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772ac06e94
Update Zone.cpp Update Zone.h Update Zone.h Update MovingPlatformComponent.cpp Update ProximityMonitorComponent.cpp quick cleanup Use correct logging
395 lines
10 KiB
C++
395 lines
10 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2023
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*/
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#ifndef MOVEMENTAICOMPONENT_H
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#define MOVEMENTAICOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include <vector>
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class ControllablePhysicsComponent;
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class BaseCombatAIComponent;
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class Path;
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/**
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* Information that describes the different variables used to make an entity move around
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*/
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struct MovementAIInfo {
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std::string movementType;
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/**
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* The radius that the entity can wander in
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*/
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float wanderRadius;
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/**
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* The speed at which the entity wanders
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*/
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float wanderSpeed;
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/**
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* This is only used for the emotes
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*/
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float wanderChance;
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/**
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* The min amount of delay before wandering
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*/
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float wanderDelayMin;
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/**
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* The max amount of delay before wandering
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*/
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float wanderDelayMax;
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};
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/**
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* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
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* actually handles attacking and following enemy entities.
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*/
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class MovementAIComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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void Update(float deltaTime) override;
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/**
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* Returns the basic settings that this entity uses to move around
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* @return the basic settings that this entity uses to move around
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*/
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const MovementAIInfo& GetInfo() const;
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/**
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* Set a destination point for the entity to move towards
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* @param value the destination point to move towards
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*/
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void SetDestination(const NiPoint3& value);
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/**
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* Returns the current rotation this entity is moving towards
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* @return the current rotation this entity is moving towards
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*/
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NiPoint3 GetDestination() const;
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/**
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* Sets the max speed at which this entity may run
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* @param value the speed value to set
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*/
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void SetMaxSpeed(float value);
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/**
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* Sets how fast the entity will accelerate when not running at full speed
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* @param value the acceleration to set
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*/
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void SetAcceleration(float value) { m_Acceleration = value; };
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/**
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* Returns the current speed at which this entity accelerates when not running at full speed
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* @return the current speed at which this entity accelerates when not running at full speed
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*/
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float GetAcceleration() const { return m_Acceleration; };
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/**
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* Sets the halting distance (the distance at which we consider the target to be reached)
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* @param value the halting distance to set
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*/
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void SetHaltDistance(float value) { m_HaltDistance = value; }
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/**
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* Returns the current halting distance (the distance at which we consider the target to be reached)
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* @return the current halting distance
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*/
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float GetHaltDistance() const { return m_HaltDistance; }
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/**
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* Sets the speed the entity is currently running at
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* @param value the speed value to set
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*/
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void SetCurrentSpeed(float value) { m_CurrentSpeed = value; }
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/**
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* Returns the speed the entity is currently running at
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* @return the speed the entity is currently running at
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*/
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float GetCurrentSpeed() const { return m_CurrentSpeed; }
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/**
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* Locks the rotation of this entity in place, depending on the argument
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* @param value if true, the entity will be rotationally locked
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*/
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void SetLockRotation(bool value) { m_LockRotation = value; }
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/**
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* Returns whether this entity is currently rotationally locked
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* @return true if the entity is rotationally locked, false otherwise
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*/
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bool GetLockRotation() const { return m_LockRotation; };
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/**
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* Attempts to update the waypoint index, making the entity move to the next waypoint
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* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
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*/
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bool AdvanceWaypointIndex();
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/**
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* Returns the waypoint the entity is currently moving towards
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* @return the waypoint the entity is currently moving towards
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*/
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NiPoint3 GetCurrentWaypoint() const;
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/**
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* Returns the waypoint this entity is supposed to move towards next
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* @return the waypoint this entity is supposed to move towards next
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*/
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NiPoint3 GetNextWaypoint() const { return m_NextWaypoint; }
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NiPoint3 GetNextPathWaypoint() const {
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if (m_CurrentPath.empty()) return GetNextWaypoint();
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if (m_IsInReverse) {
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return m_CurrentPathWaypointIndex - 1 < 0 ?
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m_CurrentPath.front() :
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m_CurrentPath.at(m_CurrentPathWaypointIndex - 1);
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} else {
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return m_CurrentPathWaypointIndex + 1 >= m_CurrentPath.size() ?
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m_CurrentPath.back() :
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m_CurrentPath.at(m_CurrentPathWaypointIndex + 1);
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}
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}
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/**
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* Returns the approximate current location of the entity, including y coordinates
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* @return the approximate current location of the entity
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*/
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NiPoint3 ApproximateLocation() const;
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/**
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* Teleports this entity to a position. If the distance between the provided point and the y it should have
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* according to map data, this will not succeed (to avoid teleporting entities into the sky).
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* @param point the point to teleport to
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* @return true if the warp was successful, false otherwise
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*/
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bool Warp(const NiPoint3& point);
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/**
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* Returns if the entity is at its final waypoint
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* @return if the entity is at its final waypoint
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*/
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bool AtFinalWaypoint() const { return m_AtFinalWaypoint; }
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bool IsPaused() const { return m_IsPaused; }
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/**
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* Pauses the current pathing of this entity. The current path waypoint will be saved for resuming later.
