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

View File

@ -567,7 +567,7 @@ RULE_BOOL(TaskSystem, EnableTaskProximity, true)
RULE_CATEGORY_END()
RULE_CATEGORY(Range)
RULE_INT(Range, Say, 135)
RULE_INT(Range, Say, 15)
RULE_INT(Range, Emote, 135)
RULE_INT(Range, BeginCast, 200)
RULE_INT(Range, Anims, 135)

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@ -1108,7 +1108,7 @@ void Client::ChannelMessageReceived(uint8 chan_num, uint8 language, uint8 lang_s
CheckLDoNHail(GetTarget());
CheckEmoteHail(GetTarget(), message);
if(DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) <= RuleI(Range, Say)) {
if(DistanceNoZ(m_Position, GetTarget()->GetPosition()) <= RuleI(Range, Say)) {
NPC *tar = GetTarget()->CastToNPC();
parse->EventNPC(EVENT_SAY, tar->CastToNPC(), this, message, language);

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@ -1284,9 +1284,11 @@ void command_movement(Client *c, const Seperator *sep)
c->Message(0, "Requires target");
}
mgr.NavigateTo(target, c->GetX(), c->GetY(), c->GetZ(), false, MovementRunning);
auto heading = target->CalculateHeadingToTarget(c->GetX(), c->GetY());
mgr.RotateTo(target, heading, 16.0f);
//auto heading = target->CalculateHeadingToTarget(c->GetX(), c->GetY());
//mgr.SendCommandToClients(target, 0.0f, 0.0f, 0.0f, atof(sep->arg[2]), 0, ClientRangeAny);
//mgr.RotateTo(target, heading);
//double a1 = atof(sep->arg[2]);
//double a2 = atof(sep->arg[3]);

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@ -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)

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@ -240,7 +240,9 @@ public:
void FaceTarget(Lua_Mob target);
void SetHeading(double in);
double CalculateHeadingToTarget(double in_x, double in_y);
void NavigateTo(double x, double y, double z, double speed);
void RunTo(double x, double y, double z);
void WalkTo(double x, double y, double z);
void NavigateTo(double x, double y, double z);
void StopNavigation();
float CalculateDistance(double x, double y, double z);
void SendTo(double x, double y, double z);

View File

@ -1479,7 +1479,7 @@ void Merc::AI_Process() {
}
else if (!CheckLosFN(GetTarget())) {
auto Goal = GetTarget()->GetPosition();
NavigateTo(Goal.x, Goal.y, Goal.z, GetRunspeed());
RunTo(Goal.x, Goal.y, Goal.z);
return;
}
@ -1545,7 +1545,7 @@ void Merc::AI_Process() {
float newZ = 0;
FaceTarget(GetTarget());
if (PlotPositionAroundTarget(this, newX, newY, newZ)) {
NavigateTo(newX, newY, newZ, GetRunspeed());
RunTo(newX, newY, newZ);
return;
}
}
@ -1557,7 +1557,7 @@ void Merc::AI_Process() {
float newY = 0;
float newZ = 0;
if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ)) {
NavigateTo(newX, newY, newZ, GetRunspeed());
RunTo(newX, newY, newZ);
return;
}
}
@ -1568,7 +1568,7 @@ void Merc::AI_Process() {
float newY = 0;
float newZ = 0;
if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER) {
NavigateTo(newX, newY, newZ, GetRunspeed());
RunTo(newX, newY, newZ);
return;
}
}
@ -1695,7 +1695,7 @@ void Merc::AI_Process() {
{
if(!IsRooted()) {
Log(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", GetTarget()->GetCleanName());
NavigateTo(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), GetRunspeed());
RunTo(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ());
return;
}
@ -1750,15 +1750,20 @@ void Merc::AI_Process() {
if (follow) {
float dist = DistanceSquared(m_Position, follow->GetPosition());
int speed = GetRunspeed();
bool running = true;
if (dist < GetFollowDistance() + 1000)
speed = GetWalkspeed();
running = false;
SetRunAnimSpeed(0);
if (dist > GetFollowDistance()) {
NavigateTo(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
if (running) {
RunTo(follow->GetX(), follow->GetY(), follow->GetZ());
}
else {
WalkTo(follow->GetX(), follow->GetY(), follow->GetZ());
}
if (rest_timer.Enabled())
rest_timer.Disable();

