mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
b972acbacc
No changes expected
271 lines
7.2 KiB
C++
271 lines
7.2 KiB
C++
#include "TacArcBehavior.h"
|
|
#include "BehaviorBranchContext.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
#include "Entity.h"
|
|
#include "BehaviorContext.h"
|
|
#include "BaseCombatAIComponent.h"
|
|
#include "EntityManager.h"
|
|
#include "RebuildComponent.h"
|
|
#include "DestroyableComponent.h"
|
|
|
|
#include <vector>
|
|
|
|
void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
|
if (this->m_targetEnemy && this->m_usePickedTarget && branch.target > 0) {
|
|
this->m_action->Handle(context, bitStream, branch);
|
|
|
|
return;
|
|
}
|
|
|
|
bool hit = false;
|
|
|
|
if (!bitStream->Read(hit)) {
|
|
Game::logger->Log("TacArcBehavior", "Unable to read hit from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
|
|
if (this->m_checkEnv) {
|
|
bool blocked = false;
|
|
|
|
if (!bitStream->Read(blocked)) {
|
|
Game::logger->Log("TacArcBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
|
|
if (blocked) {
|
|
this->m_blockedAction->Handle(context, bitStream, branch);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (hit) {
|
|
uint32_t count = 0;
|
|
|
|
if (!bitStream->Read(count)) {
|
|
Game::logger->Log("TacArcBehavior", "Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
|
|
if (count > m_maxTargets && m_maxTargets > 0) {
|
|
count = m_maxTargets;
|
|
}
|
|
|
|
std::vector<LWOOBJID> targets;
|
|
|
|
for (auto i = 0u; i < count; ++i) {
|
|
LWOOBJID id{};
|
|
|
|
if (!bitStream->Read(id)) {
|
|
Game::logger->Log("TacArcBehavior", "Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
|
|
return;
|
|
};
|
|
|
|
targets.push_back(id);
|
|
}
|
|
|
|
for (auto target : targets) {
|
|
branch.target = target;
|
|
|
|
this->m_action->Handle(context, bitStream, branch);
|
|
}
|
|
} else {
|
|
this->m_missAction->Handle(context, bitStream, branch);
|
|
}
|
|
}
|
|
|
|
void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
|
|
auto* self = EntityManager::Instance()->GetEntity(context->originator);
|
|
if (self == nullptr) {
|
|
Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator);
|
|
return;
|
|
}
|
|
|
|
const auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
|
|
|
|
if ((this->m_usePickedTarget || context->clientInitalized) && branch.target > 0) {
|
|
const auto* target = EntityManager::Instance()->GetEntity(branch.target);
|
|
|
|
if (target == nullptr) {
|
|
return;
|
|
}
|
|
|
|
// If the game is specific about who to target, check that
|
|
if (destroyableComponent == nullptr || ((!m_targetFriend && !m_targetEnemy
|
|
|| m_targetFriend && destroyableComponent->IsFriend(target)
|
|
|| m_targetEnemy && destroyableComponent->IsEnemy(target)))) {
|
|
this->m_action->Calculate(context, bitStream, branch);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
auto* combatAi = self->GetComponent<BaseCombatAIComponent>();
|
|
|
|
const auto casterPosition = self->GetPosition();
|
|
|
|
auto reference = self->GetPosition(); //+ m_offset;
|
|
|
|
std::vector<Entity*> targets;
|
|
|
|
std::vector<LWOOBJID> validTargets;
|
|
|
|
if (combatAi != nullptr) {
|
|
if (combatAi->GetTarget() != LWOOBJID_EMPTY) {
|
|
validTargets.push_back(combatAi->GetTarget());
|
|
}
|
|
}
|
|
|
|
// Find all valid targets, based on whether we target enemies or friends
|
|
for (const auto& contextTarget : context->GetValidTargets()) {
|
|
if (destroyableComponent != nullptr) {
|
|
const auto* targetEntity = EntityManager::Instance()->GetEntity(contextTarget);
|
|
|
|
if (m_targetEnemy && destroyableComponent->IsEnemy(targetEntity)
|
|
|| m_targetFriend && destroyableComponent->IsFriend(targetEntity)) {
|
|
validTargets.push_back(contextTarget);
|
|
}
|
|
} else {
|
|
validTargets.push_back(contextTarget);
|
|
}
|
|
}
|
|
|
|
for (auto validTarget : validTargets) {
|
|
if (targets.size() >= this->m_maxTargets) {
|
|
break;
|
|
}
|
|
|
|
auto* entity = EntityManager::Instance()->GetEntity(validTarget);
|
|
|
|
if (entity == nullptr) {
|
|
Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
|
|
|
|
continue;
|
|
}
|
|
|
|
if (std::find(targets.begin(), targets.end(), entity) != targets.end()) {
|
|
continue;
|
|
}
|
|
|
|
if (entity->GetIsDead()) continue;
|
|
|
|
const auto otherPosition = entity->GetPosition();
|
|
|
|
const auto heightDifference = std::abs(otherPosition.y - casterPosition.y);
|
|
|
|
/*if (otherPosition.y > reference.y && heightDifference > this->m_upperBound || otherPosition.y < reference.y && heightDifference > this->m_lowerBound)
|
|
{
|
|
continue;
|
|
}*/
|
|
|
|
const auto forward = self->GetRotation().GetForwardVector();
|
|
|
|
// forward is a normalized vector of where the caster is facing.
