DarkflameServer/dGame/dComponents/ProximityMonitorComponent.cpp
David Markowitz bd9b790e1d
feat: Add MovingAI pathing for NPCs without combatAI (#1509)
* remove goto

* Update MovementAIComponent.cpp

* convert to PathWaypoint

Easier for usage with paths

* add path parsing

* ref removal, simplification of work

* it works

* Update MovementAIComponent.cpp

* disable pathing for combat

we just need it for npcs for now, combat ai can be done later

* fixed stuttery enemies

wow

* start at ramped up speed

* add pausing and resuming

* Update MovementAIComponent.cpp

* Update MovementAIComponent.h

* Update CMakeLists.txt
2024-03-26 21:06:22 -05:00

80 lines
2.4 KiB
C++

#include "ProximityMonitorComponent.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
const std::map<LWOOBJID, dpEntity*> ProximityMonitorComponent::m_EmptyObjectMap = {};
ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, int radiusSmall, int radiusLarge) : Component(parent) {
if (radiusSmall != -1 && radiusLarge != -1) {
SetProximityRadius(radiusSmall, "rocketSmall");
SetProximityRadius(radiusLarge, "rocketLarge");
}
}
ProximityMonitorComponent::~ProximityMonitorComponent() {
for (const auto& en : m_ProximitiesData) {
if (!en.second) continue;
dpWorld::RemoveEntity(en.second);
}
m_ProximitiesData.clear();
}
void ProximityMonitorComponent::SetProximityRadius(float proxRadius, const std::string& name) {
dpEntity* en = new dpEntity(m_Parent->GetObjectID(), proxRadius);
en->SetPosition(m_Parent->GetPosition());
dpWorld::AddEntity(en);
m_ProximitiesData.insert(std::make_pair(name, en));
}
void ProximityMonitorComponent::SetProximityRadius(dpEntity* entity, const std::string& name) {
dpWorld::AddEntity(entity);
entity->SetPosition(m_Parent->GetPosition());
m_ProximitiesData.insert(std::make_pair(name, entity));
}
const std::map<LWOOBJID, dpEntity*>& ProximityMonitorComponent::GetProximityObjects(const std::string& name) {
const auto& iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
return m_EmptyObjectMap;
}
return iter->second->GetCurrentlyCollidingObjects();
}
bool ProximityMonitorComponent::IsInProximity(const std::string& name, LWOOBJID objectID) {
const auto& iter = m_ProximitiesData.find(name);
if (iter == m_ProximitiesData.end()) {
return false;
}
const auto& collitions = iter->second->GetCurrentlyCollidingObjects();
return collitions.find(objectID) != collitions.end();
}
void ProximityMonitorComponent::Update(float deltaTime) {
for (const auto& prox : m_ProximitiesData) {
if (!prox.second) continue;
prox.second->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto* en : prox.second->GetNewObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "ENTER");
}
//Process exit events
for (auto* en : prox.second->GetRemovedObjects()) {
m_Parent->OnCollisionProximity(en->GetObjectID(), prox.first, "LEAVE");
}
}
}