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15 Commits
EmosewaMC-
...
npc-pathin
| Author | SHA1 | Date | |
|---|---|---|---|
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fd6045b5f2 | ||
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dc4db901b4 | ||
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8388fdf2a7 | ||
| 582d5254b8 | |||
| 29dfe27799 | |||
| 36779d207d | |||
| 59ddeb095c | |||
| f546f4d18c | |||
| aee8075375 | |||
| b3c4b5a75c | |||
| f6467ad038 | |||
| e5233d5ce7 | |||
| e70e2025a8 | |||
| 8ecfdb6256 | |||
| 3386bf54a4 |
@@ -9,6 +9,7 @@
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#include "dpWorld.h"
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#include "EntityManager.h"
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#include "SimplePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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@@ -18,11 +19,11 @@ std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
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MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
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m_Info = std::move(info);
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m_Done = true;
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m_Done = false;
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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m_BaseCombatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
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//Try and fix the insane values:
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if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius = m_Info.wanderRadius * 0.5f;
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@@ -36,18 +37,30 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_Interrupted = false;
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m_PullPoint = {};
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m_HaltDistance = 0;
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m_Timer = 0;
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m_CurrentSpeed = 0;
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m_Speed = 0;
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m_WaypointPathSpeed = 1.0f;
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m_TotalTime = 0;
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m_Timer = 0;
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m_LockRotation = false;
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m_WaypointPathIndex = parent->GetVarAs<int>(u"attached_path_start");
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m_NavPathIndex = 0;
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}
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MovementAIComponent::~MovementAIComponent() = default;
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void MovementAIComponent::Update(const float deltaTime) {
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// pull to point update take priority
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if (m_Interrupted) {
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const auto source = GetCurrentWaypoint();
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const auto source = GetCurrentPosition();
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const auto speed = deltaTime * 2.5f;
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@@ -66,112 +79,254 @@ void MovementAIComponent::Update(const float deltaTime) {
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return;
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}
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if (AtFinalWaypoint()) // Are we done?
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{
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// Navmesh pathing logic
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if (!m_Queue.empty()) {
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PullToPoint(m_Queue.top());
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m_Queue.pop();
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return;
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}
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if (m_HaltDistance > 0) {
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if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
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{
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Stop();
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// waypoint pathing logic
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if (m_CurrentPath){
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if (!m_Done && !m_Waiting){
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if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) {
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auto speed = m_BaseSpeed * m_PathSpeed;
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auto source = m_Parent->GetPosition();
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auto dest = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex).position;
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return;
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// TODO: do this better and more sanely
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auto hasNavMesh = dpWorld::Instance().IsLoaded();
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if (hasNavMesh) dest.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(dest);
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if (abs(dest.y - source.y) > 10) dest.y = source.y; // hacky way to not glitch with weird heights without nav meshes
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// if we are close enough to the destination waypoint
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if (Vector3::DistanceSquared(source, dest) < 2 * 2) {
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if (!AdvancePathWaypointIndex()) return;
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}
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const auto delta = dest - source;
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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NiPoint3 velocity;
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if (length > 0) {
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velocity.x = (delta.x / length) * m_BaseSpeed;
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velocity.y = (delta.y / length) * m_BaseSpeed;
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velocity.z = (delta.z / length) * m_BaseSpeed;
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}
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NiPoint3 velocity_pos;
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if (length > 0) {
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velocity_pos.x = (delta.x / length) * speed * deltaTime;
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velocity_pos.y = (delta.y / length) * speed * deltaTime;
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velocity_pos.z = (delta.z / length) * speed * deltaTime;
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}
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// Game::logger->Log("ControllablePhysicsComponent", "v.x %f v.y %f v.z %f", velocity.x, velocity.y, velocity.z);
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SetRotation(NiQuaternion::LookAt(source, dest));
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SetVelocity(velocity);
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SetPosition(source + velocity_pos);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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} else if (!m_Done && m_Waiting) { // waiting, meaing we are at a waypoint, and we want to do something
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// handle waiting
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if (m_WaitingTime > 0) {
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m_WaitingTime = m_WaitingTime - deltaTime;
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} else if (m_WaitingTime < 0){
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m_Waiting = false;
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m_WaitingTime = 0;
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// end handle waiting
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} else if (m_CurrentPath->pathWaypoints.size() > m_WaypointPathIndex) ArrivedAtPathWaypoint();
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}
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}
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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if (m_Timer > 0) {
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return;
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}
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m_Timer = 0;
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}
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const auto source = GetCurrentWaypoint();
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SetPosition(source);
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NiPoint3 velocity = NiPoint3::ZERO;
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if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek?
