mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 23:47:21 +00:00
ec00f5fd9d
Use const everywhere that makes sense return const variables when it makes sense const functions and variables again, where it makes sense No raw access and modifications to protected members Move template definitions to tcc file idk how I feel about this one
812 lines
20 KiB
C++
812 lines
20 KiB
C++
#include "BaseCombatAIComponent.h"
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#include <BitStream.h>
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#include "Entity.h"
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#include "EntityManager.h"
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#include "ControllablePhysicsComponent.h"
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#include "MovementAIComponent.h"
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#include "dpWorld.h"
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#include "GameMessages.h"
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#include "dServer.h"
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#include "Game.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "DestroyableComponent.h"
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#include <algorithm>
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#include <sstream>
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#include <vector>
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#include "SkillComponent.h"
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#include "RebuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Metrics.hpp"
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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BaseCombatAIComponent::BaseCombatAIComponent(Entity* parent, const uint32_t id): Component(parent) {
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m_Target = LWOOBJID_EMPTY;
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SetAiState(AiState::spawn);
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m_Timer = 1.0f;
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m_StartPosition = parent->GetPosition();
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m_MovementAI = nullptr;
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m_Disabled = false;
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m_SkillEntries = {};
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m_MovementAI = nullptr;
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m_SoftTimer = 5.0f;
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//Grab the aggro information from BaseCombatAI:
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auto componentQuery = CDClientDatabase::CreatePreppedStmt(
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"SELECT aggroRadius, tetherSpeed, pursuitSpeed, softTetherRadius, hardTetherRadius FROM BaseCombatAIComponent WHERE id = ?;");
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componentQuery.bind(1, (int)id);
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auto componentResult = componentQuery.execQuery();
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if (!componentResult.eof()) {
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if (!componentResult.fieldIsNull(0))
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m_AggroRadius = componentResult.getFloatField(0);
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if (!componentResult.fieldIsNull(1))
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m_TetherSpeed = componentResult.getFloatField(1);
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if (!componentResult.fieldIsNull(2))
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m_PursuitSpeed = componentResult.getFloatField(2);
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if (!componentResult.fieldIsNull(3))
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m_SoftTetherRadius = componentResult.getFloatField(3);
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if (!componentResult.fieldIsNull(4))
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m_HardTetherRadius = componentResult.getFloatField(4);
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}
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componentResult.finalize();
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// Get aggro and tether radius from settings and use this if it is present. Only overwrite the
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// radii if it is greater than the one in the database.
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if (m_OwningEntity) {
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auto aggroRadius = m_OwningEntity->GetVar<float>(u"aggroRadius");
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m_AggroRadius = aggroRadius != 0 ? aggroRadius : m_AggroRadius;
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auto tetherRadius = m_OwningEntity->GetVar<float>(u"tetherRadius");
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m_HardTetherRadius = tetherRadius != 0 ? tetherRadius : m_HardTetherRadius;
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}
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/*
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* Find skills
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*/
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auto skillQuery = CDClientDatabase::CreatePreppedStmt(
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"SELECT skillID, cooldown, behaviorID FROM SkillBehavior WHERE skillID IN (SELECT skillID FROM ObjectSkills WHERE objectTemplate = ?);");
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skillQuery.bind(1, (int)parent->GetLOT());
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auto result = skillQuery.execQuery();
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while (!result.eof()) {
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const auto skillId = static_cast<uint32_t>(result.getIntField(0));
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const auto abilityCooldown = static_cast<float>(result.getFloatField(1));
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const auto behaviorId = static_cast<uint32_t>(result.getIntField(2));
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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std::stringstream behaviorQuery;
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AiSkillEntry entry = { skillId, 0, abilityCooldown, behavior };
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m_SkillEntries.push_back(entry);
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result.nextRow();
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}
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Stun(1.0f);
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/*
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* Add physics
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*/
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int32_t collisionGroup = (COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_ENEMY);
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto componentID = componentRegistryTable->GetByIDAndType(parent->GetLOT(), eReplicaComponentType::CONTROLLABLE_PHYSICS);
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CDPhysicsComponentTable* physicsComponentTable = CDClientManager::Instance().GetTable<CDPhysicsComponentTable>();
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if (physicsComponentTable != nullptr) {
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auto* info = physicsComponentTable->GetByID(componentID);
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if (info != nullptr) {
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collisionGroup = info->bStatic ? COLLISION_GROUP_NEUTRAL : info->collisionGroup;
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}
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}
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//Create a phantom physics volume so we can detect when we're aggro'd.
