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https://github.com/DarkflameUniverse/DarkflameServer.git
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393 lines
9.2 KiB
C++
393 lines
9.2 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef MOVEMENTAICOMPONENT_H
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#define MOVEMENTAICOMPONENT_H
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#include "BitStream.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include <vector>
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class ControllablePhysicsComponent;
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class BaseCombatAIComponent;
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struct Path;
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/**
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* Information that describes the different variables used to make an entity move around
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*/
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struct MovementAIInfo {
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std::string movementType;
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/**
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* The radius that the entity can wander in
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*/
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float wanderRadius;
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/**
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* The speed at which the entity wanders
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*/
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float wanderSpeed;
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/**
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* This is only used for the emotes
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*/
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float wanderChance;
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/**
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* The min amount of delay before wandering
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*/
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float wanderDelayMin;
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/**
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* The max amount of delay before wandering
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*/
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float wanderDelayMax;
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};
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/**
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* Component that handles the movement settings of an entity. Not to be confused with the BaseCombatAI component that
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* actually handles attackig and following enemy entities.
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*/
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class MovementAIComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::MOVEMENT_AI;
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MovementAIComponent(Entity* parentEntity, MovementAIInfo info);
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~MovementAIComponent() override;
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void Update(float deltaTime) override;
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/**
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* Returns the basic settings that this entity uses to move around
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* @return the basic settings that this entity uses to move around
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*/
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const MovementAIInfo& GetInfo() const;
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/**
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* Set a destination point for the entity to move towards
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* @param value the destination point to move towards
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*/
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void SetDestination(const NiPoint3& value);
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/**
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* Returns the current rotation this entity is moving towards
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* @return the current rotation this entity is moving towards
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*/
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NiPoint3 GetDestination() const;
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/**
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* Sets the max speed at which this entity may run
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* @param value the speed value to set
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*/
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void SetSpeed(float value);
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/**
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* Returns the max speed at which this entity may run
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* @return the max speed at which this entity may run
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*/
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float GetSpeed() const;
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/**
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* Sets how fast the entity will accelerate when not running at full speed
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* @param value the acceleration to set
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*/
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void SetAcceleration(float value);
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/**
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* Returns the current speed at which this entity accelerates when not running at full speed
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* @return the current speed at which this entity accelerates when not running at full speed
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*/
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float GetAcceleration() const;
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/**
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* Sets the halting distance (the distance at which we consider the target to be reached)
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* @param value the halting distance to set
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*/
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void SetHaltDistance(float value);
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/**
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* Returns the current halting distance (the distance at which we consider the target to be reached)
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* @return the current halting distance
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*/
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float GetHaltDistance() const;
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/**
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* Sets the speed the entity is currently running at
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* @param value the speed value to set
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*/
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void SetCurrentSpeed(float value);
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/**
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* Returns the speed the entity is currently running at
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* @return the speed the entity is currently running at
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*/
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float GetCurrentSpeed() const;
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/**
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* Locks the rotation of this entity in place, depending on the argument
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* @param value if true, the entity will be rotationally locked
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*/
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void SetLockRotation(bool value);
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/**
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* Returns whether this entity is currently rotationally locked
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* @return true if the entity is rotationally locked, false otherwise
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*/
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bool GetLockRotation() const;
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/**
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* Attempts to update the waypoint index, making the entity move to the next waypoint
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* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
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*/
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bool AdvancePathWaypointIndex();
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bool AdvanceNavWaypointIndex();
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void ArrivedAtPathWaypoint();
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/**
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* Returns the waypoint the entity is currently moving towards
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* @return the waypoint the entity is currently moving towards
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*/
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NiPoint3 GetCurrentWaypoint() const;
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/**
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* Returns the waypoint this entity is supposed to move towards next
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* @return the waypoint this entity is supposed to move towards next
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*/
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NiPoint3 GetNextWaypoint() const;
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/**
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* Returns the current position of this entity
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* @return the current position of this entity
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*/
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NiPoint3 GetCurrentPosition() const;
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/**
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* Returns the approximate current location of the entity, including y coordinates
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* @return the approximate current location of the entity
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*/
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NiPoint3 ApproximateLocation() const;
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/**
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* Teleports this entity to a position. If the distance between the provided point and the y it should have
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* according to map data, this will not succeed (to avoid teleporting entities into the sky).
