mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
they move!
This commit is contained in:
parent
bf75447794
commit
ccb4fbc840
@ -688,7 +688,8 @@ void Entity::Initialize() {
|
||||
}
|
||||
|
||||
std::string pathName = GetVarAsString(u"attached_path");
|
||||
const Path* path = dZoneManager::Instance()->GetZone()->GetPath(pathName);
|
||||
Path* path = nullptr;
|
||||
if (!pathName.empty()) path = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(pathName));
|
||||
|
||||
//Check to see if we have an attached path and add the appropiate component to handle it:
|
||||
if (path){
|
||||
@ -697,14 +698,16 @@ void Entity::Initialize() {
|
||||
MovingPlatformComponent* plat = new MovingPlatformComponent(this, pathName);
|
||||
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVING_PLATFORM, plat));
|
||||
// else if we are a movement path
|
||||
} /*else if (path->pathType == PathType::Movement) {
|
||||
} else if (path->pathType == PathType::Movement) {
|
||||
auto movementAIcomp = GetComponent<MovementAIComponent>();
|
||||
if (movementAIcomp){
|
||||
// TODO: set path in existing movementAIComp
|
||||
movementAIcomp->SetMovementPath(path);
|
||||
} else {
|
||||
// TODO: create movementAIcomp and set path
|
||||
movementAIcomp = new MovementAIComponent(this, MovementAIInfo());
|
||||
movementAIcomp->SetMovementPath(path);
|
||||
m_Components.insert(std::make_pair(COMPONENT_TYPE_MOVEMENT_AI, movementAIcomp));
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
int proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_PROXIMITY_MONITOR);
|
||||
|
@ -37,6 +37,9 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
|
||||
m_Speed = 0;
|
||||
m_TotalTime = 0;
|
||||
m_LockRotation = false;
|
||||
|
||||
m_MovementPath = nullptr;
|
||||
m_isReverse = false;
|
||||
}
|
||||
|
||||
MovementAIComponent::~MovementAIComponent() = default;
|
||||
@ -62,20 +65,16 @@ void MovementAIComponent::Update(const float deltaTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (AtFinalWaypoint()) // Are we done?
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (AtFinalWaypoint()) return; // Are we donw?
|
||||
|
||||
if (m_HaltDistance > 0) {
|
||||
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) // Prevent us from hugging the target
|
||||
{
|
||||
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < m_HaltDistance * m_HaltDistance) { // Prevent us from hugging the target
|
||||
Stop();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Game::logger->Log("MovementAIComponent", "timer %f", m_Timer);
|
||||
if (m_Timer > 0) {
|
||||
m_Timer -= deltaTime;
|
||||
|
||||
@ -92,15 +91,12 @@ void MovementAIComponent::Update(const float deltaTime) {
|
||||
|
||||
NiPoint3 velocity = NiPoint3::ZERO;
|
||||
|
||||
if (AdvanceWaypointIndex()) // Do we have another waypoint to seek?
|
||||
{
|
||||
if (AdvanceWaypointIndex()) { // Do we have another waypoint to seek?
