smoother NPC pathing. (credit to Haynar from EQMacEmu)

This commit is contained in:
regneq 2015-05-11 21:42:48 -07:00
parent cc2a60feb2
commit 052f343e4d
7 changed files with 133 additions and 73 deletions

View File

@ -1129,6 +1129,7 @@ public:
inline bool IsDraggingCorpse() { return (DraggedCorpses.size() > 0); }
void DragCorpses();
inline void ClearDraggedCorpses() { DraggedCorpses.clear(); }
inline void ResetPositionTimer() { position_timer_counter = 0; }
void SendAltCurrencies();
void SetAlternateCurrencyValue(uint32 currency_id, uint32 new_amount);
void AddAlternateCurrencyValue(uint32 currency_id, int32 amount, int8 method = 0);

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@ -64,7 +64,7 @@ Map::~Map() {
float Map::FindBestZ(glm::vec3 &start, glm::vec3 *result) const {
if (!imp)
return false;
return BEST_Z_INVALID;
glm::vec3 tmp;
if(!result)
@ -93,6 +93,41 @@ float Map::FindBestZ(glm::vec3 &start, glm::vec3 *result) const {
return BEST_Z_INVALID;
}
float Map::FindClosestZ(glm::vec3 &start, glm::vec3 *result) const {
// Unlike FindBestZ, this method finds the closest Z value above or below the specified point.
//
if (!imp)
return false;
float ClosestZ = BEST_Z_INVALID;
glm::vec3 tmp;
if (!result)
result = &tmp;
glm::vec3 from(start.x, start.y, start.z);
glm::vec3 to(start.x, start.y, BEST_Z_INVALID);
float hit_distance;
bool hit = false;
// first check is below us
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if (hit) {
ClosestZ = result->z;
}
// Find nearest Z above us
to.z = -BEST_Z_INVALID;
hit = imp->rm->raycast((const RmReal*)&from, (const RmReal*)&to, (RmReal*)result, nullptr, &hit_distance);
if (hit) {
if (abs(from.z - result->z) < abs(ClosestZ - from.z))
return result->z;
}
return ClosestZ;
}
bool Map::LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const {
if(!imp)
return false;

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@ -34,6 +34,7 @@ public:
~Map();
float FindBestZ(glm::vec3 &start, glm::vec3 *result) const;
float FindClosestZ(glm::vec3 &start, glm::vec3 *result) const;
bool LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, glm::vec3 *result) const;
bool LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, glm::vec3 *result) const;
bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc) const;

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@ -1201,6 +1201,7 @@ void Mob::SendPosition()
PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
MakeSpawnUpdateNoDelta(spu);
move_tic_count = 0;
tar_ndx = 20;
entity_list.QueueClients(this, app, true);
safe_delete(app);
}

