistance > 0) {
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// if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
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// {
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// Stop();
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// return;
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// }
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// }
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// if (m_Timer > 0) {
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// m_Timer -= deltaTime;
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// if (m_Timer > 0) {
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// return;
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// }
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// m_Timer = 0;
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// }
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// const auto source = GetCurrentWaypoint();
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// SetPosition(source);
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// NiPoint3 velocity = NiPoint3::ZERO;
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// if (AdvanceWaypointIndex()) // Do we have another waypoint to seek?
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// {
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// m_NextWaypoint = GetCurrentWaypoint();
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// if (m_NextWaypoint == source) {
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// m_Timer = 0;
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// goto nextAction;
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// }
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// if (m_CurrentSpeed < m_Speed) {
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// m_CurrentSpeed += m_Acceleration;
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// }
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// if (m_CurrentSpeed > m_Speed) {
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// m_CurrentSpeed = m_Speed;
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// }
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// const auto speed = m_CurrentSpeed * m_BaseSpeed;
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// const auto delta = m_NextWaypoint - source;
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// // Normalize the vector
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// const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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// if (length > 0) {
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// velocity.x = (delta.x / length) * speed;
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// velocity.y = (delta.y / length) * speed;
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// velocity.z = (delta.z / length) * speed;
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// }
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// // Calclute the time it will take to reach the next waypoint with the current speed
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// m_TotalTime = m_Timer = length / speed;
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// SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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// } else {
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// // Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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// if (!m_Queue.empty()) {
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// SetDestination(m_Queue.top());
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// m_Queue.pop();
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// } else {
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// // We have reached our final waypoint
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// Stop();
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// return;
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// }
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// }
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// nextAction:
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// SetVelocity(velocity);
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// EntityManager::Instance()->SerializeEntity(m_Parent);
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const MovementAIInfo& MovementAIComponent::GetInfo() const {
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return m_Info;
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}
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void MovementAIComponent::ArrivedAtPathWaypoint(){
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// TODO: Call scripts here
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PathWaypoint waypoint = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex);
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if (waypoint.config.size() > 0) {
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for (LDFBaseData* action : waypoint.config) {
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if (action) {
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// delay: has time as float
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if (action->GetKey() == u"delay"){
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m_WaitingTime += std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// emote: has name of animation to play
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} else if (action->GetKey() == u"emote"){
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GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
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// TODO Get proper animation time and add to wait
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m_WaitingTime += 1;
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// pathspeed: has pathing speed as a float
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} else if (action->GetKey() == u"pathspeed") {
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m_PathSpeed = std::stof(action->GetValueAsString());
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// changeWP: <path to change to>,<waypoint to use> the command and waypoint are optional
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} else if (action->GetKey() == u"changeWP") {
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// use an intermediate value since it can be one or two things
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auto intermed = action->GetValueAsString();
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std::string path_string = "";
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// sometimes there's a path and what waypoint to start, which are comma separated
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if (intermed.find(",") != std::string::npos){
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auto datas = GeneralUtils::SplitString(intermed, ',');
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path_string = datas[0];
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m_WaypointPathIndex = stoi(datas[1]) - 1; // becuase 0 vs 1 indexed
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} else {
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path_string = intermed;
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m_WaypointPathIndex = 0;
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}
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if (path_string != "") {
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m_CurrentPath = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(path_string));
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} else m_CurrentPath = nullptr;
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} else {
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// We don't recognize the action, let a dev know
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Game::logger->LogDebug("ControllablePhysicsComponent", "Unhandled action %s", GeneralUtils::UTF16ToWTF8(action->GetKey()).c_str());
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}
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}
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}
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}
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if (m_WaitingTime == 0) { // if we don't have any time to wait
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m_Waiting = false;
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}
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}
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bool MovementAIComponent::AdvancePathWaypointIndex() {
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if (m_CurrentPath->pathBehavior == PathBehavior::Loop) {
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
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// If we reach the end, go back to the starting index since the path is a loop
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m_WaypointPathIndex = 0;
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} else m_WaypointPathIndex++; // Otherwise continue
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} else if (m_CurrentPath->pathBehavior == PathBehavior::Bounce){ // Ping Pong
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// Are we going in reverse already?