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* @param point the point to teleport to
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* @return true if the warp was successful, false otherwise
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*/
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bool Warp(const NiPoint3& point);
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/**
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* Returns the time it will take to reach the final waypoint according to the current speed
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* @return the time it will take to reach the final waypoint according to the current speed
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*/
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float GetTimer() const;
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/**
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* Returns if the entity is at its final waypoint
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* @return if the entity is at its final waypoint
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*/
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bool AtFinalWaypoint() const;
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/**
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* Renders the entity stationary
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*/
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void Stop();
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/**
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* Stops the current movement and moves the entity to a certain point. Will continue until it's close enough,
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* after which its AI is enabled again.
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* @param point the point to move towards
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*/
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void PullToPoint(const NiPoint3& point);
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/**
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* Sets a path to follow for the AI
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* @param path the path to follow
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*/
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void SetPath(Path* path) {if (path) {m_CurrentPath = path; m_Done = false; m_Timer = 0;};};
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/**
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* Returns the base speed from the DB for a given LOT
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* @param lot the lot to check for
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* @return the base speed of the lot
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*/
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static float GetBaseSpeed(LOT lot);
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// /**
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// * @brief tell an npc how to use it's given path
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// *
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// * @param paused if they are not moving
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// */
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// void FollowWaypoints(bool paused) {m_Paused = paused;};
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// /**
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// * @brief tell an npc how to use it's given path
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// *
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// * @param paused if they are not moving
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// * @param newPathName the new path to use
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// * @param newPathStart the waypoint on the new path to start at
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// */
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// void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
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// /**
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// * @brief tell an npc how to use it's given path
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// *
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// * @param newPathName the new path to use
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// * @param newPathStart the waypoint on the new path to start at
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// */
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// void FollowWaypoints(std::string newPathName, int newPathStart = 0);
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// /**
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// * @brief starts pathing
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// *
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// */
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// void FollowWaypoints(){m_Paused = false;};
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private:
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/**
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* Sets the current position of the entity
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* @param value the position to set
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*/
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void SetPosition(const NiPoint3& value);
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/**
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* Sets the current rotation of the entity
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* @param value the rotation to set
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*/
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void SetRotation(const NiQuaternion& value);
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/**
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* Sets the current velocity of the entityes
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value);
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/**
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* Base information regarding the movement information for this entity
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*/
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MovementAIInfo m_Info;
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/**
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* The point this entity is moving towards
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*/
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NiPoint3 m_NextWaypoint;
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/**
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* The max speed this entity may move at
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*/
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float m_Speed;
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/**
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* The time it will take to reach the next waypoint using the current speed
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*/
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float m_Timer;
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/**
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* The total time it will take to reach the waypoint form its starting point
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*/
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float m_TotalTime;
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/**
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* The path this entity is currently traversing
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*/
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uint32_t m_PathIndex;
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/**
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* If the entity has reached it last waypoint
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*/
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bool m_Done;
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/**
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* The speed the entity is currently moving at
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*/
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float m_CurrentSpeed;
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/**
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* The acceleration this entity has when not moving at its top speed yet
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*/
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float m_Acceleration;
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/**
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* The distance between the current position and the target waypoint to consider it reached (to not ghost into it).
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*/
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float m_HaltDistance;
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/**
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* The base speed this entity has
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*/
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float m_BaseSpeed;
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/**
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* If the AI is currently turned of (e.g. when teleporting to some location)
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*/
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bool m_Interrupted;
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/**
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* A position that the entity is currently moving towards while being interrupted
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*/
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NiPoint3 m_PullPoint;
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/**
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* If the entity is currently rotationally locked
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*/
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bool m_LockRotation;
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/**
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* Optional direct link to the combat AI component of the parent entity
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*/
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BaseCombatAIComponent* m_BaseCombatAI = nullptr;
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/**
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* The path the entity is currently following
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*/
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Path* m_CurrentPath;
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/**
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* Queue of positions to traverse
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*/
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std::stack<NiPoint3> m_Queue;
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/**
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* Cache of all lots and their respective speeds
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*/
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static std::map<LOT, float> m_PhysicsSpeedCache;
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/**
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* If we are waiting for some reason
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*/
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bool m_Waiting = false;
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/**
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* If we are waiting on a delay
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*/
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float m_WaitingTime = 0.0;
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/**
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* The speed at which they will path
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*/
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float m_PathSpeed;
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/**
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* If we are traverseing a waypoint path in reverse
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*/
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bool m_Reverse = false;
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int m_WaypointPathIndex;
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float m_WaypointPathSpeed;
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int m_NavPathIndex;
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};
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#endif // MOVEMENTAICOMPONENT_H
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