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m_dpEntity = new dpEntity(m_OwningEntity->GetObjectID(), m_AggroRadius);
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m_dpEntityEnemy = new dpEntity(m_OwningEntity->GetObjectID(), m_AggroRadius, false);
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m_dpEntity->SetCollisionGroup(collisionGroup);
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m_dpEntityEnemy->SetCollisionGroup(collisionGroup);
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m_dpEntity->SetPosition(m_OwningEntity->GetPosition());
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m_dpEntityEnemy->SetPosition(m_OwningEntity->GetPosition());
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dpWorld::Instance().AddEntity(m_dpEntity);
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dpWorld::Instance().AddEntity(m_dpEntityEnemy);
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}
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BaseCombatAIComponent::~BaseCombatAIComponent() {
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if (m_dpEntity)
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dpWorld::Instance().RemoveEntity(m_dpEntity);
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if (m_dpEntityEnemy)
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dpWorld::Instance().RemoveEntity(m_dpEntityEnemy);
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}
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void BaseCombatAIComponent::Update(const float deltaTime) {
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//First, we need to process physics:
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if (!m_dpEntity) return;
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m_dpEntity->SetPosition(m_OwningEntity->GetPosition()); //make sure our position is synced with our dpEntity
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m_dpEntityEnemy->SetPosition(m_OwningEntity->GetPosition());
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//Process enter events
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for (auto en : m_dpEntity->GetNewObjects()) {
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m_OwningEntity->OnCollisionPhantom(en->GetObjectID());
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}
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//Process exit events
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for (auto en : m_dpEntity->GetRemovedObjects()) {
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m_OwningEntity->OnCollisionLeavePhantom(en->GetObjectID());
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}
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// Check if we should stop the tether effect
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if (m_TetherEffectActive) {
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m_TetherTime -= deltaTime;
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const auto& info = m_MovementAI->GetInfo();
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if (m_Target != LWOOBJID_EMPTY || (NiPoint3::DistanceSquared(
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m_StartPosition,
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m_OwningEntity->GetPosition()) < 20 * 20 && m_TetherTime <= 0)
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) {
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GameMessages::SendStopFXEffect(m_OwningEntity, true, "tether");
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m_TetherEffectActive = false;
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}
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}
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if (m_SoftTimer <= 0.0f) {
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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m_SoftTimer = 5.0f;
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} else {
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m_SoftTimer -= deltaTime;
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}
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if (m_Disabled || m_OwningEntity->GetIsDead())
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return;
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bool stunnedThisFrame = m_Stunned;
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CalculateCombat(deltaTime); // Putting this here for now
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if (m_StartPosition == NiPoint3::ZERO) {
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m_StartPosition = m_OwningEntity->GetPosition();
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}
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if (m_MovementAI == nullptr) {
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m_MovementAI = m_OwningEntity->GetSharedComponent<MovementAIComponent>();
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if (m_MovementAI == nullptr) {
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return;
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}
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}
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if (stunnedThisFrame) {
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m_MovementAI->Stop();
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return;
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}
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if (m_Timer > 0.0f) {
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m_Timer -= deltaTime;
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return;
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}
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switch (m_State) {
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case AiState::spawn:
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Stun(2.0f);
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SetAiState(AiState::idle);
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break;
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case AiState::idle:
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Wander();
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break;
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case AiState::aggro:
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OnAggro();
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break;