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{
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m_NextWaypoint = GetCurrentWaypoint();
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if (m_NextWaypoint == source) {
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m_Timer = 0;
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goto nextAction;
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}
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if (m_CurrentSpeed < m_Speed) {
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m_CurrentSpeed += m_Acceleration;
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}
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if (m_CurrentSpeed > m_Speed) {
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m_CurrentSpeed = m_Speed;
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}
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const auto speed = m_CurrentSpeed * m_BaseSpeed;
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const auto delta = m_NextWaypoint - source;
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// Normalize the vector
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const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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if (length > 0) {
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velocity.x = (delta.x / length) * speed;
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velocity.y = (delta.y / length) * speed;
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velocity.z = (delta.z / length) * speed;
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}
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// Calclute the time it will take to reach the next waypoint with the current speed
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m_TotalTime = m_Timer = length / speed;
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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} else {
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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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if (!m_Queue.empty()) {
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SetDestination(m_Queue.top());
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m_Queue.pop();
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} else {
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// We have reached our final waypoint
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Stop();
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return;
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}
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}
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nextAction:
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SetVelocity(velocity);
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Game::entityManager->SerializeEntity(m_Parent);
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}
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// if (m_HaltDistance > 0) {
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// if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
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// {
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// Stop();
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// return;
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// }
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// }
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// if (m_Timer > 0) {
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// m_Timer -= deltaTime;
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// if (m_Timer > 0) {
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// return;
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// }
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// m_Timer = 0;
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// }
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// const auto source = GetCurrentWaypoint();
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// SetPosition(source);
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// NiPoint3 velocity = NiPoint3::ZERO;
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// if (AdvanceWaypointIndex()) // Do we have another waypoint to seek?
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// {
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// m_NextWaypoint = GetCurrentWaypoint();
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// if (m_NextWaypoint == source) {
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// m_Timer = 0;
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// goto nextAction;
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// }
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// if (m_CurrentSpeed < m_Speed) {
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// m_CurrentSpeed += m_Acceleration;
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// }
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// if (m_CurrentSpeed > m_Speed) {
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// m_CurrentSpeed = m_Speed;
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// }
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// const auto speed = m_CurrentSpeed * m_BaseSpeed;
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// const auto delta = m_NextWaypoint - source;
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// // Normalize the vector
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// const auto length = sqrtf(delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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// if (length > 0) {
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// velocity.x = (delta.x / length) * speed;
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// velocity.y = (delta.y / length) * speed;
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// velocity.z = (delta.z / length) * speed;
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// }
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// // Calclute the time it will take to reach the next waypoint with the current speed
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// m_TotalTime = m_Timer = length / speed;
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// SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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// } else {
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// // Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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// if (!m_Queue.empty()) {
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// SetDestination(m_Queue.top());
