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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 07:57:21 +00:00
0545adfac3
Have fun!
554 lines
10 KiB
C++
554 lines
10 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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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 = true;
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_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_Timer = 0;
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m_CurrentSpeed = 0;
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m_Speed = 0;
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m_TotalTime = 0;
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m_LockRotation = false;
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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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if (m_Interrupted)
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{
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const auto source = GetCurrentWaypoint();
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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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{
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m_Interrupted = false;
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}
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return;
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}
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if (AtFinalWaypoint()) // Are we done?
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{
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return;
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}
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if (m_HaltDistance > 0)
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{
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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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{
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m_Timer -= deltaTime;
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if (m_Timer > 0)
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{
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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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{
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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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{
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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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{
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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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{
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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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}
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else
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{
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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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{
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SetDestination(m_Queue.top());
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m_Queue.pop();
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}
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else
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{
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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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}
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const MovementAIInfo& MovementAIComponent::GetInfo() const
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{
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return m_Info;
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}
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bool MovementAIComponent::AdvanceWaypointIndex()
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{
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if (m_PathIndex >= m_CurrentPath.size())
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{
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return false;
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}
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m_PathIndex++;
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return true;
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}
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NiPoint3 MovementAIComponent::GetCurrentWaypoint() const
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{
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if (m_PathIndex >= m_CurrentPath.size())
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{
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return GetCurrentPosition();
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}
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return m_CurrentPath[m_PathIndex];
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}
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NiPoint3 MovementAIComponent::GetNextWaypoint() const
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{
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return m_NextWaypoint;
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}
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NiPoint3 MovementAIComponent::GetCurrentPosition() const
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{
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return m_Parent->GetPosition();
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}
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NiPoint3 MovementAIComponent::ApproximateLocation() const
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{
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auto source = GetCurrentPosition();
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if (m_Done)
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{
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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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{
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approximation.y = dpWorld::Instance().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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{
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Stop();
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NiPoint3 destination = point;
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if (dpWorld::Instance().IsLoaded())
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{
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destination.y = dpWorld::Instance().GetHeightAtPoint(point);
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if (std::abs(destination.y - point.y) > 3)
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{
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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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{
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return m_Timer;
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}
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bool MovementAIComponent::AtFinalWaypoint() const
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{
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return m_Done;
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}
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void MovementAIComponent::Stop()
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{
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if (m_Done)
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{
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return;
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}
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SetPosition(ApproximateLocation());
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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_CurrentPath = {};
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m_PathIndex = 0;
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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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{
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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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void MovementAIComponent::SetPath(std::vector<NiPoint3> path)
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{
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std::reverse(path.begin(), path.end());
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for (const auto& point : path)
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{
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m_Queue.push(point);
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}
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SetDestination(m_Queue.top());
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m_Queue.pop();
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}
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float MovementAIComponent::GetBaseSpeed(LOT lot)
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{
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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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{
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return it->second;
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}
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance()->GetTable<CDPhysicsComponentTable>("PhysicsComponent");
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int32_t componentID;
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CDPhysicsComponent* physicsComponent = nullptr;
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componentID = componentRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_CONTROLLABLE_PHYSICS, -1);
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if (componentID != -1)
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{
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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, COMPONENT_TYPE_SIMPLE_PHYSICS, -1);
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if (componentID != -1)
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{
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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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{
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speed = 8;
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}
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else
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{
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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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{
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr)
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{
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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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{
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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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{
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if (m_LockRotation)
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{
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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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{
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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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{
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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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{
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr)
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{
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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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{
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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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{
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if (m_Interrupted)
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{
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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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{
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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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{
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computedPath = dpWorld::Instance().GetPath(GetCurrentPosition(), value, m_Info.wanderSpeed);
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}
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else
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{
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// Than take 10 points between the current position and the destination and make that the path
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auto point = location;
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auto delta = value - point;
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auto step = delta / 10;
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for (int i = 0; i < 10; i++)
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{
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point = point + step;
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computedPath.push_back(point);
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}
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}
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if (computedPath.empty()) // Somehow failed
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{
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return;
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}
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m_CurrentPath.clear();
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m_CurrentPath.push_back(location);
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// Simply path
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for (auto point : computedPath)
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{
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if (dpWorld::Instance().IsLoaded())
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{
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point.y = dpWorld::Instance().GetHeightAtPoint(point);
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}
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m_CurrentPath.push_back(point);
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}
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m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
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m_PathIndex = 0;
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m_TotalTime = m_Timer = 0;
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m_Done = false;
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}
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NiPoint3 MovementAIComponent::GetDestination() const
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{
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if (m_CurrentPath.empty())
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{
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return GetCurrentPosition();
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}
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return m_CurrentPath[m_CurrentPath.size() - 1];
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}
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void MovementAIComponent::SetSpeed(const float value)
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{
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m_Speed = value;
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m_Acceleration = value / 5;
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}
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float MovementAIComponent::GetSpeed() const
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{
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return m_Speed;
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}
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void MovementAIComponent::SetAcceleration(const float value)
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{
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m_Acceleration = value;
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}
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float MovementAIComponent::GetAcceleration() const
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{
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return m_Acceleration;
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}
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void MovementAIComponent::SetHaltDistance(const float value)
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{
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m_HaltDistance = value;
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}
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float MovementAIComponent::GetHaltDistance() const
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{
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return m_HaltDistance;
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}
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void MovementAIComponent::SetCurrentSpeed(float value)
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{
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m_CurrentSpeed = value;
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}
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float MovementAIComponent::GetCurrentSpeed() const
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{
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return m_CurrentSpeed;
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}
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void MovementAIComponent::SetLockRotation(bool value)
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{
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m_LockRotation = value;
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}
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bool MovementAIComponent::GetLockRotation() const
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{
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return m_LockRotation;
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}
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