DarkflameServer/dScripts/02_server/Map/AM/WanderingVendor.cpp
David Markowitz bd9b790e1d
feat: Add MovingAI pathing for NPCs without combatAI (#1509)
* remove goto

* Update MovementAIComponent.cpp

* convert to PathWaypoint

Easier for usage with paths

* add path parsing

* ref removal, simplification of work

* it works

* Update MovementAIComponent.cpp

* disable pathing for combat

we just need it for npcs for now, combat ai can be done later

* fixed stuttery enemies

wow

* start at ramped up speed

* add pausing and resuming

* Update MovementAIComponent.cpp

* Update MovementAIComponent.h

* Update CMakeLists.txt
2024-03-26 21:06:22 -05:00

33 lines
1.2 KiB
C++

#include "WanderingVendor.h"
#include "MovementAIComponent.h"
#include "ProximityMonitorComponent.h"
void WanderingVendor::OnStartup(Entity* self) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
self->SetProximityRadius(10, "playermonitor");
}
void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
if (status == "ENTER" && entering->IsPlayer()) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Pause();
self->CancelTimer("startWalking");
} else if (status == "LEAVE") {
auto* proximityMonitorComponent = self->GetComponent<ProximityMonitorComponent>();
if (!proximityMonitorComponent) self->AddComponent<ProximityMonitorComponent>();
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
if (proxObjs.empty()) self->AddTimer("startWalking", 1.5);
}
}
void WanderingVendor::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "startWalking") {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
if (!movementAIComponent) return;
movementAIComponent->Resume();
}
}