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@ -442,9 +442,6 @@ Mob::Mob(const char* in_name,
PrimaryAggro = false;
AssistAggro = false;
npc_assist_cap = 0;
PathRecalcTimer.reset(new Timer(500));
PathingLoopCount = 0;
}
Mob::~Mob()
@ -1622,8 +1619,6 @@ void Mob::ShowBuffList(Client* client) {
}
void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {
Route.clear();
if(IsNPC()) {
entity_list.ProcessMove(CastToNPC(), x, y, z);
}
@ -2710,7 +2705,12 @@ void Mob::FaceTarget(Mob* mob_to_face /*= 0*/) {
float current_heading = GetHeading();
float new_heading = CalculateHeadingToTarget(faced_mob->GetX(), faced_mob->GetY());
if(current_heading != new_heading) {
mMovementManager->RotateTo(this, new_heading, 16.0f);
if (IsEngaged() || IsRunning()) {
mMovementManager->RotateTo(this, new_heading);
}
else {
mMovementManager->RotateTo(this, new_heading, MovementWalking);
}
}
if(IsNPC() && !IsEngaged()) {
@ -3553,10 +3553,12 @@ void Mob::SetFlyMode(GravityBehavior flymode)
void Mob::Teleport(const glm::vec3 &pos)
{
mMovementManager->Teleport(this, pos.x, pos.y, pos.z, m_Position.w);
}
void Mob::Teleport(const glm::vec4 &pos)
{
mMovementManager->Teleport(this, pos.x, pos.y, pos.z, pos.w);
}
bool Mob::IsNimbusEffectActive(uint32 nimbus_effect)
@ -5580,25 +5582,7 @@ float Mob::HeadingAngleToMob(float other_x, float other_y)
float this_x = GetX();
float this_y = GetY();
float y_diff = std::abs(this_y - other_y);
float x_diff = std::abs(this_x - other_x);
if (y_diff < 0.0000009999999974752427)
y_diff = 0.0000009999999974752427;
float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
// return the right thing based on relative quadrant
// I'm sure this could be improved for readability, but whatever
if (this_y >= other_y) {
if (other_x >= this_x)
return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
if (other_x <= this_x)
return (angle + 180.0f) * 511.5f * 0.0027777778f;
}
if (this_y > other_y || other_x > this_x)
return angle * 511.5f * 0.0027777778f;
else
return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
return CalculateHeadingAngleBetweenPositions(this_x, this_y, other_x, other_y);
}
bool Mob::GetSeeInvisible(uint8 see_invis)

View File

@ -523,6 +523,7 @@ public:
uint32 GetNPCTypeID() const { return npctype_id; }
void SetNPCTypeID(uint32 npctypeid) { npctype_id = npctypeid; }
inline const glm::vec4& GetPosition() const { return m_Position; }
inline void SetPosition(const float x, const float y, const float z) { m_Position.x = x; m_Position.y = y; m_Position.z = z; }
inline const float GetX() const { return m_Position.x; }
inline const float GetY() const { return m_Position.y; }
inline const float GetZ() const { return m_Position.z; }
@ -968,7 +969,9 @@ public:
inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
void NavigateTo(float x, float y, float z, float speed);
void WalkTo(float x, float y, float z);
void RunTo(float x, float y, float z);
void NavigateTo(float x, float y, float z);
void StopNavigation();
float CalculateDistance(float x, float y, float z);
float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
@ -1133,9 +1136,6 @@ public:
int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);
int GetWeaponDamage(Mob *against, const EQEmu::ItemInstance *weapon_item, uint32 *hate = nullptr);
//Pathing
glm::vec3 UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChange, bool &NodeReached);
// Bots HealRotation methods
#ifdef BOTS
bool IsHealRotationTarget() { return (m_target_of_heal_rotation.use_count() && m_target_of_heal_rotation.get()); }
@ -1292,7 +1292,6 @@ protected:
void CalculateNewFearpoint();
float FindGroundZ(float new_x, float new_y, float z_offset=0.0);
float FindDestGroundZ(glm::vec3 dest, float z_offset=0.0);
glm::vec3 HandleStuckPath(const glm::vec3 &To, const glm::vec3 &From);
virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
int16 GetSympatheticSpellProcRate(uint16 spell_id);
@ -1481,15 +1480,7 @@ protected:
glm::vec3 m_FearWalkTarget;
bool currently_fleeing;
// Pathing
//
glm::vec3 PathingDestination;
IPathfinder::IPath Route;
std::unique_ptr<Timer> PathRecalcTimer;
bool DistractedFromGrid;
glm::vec3 PathingLastPosition;
int PathingLoopCount;
uint32 pDontHealMeBefore;
uint32 pDontBuffMeBefore;
uint32 pDontDotMeBefore;

