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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-21 11:59:37 -06:00
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4 Commits
switch_beh
...
EmosewaMC-
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c856e9a9ac | ||
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2b253a8248 | ||
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3262bc3a86 | ||
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3a4e554da9 |
@@ -4,8 +4,6 @@ include(CTest)
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set(CMAKE_CXX_STANDARD 20)
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set(CXX_STANDARD_REQUIRED ON)
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set(CMAKE_POLICY_DEFAULT_CMP0063 NEW) # Set CMAKE visibility policy to NEW on project and subprojects
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set(CMAKE_CXX_VISIBILITY_PRESET hidden) # Set C++ symbol visibility to default to hidden
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set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
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# Read variables from file
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@@ -335,26 +335,22 @@ void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID
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const auto typeString = GeneralUtils::UTF16ToWTF8(type);
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if (m_effectNames == nullptr) {
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m_effectNames = new std::unordered_map<std::string, std::string>();
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} else {
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const auto pair = m_effectNames->find(typeString);
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const auto itr = m_effectNames.find(typeString);
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if (type.empty()) {
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type = GeneralUtils::ASCIIToUTF16(*m_effectType);
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}
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if (type.empty()) {
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type = GeneralUtils::ASCIIToUTF16(m_effectType);
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}
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if (pair != m_effectNames->end()) {
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if (renderComponent == nullptr) {
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, pair->second, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, pair->second, secondary);
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if (itr != m_effectNames.end()) {
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if (renderComponent == nullptr) {
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, itr->second, secondary, 1, 1, true);
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return;
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}
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renderComponent->PlayEffect(effectId, type, itr->second, secondary);
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return;
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}
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// The SQlite result object becomes invalid if the query object leaves scope.
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@@ -388,12 +384,12 @@ void Behavior::PlayFx(std::u16string type, const LWOOBJID target, const LWOOBJID
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type = GeneralUtils::ASCIIToUTF16(typeResult);
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m_effectType = new std::string(typeResult);
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m_effectType = typeResult;
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}
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result.finalize();
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m_effectNames->insert_or_assign(typeString, name);
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m_effectNames.insert_or_assign(typeString, name);
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if (renderComponent == nullptr) {
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GameMessages::SendPlayFXEffect(targetEntity, effectId, type, name, secondary, 1, 1, true);
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@@ -423,7 +419,6 @@ Behavior::Behavior(const uint32_t behaviorId) {
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if (behaviorId == 0) {
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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}
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@@ -432,7 +427,6 @@ Behavior::Behavior(const uint32_t behaviorId) {
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LOG("Failed to load behavior with id (%i)!", behaviorId);
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this->m_effectId = 0;
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this->m_effectHandle = nullptr;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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return;
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@@ -442,7 +436,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
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this->m_effectId = templateInDatabase.effectID;
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this->m_effectHandle = *templateInDatabase.effectHandle != "" ? new std::string(*templateInDatabase.effectHandle) : nullptr;
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this->m_effectHandle = *templateInDatabase.effectHandle;
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}
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@@ -507,9 +501,3 @@ void Behavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream,
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void Behavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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}
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Behavior::~Behavior() {
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delete m_effectNames;
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delete m_effectType;
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delete m_effectHandle;
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}
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@@ -41,9 +41,9 @@ public:
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uint32_t m_behaviorId;
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BehaviorTemplates m_templateId;
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uint32_t m_effectId;
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std::string* m_effectHandle = nullptr;
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std::unordered_map<std::string, std::string>* m_effectNames = nullptr;
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std::string* m_effectType = nullptr;
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std::string m_effectHandle;
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std::unordered_map<std::string, std::string> m_effectNames;
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std::string m_effectType;
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/*
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* Behavior parameters
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@@ -88,5 +88,11 @@ public:
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*/
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explicit Behavior(uint32_t behaviorId);
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virtual ~Behavior();
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virtual ~Behavior() = default;
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Behavior(const Behavior& other) = default;
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Behavior(Behavior&& other) = default;
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Behavior& operator=(const Behavior& other) = default;
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Behavior& operator=(Behavior&& other) = default;
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};
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@@ -9,17 +9,16 @@ void SkillEventBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bit
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auto* target = Game::entityManager->GetEntity(branch.target);
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auto* caster = Game::entityManager->GetEntity(context->originator);
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if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
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target->GetScript()->OnSkillEventFired(target, caster, *this->m_effectHandle);
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if (caster != nullptr && target != nullptr && !this->m_effectHandle.empty()) {
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target->GetScript()->OnSkillEventFired(target, caster, this->m_effectHandle);
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}
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}
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void
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SkillEventBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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void SkillEventBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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auto* caster = Game::entityManager->GetEntity(context->originator);
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if (caster != nullptr && target != nullptr && this->m_effectHandle != nullptr && !this->m_effectHandle->empty()) {
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target->GetScript()->OnSkillEventFired(target, caster, *this->m_effectHandle);
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if (caster != nullptr && target != nullptr && !this->m_effectHandle.empty()) {
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target->GetScript()->OnSkillEventFired(target, caster, this->m_effectHandle);
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}
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}
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@@ -7,9 +7,9 @@