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// m_Queue.pop();
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// } else {
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// // We have reached our final waypoint
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// Stop();
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// return;
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// }
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// }
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// nextAction:
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// SetVelocity(velocity);
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// EntityManager::Instance()->SerializeEntity(m_Parent);
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const MovementAIInfo& MovementAIComponent::GetInfo() const {
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return m_Info;
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}
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bool MovementAIComponent::AdvanceWaypointIndex() {
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if (m_PathIndex >= m_CurrentPath.size()) {
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return false;
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void MovementAIComponent::ArrivedAtPathWaypoint(){
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// TODO: Call scripts here
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PathWaypoint waypoint = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex);
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if (waypoint.config.size() > 0) {
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for (LDFBaseData* action : waypoint.config) {
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if (action) {
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// delay: has time as float
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if (action->GetKey() == u"delay"){
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m_WaitingTime += std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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Game::entityManager->SerializeEntity(m_Parent);
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// emote: has name of animation to play
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} else if (action->GetKey() == u"emote"){
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GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
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// TODO Get proper animation time and add to wait
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m_WaitingTime += 1;
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SetVelocity(NiPoint3::ZERO);
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Game::entityManager->SerializeEntity(m_Parent);
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// pathspeed: has pathing speed as a float
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} else if (action->GetKey() == u"pathspeed") {
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m_PathSpeed = std::stof(action->GetValueAsString());
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// changeWP: <path to change to>,<waypoint to use> the command and waypoint are optional
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} else if (action->GetKey() == u"changeWP") {
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// use an intermediate value since it can be one or two things
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auto intermed = action->GetValueAsString();
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std::string path_string = "";
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// sometimes there's a path and what waypoint to start, which are comma separated
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if (intermed.find(",") != std::string::npos){
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auto datas = GeneralUtils::SplitString(intermed, ',');
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path_string = datas[0];
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m_WaypointPathIndex = stoi(datas[1]) - 1; // becuase 0 vs 1 indexed
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} else {
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path_string = intermed;
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m_WaypointPathIndex = 0;
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}
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if (path_string != "") {
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m_CurrentPath = const_cast<Path*>(Game::zoneManager->GetZone()->GetPath(path_string));
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} else m_CurrentPath = nullptr;
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} else {
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// We don't recognize the action, let a dev know
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Game::logger->LogDebug("ControllablePhysicsComponent", "Unhandled action %s", GeneralUtils::UTF16ToWTF8(action->GetKey()).c_str());
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}
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}
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}
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}
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m_PathIndex++;
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if (m_WaitingTime == 0) { // if we don't have any time to wait
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m_Waiting = false;
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}
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}
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bool MovementAIComponent::AdvancePathWaypointIndex() {
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if (m_CurrentPath->pathBehavior == PathBehavior::Loop) {
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
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// If we reach the end, go back to the starting index since the path is a loop
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m_WaypointPathIndex = 0;
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} else m_WaypointPathIndex++; // Otherwise continue
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} else if (m_CurrentPath->pathBehavior == PathBehavior::Bounce){ // Ping Pong
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// Are we going in reverse already?
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if (m_Reverse){ // Then we're subtracting
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if (m_WaypointPathIndex - 1 < 0){ // Stop reversing if we are at the beginning
