DarkflameServer/dGame/dComponents/BaseCombatAIComponent.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

811 lines
20 KiB
C++

#include "BaseCombatAIComponent.h"
#include <BitStream.h>
#include "Entity.h"
#include "EntityManager.h"
#include "ControllablePhysicsComponent.h"
#include "MovementAIComponent.h"
#include "dpWorld.h"
#include "GameMessages.h"
#include "dServer.h"
#include "Game.h"
#include "CDClientDatabase.h"
#include "CDClientManager.h"
#include "DestroyableComponent.h"
#include <algorithm>
#include <sstream>
#include <vector>
#include "SkillComponent.h"
#include "RebuildComponent.h"
#include "DestroyableComponent.h"
#include "Metrics.hpp"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id): Component(parent) {
m_Target = LWOOBJID_EMPTY;
SetAiState(AiState::spawn);
m_Timer = 1.0f;
m_StartPosition = parent->GetPosition();
m_MovementAI = nullptr;
m_Disabled = false;
m_SkillEntries = {};
m_MovementAI = nullptr;
m_SoftTimer = 5.0f;
//Grab the aggro information from BaseCombatAI:
auto componentQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
componentQuery.bind(1, (int)id);
auto componentResult = componentQuery.execQuery();
if (!componentResult.eof()) {
if (!componentResult.fieldIsNull(0))
m_AggroRadius = componentResult.getFloatField(0);
if (!componentResult.fieldIsNull(1))
m_TetherSpeed = componentResult.getFloatField(1);
if (!componentResult.fieldIsNull(2))
m_PursuitSpeed = componentResult.getFloatField(2);
if (!componentResult.fieldIsNull(3))
m_SoftTetherRadius = componentResult.getFloatField(3);
if (!componentResult.fieldIsNull(4))
m_HardTetherRadius = componentResult.getFloatField(4);
}
componentResult.finalize();
// Get aggro and tether radius from settings and use this if it is present. Only overwrite the
// radii if it is greater than the one in the database.
if (m_Parent) {
auto aggroRadius = m_Parent->GetVar<float>(u"aggroRadius");
m_AggroRadius = aggroRadius != 0 ? aggroRadius : m_AggroRadius;
auto tetherRadius = m_Parent->GetVar<float>(u"tetherRadius");
m_HardTetherRadius = tetherRadius != 0 ? tetherRadius : m_HardTetherRadius;
}
/*
* Find skills
*/
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
skillQuery.bind(1, (int)parent->GetLOT());
auto result = skillQuery.execQuery();
while (!result.eof()) {
const auto skillId = static_cast<uint32_t>(result.getIntField(0));
const auto abilityCooldown = static_cast<float>(result.getFloatField(1));
const auto behaviorId = static_cast<uint32_t>(result.getIntField(2));
auto* behavior = Behavior::CreateBehavior(behaviorId);
std::stringstream behaviorQuery;
AiSkillEntry entry = { skillId, 0, abilityCooldown, behavior };
m_SkillEntries.push_back(entry);
result.nextRow();
}
Stun(1.0f);
/*
* Add physics
*/
int32_t collisionGroup = (COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_ENEMY);
CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
auto componentID = componentRegistryTable->GetByIDAndType(parent->GetLOT(), eReplicaComponentType::CONTROLLABLE_PHYSICS);
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
if (physicsComponentTable != nullptr) {
auto* info = physicsComponentTable->GetByID(componentID);
if (info != nullptr) {
collisionGroup = info->bStatic ? COLLISION_GROUP_NEUTRAL : info->collisionGroup;
}
}
//Create a phantom physics volume so we can detect when we're aggro'd.