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case AiState::tether:
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OnTether();
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break;
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default:
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break;
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}
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}
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void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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bool hasSkillToCast = false;
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for (auto& entry : m_SkillEntries) {
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if (entry.cooldown > 0.0f) {
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entry.cooldown -= deltaTime;
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} else {
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hasSkillToCast = true;
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}
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}
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bool hadRemainingDowntime = m_SkillTime > 0.0f;
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if (m_SkillTime > 0.0f) m_SkillTime -= deltaTime;
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auto rebuild = m_OwningEntity->GetComponent<RebuildComponent>();
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if (rebuild != nullptr) {
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const auto state = rebuild->GetState();
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if (state != eRebuildState::COMPLETED) {
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return;
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}
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}
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auto skillComponent = m_OwningEntity->GetComponent<SkillComponent>();
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if (skillComponent == nullptr) {
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return;
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}
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skillComponent->CalculateUpdate(deltaTime);
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if (m_Disabled) return;
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if (m_Stunned) {
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m_StunTime -= deltaTime;
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if (m_StunTime > 0.0f) {
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return;
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}
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m_StunTime = 0.0f;
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m_Stunned = false;
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}
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if (m_Stunned || hadRemainingDowntime) return;
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auto newTarget = FindTarget();
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// Tether - reset enemy
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if (m_Target != LWOOBJID_EMPTY && newTarget == LWOOBJID_EMPTY) {
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m_OutOfCombat = true;
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m_OutOfCombatTime = 1.0f;
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} else if (newTarget != LWOOBJID_EMPTY) {
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m_OutOfCombat = false;
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m_OutOfCombatTime = 0.0f;
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}
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if (!m_TetherEffectActive && m_OutOfCombat && (m_OutOfCombatTime -= deltaTime) <= 0) {
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auto destroyableComponent = m_OwningEntity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr && destroyableComponent->HasFaction(4)) {
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auto serilizationRequired = false;
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if (destroyableComponent->GetHealth() != destroyableComponent->GetMaxHealth()) {
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destroyableComponent->SetHealth(destroyableComponent->GetMaxHealth());
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serilizationRequired = true;
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}
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if (destroyableComponent->GetArmor() != destroyableComponent->GetMaxArmor()) {
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destroyableComponent->SetArmor(destroyableComponent->GetMaxArmor());
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serilizationRequired = true;
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}
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if (serilizationRequired) {
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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}
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GameMessages::SendPlayFXEffect(m_OwningEntity->GetObjectID(), 6270, u"tether", "tether");
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m_TetherEffectActive = true;
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m_TetherTime = 3.0f;
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}
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// Speed towards start position
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if (m_MovementAI != nullptr) {
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m_MovementAI->SetHaltDistance(0);
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m_MovementAI->SetSpeed(m_PursuitSpeed);
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m_MovementAI->SetDestination(m_StartPosition);
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}
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m_OutOfCombat = false;
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m_OutOfCombatTime = 0.0f;
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}
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SetTarget(newTarget);
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if (m_Target != LWOOBJID_EMPTY) {
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if (m_State == AiState::idle) {