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m_Reverse = false;
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m_WaypointPathIndex++;
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} else m_WaypointPathIndex--; // Otherwise continue reverseing
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} else { // Then we're adding
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1){ // Start reversing if we are at the end
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m_Reverse = true;
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m_WaypointPathIndex--;
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} else m_WaypointPathIndex++; // Otherwise continue going up
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}
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} else if (m_CurrentPath->pathBehavior == PathBehavior::Once){
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if (m_CurrentPath->pathWaypoints.size() < m_WaypointPathIndex + 1) {
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m_CurrentPath = nullptr; // If we reach the end, we don't continue
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return false;
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} else m_WaypointPathIndex++; // Otherwise continue
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}
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m_Waiting = true;
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return true;
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}
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bool MovementAIComponent::AdvanceNavWaypointIndex() {
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}
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NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
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if (m_PathIndex >= m_CurrentPath.size()) {
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if (m_PathIndex >= m_CurrentPath->pathWaypoints.size()) {
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return GetCurrentPosition();
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}
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return m_CurrentPath[m_PathIndex];
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return m_CurrentPath->pathWaypoints[m_PathIndex].position;
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}
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NiPoint3 MovementAIComponent::GetNextWaypoint() const {
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@@ -182,6 +337,7 @@ NiPoint3 MovementAIComponent::GetCurrentPosition() const {
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return m_Parent->GetPosition();
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}
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// get's the approximate location where the entity should be on the path
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NiPoint3 MovementAIComponent::ApproximateLocation() const {
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auto source = GetCurrentPosition();
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@@ -239,7 +395,8 @@ void MovementAIComponent::Stop() {
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return;
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}
|
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SetPosition(ApproximateLocation());
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// SetPosition(ApproximateLocation());
|
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SetPosition(GetCurrentPosition());
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SetVelocity(NiPoint3::ZERO);
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@@ -247,10 +404,6 @@ void MovementAIComponent::Stop() {
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m_Done = true;
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m_CurrentPath = {};
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|
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m_PathIndex = 0;
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||||
|
||||
m_CurrentSpeed = 0;
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|
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Game::entityManager->SerializeEntity(m_Parent);
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@@ -263,18 +416,6 @@ void MovementAIComponent::PullToPoint(const NiPoint3& point) {
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m_PullPoint = point;
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}
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||||
|
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void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
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std::reverse(path.begin(), path.end());
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|
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for (const auto& point : path) {
|
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m_Queue.push(point);
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}
|
||||
|
||||
SetDestination(m_Queue.top());
|
||||
|
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m_Queue.pop();
|
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}
|
||||
|
||||
float MovementAIComponent::GetBaseSpeed(LOT lot) {
|
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// Check if the lot is in the cache
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const auto& it = m_PhysicsSpeedCache.find(lot);
|
||||
@@ -414,9 +555,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_CurrentPath.clear();
|
||||
|
||||
m_CurrentPath.push_back(location);
|
||||
m_Queue.push(location);
|
||||
|
||||
// Simply path
|
||||
for (auto point : computedPath) {
|
||||
@@ -424,10 +563,10 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
point.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(point);
|
||||
m_Queue.push(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
|
||||
m_Queue.push(computedPath[computedPath.size() - 1]);
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
@@ -437,11 +576,11 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetDestination() const {
|
||||
if (m_CurrentPath.empty()) {
|
||||
if (!m_CurrentPath) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_CurrentPath.size() - 1];
|
||||
return m_CurrentPath->pathWaypoints[m_CurrentPath->pathWaypoints.size() - 1].position;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetSpeed(const float value) {
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
|
||||
class ControllablePhysicsComponent;
|
||||
class BaseCombatAIComponent;
|
||||
struct Path;
|
||||
|
||||
/**
|
||||
* Information that describes the different variables used to make an entity move around
|
||||