m_dpEntity = new dpEntity(m_Parent->GetObjectID(), m_AggroRadius);
m_dpEntityEnemy = new dpEntity(m_Parent->GetObjectID(), m_AggroRadius, false);
m_dpEntity->SetCollisionGroup(collisionGroup);
m_dpEntityEnemy->SetCollisionGroup(collisionGroup);
m_dpEntity->SetPosition(m_Parent->GetPosition());
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
dpWorld::Instance().AddEntity(m_dpEntity);
dpWorld::Instance().AddEntity(m_dpEntityEnemy);
}
BaseCombatAIComponent::~BaseCombatAIComponent() {
if (m_dpEntity)
dpWorld::Instance().RemoveEntity(m_dpEntity);
if (m_dpEntityEnemy)
dpWorld::Instance().RemoveEntity(m_dpEntityEnemy);
}
void BaseCombatAIComponent::Update(const float deltaTime) {
//First, we need to process physics:
if (!m_dpEntity) return;
m_dpEntity->SetPosition(m_Parent->GetPosition()); //make sure our position is synced with our dpEntity
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto en : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(en->GetObjectID());
}
//Process exit events
for (auto en : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
}
// Check if we should stop the tether effect
if (m_TetherEffectActive) {
m_TetherTime -= deltaTime;
const auto& info = m_MovementAI->GetInfo();
if (m_Target != LWOOBJID_EMPTY || (NiPoint3::DistanceSquared(
m_StartPosition,
m_Parent->GetPosition()) < 20 * 20 && m_TetherTime <= 0)
) {
GameMessages::SendStopFXEffect(m_Parent, true, "tether");
m_TetherEffectActive = false;
}
}
if (m_SoftTimer <= 0.0f) {
Game::entityManager->SerializeEntity(m_Parent);
m_SoftTimer = 5.0f;
} else {
m_SoftTimer -= deltaTime;
}
if (m_Disabled || m_Parent->GetIsDead())
return;
bool stunnedThisFrame = m_Stunned;
CalculateCombat(deltaTime); // Putting this here for now
if (m_StartPosition == NiPoint3::ZERO) {
m_StartPosition = m_Parent->GetPosition();
}
m_MovementAI = m_Parent->GetComponent<MovementAIComponent>();
if (m_MovementAI == nullptr) {
return;
}
if (stunnedThisFrame) {
m_MovementAI->Stop();
return;
}
if (m_Timer > 0.0f) {
m_Timer -= deltaTime;
return;
}
switch (m_State) {
case AiState::spawn:
Stun(2.0f);
SetAiState(AiState::idle);
break;
case AiState::idle:
Wander();
break;
case AiState::aggro:
OnAggro();
break;
case AiState::tether:
OnTether();
break;
default:
break;
}
}
void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
bool hasSkillToCast = false;
for (auto& entry : m_SkillEntries) {
if (entry.cooldown > 0.0f) {
entry.cooldown -= deltaTime;
} else {
hasSkillToCast = true;
}
}
bool hadRemainingDowntime = m_SkillTime > 0.0f;
if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
auto* rebuild = m_Parent->GetComponent<RebuildComponent>();
if (rebuild != nullptr) {
const auto state = rebuild->GetState();
if (state != eRebuildState::COMPLETED) {
return;
}
}
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
return;
}
skillComponent->CalculateUpdate(deltaTime);
if (m_Disabled) return;
if (m_Stunned) {
m_StunTime -= deltaTime;
if (m_StunTime > 0.0f) {
return;
}
m_StunTime = 0.0f;
m_Stunned = false;
}
if (m_Stunned || hadRemainingDowntime) return;
auto newTarget = FindTarget();
// Tether - reset enemy
if (m_Target != LWOOBJID_EMPTY && newTarget == LWOOBJID_EMPTY) {
m_OutOfCombat = true;
m_OutOfCombatTime = 1.0f;
} else if (newTarget != LWOOBJID_EMPTY) {
m_OutOfCombat = false;
m_OutOfCombatTime = 0.0f;
}
if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
auto serilizationRequired = false;
if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
serilizationRequired = true;
}
if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
serilizationRequired = true;
}
if (serilizationRequired) {
Game::entityManager->SerializeEntity(m_Parent);
}
GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), 6270, u"tether", "tether");
m_TetherEffectActive = true;
m_TetherTime = 3.0f;
}
// Speed towards start position
if (m_MovementAI != nullptr) {
m_MovementAI->SetHaltDistance(0);
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
}
m_OutOfCombat = false;
m_OutOfCombatTime = 0.0f;
}
SetTarget(newTarget);
if (m_Target != LWOOBJID_EMPTY) {
if (m_State == AiState::idle) {
m_Timer = 0;
}
SetAiState(AiState::aggro);
} else {
SetAiState(AiState::idle);
}
if (!hasSkillToCast) return;
if (m_Target == LWOOBJID_EMPTY) {
SetAiState(AiState::idle);
return;
}
auto* target = GetTargetEntity();
if (target != nullptr) {
LookAt(target->GetPosition());
}
for (auto i = 0; i < m_SkillEntries.size(); ++i) {
auto entry = m_SkillEntries.at(i);
if (entry.cooldown > 0) {
continue;
}
const auto result = skillComponent->CalculateBehavior(entry.skillId, entry.behavior->m_behaviorId, LWOOBJID_EMPTY);
if (result.success) {
if (m_MovementAI != nullptr) {
m_MovementAI->Stop();
}
SetAiState(AiState::aggro);
m_Timer = 0;
m_SkillTime = result.skillTime;
entry.cooldown = entry.abilityCooldown + m_SkillTime;
m_SkillEntries[i] = entry;
break;
}
}
}
LWOOBJID BaseCombatAIComponent::FindTarget() {
//const auto reference = m_MovementAI == nullptr ? m_StartPosition : m_MovementAI->ApproximateLocation();
NiPoint3 reference = m_StartPosition;
if (m_MovementAI) reference = m_MovementAI->ApproximateLocation();
auto* target = GetTargetEntity();
if (target != nullptr && !m_DirtyThreat) {
const auto targetPosition = target->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius) {
return m_Target;
}
return LWOOBJID_EMPTY;