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m_Timer = 0;
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}
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SetAiState(AiState::aggro);
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} else {
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SetAiState(AiState::idle);
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}
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if (!hasSkillToCast) return;
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if (m_Target == LWOOBJID_EMPTY) {
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SetAiState(AiState::idle);
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return;
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}
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auto* target = GetTargetEntity();
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if (target != nullptr) {
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LookAt(target->GetPosition());
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}
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for (auto i = 0; i < m_SkillEntries.size(); ++i) {
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auto entry = m_SkillEntries.at(i);
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if (entry.cooldown > 0) {
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continue;
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}
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const auto result = skillComponent->CalculateBehavior(entry.skillId, entry.behavior->m_behaviorId, LWOOBJID_EMPTY);
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if (result.success) {
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if (m_MovementAI != nullptr) {
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m_MovementAI->Stop();
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}
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SetAiState(AiState::aggro);
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m_Timer = 0;
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m_SkillTime = result.skillTime;
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entry.cooldown = entry.abilityCooldown + m_SkillTime;
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m_SkillEntries[i] = entry;
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break;
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}
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}
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}
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LWOOBJID BaseCombatAIComponent::FindTarget() {
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//const auto reference = m_MovementAI == nullptr ? m_StartPosition : m_MovementAI->ApproximateLocation();
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NiPoint3 reference = m_StartPosition;
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if (m_MovementAI) reference = m_MovementAI->ApproximateLocation();
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auto* target = GetTargetEntity();
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if (target != nullptr && !m_DirtyThreat) {
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const auto targetPosition = target->GetPosition();
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if (Vector3::DistanceSquared(targetPosition, m_StartPosition) < m_HardTetherRadius * m_HardTetherRadius) {
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return m_Target;
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}
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return LWOOBJID_EMPTY;
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}
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auto possibleTargets = GetTargetWithinAggroRange();
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if (possibleTargets.empty() && m_ThreatEntries.empty()) {
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m_DirtyThreat = false;
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return LWOOBJID_EMPTY;
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}
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Entity* optimalTarget = nullptr;
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float biggestThreat = 0;
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for (const auto& entry : possibleTargets) {
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auto* entity = EntityManager::Instance()->GetEntity(entry);
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if (entity == nullptr) {
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continue;
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}
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const auto targetPosition = entity->GetPosition();
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const auto threat = GetThreat(entry);
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const auto maxDistanceSquared = m_HardTetherRadius * m_HardTetherRadius;
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if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > maxDistanceSquared) {
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if (threat > 0) {
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SetThreat(entry, 0);
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}
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continue;
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}
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if (threat > biggestThreat) {
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biggestThreat = threat;
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optimalTarget = entity;
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continue;
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}
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const auto proximityThreat = -(Vector3::DistanceSquared(targetPosition, reference) - maxDistanceSquared) / 100; // Proximity threat takes last priority
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if (proximityThreat > biggestThreat) {
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biggestThreat = proximityThreat;
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optimalTarget = entity;
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}
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}
