mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-11-14 07:47:13 +00:00
DoObjectComponentLoad walks the client's load order and calls the type's allocator from a table, like ObjectLoader2, instead of one 76-case switch. Components with rules of their own have a static Allocator (the client's LWOxComponent::Allocator); the rest share a registry allocator. The load state moves to ObjectLoadState.h so the allocators can take it. Construction bytes are identical for all 15,962 LOTs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
402 lines
10 KiB
C++
402 lines
10 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>
|
|
|
|
struct ObjectLoadState;
|
|
|
|
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{};
|
|
|
|
/**
|
|
* The percent chance to move each time the wander timer runs out
|
|
*/
|
|
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;
|
|
|
|
// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
|
|
static void Allocator(Entity& entity, ObjectLoadState& state);
|
|
|
|
MovementAIComponent(Entity* parentEntity, const int32_t componentID, MovementAIInfo info);
|
|
|
|
void LoadDataFromTemplate() override;
|
|
void LoadConfigData() override;
|
|
|
|
void SetPath(const std::string pathName);
|
|
|
|
void Run(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
|