mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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ef6f2f133e
* cast and code cleanup * cast cleanup * bug fixes and improvements * no getBoolField method exists * fixes * unbroke sg cannon scoring * removing comments * Remove the c-style cast warning I added from CMakeLists now that they're gone (it triggers on 3rd party dependencies and slows down compilation) * (Hopefully) fix MacOS compilation error * partially-implemented feedback * more updates to account for feedback * change bool default --------- Co-authored-by: jadebenn <jonahebenn@yahoo.com>
393 lines
9.1 KiB
C++
393 lines
9.1 KiB
C++
#ifndef BASECOMBATAICOMPONENT_H
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#define BASECOMBATAICOMPONENT_H
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#include "RakNetTypes.h"
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "Behavior.h"
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#include "dpWorld.h"
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#include "dpEntity.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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#include <map>
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class MovementAIComponent;
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class Entity;
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/**
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* The current state of the AI
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*/
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enum class AiState : uint32_t {
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idle = 0, // Doing nothing
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aggro, // Waiting for an enemy to cross / running back to spawn
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tether, // Chasing an enemy
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spawn, // Spawning into the world
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dead // Killed
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};
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/**
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* Represents a skill that can be cast by this enemy, including its cooldowns, which determines how often the skill
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* may be cast.
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*/
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struct AiSkillEntry
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{
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uint32_t skillId;
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float cooldown;
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float abilityCooldown;
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Behavior* behavior;
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};
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/**
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* Handles the AI of entities, making them wander, tether and attack their enemies
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*/
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class BaseCombatAIComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
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BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
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~BaseCombatAIComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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/**
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* Get the current behavioral state of the enemy
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* @return the current state
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*/
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AiState GetState() const { return m_State; }
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/**
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* Set the current behavioral state of the enemy
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* @param state the state to change to
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*/
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void SetState(AiState state) { m_State = state; }
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/**
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* Checks if the target may be an enemy of this entity
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* @param target the target to check for
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* @return whether the target is a valid enemy for this entity or not
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*/
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bool IsEnemy(LWOOBJID target) const;
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/**
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* Gets the current target ID that this entity will attack
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* @return the current target ID of this entity
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*/
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LWOOBJID GetTarget() const { return m_Target; }
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/**
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* Sets the target that this entity will attack
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* @param target the target to set
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*/
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void SetTarget(LWOOBJID target);
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/**
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* Gets the current target entity that this entity will attack
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* @return the current target entity of this entity
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*/
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Entity* GetTargetEntity() const;
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/**
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* Taunts this entity, making it a higher or lower threat for this entity. Increasing or decreasing the chance to
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* be attacked.
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* @param offender the entity that triggered the taunt
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* @param threat how high to increase the threat for the offender
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*/
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void Taunt(LWOOBJID offender, float threat);
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/**
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* Gets the current threat level for an offending entity
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* @param offender the entity to get the threat for
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* @return the current threat level of the offending entity, 0 if the entity is not a threat
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*/
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float GetThreat(LWOOBJID offender);
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/**
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* Sets the threat level for an entity
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* @param offender the entity to set the threat level for
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* @param threat the threat level to set
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*/
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void SetThreat(LWOOBJID offender, float threat);
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/**
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* Gets the position where the entity spawned
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* @return the position where the entity spawned
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*/
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const NiPoint3& GetStartPosition() const;
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/**
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* Removes all threats for this entities, and thus chances for it attacking other entities
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*/
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void ClearThreat();
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/**
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* Makes the entity continue to wander to a random point around it's starting position
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*/
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void Wander();
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/**
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* Continues a step in the aggro state, making sure that the entity is around its start position, if an entity
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* crosses its aggro range this will set the state to tether.