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if (!m_DirtyThreat) {
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if (optimalTarget == nullptr) {
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return LWOOBJID_EMPTY;
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} else {
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return optimalTarget->GetObjectID();
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}
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}
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std::vector<LWOOBJID> deadThreats{};
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for (const auto& threatTarget : m_ThreatEntries) {
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auto* entity = EntityManager::Instance()->GetEntity(threatTarget.first);
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if (entity == nullptr) {
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deadThreats.push_back(threatTarget.first);
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continue;
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}
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const auto targetPosition = entity->GetPosition();
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if (Vector3::DistanceSquared(targetPosition, m_StartPosition) > m_HardTetherRadius * m_HardTetherRadius) {
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deadThreats.push_back(threatTarget.first);
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continue;
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}
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if (threatTarget.second > biggestThreat) {
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optimalTarget = entity;
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biggestThreat = threatTarget.second;
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}
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}
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for (const auto& deadThreat : deadThreats) {
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SetThreat(deadThreat, 0);
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}
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m_DirtyThreat = false;
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if (optimalTarget == nullptr) {
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return LWOOBJID_EMPTY;
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} else {
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return optimalTarget->GetObjectID();
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}
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}
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std::vector<LWOOBJID> BaseCombatAIComponent::GetTargetWithinAggroRange() const {
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std::vector<LWOOBJID> targets;
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for (auto id : m_OwningEntity->GetTargetsInPhantom()) {
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auto* other = EntityManager::Instance()->GetEntity(id);
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const auto distance = Vector3::DistanceSquared(m_OwningEntity->GetPosition(), other->GetPosition());
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if (distance > m_AggroRadius * m_AggroRadius) continue;
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targets.push_back(id);
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}
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return targets;
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}
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bool BaseCombatAIComponent::IsMech() {
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switch (m_OwningEntity->GetLOT()) {
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case 6253:
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return true;
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default:
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return false;
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}
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return false;
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}
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void BaseCombatAIComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_DirtyStateOrTarget || bIsInitialUpdate);
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if (m_DirtyStateOrTarget || bIsInitialUpdate) {
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outBitStream->Write(uint32_t(m_State));
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outBitStream->Write(m_Target);
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m_DirtyStateOrTarget = false;
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}
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}
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void BaseCombatAIComponent::SetAiState(AiState newState) {
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if (newState == this->m_State) return;
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this->m_State = newState;
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m_DirtyStateOrTarget = true;
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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}
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bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
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auto* entity = EntityManager::Instance()->GetEntity(target);
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if (entity == nullptr) {
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Game::logger->Log("BaseCombatAIComponent", "Invalid entity for checking validity (%llu)!", target);
|
|
|
|
return false;
|
|
}
|
|
|
|
auto destroyable = entity->GetComponent<DestroyableComponent>();
|
|
|
|
if (destroyable == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
auto referenceDestroyable = m_OwningEntity->GetComponent<DestroyableComponent>();
|
|
|
|
if (referenceDestroyable == nullptr) {
|
|
Game::logger->Log("BaseCombatAIComponent", "Invalid reference destroyable component on (%llu)!", m_OwningEntity->GetObjectID());
|
|
|
|
return false;
|
|
}
|
|
|
|
auto quickbuild = entity->GetComponent<RebuildComponent>();
|
|
|
|
if (quickbuild != nullptr) {
|
|
const auto state = quickbuild->GetState();
|
|
|
|