|
||||
m_NextWaypoint = GetCurrentWaypoint();
|
||||
|
||||
if (m_NextWaypoint == source) {
|
||||
m_Timer = 0;
|
||||
|
||||
goto nextAction;
|
||||
}
|
||||
} else {
|
||||
|
||||
if (m_CurrentSpeed < m_Speed) {
|
||||
m_CurrentSpeed += m_Acceleration;
|
||||
@ -124,9 +120,11 @@ void MovementAIComponent::Update(const float deltaTime) {
|
||||
}
|
||||
|
||||
// Calclute the time it will take to reach the next waypoint with the current speed
|
||||
Game::logger->Log("MovementAIComponent", "length %f speed %f", length, speed);
|
||||
m_TotalTime = m_Timer = length / speed;
|
||||
|
||||
SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
|
||||
}
|
||||
} else {
|
||||
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
|
||||
if (!m_Queue.empty()) {
|
||||
@ -141,8 +139,6 @@ void MovementAIComponent::Update(const float deltaTime) {
|
||||
}
|
||||
}
|
||||
|
||||
nextAction:
|
||||
|
||||
SetVelocity(velocity);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
@ -153,21 +149,108 @@ const MovementAIInfo& MovementAIComponent::GetInfo() const {
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AdvanceWaypointIndex() {
|
||||
Game::logger->Log("MovementAIComponent", "reached waypoint check");
|
||||
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
if (m_MovementPath){
|
||||
if (m_MovementPath->pathBehavior == PathBehavior::Loop){
|
||||
m_PathIndex = 0;
|
||||
return true;
|
||||
} else {
|
||||
if (m_MovementPath->pathBehavior == PathBehavior::Bounce){
|
||||
m_isReverse = true;
|
||||
m_PathIndex--;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
} else if (m_PathIndex <= 0) {
|
||||
m_PathIndex = 0;
|
||||
m_isReverse = false;
|
||||
}
|
||||
|
||||
m_PathIndex++;
|
||||
if (m_isReverse) m_PathIndex--;
|
||||
else m_PathIndex++;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
|
||||
Game::logger->Log("MovementAIComponent", "get current waypoint");
|
||||
if (m_PathIndex >= m_CurrentPath.size()) {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_PathIndex];
|
||||
auto source = GetCurrentPosition();
|
||||
auto destination = m_CurrentPa.at(m_PathIndex);
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
|
||||
}
|
||||
if (abs(destination.y - source.y) > 3) destination.y = source.y;
|
||||
|
||||
return destination;
|
||||
}
|
||||
|
||||
void MovementAIComponent::ArrivedAtPathWaypoint(){
|
||||
// TODO: Call scripts here
|
||||
|
||||
PathWaypoint waypoint = m_CurrentPath->pathWaypoints.at(m_WaypointPathIndex);
|
||||
|
||||
if (waypoint.config.size() > 0) {
|
||||
|
||||
for (LDFBaseData* action : waypoint.config) {
|
||||
if (action) {
|
||||
|
||||
// delay: has time as float
|
||||
if (action->GetKey() == u"delay"){
|
||||
m_WaitingTime += std::stof(action->GetValueAsString());
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
// emote: has name of animation to play
|
||||
} else if (action->GetKey() == u"emote"){
|
||||
GameMessages::SendPlayAnimation(m_Parent, GeneralUtils::UTF8ToUTF16(action->GetValueAsString()));
|
||||
// TODO Get proper animation time and add to wait
|
||||
m_WaitingTime += 1;
|
||||
SetVelocity(NiPoint3::ZERO);
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
// pathspeed: has pathing speed as a float
|
||||
} else if (action->GetKey() == u"pathspeed") {
|
||||
m_PathSpeed = std::stof(action->GetValueAsString());
|
||||
|
||||
// changeWP: <path to change to>,<waypoint to use> the command and waypoint are optional
|
||||
} else if (action->GetKey() == u"changeWP") {
|
||||
// use an intermediate value since it can be one or two things
|
||||
auto intermed = action->GetValueAsString();
|
||||
std::string path_string = "";
|
||||
|
||||
// sometimes there's a path and what waypoint to start, which are comma separated
|
||||
if (intermed.find(",") != std::string::npos){
|
||||
auto datas = GeneralUtils::SplitString(intermed, ',');
|
||||
path_string = datas[0];
|
||||
m_WaypointPathIndex = stoi(datas[1]) - 1; // becuase 0 vs 1 indexed
|
||||
} else {
|
||||
path_string = intermed;
|
||||
m_WaypointPathIndex = 0;
|
||||
}
|
||||
|
||||
if (path_string != "") {
|
||||
m_CurrentPath = const_cast<Path*>(dZoneManager::Instance()->GetZone()->GetPath(path_string));