@@ -146,7 +147,11 @@ public:
|
||||
* Attempts to update the waypoint index, making the entity move to the next waypoint
|
||||
* @return true if the waypoint could be increased, false if the entity is at the last waypoint already
|
||||
*/
|
||||
bool AdvanceWaypointIndex();
|
||||
bool AdvancePathWaypointIndex();
|
||||
|
||||
bool AdvanceNavWaypointIndex();
|
||||
|
||||
void ArrivedAtPathWaypoint();
|
||||
|
||||
/**
|
||||
* Returns the waypoint the entity is currently moving towards
|
||||
@@ -208,7 +213,7 @@ public:
|
||||
* Sets a path to follow for the AI
|
||||
* @param path the path to follow
|
||||
*/
|
||||
void SetPath(std::vector<NiPoint3> path);
|
||||
void SetPath(Path* path) {if (path) {m_CurrentPath = path; m_Done = false; m_Timer = 0;};};
|
||||
|
||||
/**
|
||||
* Returns the base speed from the DB for a given LOT
|
||||
@@ -217,6 +222,36 @@ public:
|
||||
*/
|
||||
static float GetBaseSpeed(LOT lot);
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param paused if they are not moving
|
||||
// */
|
||||
// void FollowWaypoints(bool paused) {m_Paused = paused;};
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param paused if they are not moving
|
||||
// * @param newPathName the new path to use
|
||||
// * @param newPathStart the waypoint on the new path to start at
|
||||
// */
|
||||
// void FollowWaypoints(bool paused, std::string newPathName, int newPathStart = 0);
|
||||
|
||||
// /**
|
||||
// * @brief tell an npc how to use it's given path
|
||||
// *
|
||||
// * @param newPathName the new path to use
|
||||
// * @param newPathStart the waypoint on the new path to start at
|
||||
// */
|
||||
// void FollowWaypoints(std::string newPathName, int newPathStart = 0);
|
||||
|
||||
// /**
|
||||
// * @brief starts pathing
|
||||
// *
|
||||
// */
|
||||
// void FollowWaypoints(){m_Paused = false;};
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
@@ -315,7 +350,7 @@ private:
|
||||
/**
|
||||
* The path the entity is currently following
|
||||
*/
|
||||
std::vector<NiPoint3> m_CurrentPath;
|
||||
Path* m_CurrentPath;
|
||||
|
||||
/**
|
||||
* Queue of positions to traverse
|
||||
@@ -326,6 +361,32 @@ private:
|
||||
* Cache of all lots and their respective speeds
|
||||
*/
|
||||
static std::map<LOT, float> m_PhysicsSpeedCache;
|
||||
|
||||
/**
|
||||
* If we are waiting for some reason
|
||||
*/
|
||||
bool m_Waiting = false;
|
||||
|
||||
/**
|
||||
* If we are waiting on a delay
|
||||
*/
|
||||
float m_WaitingTime = 0.0;
|
||||
|
||||
/**
|
||||
* The speed at which they will path
|
||||
*/
|
||||
float m_PathSpeed;
|
||||
|
||||
/**
|
||||
* If we are traverseing a waypoint path in reverse
|
||||
*/
|
||||
bool m_Reverse = false;
|
||||
|
||||
int m_WaypointPathIndex;
|
||||
|
||||
float m_WaypointPathSpeed;
|
||||
int m_NavPathIndex;
|
||||
|
||||
};
|
||||
|
||||
#endif // MOVEMENTAICOMPONENT_H
|
||||
|
||||
@@ -128,9 +128,6 @@ void ActivityManager::ActivityTimerStart(Entity* self, const std::string& timerN
|
||||
const float_t stopTime) {
|
||||
auto* timer = new ActivityTimer{ timerName, updateInterval, stopTime };
|
||||
activeTimers.push_back(timer);
|
||||
|
||||
Game::logger->LogDebug("ActivityManager", "Starting timer '%s', %f, %f", timerName.c_str(), updateInterval, stopTime);
|
||||
|
||||
self->AddTimer(GetPrefixedName(timer->name), timer->updateInterval);
|
||||
}
|
||||
|
||||
@@ -210,10 +207,8 @@ void ActivityManager::OnTimerDone(Entity* self, std::string timerName) {
|
||||
activeTimers.erase(std::remove(activeTimers.begin(), activeTimers.end(), timer),
|
||||
activeTimers.end());
|
||||
delete timer;
|
||||
Game::logger->LogDebug("ActivityManager", "Executing timer '%s'", activityTimerName.c_str());
|
||||
OnActivityTimerDone(self, activityTimerName);
|
||||
} else {
|
||||
Game::logger->LogDebug("ActivityManager", "Updating timer '%s'", activityTimerName.c_str());
|
||||
OnActivityTimerUpdate(self, timer->name, timer->stopTime - timer->runTime, timer->runTime);
|
||||
self->AddTimer(GetPrefixedName(timer->name), timer->updateInterval);
|
||||
}
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "eGameActivity.h"
|
||||
#include "MovingPlatformComponent.h"
|
||||
|
||||
void SGCannon::OnStartup(Entity* self) {
|
||||
Game::logger->Log("SGCannon", "OnStartup");
|
||||
@@ -285,36 +286,26 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
|
||||
Game::logger->Log("SGCannon", "Spawning enemy %i on path %s", toSpawn.lot, path->pathName.c_str());
|
||||
|
||||
auto* enemy = Game::entityManager->CreateEntity(info, nullptr, self);
|
||||
Game::entityManager->ConstructEntity(enemy);
|
||||
if (enemy) {
|
||||
Game::entityManager->ConstructEntity(enemy);
|
||||
auto* movementAI = enemy->GetComponent<MovementAIComponent>();
|
||||
if (!movementAI) return;
|
||||
|
||||
auto* movementAI = new MovementAIComponent(enemy, {});
|
||||
movementAI->SetSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetHaltDistance(0.0f);
|
||||
|
||||
enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
|
||||
enemy->AddDieCallback([this, self, enemy, name]() {
|
||||
RegisterHit(self, enemy, name);
|
||||
}
|
||||
);
|
||||
|
||||
movementAI->SetSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);
|
||||
movementAI->SetHaltDistance(0.0f);
|
||||
|
||||
std::vector<NiPoint3> pathWaypoints;
|
||||
|
||||
for (const auto& waypoint : path->pathWaypoints) {
|
||||
pathWaypoints.push_back(waypoint.position);
|
||||
}
|
||||
|
||||
if (GeneralUtils::GenerateRandomNumber<float_t>(0, 1) < 0.5f) {
|
||||
std::reverse(pathWaypoints.begin(), pathWaypoints.end());
|
||||
}
|
||||
|
||||
movementAI->SetPath(pathWaypoints);
|
||||
|
||||
enemy->AddDieCallback([this, self, enemy, name]() {
|
||||
RegisterHit(self, enemy, name);
|
||||
});
|
||||
|
||||
// Save the enemy and tell it to start pathing
|
||||
if (enemy != nullptr) {
|
||||
// Save the enemy
|
||||
const_cast<std::vector<LWOOBJID>&>(self->GetVar<std::vector<LWOOBJID>>(SpawnedObjects)).push_back(enemy->GetObjectID());
|
||||
GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
// if we are a moving platform, tell it to move
|
||||
auto* movingPlatformComponent = enemy->GetComponent<MovingPlatformComponent>();
|
||||
if (movingPlatformComponent) GameMessages::SendPlatformResync(enemy, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
}
|
||||
}
|
||||
} else if (name == EndGameBufferTimer) {
|
||||
|
||||
@@ -533,7 +533,6 @@ void Zone::LoadPath(std::istream& file) {
|
||||
BinaryIO::BinaryRead(file, character);
|
||||
value.push_back(character);
|
||||
}
|
||||
|
||||
LDFBaseData* ldfConfig = nullptr;
|
||||
if (path.pathType == PathType::Movement || path.pathType == PathType::Rail) {
|
||||
ldfConfig = LDFBaseData::DataFromString(parameter + "=0:" + value);
|
||||
|
||||
Reference in New Issue
Block a user