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if (m_Reverse){ // Then we're subtracting
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if (m_WaypointPathIndex - 1 < 0){ // Stop reversing if we are at the beginning
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m_Reverse = false;
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m_WaypointPathIndex++;
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} else m_WaypointPathIndex--; // Otherwise continue reverseing
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} else { // Then we're adding
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1){ // Start reversing if we are at the end
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m_Reverse = true;
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m_WaypointPathIndex--;
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} else m_WaypointPathIndex++; // Otherwise continue going up
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}
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} else if (m_CurrentPath->pathBehavior == PathBehavior::Once){
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
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m_CurrentPath = nullptr; // If we reach the end, we don't continue
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return false;
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} else m_WaypointPathIndex++; // Otherwise continue
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}
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m_Waiting = true;
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return true;
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}
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bool MovementAIComponent::AdvanceNavWaypointIndex() {
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}
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NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
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if (m_PathIndex >= m_CurrentPath->pathWaypoints.size()) {
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return GetCurrentPosition();
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}
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return m_CurrentPath->pathWaypoints[m_PathIndex].position;
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}
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NiPoint3 MovementAIComponent::GetNextWaypoint() const {
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return m_NextWaypoint;
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}
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NiPoint3 MovementAIComponent::GetCurrentPosition() const {
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return m_Parent->GetPosition();
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}
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// get's the approximate location where the entity should be on the path
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NiPoint3 MovementAIComponent::ApproximateLocation() const {
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auto source = GetCurrentPosition();
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if (m_Done) {
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return source;
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}
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auto destination = m_NextWaypoint;
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auto factor = m_TotalTime > 0 ? (m_TotalTime - m_Timer) / m_TotalTime : 0;
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auto x = source.x + factor * (destination.x - source.x);
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auto y = source.y + factor * (destination.y - source.y);
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auto z = source.z + factor * (destination.z - source.z);
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NiPoint3 approximation = NiPoint3(x, y, z);
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if (dpWorld::Instance().IsLoaded()) {
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approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation);
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}
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return approximation;
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}
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bool MovementAIComponent::Warp(const NiPoint3& point) {
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Stop();
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NiPoint3 destination = point;
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if (dpWorld::Instance().IsLoaded()) {
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destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point);
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if (std::abs(destination.y - point.y) > 3) {
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return false;
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}
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}
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SetPosition(destination);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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return true;
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}
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float MovementAIComponent::GetTimer() const {
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return m_Timer;
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}
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bool MovementAIComponent::AtFinalWaypoint() const {
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return m_Done;
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}
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void MovementAIComponent::Stop() {
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if (m_Done) {
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return;
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}
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// SetPosition(ApproximateLocation());
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SetPosition(GetCurrentPosition());
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SetVelocity(NiPoint3::ZERO);
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m_TotalTime = m_Timer = 0;
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m_Done = true;
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m_CurrentSpeed = 0;
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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void MovementAIComponent::PullToPoint(const NiPoint3& point) {
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Stop();
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m_Interrupted = true;
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m_PullPoint = point;
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}
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float MovementAIComponent::GetBaseSpeed(LOT lot) {
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// Check if the lot is in the cache
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const auto& it = m_PhysicsSpeedCache.find(lot);