if (state != eRebuildState::COMPLETED) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
auto enemyList = referenceDestroyable->GetEnemyFactionsIDs();
|
|
|
|
auto candidateList = destroyable->GetFactionIDs();
|
|
|
|
for (auto value : candidateList) {
|
|
if (std::find(enemyList.begin(), enemyList.end(), value) != enemyList.end()) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetTarget(const LWOOBJID target) {
|
|
if (this->m_Target == target) return;
|
|
m_Target = target;
|
|
m_DirtyStateOrTarget = true;
|
|
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
|
|
}
|
|
|
|
Entity* BaseCombatAIComponent::GetTargetEntity() const {
|
|
return EntityManager::Instance()->GetEntity(m_Target);
|
|
}
|
|
|
|
void BaseCombatAIComponent::Taunt(LWOOBJID offender, float threat) {
|
|
// Can't taunt self
|
|
if (offender == m_OwningEntity->GetObjectID())
|
|
return;
|
|
|
|
m_ThreatEntries[offender] += threat;
|
|
m_DirtyThreat = true;
|
|
}
|
|
|
|
float BaseCombatAIComponent::GetThreat(LWOOBJID offender) {
|
|
const auto pair = m_ThreatEntries.find(offender);
|
|
|
|
if (pair == m_ThreatEntries.end()) return 0;
|
|
|
|
return pair->second;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetThreat(LWOOBJID offender, float threat) {
|
|
if (threat == 0) {
|
|
m_ThreatEntries.erase(offender);
|
|
} else {
|
|
m_ThreatEntries[offender] = threat;
|
|
}
|
|
|
|
m_DirtyThreat = true;
|
|
}
|
|
|
|
const NiPoint3& BaseCombatAIComponent::GetStartPosition() const {
|
|
return m_StartPosition;
|
|
}
|
|
|
|
void BaseCombatAIComponent::ClearThreat() {
|
|
m_ThreatEntries.clear();
|
|
|
|
m_DirtyThreat = true;
|
|
}
|
|
|
|
void BaseCombatAIComponent::Wander() {
|
|
if (!m_MovementAI->AtFinalWaypoint()) {
|
|
return;
|
|
}
|
|
|
|
m_MovementAI->SetHaltDistance(0);
|
|
|
|
const auto& info = m_MovementAI->GetInfo();
|
|
|
|
const auto div = static_cast<int>(info.wanderDelayMax);
|
|
m_Timer = (div == 0 ? 0 : GeneralUtils::GenerateRandomNumber<int>(0, div)) + info.wanderDelayMin; //set a random timer to stay put.
|
|
|
|
const float radius = info.wanderRadius * sqrt(static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1))); //our wander radius + a bit of random range
|
|
const float theta = ((static_cast<double>(GeneralUtils::GenerateRandomNumber<float>(0, 1)) * 2 * PI));
|
|
|
|
const NiPoint3 delta =
|
|
{
|
|
radius * cos(theta),
|
|
0,
|
|
radius * sin(theta)
|
|
};
|
|
|
|
auto destination = m_StartPosition + delta;
|
|
|
|
if (dpWorld::Instance().IsLoaded()) {
|
|
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
|
|
}
|
|
|
|
if (Vector3::DistanceSquared(destination, m_MovementAI->GetCurrentPosition()) < 2 * 2) {
|
|
m_MovementAI->Stop();
|
|
|
|
return;
|
|
}
|
|
|
|
m_MovementAI->SetSpeed(m_TetherSpeed);
|
|
|
|
m_MovementAI->SetDestination(destination);
|
|
|
|
m_Timer += (m_MovementAI->GetCurrentPosition().x - destination.x) / m_TetherSpeed;
|
|
}
|
|
|
|
void BaseCombatAIComponent::OnAggro() {
|
|
if (m_Target == LWOOBJID_EMPTY) return;
|
|
|
|
auto* target = GetTargetEntity();
|
|
|
|
if (target == nullptr) {
|
|
return;
|
|
}
|
|
|
|
m_MovementAI->SetHaltDistance(m_AttackRadius);
|
|
|
|
NiPoint3 targetPos = target->GetPosition();
|
|
NiPoint3 currentPos = m_MovementAI->GetCurrentPosition();
|
|
|
|
// If the player's position is within range, attack
|
|
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
|
|
m_MovementAI->Stop();
|
|
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
|
|
{
|
|
m_MovementAI->SetSpeed(m_PursuitSpeed);
|
|
|
|
m_MovementAI->SetDestination(m_StartPosition);
|
|
} else //Chase the player's new position
|
|
{
|
|
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
|
|
|
|
m_MovementAI->SetSpeed(m_PursuitSpeed);
|
|
|
|
m_MovementAI->SetDestination(targetPos);
|
|
|
|
SetAiState(AiState::tether);
|
|
}
|
|
|
|
m_Timer += 0.5f;
|
|
}
|
|
|
|
void BaseCombatAIComponent::OnTether() {
|
|
auto* target = GetTargetEntity();
|
|
|
|
if (target == nullptr) {
|
|
return;
|
|
}
|
|
|
|
m_MovementAI->SetHaltDistance(m_AttackRadius);
|
|
|
|
NiPoint3 targetPos = target->GetPosition();
|
|
NiPoint3 currentPos = m_MovementAI->ApproximateLocation();
|
|
|
|
if (Vector3::DistanceSquared(currentPos, targetPos) <= m_AttackRadius * m_AttackRadius) {
|
|
m_MovementAI->Stop();
|
|
} else if (Vector3::DistanceSquared(m_StartPosition, targetPos) > m_HardTetherRadius * m_HardTetherRadius) //Return to spawn if we're too far
|
|
{
|
|
m_MovementAI->SetSpeed(m_PursuitSpeed);
|
|
|
|
m_MovementAI->SetDestination(m_StartPosition);
|
|
|
|
SetAiState(AiState::aggro);
|
|
} else {
|
|
if (IsMech() && Vector3::DistanceSquared(targetPos, currentPos) > m_AttackRadius * m_AttackRadius * 3 * 3) return;
|
|
|
|
m_MovementAI->SetSpeed(m_PursuitSpeed);
|
|
|
|
m_MovementAI->SetDestination(targetPos);
|
|
}
|
|
|
|
m_Timer += 0.5f;
|
|
}
|
|
|
|
bool BaseCombatAIComponent::GetStunned() const {
|
|
return m_Stunned;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetStunned(const bool value) {
|
|
m_Stunned = value;
|
|
}
|
|
|
|
bool BaseCombatAIComponent::GetStunImmune() const {
|
|
return m_StunImmune;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetStunImmune(bool value) {
|
|
m_StunImmune = value;
|
|
}
|
|
|
|
float BaseCombatAIComponent::GetTetherSpeed() const {
|
|
return m_TetherSpeed;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetTetherSpeed(float value) {
|
|
m_TetherSpeed = value;
|
|
}
|
|
|
|
void BaseCombatAIComponent::Stun(const float time) {
|
|
if (m_StunImmune || m_StunTime > time) {
|
|
return;
|
|
}
|
|
|
|
m_StunTime = time;
|
|
|
|
m_Stunned = true;
|
|
}
|
|
|
|
float BaseCombatAIComponent::GetAggroRadius() const {
|
|
return m_AggroRadius;
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetAggroRadius(const float value) {
|
|
m_AggroRadius = value;
|
|
}
|
|
|
|
void BaseCombatAIComponent::LookAt(const NiPoint3& point) {
|
|
if (m_Stunned) {
|
|
return;
|
|
}
|
|
|
|
m_OwningEntity->SetRotation(NiQuaternion::LookAt(m_OwningEntity->GetPosition(), point));
|
|
}
|
|
|
|
void BaseCombatAIComponent::SetDisabled(bool value) {
|
|
m_Disabled = value;
|
|
}
|
|
|
|
bool BaseCombatAIComponent::GetDistabled() const {
|
|
return m_Disabled;
|
|
}
|
|
|
|
void BaseCombatAIComponent::Sleep() {
|
|
m_dpEntity->SetSleeping(true);
|
|
m_dpEntityEnemy->SetSleeping(true);
|
|
}
|
|
|
|
void BaseCombatAIComponent::Wake() {
|
|
m_dpEntity->SetSleeping(false);
|
|
m_dpEntityEnemy->SetSleeping(false);
|
|
}
|