|
||||
} else m_CurrentPath = nullptr;
|
||||
|
||||
} else {
|
||||
// We don't recognize the action, let a dev know
|
||||
Game::logger->LogDebug("ControllablePhysicsComponent", "Unhandled action %s", GeneralUtils::UTF16ToWTF8(action->GetKey()).c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_WaitingTime == 0) { // if we don't have any time to wait
|
||||
m_Waiting = false;
|
||||
}
|
||||
}
|
||||
|
||||
NiPoint3 MovementAIComponent::GetNextWaypoint() const {
|
||||
@ -198,6 +281,7 @@ NiPoint3 MovementAIComponent::ApproximateLocation() const {
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
approximation.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(approximation);
|
||||
}
|
||||
if (abs(destination.y - source.y) > 3) destination.y = source.y;
|
||||
|
||||
return approximation;
|
||||
}
|
||||
@ -227,10 +311,12 @@ float MovementAIComponent::GetTimer() const {
|
||||
}
|
||||
|
||||
bool MovementAIComponent::AtFinalWaypoint() const {
|
||||
|
||||
return m_Done;
|
||||
}
|
||||
|
||||
void MovementAIComponent::Stop() {
|
||||
Game::logger->Log("MovementAIComponent", "stopped");
|
||||
if (m_Done) {
|
||||
return;
|
||||
}
|
||||
@ -271,6 +357,22 @@ void MovementAIComponent::SetPath(std::vector<NiPoint3> path) {
|
||||
m_Queue.pop();
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetMovementPath(Path* movementPath){
|
||||
Game::logger->Log("MovementAIComponent", "setmovementpath %s", movementPath->pathName.c_str());
|
||||
m_MovementPath = movementPath;
|
||||
|
||||
// get waypoints
|
||||
std::vector<NiPoint3> pathWaypoints;
|
||||
for (const auto& waypoint : movementPath->pathWaypoints) m_CurrentPath.push_back(waypoint.position);
|
||||
SetSpeed(m_BaseSpeed);
|
||||
m_PathIndex = 0;
|
||||
|
||||
m_TotalTime = m_Timer = 0;
|
||||
|
||||
m_Done = false;
|
||||
|
||||
};
|
||||
|
||||
float MovementAIComponent::GetBaseSpeed(LOT lot) {
|
||||
// Check if the lot is in the cache
|
||||
const auto& it = m_PhysicsSpeedCache.find(lot);
|
||||
@ -312,11 +414,13 @@ foundComponent:
|
||||
}
|
||||
|
||||
m_PhysicsSpeedCache[lot] = speed;
|
||||
Game::logger->Log("MovementAIComponent", "speed = %f", speed);
|
||||
|
||||
return speed;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetPosition(const NiPoint3& value) {
|
||||
Game::logger->Log("MovementAIComponent", "set position %f %f %f", value.x, value.y, value.z);
|
||||
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
|
||||
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
@ -353,6 +457,8 @@ void MovementAIComponent::SetRotation(const NiQuaternion& value) {
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetVelocity(const NiPoint3& value) {
|
||||
Game::logger->Log("MovementAIComponent", "set velocity %f %f %f", value.x, value.y, value.z);
|
||||
|
||||
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
|
||||
|
||||
if (controllablePhysicsComponent != nullptr) {
|
||||
@ -422,7 +528,7 @@ void MovementAIComponent::SetDestination(const NiPoint3& value) {
|
||||
m_CurrentPath.push_back(point);
|
||||
}
|
||||
|
||||
m_CurrentPath.push_back(computedPath[computedPath.size() - 1]);
|
||||
m_CurrentPath.push_back(computedPath.at(computedPath.size() - 1]));
|
||||
|
||||
m_PathIndex = 0;
|
||||
|
||||
@ -436,7 +542,14 @@ NiPoint3 MovementAIComponent::GetDestination() const {
|
||||
return GetCurrentPosition();
|
||||
}
|
||||
|
||||
return m_CurrentPath[m_CurrentPath.size() - 1];
|
||||
auto destination = m_CurrentPath.at(m_CurrentPath.size() - 1);
|
||||
if (dpWorld::Instance().IsLoaded()) {
|
||||
destination.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(destination);
|
||||
}
|
||||
auto source = ApproximateLocation();
|
||||
if (abs(destination.y - source.y) > 3) destination.y = source.y;
|
||||
|
||||
return destination;
|
||||
}
|
||||
|
||||
void MovementAIComponent::SetSpeed(const float value) {
|
||||
|
@ -209,6 +209,12 @@ 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
|
||||
@ -325,6 +331,16 @@ 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;
|
||||
};
|
||||
|
||||
#endif // MOVEMENTAICOMPONENT_H
|
||||
|
Loading…
Reference in New Issue
Block a user