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#include "BuffComponent.h"
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void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto state = true;
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bool state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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if (!bitStream.Read(state)) {
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LOG("Unable to read state from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits());
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return;
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@@ -18,49 +18,59 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStre
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auto* entity = Game::entityManager->GetEntity(context->originator);
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if (entity == nullptr) {
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return;
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}
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if (!entity) return;
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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return;
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if (destroyableComponent) {
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if (m_isEnemyFaction) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (target) state = destroyableComponent->IsEnemy(target);
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}
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LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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}
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LOG_DEBUG("[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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if (state) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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} else {
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this->m_actionFalse->Handle(context, bitStream, branch);
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Handle(context, bitStream, branch);
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}
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void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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auto state = true;
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if (this->m_imagination > 0 || !this->m_isEnemyFaction) {
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bool state = true;
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if (m_imagination > 0 || m_targetHasBuff > 0 || m_Distance > -1.0f) {
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auto* entity = Game::entityManager->GetEntity(branch.target);
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state = entity != nullptr;
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if (state && m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (state) {
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if (m_targetHasBuff != 0) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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state = false;
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if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff)) {
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state = false;
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}
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} else if (m_imagination > 0) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent && destroyableComponent->GetImagination() < m_imagination) {
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state = false;
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}
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} else if (m_Distance > -1.0f) {
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auto* originator = Game::entityManager->GetEntity(context->originator);
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if (originator) {
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const auto distance = (originator->GetPosition() - entity->GetPosition()).Length();
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state = distance <= m_Distance;
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}
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}
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}
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bitStream.Write(state);
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}
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if (state) {
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this->m_actionTrue->Calculate(context, bitStream, branch);
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} else {
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this->m_actionFalse->Calculate(context, bitStream, branch);
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}
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auto* behaviorToCall = state ? m_actionTrue : m_actionFalse;
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behaviorToCall->Calculate(context, bitStream, branch);
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}
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void SwitchBehavior::Load() {
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@@ -72,5 +82,7 @@ void SwitchBehavior::Load() {
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this->m_isEnemyFaction = GetBoolean("isEnemyFaction");
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this->m_targetHasBuff = GetInt("target_has_buff");
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this->m_targetHasBuff = GetInt("target_has_buff", -1);
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this->m_Distance = GetFloat("distance", -1.0f);
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}
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@@ -14,6 +14,8 @@ public:
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int32_t m_targetHasBuff;
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float m_Distance;
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/*
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* Inherited
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*/
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@@ -162,7 +162,6 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
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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_Parent->GetPosition()) < 20 * 20 && m_TetherTime <= 0)
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@@ -96,33 +96,29 @@ void MovementAIComponent::Update(const float deltaTime) {
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if (m_NextWaypoint == source) {
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m_TimeToTravel = 0.0f;
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} else {
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if (m_CurrentSpeed < m_MaxSpeed) {
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m_CurrentSpeed += m_Acceleration;
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}
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goto nextAction;
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m_CurrentSpeed = std::min(m_CurrentSpeed, m_MaxSpeed);
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const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
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const auto delta = m_NextWaypoint - source;
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// Normalize the vector
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const auto length = delta.Length();
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if (length > 0.0f) {
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velocity = (delta / 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_TimeTravelled = 0.0f;
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m_TimeToTravel = length / speed;
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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}
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if (m_CurrentSpeed < m_MaxSpeed) {
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m_CurrentSpeed += m_Acceleration;
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}
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if (m_CurrentSpeed > m_MaxSpeed) {
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m_CurrentSpeed = m_MaxSpeed;
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}
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const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
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const auto delta = m_NextWaypoint - source;
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// Normalize the vector
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const auto length = delta.Length();
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if (length > 0) {
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velocity = (delta / 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_TimeTravelled = 0.0f;
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m_TimeToTravel = 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_CurrentPath.empty()) {
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@@ -135,8 +131,6 @@ void MovementAIComponent::Update(const float deltaTime) {
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m_CurrentPath.pop();
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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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@@ -319,8 +313,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& destination) {
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auto step = delta / 10.0f;
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for (int i = 0; i < 10; i++) {
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// TODO: Replace this with += when the NiPoint3::operator+= is fixed
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start = start + step;
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start += step;
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computedPath.push_back(start);
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}
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