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*/
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void Pause();
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/**
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* Resumes pathing from the current position to the destination that was set
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* when the entity was paused.
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*/
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void Resume();
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/**
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* Renders the entity stationary
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*/
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void Stop();
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void ReversePath();
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void HandleWaypointArrived(uint32_t commandIndex);
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void SetupPath(const std::string& pathname);
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float GetCurrentPathWaypointSpeed() const;
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/**
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* Stops the current movement and moves the entity to a certain point. Will continue until it's close enough,
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* after which its AI is enabled again.
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* @param point the point to move towards
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*/
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void PullToPoint(const NiPoint3& point);
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/**
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* Sets a path to follow for the AI
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* @param path the path to follow
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*/
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void SetPath(const std::vector<NiPoint3>& path, bool startsInReverse = false);
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// Advance the path waypoint index and return if there is a next waypoint
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bool AdvancePathWaypointIndex();
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const NiPoint3& GetCurrentPathWaypoint() const;
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void SetPathStartingWaypointIndex(int32_t value) { m_StartingWaypointIndex = value; }
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bool HasAttachedPathStart() const { return m_StartingWaypointIndex != -1; }
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/**
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* Returns the base speed from the DB for a given LOT
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* @param lot the lot to check for
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* @return the base speed of the lot
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*/
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static float GetBaseSpeed(LOT lot);
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const bool GetIsInReverse(){ return m_IsInReverse; };
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private:
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float HandleWaypointCommandGroupEmote(const std::string& data);
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void HandleWaypointCommandSetVariable(const std::string& data);
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void HandleWaypointCommandCastSkill(const std::string& data);
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void HandleWaypointCommandEquipInventory(const std::string& data);
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void HandleWaypointCommandUnequipInventory(const std::string& data);
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float HandleWaypointCommandDelay(const std::string& data);
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void HandleWaypointCommandTeleport(const std::string& data);
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void HandleWaypointCommandPathSpeed(const std::string& data);
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void HandleWaypointCommandRemoveNPC(const std::string& data);
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void HandleWaypointCommandChangeWaypoint(const std::string& data);
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void HandleWaypointCommandSpawnObject(const std::string& data);
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/**
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* Sets the current position of the entity
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* @param value the position to set
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*/
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void SetPosition(const NiPoint3& value);
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/**
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* Sets the current rotation of the entity
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* @param value the rotation to set
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*/
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void SetRotation(const NiQuaternion& value);
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/**
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* Sets the current velocity of the entityes
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value);
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/**
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* Base information regarding the movement information for this entity
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*/
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MovementAIInfo m_Info;
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/**
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* The point this entity is moving towards
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*/
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NiPoint3 m_NextWaypoint;
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/**
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* The max speed this entity may move at
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*/
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float m_MaxSpeed;
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/**
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* The time it will take to reach the next waypoint using the current speed
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*/
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float m_TimeTravelled;
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/**
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* The path this entity is currently traversing
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*/
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int32_t m_PathIndex;
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/**
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* If the entity has reached it last waypoint
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*/
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bool m_AtFinalWaypoint;
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/**
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* The speed the entity is currently moving at
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*/
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float m_CurrentSpeed;
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/**
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* The acceleration this entity has when not moving at its top speed yet
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*/
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float m_Acceleration;
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/**
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* The distance between the current position and the target waypoint to consider it reached (to not ghost into it).
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*/
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float m_HaltDistance;
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/**
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* The total time it will take to reach the waypoint form its starting point
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*/
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float m_TimeToTravel;
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/**
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* The base speed this entity has
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*/
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float m_BaseSpeed;
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/**
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* If the AI is currently turned of (e.g. when teleporting to some location)
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*/
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bool m_PullingToPoint;
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/**
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* A position that the entity is currently moving towards while being interrupted
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*/
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NiPoint3 m_PullPoint;
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/**
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* If the entity is currently rotationally locked
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*/
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bool m_LockRotation;
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/**
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* Optional direct link to the combat AI component of the parent entity
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*/
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BaseCombatAIComponent* m_BaseCombatAI = nullptr;
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/**
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* The path the entity is currently following
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*/
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std::vector<NiPoint3> m_InterpolatedWaypoints;
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/**
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* The path from the current position to the destination.
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*/
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std::vector<NiPoint3> m_CurrentPath;
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/**
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* The index of the current waypoint in the path
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*/
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int32_t m_CurrentPathWaypointIndex;
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/**
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* The index of the next waypoint in the path
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*/
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int32_t m_NextPathWaypointIndex;
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/**
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* Whether or not the path is being read in reverse
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*/
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bool m_IsInReverse;
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/**
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* Whether or not the current movement via pathing is paused.
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*/
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bool m_IsPaused;
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/**
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* The optional path this component will follow.
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*/
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const Path* m_Path = nullptr;
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/**
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* The starting index for the provided path
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*/
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int32_t m_StartingWaypointIndex = -1;
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};
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#endif // MOVEMENTAICOMPONENT_H
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