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@ -796,16 +796,12 @@ void Client::AI_Process()
}
else {
if (AI_movement_timer->Check()) {
int speed = GetFearSpeed();
animation = speed;
speed *= 2;
SetCurrentSpeed(speed);
// Check if we have reached the last fear point
if(IsPositionEqual(GetX(), GetY(), GetZ(), m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z)) {
if(IsPositionEqual(glm::vec3(GetX(), GetY(), GetZ()), m_FearWalkTarget)) {
CalculateNewFearpoint();
}
NavigateTo(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z, speed);
RunTo(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z);
}
return;
}
@ -873,11 +869,7 @@ void Client::AI_Process()
{
if(AI_movement_timer->Check())
{
int newspeed = GetRunspeed();
animation = newspeed;
newspeed *= 2;
SetCurrentSpeed(newspeed);
NavigateTo(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(), newspeed);
RunTo(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ());
}
}
else if(IsMoving())
@ -920,12 +912,12 @@ void Client::AI_Process()
SendPositionUpdate(); // this shouldn't happen a lot (and hard to make it) so lets not rate limit
} else if (dist >= 400) { // >=20
if (AI_movement_timer->Check()) {
int nspeed = (dist >= 1225 ? GetRunspeed() : GetWalkspeed()); // >= 35
animation = nspeed;
nspeed *= 2;
SetCurrentSpeed(nspeed);
NavigateTo(owner->GetX(), owner->GetY(), owner->GetZ(), nspeed);
if (dist >= 1225) {
RunTo(owner->GetX(), owner->GetY(), owner->GetZ());
}
else {
WalkTo(owner->GetX(), owner->GetY(), owner->GetZ());
}
}
} else {
StopNavigation();
@ -1089,15 +1081,14 @@ void Mob::AI_Process() {
else {
if (AI_movement_timer->Check()) {
// Check if we have reached the last fear point
if (IsPositionEqual(GetX(), GetY(), GetZ(), m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z)) {
if (IsPositionEqual(glm::vec3(GetX(), GetY(), GetZ()), m_FearWalkTarget)) {
// Calculate a new point to run to
CalculateNewFearpoint();
}
NavigateTo(
m_FearWalkTarget.x,
m_FearWalkTarget.y,
m_FearWalkTarget.z,
GetFearSpeed()
m_FearWalkTarget.z
);
}
return;
@ -1216,18 +1207,7 @@ void Mob::AI_Process() {
StopNavigation();
if (AI_movement_timer->Check()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
SetCurrentSpeed(0);
}
if (IsMoving()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
SetCurrentSpeed(0);
FaceTarget();
}
//casting checked above...
@ -1419,7 +1399,7 @@ void Mob::AI_Process() {
else if (AI_movement_timer->Check() && target) {
if (!IsRooted()) {
Log(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
NavigateTo(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
RunTo(target->GetX(), target->GetY(), target->GetZ());
}
else if (IsMoving()) {
@ -1497,13 +1477,13 @@ void Mob::AI_Process() {
if (distance_to_owner >= 400 || z_distance > 100) {
int pet_speed = GetWalkspeed();
bool running = false;
/**
* Distance: >= 35 (Run if far away)
*/
if (distance_to_owner >= 1225) {
pet_speed = GetRunspeed();
running = true;
}
/**
@ -1518,7 +1498,12 @@ void Mob::AI_Process() {
auto &Goal = owner->GetPosition();
NavigateTo(Goal.x, Goal.y, Goal.z, pet_speed);
if (running) {
RunTo(Goal.x, Goal.y, Goal.z);
}
else {
WalkTo(Goal.x, Goal.y, Goal.z);
}
}
}
else {
@ -1558,17 +1543,22 @@ void Mob::AI_Process() {
* Default follow distance is 100
*/
if (distance >= follow_distance) {
int speed = GetWalkspeed();
bool running = false;
if (distance >= follow_distance + 150) {
speed = GetRunspeed();
running = true;
}
bool waypoint_changed, node_reached;
auto &Goal = follow->GetPosition();
NavigateTo(Goal.x, Goal.y, Goal.z, speed);
if (running) {
RunTo(Goal.x, Goal.y, Goal.z);
}
else {
WalkTo(Goal.x, Goal.y, Goal.z);
}
}
else {
moved = false;
@ -1694,7 +1684,7 @@ void NPC::AI_DoMovement() {
roambox_destination_y);
}
NavigateTo(roambox_destination_x, roambox_destination_y, roambox_destination_z, move_speed);
NavigateTo(roambox_destination_x, roambox_destination_y, roambox_destination_z);
if (m_Position.x == roambox_destination_x && m_Position.y == roambox_destination_y) {
time_until_can_move = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
@ -1761,8 +1751,7 @@ void NPC::AI_DoMovement() {
NavigateTo(
m_CurrentWayPoint.x,
m_CurrentWayPoint.y,
m_CurrentWayPoint.z,
move_speed
m_CurrentWayPoint.z
);
}
@ -1782,10 +1771,9 @@ void NPC::AI_DoMovement() {
}
else if (IsGuarding()) {
bool at_gp = IsPositionEqual(GetX(), GetY(), GetZ(), m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
bool at_gp = IsPositionEqual(m_Position, m_GuardPoint);
if (at_gp) {
StopNavigation();
if (moved) {
Log(Logs::Detail,
@ -1808,7 +1796,7 @@ void NPC::AI_DoMovement() {
}
}
else {
NavigateTo(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, move_speed);
NavigateTo(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
}
}
}

