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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-28 00:39:40 -06:00
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2 Commits
use-npc-pa
...
jetpack-us
| Author | SHA1 | Date | |
|---|---|---|---|
| 8b0f374ab4 | |||
| bb20aa7f86 |
@@ -693,8 +693,7 @@ void Entity::Initialize() {
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}
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std::string pathName = GetVarAsString(u"attached_path");
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Path* path = nullptr;
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if (!pathName.empty()) path = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(pathName));
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const Path* path = dZoneManager::Instance()->GetZone()->GetPath(pathName);
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//Check to see if we have an attached path and add the appropiate component to handle it:
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if (path){
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@@ -703,16 +702,14 @@ void Entity::Initialize() {
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MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
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// else if we are a movement path
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} else if (path->pathType == PathType::Movement) {
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} /*else if (path->pathType == PathType::Movement) {
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auto movementAIcomp = GetComponent<MovementAIComponent>();
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if (movementAIcomp){
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movementAIcomp->SetMovementPath(path);
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// TODO: set path in existing movementAIComp
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} else {
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movementAIcomp = new MovementAIComponent(this, MovementAIInfo());
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movementAIcomp->SetMovementPath(path);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, movementAIcomp));
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// TODO: create movementAIcomp and set path
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}
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}
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}*/
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}
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int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);
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@@ -1,6 +1,7 @@
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#include "JetPackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "ControllablePhysicsComponent.h"
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#include "GameMessages.h"
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#include "Character.h"
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@@ -12,11 +13,11 @@ void JetPackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_st
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if (entity->IsPlayer()) {
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auto* character = entity->GetCharacter();
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if (character) {
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character->SetIsFlying(true);
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}
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if (character) character->SetIsFlying(true);
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}
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auto controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetJetpackFlying(true);
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}
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void JetPackBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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@@ -26,11 +27,11 @@ void JetPackBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext bra
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if (entity->IsPlayer()) {
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auto* character = entity->GetCharacter();
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if (character) {
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character->SetIsFlying(false);
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}
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if (character) character->SetIsFlying(false);
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}
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auto controllablePhysicsComponent = entity->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetJetpackFlying(false);
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}
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void JetPackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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@@ -127,12 +127,6 @@ public:
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*/
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void SetDirtyAngularVelocity(bool val);
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/**
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* Sets whether or not the entity is currently wearing a jetpack
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* @param val whether or not the entity is currently wearing a jetpack
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*/
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void SetInJetpackMode(bool val) { m_InJetpackMode = val; }
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/**
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* Returns whether or not the entity is currently wearing a jetpack
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* @return whether or not the entity is currently wearing a jetpack
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@@ -143,7 +137,7 @@ public:
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* Sets whether or not the entity is currently flying a jetpack
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* @param val whether or not the entity is currently flying a jetpack
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*/
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void SetJetpackFlying(bool val) { m_JetpackFlying = val; }
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void SetJetpackFlying(bool val) { m_JetpackFlying = val; m_DirtyEquippedItemInfo = true;}
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/**
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* Returns whether or not an entity is currently flying a jetpack
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@@ -9,7 +9,6 @@
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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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std::map<LOT, float> MovementAIComponent::m_PhysicsSpeedCache = {};
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@@ -17,9 +16,9 @@ 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_IsPaused = false;
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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//Try and fix the insane values:
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@@ -37,21 +36,13 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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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_TotalTime = 0;
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m_LockRotation = false;
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m_MovementPath = nullptr;
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m_isReverse = false;
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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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if (m_IsPaused) return;
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if (m_Interrupted) {
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const auto source = GetCurrentWaypoint();
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@@ -72,64 +63,71 @@ void MovementAIComponent::Update(const float deltaTime) {
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return;
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}
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if (AtFinalWaypoint()) return; // Are we done?
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if (AtFinalWaypoint()) // Are we done?
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{
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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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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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// Game::logger->Log("MovementAIComponent", "timer %f", m_Timer);
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if (m_Timer > 0) {
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m_Timer -= deltaTime;
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if (m_Timer > 0) return;
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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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// We've arrived at a waypoint, do the things if we need to
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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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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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} else {
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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_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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Game::logger->Log("MovementAIComponent", "length %f speed %f", length, 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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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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@@ -144,6 +142,8 @@ void MovementAIComponent::Update(const float deltaTime) {
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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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@@ -154,106 +154,21 @@ const MovementAIInfo& MovementAIComponent::GetInfo() const {
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}
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bool MovementAIComponent::AdvanceWaypointIndex() {
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Game::logger->Log("MovementAIComponent", "reached waypoint check");
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if (m_PathIndex >= m_CurrentPath.size()) {
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if (m_MovementPath){
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if (m_MovementPath->pathBehavior == PathBehavior::Loop){
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m_PathIndex = 0;
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return true;
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} else {