}
auto possibleTargets = GetTargetWithinAggroRange();
if (possibleTargets.empty() && m_ThreatEntries.empty()) {
m_DirtyThreat = false;
return LWOOBJID_EMPTY;
}
Entity* optimalTarget = nullptr;
float biggestThreat = 0;
for (const auto& entry : possibleTargets) {
auto* entity = Game::entityManager->GetEntity(entry);
if (entity == nullptr) {
continue;
}
const auto targetPosition = entity->GetPosition();
const auto threat = GetThreat(entry);
const auto maxDistanceSquared = m_HardTetherRadius * m_HardTetherRadius;
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > maxDistanceSquared) {
if (threat > 0) {
SetThreat(entry, 0);
}
continue;
}
if (threat > biggestThreat) {
biggestThreat = threat;
optimalTarget = entity;
continue;
}
const auto proximityThreat = -(Vector3::DistanceSquared(targetPosition, reference) - maxDistanceSquared) / 100; // Proximity threat takes last priority
if (proximityThreat > biggestThreat) {
biggestThreat = proximityThreat;
optimalTarget = entity;
}
}
if (!m_DirtyThreat) {
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
} else {
return optimalTarget->GetObjectID();
}
}
std::vector<LWOOBJID> deadThreats{};
for (const auto& threatTarget : m_ThreatEntries) {
auto* entity = Game::entityManager->GetEntity(threatTarget.first);
if (entity == nullptr) {
deadThreats.push_back(threatTarget.first);
continue;
}
const auto targetPosition = entity->GetPosition();
if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > m_HardTetherRadius * m_HardTetherRadius) {
deadThreats.push_back(threatTarget.first);
continue;
}
if (threatTarget.second > biggestThreat) {
optimalTarget = entity;
biggestThreat = threatTarget.second;
}
}
for (const auto& deadThreat : deadThreats) {
SetThreat(deadThreat, 0);
}
m_DirtyThreat = false;
if (optimalTarget == nullptr) {
return LWOOBJID_EMPTY;
} else {
return optimalTarget->GetObjectID();
}
}
std::vector<LWOOBJID> BaseCombatAIComponent::GetTargetWithinAggroRange() const {
std::vector<LWOOBJID> targets;
for (auto id : m_Parent->GetTargetsInPhantom()) {
auto* other = Game::entityManager->GetEntity(id);
const auto distance = Vector3::DistanceSquared(m_Parent->GetPosition(), other->GetPosition());
if (distance > m_AggroRadius * m_AggroRadius) continue;
targets.push_back(id);
}
return targets;
}
bool BaseCombatAIComponent::IsMech() {
switch (m_Parent->GetLOT()) {
case 6253:
return true;
default:
return false;
}
return false;
}
void BaseCombatAIComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(m_DirtyStateOrTarget || bIsInitialUpdate);
if (m_DirtyStateOrTarget || bIsInitialUpdate) {
outBitStream->Write(uint32_t(m_State));
outBitStream->Write(m_Target);
m_DirtyStateOrTarget = false;
}
}
void BaseCombatAIComponent::SetAiState(AiState newState) {
if (newState == this->m_State) return;
this->m_State = newState;
m_DirtyStateOrTarget = true;
Game::entityManager->SerializeEntity(m_Parent);
}
bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
auto* entity = Game::entityManager->GetEntity(target);
if (entity == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid entity for checking validity (%llu)!", target);
return false;
}
auto* destroyable = entity->GetComponent<DestroyableComponent>();
if (destroyable == nullptr) {
return false;
}
auto* referenceDestroyable = m_Parent->GetComponent<DestroyableComponent>();
if (referenceDestroyable == nullptr) {
Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!", m_Parent->GetObjectID());
return false;
}
auto* quickbuild = entity->GetComponent<RebuildComponent>();
if (quickbuild != nullptr) {
const auto state = quickbuild->GetState();
if (state != eRebuildState::COMPLETED) {
return false;
}
}
auto enemyList = referenceDestroyable->GetEnemyFactionsIDs();
auto candidateList = destroyable->GetFactionIDs();
for (auto value : candidateList) {
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end()) {
return true;
}
}
return false;
}
void BaseCombatAIComponent::SetTarget(const LWOOBJID target) {
if (this->m_Target == target) return;
m_Target = target;
m_DirtyStateOrTarget = true;
Game::entityManager->SerializeEntity(m_Parent);
}
Entity* BaseCombatAIComponent::GetTargetEntity() const {
return Game::entityManager->GetEntity(m_Target);
}
void BaseCombatAIComponent::Taunt(LWOOBJID offender, float threat) {
// Can't taunt self
if (offender == m_Parent->GetObjectID())
return;
m_ThreatEntries[offender] += threat;
m_DirtyThreat = true;
}
float BaseCombatAIComponent::GetThreat(LWOOBJID offender) {
const auto pair = m_ThreatEntries.find(offender);
if (pair == m_ThreatEntries.end()) return 0;
return pair->second;
}
void BaseCombatAIComponent::SetThreat(LWOOBJID offender, float threat) {
if (threat == 0) {
m_ThreatEntries.erase(offender);
} else {
m_ThreatEntries[offender] = threat;
}
m_DirtyThreat = true;
}
const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
return m_StartPosition;
}
void BaseCombatAIComponent::ClearThreat() {
m_ThreatEntries.clear();
m_DirtyThreat = true;
}
void BaseCombatAIComponent::Wander() {
if (!m_MovementAI->AtFinalWaypoint()) {
return;
}
m_MovementAI->SetHaltDistance(0);
const auto& info = m_MovementAI->GetInfo();
const auto div = static_cast<int>(info.wanderDelayMax);
m_Timer = (div == 0 ? 0 : GeneralUtils::GenerateRandomNumber<int>(0, div)) + info.wanderDelayMin; //set a random timer to stay put.