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@ -1,53 +1,265 @@
#include "mob_movement_manager.h"
#include "client.h"
#include "mob.h"
#include "zone.h"
#include "position.h"
#include "../common/eq_packet_structs.h"
#include "../common/misc_functions.h"
#include "../common/data_verification.h"
#include <vector>
#include <deque>
#include <map>
#include <stdlib.h>
extern double frame_time;
extern Zone *zone;
struct RotateCommand
class IMovementCommand
{
RotateCommand() {
rotate_to = 0.0;
rotate_to_speed = 0.0;
rotate_dir = 1.0;
active = false;
started = false;
}
double rotate_to;
double rotate_to_speed;
double rotate_dir;
bool active;
bool started;
public:
IMovementCommand() = default;
virtual ~IMovementCommand() = default;
virtual bool Process(MobMovementManager *mgr, Mob *m) = 0;
virtual bool Started() const = 0;
};
struct MovementCommand
class RotateToCommand : public IMovementCommand
{
MovementCommand() {
move_to_x = 0.0;
move_to_y = 0.0;
move_to_z = 0.0;
move_to_speed = 0.0;
last_sent_short_distance = 0.0;
last_sent_medium_distance = 0.0;
last_sent_long_distance = 0.0;
active = false;
public:
RotateToCommand(double rotate_to, double dir, MobMovementMode mode) {
m_rotate_to = rotate_to;
m_rotate_to_dir = dir;
m_rotate_to_mode = mode;
m_started = false;
}
double move_to_x;
double move_to_y;
double move_to_z;
double move_to_speed;
double last_sent_short_distance;
double last_sent_medium_distance;
double last_sent_long_distance;
bool active;
virtual ~RotateToCommand() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
auto rotate_to_speed = m_rotate_to_mode == MovementRunning ? 50.0 : 16.0; //todo: get this from mob
if (!m_started) {
m_started = true;
if (rotate_to_speed > 0.0 && rotate_to_speed <= 25.0) { //send basic rotation
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, m_rotate_to_dir * rotate_to_speed, 0, ClientRangeClose);
}
}
auto from = FixHeading(m->GetHeading());
auto to = FixHeading(m_rotate_to);
auto diff = to - from;
while (diff < -256.0) {
diff += 512.0;
}
while (diff > 256) {
diff -= 512.0;
}
auto dist = std::abs(diff);
auto td = rotate_to_speed * 19.0 * frame_time;
if (td >= dist) {
m->SetHeading(to);
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny);
return true;
}
from += td * m_rotate_to_dir;
m->SetHeading(FixHeading(from));
return false;
}
virtual bool Started() const {
return m_started;
}
private:
double m_rotate_to;
double m_rotate_to_dir;
MobMovementMode m_rotate_to_mode;
bool m_started;
};
class MoveToCommand : public IMovementCommand
{
public:
MoveToCommand(float x, float y, float z, MobMovementMode mode) {
m_move_to_x = x;
m_move_to_y = y;
m_move_to_z = z;
m_move_to_mode = mode;
m_last_sent_time = 0.0;
m_last_sent_speed = 0;
m_started = false;
}
virtual ~MoveToCommand() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
//Send a movement packet when you start moving
double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
int current_speed = 0;
if (m_move_to_mode == MovementRunning) {
current_speed = m->GetRunspeed();
}
else {
current_speed = m->GetWalkspeed();
}
if (!m_started) {
m_started = true;
//rotate to the point
m->SetHeading(m->CalculateHeadingToTarget(m_move_to_x, m_move_to_y));
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
return false;
}
//When speed changes
if (current_speed != m_last_sent_speed) {
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
return false;
}
//If x seconds have passed without sending an update.
if (current_time - m_last_sent_time >= 5.0) {