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if (m_MovementPath->pathBehavior == PathBehavior::Bounce){
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m_isReverse = true;
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m_PathIndex--;
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return true;
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}
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}
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}
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return false;
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} else if (m_PathIndex <= 0) {
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m_PathIndex = 0;
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m_isReverse = false;
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}
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if (m_isReverse) m_PathIndex--;
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else m_PathIndex++;
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m_PathIndex++;
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return true;
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}
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NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
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Game::logger->Log("MovementAIComponent", "get current waypoint");
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if (m_PathIndex >= m_CurrentPath.size()) {
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return GetCurrentPosition();
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}
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auto source = GetCurrentPosition();
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auto destination = m_CurrentPath.at(m_PathIndex);
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if (dpWorld::Instance().IsLoaded()) {
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destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
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}
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if (abs(destination.y - source.y) > 3) destination.y = source.y;
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return destination;
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}
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void MovementAIComponent::ArrivedAtPathWaypoint(){
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if(!m_MovementPath) return;
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if (m_PathIndex >= m_CurrentPath.size()) return;
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// TODO: Call scripts here
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PathWaypoint waypoint = m_MovementPath->pathWaypoints.at(m_PathIndex);
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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_Timer += std::stof(action->GetValueAsString());
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->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_Timer += 1;
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SetVelocity(NiPoint3::ZERO);
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EntityManager::Instance()->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_BaseSpeed = 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_PathIndex = stoi(datas[1]) - 1;
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} else {
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path_string = intermed;
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m_PathIndex = 0;
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}
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if (path_string != "") {
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SetMovementPath(const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(path_string)));
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} else m_MovementPath = 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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return m_CurrentPath[m_PathIndex];
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}
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NiPoint3 MovementAIComponent::GetNextWaypoint() const {
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@@ -284,7 +199,6 @@ NiPoint3 MovementAIComponent::ApproximateLocation() const {
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if (dpWorld::Instance().IsLoaded()) {
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approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation);
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}
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if (abs(destination.y - source.y) > 3) destination.y = source.y;
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return approximation;
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}
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@@ -314,12 +228,10 @@ float MovementAIComponent::GetTimer() const {
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}
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bool MovementAIComponent::AtFinalWaypoint() const {
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return m_Done;
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}
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void MovementAIComponent::Stop() {
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Game::logger->Log("MovementAIComponent", "stopped");
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if (m_Done) {
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return;
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}
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@@ -360,22 +272,6 @@ void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
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m_Queue.pop();
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}
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void MovementAIComponent::SetMovementPath(Path* movementPath){
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Game::logger->Log("MovementAIComponent", "setmovementpath %s", movementPath->pathName.c_str());
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m_MovementPath = movementPath;
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// get waypoints
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std::vector<NiPoint3> pathWaypoints;
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for (const auto& waypoint : movementPath->pathWaypoints) m_CurrentPath.push_back(waypoint.position);
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SetSpeed(m_BaseSpeed);
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m_PathIndex = m_Parent->GetVarAs<int>(u"attached_path_start");
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m_TotalTime = m_Timer = 0;
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m_Done = false;
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};
|
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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);
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@@ -417,13 +313,11 @@ foundComponent:
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}
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m_PhysicsSpeedCache[lot] = speed;
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Game::logger->Log("MovementAIComponent", "speed = %f", speed);
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return speed;
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}
|
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|
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void MovementAIComponent::SetPosition(const NiPoint3& value) {
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Game::logger->Log("MovementAIComponent", "set position %f %f %f", value.x, value.y, value.z);
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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@@ -460,8 +354,6 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
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}
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void MovementAIComponent::SetVelocity(const NiPoint3& value) {
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Game::logger->Log("MovementAIComponent", "set velocity %f %f %f", value.x, value.y, value.z);
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent != nullptr) {
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@@ -531,7 +423,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
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m_CurrentPath.push_back(point);
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}
|
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m_CurrentPath.push_back(computedPath.at(computedPath.size() - 1));
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m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
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m_PathIndex = 0;
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@@ -545,14 +437,7 @@ NiPoint3 MovementAIComponent::GetDestination() const {
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return GetCurrentPosition();
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}
|
||||
|
||||
auto destination = m_CurrentPath.at(m_CurrentPath.size() - 1);
|
||||
if (dpWorld::Instance().IsLoaded()) {
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destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
|
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}
|
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auto source = ApproximateLocation();
|
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if (abs(destination.y - source.y) > 3) destination.y = source.y;
|
||||
|
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return destination;
|
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return m_CurrentPath[m_CurrentPath.size() - 1];
|
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}
|
||||
|
||||
void MovementAIComponent::SetSpeed(const float value) {
|
||||
|
||||
@@ -209,12 +209,6 @@ public:
|
||||
*/
|
||||
void SetPath(std::vector<NiPoint3> path);
|
||||
|
||||
/**
|
||||
* Set the path from a movement path for the AI to follow
|
||||
* @param movementPath the Path to follow
|
||||
*/
|
||||
void SetMovementPath(Path* movementPath);
|
||||
|
||||
/**
|
||||
* Returns the base speed from the DB for a given LOT
|
||||
* @param lot the lot to check for
|
||||
@@ -222,8 +216,6 @@ public:
|
||||
*/
|
||||
static float GetBaseSpeed(LOT lot);
|
||||
|
||||
void ArrivedAtPathWaypoint();
|
||||
|
||||
private:
|
||||
|
||||
/**
|
||||
@@ -333,27 +325,6 @@ private:
|
||||
* Cache of all lots and their respective speeds
|
||||
*/
|
||||
static std::map<LOT, float> m_PhysicsSpeedCache;
|
||||
|
||||
/**
|
||||
* Path from luz that we the entity is following
|
||||
*/
|
||||
Path* m_MovementPath;
|
||||
|
||||
/**
|
||||
* If we are reversing on a path
|
||||
*/
|
||||
bool m_isReverse;
|
||||
|
||||
/**
|
||||
* If we are waiting on a delay before moving
|
||||
*/
|
||||
bool m_IsWaiting;
|
||||
|
||||
/**
|
||||
* If we are paused for some reason
|
||||
*/
|
||||
bool m_IsPaused;
|
||||
|
||||
};
|
||||
|
||||
#endif // MOVEMENTAICOMPONENT_H
|
||||
|
||||
Reference in New Issue
Block a user