const float radius = info.wanderRadius * sqrt(static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1))); //our wander radius + a bit of random range
const float theta = ((static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1)) * 2 * PI));
const NiPoint3 delta =
{
radius * cos(theta),
0,
radius * sin(theta)
};
auto destination = m_StartPosition + delta;
if (dpWorld::Instance().IsLoaded()) {
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
}
if (Vector3::DistanceSquared(destination, m_MovementAI->GetCurrentPosition()) < 2 * 2) {
m_MovementAI->Stop();
return;
}
m_MovementAI->SetSpeed(m_TetherSpeed);
m_MovementAI->SetDestination(destination);
m_Timer += (m_MovementAI->GetCurrentPosition().x - destination.x) / m_TetherSpeed;
}
void BaseCombatAIComponent::OnAggro() {
if (m_Target == LWOOBJID_EMPTY) return;
auto* target = GetTargetEntity();
if (target == nullptr) {
return;
}
m_MovementAI->SetHaltDistance(m_AttackRadius);
NiPoint3 targetPos = target->GetPosition();
NiPoint3 currentPos = m_MovementAI->GetCurrentPosition();
// If the player's position is within range, attack
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
} else //Chase the player's new position
{
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(targetPos);
SetAiState(AiState::tether);
}
m_Timer += 0.5f;
}
void BaseCombatAIComponent::OnTether() {
auto* target = GetTargetEntity();
if (target == nullptr) {
return;
}
m_MovementAI->SetHaltDistance(m_AttackRadius);
NiPoint3 targetPos = target->GetPosition();
NiPoint3 currentPos = m_MovementAI->ApproximateLocation();
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
m_MovementAI->Stop();
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
{
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(m_StartPosition);
SetAiState(AiState::aggro);
} else {
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
m_MovementAI->SetSpeed(m_PursuitSpeed);
m_MovementAI->SetDestination(targetPos);
}
m_Timer += 0.5f;
}
bool BaseCombatAIComponent::GetStunned() const {
return m_Stunned;
}
void BaseCombatAIComponent::SetStunned(const bool value) {
m_Stunned = value;
}
bool BaseCombatAIComponent::GetStunImmune() const {
return m_StunImmune;
}
void BaseCombatAIComponent::SetStunImmune(bool value) {
m_StunImmune = value;
}
float BaseCombatAIComponent::GetTetherSpeed() const {
return m_TetherSpeed;
}
void BaseCombatAIComponent::SetTetherSpeed(float value) {
m_TetherSpeed = value;
}
void BaseCombatAIComponent::Stun(const float time) {
if (m_StunImmune || m_StunTime > time) {
return;
}
m_StunTime = time;
m_Stunned = true;
}
float BaseCombatAIComponent::GetAggroRadius() const {
return m_AggroRadius;
}
void BaseCombatAIComponent::SetAggroRadius(const float value) {
m_AggroRadius = value;
}
void BaseCombatAIComponent::LookAt(const NiPoint3& point) {
if (m_Stunned) {
return;
}
m_Parent->SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), point));
}
void BaseCombatAIComponent::SetDisabled(bool value) {
m_Disabled = value;
}
bool BaseCombatAIComponent::GetDistabled() const {
return m_Disabled;
}
void BaseCombatAIComponent::Sleep() {
m_dpEntity->SetSleeping(true);
m_dpEntityEnemy->SetSleeping(true);
}
void BaseCombatAIComponent::Wake() {
m_dpEntity->SetSleeping(false);
m_dpEntityEnemy->SetSleeping(false);
}