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if (it != m_PhysicsSpeedCache.end()) {
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return it->second;
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}
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
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int32_t componentID;
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CDPhysicsComponent* physicsComponent = nullptr;
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componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1);
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if (componentID != -1) {
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physicsComponent = physicsComponentTable->GetByID(componentID);
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goto foundComponent;
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}
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componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
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if (componentID != -1) {
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physicsComponent = physicsComponentTable->GetByID(componentID);
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goto foundComponent;
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}
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foundComponent:
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float speed;
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if (physicsComponent == nullptr) {
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speed = 8;
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} else {
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speed = physicsComponent->speed;
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}
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m_PhysicsSpeedCache[lot] = speed;
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return speed;
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}
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void MovementAIComponent::SetPosition(const NiPoint3& value) {
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetPosition(value);
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return;
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}
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auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetPosition(value);
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}
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}
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void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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if (m_LockRotation) {
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return;
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}
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetRotation(value);
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return;
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}
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auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetRotation(value);
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}
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}
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void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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controllablePhysicsComponent->SetVelocity(value);
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return;
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}
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auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysicsComponent != nullptr) {
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simplePhysicsComponent->SetVelocity(value);
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}
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}
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void MovementAIComponent::SetDestination(const NiPoint3& value) {
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if (m_Interrupted) {
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return;
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}
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/*if (Vector3::DistanceSquared(value, GetDestination()) < 2 * 2)
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{
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return;
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}*/
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const auto location = ApproximateLocation();
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if (!AtFinalWaypoint()) {
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SetPosition(location);
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}
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std::vector<NiPoint3> computedPath;
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if (dpWorld::Instance().IsLoaded()) {
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computedPath = dpWorld::Instance().GetNavMesh()->GetPath(GetCurrentPosition(), value, m_Info.wanderSpeed);
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} else {
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// Than take 10 points between the current position and the destination and make that the path
|
|
|
|
auto point = location;
|
|
|
|
auto delta = value - point;
|
|
|
|
auto step = delta / 10;
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
point = point + step;
|
|
|
|
computedPath.push_back(point);
|
|
}
|
|
}
|
|
|
|
if (computedPath.empty()) // Somehow failed
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_Queue.push(location);
|
|
|
|
// Simply path
|
|
for (auto point : computedPath) {
|
|
if (dpWorld::Instance().IsLoaded()) {
|
|
point.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point);
|
|
}
|
|
|
|
m_Queue.push(point);
|
|
}
|
|
|
|
m_Queue.push(computedPath[computedPath.size() - 1]);
|
|
|
|
m_PathIndex = 0;
|
|
|
|
m_TotalTime = m_Timer = 0;
|
|
|
|
m_Done = false;
|
|
}
|
|
|
|
NiPoint3 MovementAIComponent::GetDestination() const {
|
|
if (!m_CurrentPath) {
|
|
return GetCurrentPosition();
|
|
}
|
|
|
|
return m_CurrentPath->pathWaypoints[m_CurrentPath->pathWaypoints.size() - 1].position;
|
|
}
|
|
|
|
void MovementAIComponent::SetSpeed(const float value) {
|
|
m_Speed = value;
|
|
m_Acceleration = value / 5;
|
|
}
|
|
|
|
float MovementAIComponent::GetSpeed() const {
|
|
return m_Speed;
|
|
}
|
|
|
|
void MovementAIComponent::SetAcceleration(const float value) {
|
|
m_Acceleration = value;
|
|
}
|
|
|
|
float MovementAIComponent::GetAcceleration() const {
|
|
return m_Acceleration;
|
|
}
|
|
|
|
void MovementAIComponent::SetHaltDistance(const float value) {
|
|
m_HaltDistance = value;
|
|
}
|
|
|
|
float MovementAIComponent::GetHaltDistance() const {
|
|
return m_HaltDistance;
|
|
}
|
|
|
|
void MovementAIComponent::SetCurrentSpeed(float value) {
|
|
m_CurrentSpeed = value;
|
|
}
|
|
|
|
float MovementAIComponent::GetCurrentSpeed() const {
|
|
return m_CurrentSpeed;
|
|
}
|
|
|
|
void MovementAIComponent::SetLockRotation(bool value) {
|
|
m_LockRotation = value;
|
|
}
|
|
|
|
bool MovementAIComponent::GetLockRotation() const {
|
|
return m_LockRotation;
|
|
}
|