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*/
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void OnAggro();
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/**
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* Continues a step in the tether state, making the entity run towards its target, if the target is outside of its
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* tether range, this will change the state to aggro
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*/
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void OnTether();
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/**
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* Gets whether or not the entity is currently stunned
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* @return whether the entity is currently stunned
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*/
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bool GetStunned() const;
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/**
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* (un)stuns the entity, determining whether it'll be able to attack other entities
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* @param value whether the enemy is stunned
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*/
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void SetStunned(bool value);
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/**
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* Gets if this entity may be stunned
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* @return if this entity may be stunned
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*/
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bool GetStunImmune() const;
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/**
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* Set the stun immune value, determining if the entity may be stunned
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* @param value
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*/
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void SetStunImmune(bool value);
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/**
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* Gets the current speed at which an entity runs when tethering
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* @return the current speed at which an entity runs when tethering
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*/
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float GetTetherSpeed() const;
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/**
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* Sets the speed at which an entity will tether
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* @param value the new tether speed
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*/
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void SetTetherSpeed(float value);
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/**
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* Stuns the entity for a certain amount of time, will not work if the entity is stun immune
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* @param time the time to stun the entity, if stunnable
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*/
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void Stun(float time);
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/**
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* Gets the radius that will cause this entity to get aggro'd, causing a target chase
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* @return the aggro radius of the entity
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*/
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float GetAggroRadius() const;
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/**
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* Sets the aggro radius, causing the entity to start chasing enemies in this range
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* @param value the aggro radius to set
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*/
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void SetAggroRadius(float value);
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/**
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* Makes the entity look at a certain point in space
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* @param point the point to look at
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*/
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void LookAt(const NiPoint3& point);
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/**
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* (dis)ables the AI, causing it to stop/start attacking enemies
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* @param value
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*/
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void SetDisabled(bool value);
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/**
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* Gets the current state of the AI, whether or not it's looking for enemies to attack
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* @return
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*/
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bool GetDistabled() const;
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/**
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* Turns the entity asleep, stopping updates to its physics volumes
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*/
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void Sleep();
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/**
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* Wakes the entity, allowing updates to its physics volumes
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*/
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void Wake();
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private:
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/**
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* Returns the current target or the target that currently is the largest threat to this entity
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* @return the current highest priority enemy of this entity
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*/
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LWOOBJID FindTarget();
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/**
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* Handles anything attack related for the game loop, e.g.: finding targets, sticking with targets and attacking
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* them, depending on cooldowns.
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* @param deltaTime the time since the last game tick
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*/
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void CalculateCombat(float deltaTime);
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/**
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* Gets all the targets that are in the aggro collision phantom of this entity
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* @return the targets within the aggro range of this entity
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*/
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std::vector<LWOOBJID> GetTargetWithinAggroRange() const;
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/**
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* @brief Sets the AiState and prepares the entity for serialization next frame.
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*
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*/
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void SetAiState(AiState newState);
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/**
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* The current state of the AI
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*/
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AiState m_State;
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/**
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* The target this entity is currently trying to attack
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*/
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LWOOBJID m_Target;
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/**
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* The aggro physics volumes of this entity
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*/
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dpEntity* m_dpEntity;
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dpEntity* m_dpEntityEnemy;
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/**
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* The max radius of this entity to an enemy allowing it to be chased
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*/
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float m_HardTetherRadius = 100;
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/**
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* A soft radius for the tether, currently unused
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*/
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float m_SoftTetherRadius = 25;
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/**
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* The speed at which this entity chases enemies
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*/
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float m_PursuitSpeed = 2;
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/**
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* The radius that can cause enemies to aggro this entity
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*/
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float m_AggroRadius = 25;
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/**
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* The speed at which an enemy wanders around
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*/
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float m_TetherSpeed = 4;
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/**
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* How close this entity needs to be to an enemy to allow attacks
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*/
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float m_AttackRadius = 5.0f;
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/**
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* Timer before we start attacking others
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*/
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float m_Timer = 0.0f;
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/**
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* Timer to serializing this entity
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*/
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float m_SoftTimer = 0.0f;
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/**
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* The skills this entity can cast on enemies
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*/
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std::vector<AiSkillEntry> m_SkillEntries;
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/**
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* The current enemies and their respective threats to this entity
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*/
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std::map<LWOOBJID, float> m_ThreatEntries;
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/**
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* The component that handles movement AI, also owned by this entity
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*/
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MovementAIComponent* m_MovementAI;
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/**
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* The position at which this entity spawned
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*/
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NiPoint3 m_StartPosition;
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/**
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* For how long this entity has been stunned
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*/
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float m_StunTime = 0;
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/**
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* If this entity is stunned
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*/
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bool m_Stunned = false;
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/**
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* If this entity is immune to stunds
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*/
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bool m_StunImmune = false;
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/**
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* How long this entity needs to execute its skill
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*/
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float m_SkillTime = 0;
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/**
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* If the entity is currently showing the exclamation mark icon above its head
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*/
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bool m_TetherEffectActive = false;
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/**
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* How long the tether effect will remain active
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*/
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float m_TetherTime = 0;
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/**
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* How long until we will consider this entity out of combat, resetting its health and armor
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*/
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float m_OutOfCombatTime = 0;
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/**
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* If the entity is currently out of combat, resetting its health and armor if it just came out of combat
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*/
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bool m_OutOfCombat = false;
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/**
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* If the AI is currently disabled
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*/
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bool m_Disabled = false;
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/**
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* If the threat list should be updated
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*/
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bool m_DirtyThreat = false;
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/**
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* Whether or not the Component has dirty information and should update next frame
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*
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*/
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bool m_DirtyStateOrTarget = false;
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/**
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* Whether the current entity is a mech enemy, needed as mechs tether radius works differently
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* @return whether this entity is a mech
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*/
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bool IsMech();
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};
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#endif // BASECOMBATAICOMPONENT_H
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