Bunch of refactoring and walking, AI needs a ton of tweaking to use the new logic

This commit is contained in:
KimLS
2018-10-12 00:03:58 -07:00
parent 29ea65a71e
commit 1785120796
17 changed files with 787 additions and 474 deletions
+15 -3
View File
@@ -1124,9 +1124,19 @@ double Lua_Mob::CalculateHeadingToTarget(double in_x, double in_y) {
return self->CalculateHeadingToTarget(static_cast<float>(in_x), static_cast<float>(in_y));
}
void Lua_Mob::NavigateTo(double x, double y, double z, double speed) {
void Lua_Mob::RunTo(double x, double y, double z) {
Lua_Safe_Call_Void();
self->NavigateTo(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(speed));
self->RunTo(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
}
void Lua_Mob::WalkTo(double x, double y, double z) {
Lua_Safe_Call_Void();
self->WalkTo(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
}
void Lua_Mob::NavigateTo(double x, double y, double z) {
Lua_Safe_Call_Void();
self->NavigateTo(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
}
void Lua_Mob::StopNavigation() {
@@ -2360,7 +2370,9 @@ luabind::scope lua_register_mob() {
.def("FaceTarget", (void(Lua_Mob::*)(Lua_Mob))&Lua_Mob::FaceTarget)
.def("SetHeading", (void(Lua_Mob::*)(double))&Lua_Mob::SetHeading)
.def("CalculateHeadingToTarget", (double(Lua_Mob::*)(double,double))&Lua_Mob::CalculateHeadingToTarget)
.def("NavigateTo", (void(Lua_Mob::*)(double,double,double,double))&Lua_Mob::NavigateTo)
.def("RunTo", (void(Lua_Mob::*)(double, double, double))&Lua_Mob::RunTo)
.def("WalkTo", (void(Lua_Mob::*)(double, double, double))&Lua_Mob::WalkTo)
.def("NavigateTo", (void(Lua_Mob::*)(double,double,double))&Lua_Mob::NavigateTo)
.def("StopNavigation", (void(Lua_Mob::*)(void))&Lua_Mob::StopNavigation)
.def("CalculateDistance", (float(Lua_Mob::*)(double,double,double))&Lua_Mob::CalculateDistance)
.def("SendTo", (void(Lua_Mob::*)(double,double,double))&Lua_Mob::SendTo)