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
return false;
}
auto &p = m->GetPosition();
glm::vec3 tar(m_move_to_x, m_move_to_y, m_move_to_z);
glm::vec3 pos(p.x, p.y, p.z);
double len = glm::distance(pos, tar);
if (len == 0) {
return true;
}
glm::vec3 dir = tar - pos;
glm::vec3 ndir = glm::normalize(dir);
double distance_moved = frame_time * current_speed * 0.4f * 1.4f;
if (distance_moved > len) {
m->SetPosition(tar.x, tar.y, tar.z);
if (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), tar.x, tar.y, tar.z);
}
m->TryFixZ();
return true;
}
else {
glm::vec3 npos = pos + (ndir * static_cast<float>(distance_moved));
m->SetPosition(npos.x, npos.y, npos.z);
if (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), npos.x, npos.y, npos.z);
}
}
return false;
}
virtual bool Started() const {
return m_started;
}
private:
double m_move_to_x;
double m_move_to_y;
double m_move_to_z;
MobMovementMode m_move_to_mode;
bool m_started;
double m_last_sent_time;
int m_last_sent_speed;
};
class TeleportToCommand : public IMovementCommand
{
public:
TeleportToCommand(float x, float y, float z, float heading) {
m_teleport_to_x = x;
m_teleport_to_y = y;
m_teleport_to_z = z;
m_teleport_to_heading = heading;
}
virtual ~TeleportToCommand() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
m->SetPosition(m_teleport_to_x, m_teleport_to_y, m_teleport_to_z);
m->SetHeading(mgr->FixHeading(m_teleport_to_heading));
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny);
return true;
}
virtual bool Started() const {
return false;
}
private:
double m_teleport_to_x;
double m_teleport_to_y;
double m_teleport_to_z;
double m_teleport_to_heading;
};
class StopMovingCommand : public IMovementCommand
{
public:
StopMovingCommand() {
}
virtual ~StopMovingCommand() {
}
virtual bool Process(MobMovementManager *mgr, Mob *m) {
if (!m->IsAIControlled()) {
return true;
}
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny);
return true;
}
virtual bool Started() const {
return false;
}
};
struct MovementStats
@ -65,10 +277,25 @@ struct MovementStats
uint64_t TotalSentHeading;
};
struct NavigateTo
{
NavigateTo() {
navigate_to_x = 0.0;
navigate_to_y = 0.0;
navigate_to_z = 0.0;
last_set_time = 0.0;
}
double navigate_to_x;
double navigate_to_y;
double navigate_to_z;
double last_set_time;
};
struct MobMovementEntry
{
RotateCommand RotateCommand;
MovementCommand MoveCommand;
std::deque<std::unique_ptr<IMovementCommand>> Commands;
NavigateTo NavigateTo;
};
struct MobMovementManager::Implementation
@ -83,106 +310,6 @@ MobMovementManager::MobMovementManager()
_impl.reset(new Implementation());
}
void MobMovementManager::ProcessRotateCommand(Mob *m, RotateCommand &cmd)
{
if (m->IsEngaged()) {
auto to = FixHeading(cmd.rotate_to);
m->SetHeading(to);
SendCommandToAllClients(m, 0.0, 0.0, 0.0, 0.0, 0);
cmd.active = false;
return;
}
if (!cmd.started) {
cmd.started = true;
SendCommandToAllClients(m, 0.0, 0.0, 0.0, cmd.rotate_dir * cmd.rotate_to_speed, 0);
}
auto from = FixHeading(m->GetHeading());
auto to = FixHeading(cmd.rotate_to);
float dist = 0.0;
if (cmd.rotate_dir > 0.0) {
if (to > from) {
dist = to - from;
}
else {
dist = 512.0 - from + to;
}
}
else {
if (from > to) {
dist = from - to;
}
else {
dist = (512.0 - to) + from;
}
}
auto td = cmd.rotate_to_speed * 19.0 * frame_time;
if (td >= dist) {
m->SetHeading(to);
SendCommandToAllClients(m, 0.0, 0.0, 0.0, 0.0, 0);
cmd.active = false;
}
from += td * cmd.rotate_dir;
m->SetHeading(FixHeading(from));
}