|
|
// otherPosition is the position of the target.
|
|
// reference is the position of the caster.
|
|
// If we cast a ray forward from the caster, does it come within m_farWidth of the target?
|
|
|
|
const auto distance = Vector3::Distance(reference, otherPosition);
|
|
|
|
if (m_method == 2) {
|
|
NiPoint3 rayPoint = casterPosition + forward * distance;
|
|
|
|
if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, otherPosition) > this->m_farWidth * this->m_farWidth) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
auto normalized = (reference - otherPosition) / distance;
|
|
|
|
const float degreeAngle = std::abs(Vector3::Angle(forward, normalized) * (180 / 3.14) - 180);
|
|
|
|
if (distance >= this->m_minDistance && this->m_maxDistance >= distance && degreeAngle <= 2 * this->m_angle) {
|
|
targets.push_back(entity);
|
|
}
|
|
}
|
|
|
|
std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
|
|
const auto aDistance = Vector3::DistanceSquared(reference, a->GetPosition());
|
|
const auto bDistance = Vector3::DistanceSquared(reference, b->GetPosition());
|
|
|
|
return aDistance > bDistance;
|
|
});
|
|
|
|
const auto hit = !targets.empty();
|
|
|
|
bitStream->Write(hit);
|
|
|
|
if (this->m_checkEnv) {
|
|
const auto blocked = false; // TODO
|
|
|
|
bitStream->Write(blocked);
|
|
}
|
|
|
|
if (hit) {
|
|
if (combatAi != nullptr) {
|
|
combatAi->LookAt(targets[0]->GetPosition());
|
|
}
|
|
|
|
context->foundTarget = true; // We want to continue with this behavior
|
|
|
|
const auto count = static_cast<uint32_t>(targets.size());
|
|
|
|
bitStream->Write(count);
|
|
|
|
for (auto* target : targets) {
|
|
bitStream->Write(target->GetObjectID());
|
|
}
|
|
|
|
for (auto* target : targets) {
|
|
branch.target = target->GetObjectID();
|
|
|
|
this->m_action->Calculate(context, bitStream, branch);
|
|
}
|
|
} else {
|
|
this->m_missAction->Calculate(context, bitStream, branch);
|
|
}
|
|
}
|
|
|
|
void TacArcBehavior::Load() {
|
|
this->m_usePickedTarget = GetBoolean("use_picked_target");
|
|
|
|
this->m_action = GetAction("action");
|
|
|
|
this->m_missAction = GetAction("miss action");
|
|
|
|
this->m_checkEnv = GetBoolean("check_env");
|
|
|
|
this->m_blockedAction = GetAction("blocked action");
|
|
|
|
this->m_minDistance = GetFloat("min range");
|
|
|
|
this->m_maxDistance = GetFloat("max range");
|
|
|
|
this->m_maxTargets = GetInt("max targets");
|
|
|
|
this->m_targetEnemy = GetBoolean("target_enemy");
|
|
|
|
this->m_targetFriend = GetBoolean("target_friend");
|
|
|
|
this->m_targetTeam = GetBoolean("target_team");
|
|
|
|
this->m_angle = GetFloat("angle");
|
|
|
|
this->m_upperBound = GetFloat("upper_bound");
|
|
|
|
this->m_lowerBound = GetFloat("lower_bound");
|
|
|
|
this->m_farHeight = GetFloat("far_height");
|
|
|
|
this->m_farWidth = GetFloat("far_width");
|
|
|
|
this->m_method = GetInt("method");
|
|
|
|
this->m_offset = {
|
|
GetFloat("offset_x"),
|
|
GetFloat("offset_y"),
|
|
GetFloat("offset_z")
|
|
};
|
|
}
|