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@ -1666,72 +1666,15 @@ void NPC::AI_DoMovement() {
if (gridno > 0 || cur_wp==-2) {
if (movetimercompleted==true) { // time to pause at wp is over
int32 spawn_id = this->GetSpawnPointID();
LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
iterator.Reset();
Spawn2 *found_spawn = nullptr;
while(iterator.MoreElements())
{
Spawn2* cur = iterator.GetData();
iterator.Advance();
if(cur->GetID() == spawn_id)
{
found_spawn = cur;
break;
}
}
if (wandertype == 4 && cur_wp == CastToNPC()->GetMaxWp()) {
CastToNPC()->Depop(true); //depop and resart spawn timer
if(found_spawn)
found_spawn->SetNPCPointerNull();
}
else if (wandertype == 6 && cur_wp == CastToNPC()->GetMaxWp()) {
CastToNPC()->Depop(false);//depop without spawn timer
if(found_spawn)
found_spawn->SetNPCPointerNull();
}
else {
movetimercompleted=false;
Log.Out(Logs::Detail, Logs::Pathing, "We are departing waypoint %d.", cur_wp);
//if we were under quest control (with no grid), we are done now..
if(cur_wp == -2) {
Log.Out(Logs::Detail, Logs::Pathing, "Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode.");
roamer = false;
cur_wp = 0;
}
if(GetAppearance() != eaStanding)
SetAppearance(eaStanding, false);
entity_list.OpenDoorsNear(CastToNPC());
if(!DistractedFromGrid) {
//kick off event_waypoint depart
char temp[16];
sprintf(temp, "%d", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, temp, 0);
//setup our next waypoint, if we are still on our normal grid
//remember that the quest event above could have done anything it wanted with our grid
if(gridno > 0) {
CastToNPC()->CalculateNewWaypoint();
}
}
else {
DistractedFromGrid = false;
}
}
AI_SetupNextWaypoint();
} // endif (movetimercompleted==true)
else if (!(AIwalking_timer->Enabled()))
{ // currently moving
bool doMove = true;
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop
Log.Out(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
if (cur_wp_pause != 0) {
SetWaypointPause();
if (GetAppearance() != eaStanding)
SetAppearance(eaStanding, false);
@ -1740,18 +1683,24 @@ void NPC::AI_DoMovement() {
SetHeading(m_CurrentWayPoint.w);
}
SendPosition();
}
//kick off event_waypoint arrive
char temp[16];
sprintf(temp, "%d", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0);
// start moving directly to next waypoint if we're at a 0 pause waypoint and we didn't get quest halted.
if (!AIwalking_timer->Enabled())
AI_SetupNextWaypoint();
else
doMove = false;
// wipe feign memory since we reached our first waypoint
if(cur_wp == 1)
ClearFeignMemory();
}
else
{ // not at waypoint yet, so keep moving
if (doMove)
{ // not at waypoint yet or at 0 pause WP, so keep moving
if(!RuleB(Pathing, AggroReturnToGrid) || !zone->pathing || (DistractedFromGrid == 0))
CalculateNewPosition2(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, true);
else
@ -1829,6 +1778,67 @@ void NPC::AI_DoMovement() {
}
}
}
void NPC::AI_SetupNextWaypoint() {
int32 spawn_id = this->GetSpawnPointID();
LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
iterator.Reset();
Spawn2 *found_spawn = nullptr;
while (iterator.MoreElements())
{
Spawn2* cur = iterator.GetData();
iterator.Advance();
if (cur->GetID() == spawn_id)
{
found_spawn = cur;
break;
}
}
if (wandertype == 4 && cur_wp == CastToNPC()->GetMaxWp()) {
CastToNPC()->Depop(true); //depop and restart spawn timer
if (found_spawn)
found_spawn->SetNPCPointerNull();
}
else if (wandertype == 6 && cur_wp == CastToNPC()->GetMaxWp()) {
CastToNPC()->Depop(false);//depop without spawn timer
if (found_spawn)
found_spawn->SetNPCPointerNull();
}
else {
movetimercompleted = false;
Log.Out(Logs::Detail, Logs::Pathing, "We are departing waypoint %d.", cur_wp);
//if we were under quest control (with no grid), we are done now..
if (cur_wp == -2) {
Log.Out(Logs::Detail, Logs::Pathing, "Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode.");
roamer = false;
cur_wp = 0;
}
if (GetAppearance() != eaStanding)
SetAppearance(eaStanding, false);
entity_list.OpenDoorsNear(CastToNPC());
if (!DistractedFromGrid) {
//kick off event_waypoint depart
char temp[16];
sprintf(temp, "%d", cur_wp);
parse->EventNPC(EVENT_WAYPOINT_DEPART, CastToNPC(), nullptr, temp, 0);
//setup our next waypoint, if we are still on our normal grid
//remember that the quest event above could have done anything it wanted with our grid
if (GetGrid() > 0) {
CastToNPC()->CalculateNewWaypoint();
}
}
else {
DistractedFromGrid = false;
}
}
}
// Note: Mob that caused this may not get added to the hate list until after this function call completes
void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {

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@ -119,6 +119,7 @@ public:
virtual void AI_Start(uint32 iMoveDelay = 0);
virtual void AI_Stop();
void AI_DoMovement();
void AI_SetupNextWaypoint();
bool AI_AddNPCSpells(uint32 iDBSpellsID);
bool AI_AddNPCSpellsEffects(uint32 iDBSpellsEffectsID);
virtual bool AI_EngagedCastCheck();

View File

@ -394,6 +394,7 @@ void NPC::SetWaypointPause()
if (cur_wp_pause == 0) {
AIwalking_timer->Start(100);
AIwalking_timer->Trigger();
}
else
{
@ -514,7 +515,9 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
return true;
}
bool send_update = false;
int compare_steps = IsBoat() ? 1 : 20;
if(tar_ndx < compare_steps && m_TargetLocation.x==x && m_TargetLocation.y==y) {
float new_x = m_Position.x + m_TargetV.x*tar_vector;
@ -637,13 +640,14 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
m_Position.y = y;
m_Position.z = z;
tar_ndx = 20;
Log.Out(Logs::Detail, Logs::AI, "Only a single step to get there... jumping.");
}
}
else {
tar_vector/=20;
tar_vector/=20.0f;
float new_x = m_Position.x + m_TargetV.x*tar_vector;
float new_y = m_Position.y + m_TargetV.y*tar_vector;
@ -699,12 +703,19 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
if (IsClient())
{
SendPosUpdate(1);
CastToClient()->ResetPositionTimer();
}
else
{
// force an update now
move_tic_count = RuleI(Zone, NPCPositonUpdateTicCount);
SendPosUpdate();
SetAppearance(eaStanding, false);
}
pLastChange = Timer::GetCurrentTime();
return true;
}