void MobMovementManager::SendCommandToAllClients(Mob *m, float dx, float dy, float dz, float dh, int anim)
{
EQApplicationPacket outapp(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
PlayerPositionUpdateServer_Struct *spu = (PlayerPositionUpdateServer_Struct*)outapp.pBuffer;
FillCommandStruct(spu, m, dx, dy, dz, dh, anim);
for (auto &c : _impl->Clients) {
_impl->Stats.TotalSent++;
if (anim != 0) {
_impl->Stats.TotalSentMovement++;
}
else if (dh != 0) {
_impl->Stats.TotalSentHeading++;
}
else {
_impl->Stats.TotalSentPosition++;
}
c->QueuePacket(&outapp);
}
}
void MobMovementManager::FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim)
{
memset(spu, 0x00, sizeof(PlayerPositionUpdateServer_Struct));
spu->spawn_id = m->GetID();
spu->x_pos = FloatToEQ19(m->GetX());
spu->y_pos = FloatToEQ19(m->GetY());
spu->z_pos = FloatToEQ19(m->GetZ());
spu->heading = FloatToEQ12(m->GetHeading());
spu->delta_x = FloatToEQ13(dx);
spu->delta_y = FloatToEQ13(dy);
spu->delta_z = FloatToEQ13(dz);
spu->delta_heading = FloatToEQ10(dh);
spu->animation = anim;
}
float MobMovementManager::FixHeading(float in)
{
auto h = in;
while (h > 512.0) {
h -= 512.0;
}
while (h < 0.0) {
h += 512.0;
}
return h;
}
MobMovementManager::~MobMovementManager()
{
}
@ -191,12 +318,17 @@ void MobMovementManager::Process()
{
for (auto &iter : _impl->Entries) {
auto &ent = iter.second;
auto &commands = ent.Commands;
if (ent.RotateCommand.active) {
ProcessRotateCommand(iter.first, ent.RotateCommand);
while (true != commands.empty()) {
auto &cmd = commands.front();
auto r = cmd->Process(this, iter.first);
if (true != r) {
break;
}
else if (ent.MoveCommand.active) {
commands.pop_front();
}
}
}
@ -229,52 +361,250 @@ void MobMovementManager::RemoveClient(Client *c)
}
}
void MobMovementManager::RotateTo(Mob *who, float to, float speed)
void MobMovementManager::RotateTo(Mob *who, float to, MobMovementMode mode)
{
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
auto from = FixHeading(who->GetHeading());
to = FixHeading(to);
ent.second.RotateCommand.active = true;
ent.second.RotateCommand.started = false;
ent.second.RotateCommand.rotate_to = to;
ent.second.RotateCommand.rotate_to_speed = speed;
double pdist = 0.0;
double ndist = 0.0;
if (to > from) {
pdist = to - from;
}
else {
pdist = 512.0 - from + to;
if (true != ent.second.Commands.empty()) {
return;
}
if (from > to) {
ndist = from - to;
}
else {
ndist = (512.0 - to) + from;
}
if (pdist <= ndist) {
ent.second.RotateCommand.rotate_dir = 1.0;
}
else {
ent.second.RotateCommand.rotate_dir = -1.0;
}
PushRotateTo(ent.second, who, to, mode);
}
void MobMovementManager::Teleport(Mob *who, float x, float y, float z, float heading)
{
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
ent.second.Commands.clear();
PushTeleportTo(ent.second, x, y, z, heading);
}
void MobMovementManager::NavigateTo(Mob *who, float x, float y, float z, float speed)
void MobMovementManager::NavigateTo(Mob *who, float x, float y, float z, bool force, MobMovementMode mode)
{
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
auto &nav = ent.second.NavigateTo;
double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
if (force || (current_time - nav.last_set_time) > 0.5) {
//Can potentially recalc
auto within = IsPositionWithinSimpleCylinder(glm::vec3(x, y, z), glm::vec3(nav.navigate_to_x, nav.navigate_to_y, nav.navigate_to_z), 1.5f, 6.0f);
if (false == within) {
//Path is no longer valid, calculate a new path
UpdatePath(who, x, y, z, mode);
}
}
}
void MobMovementManager::StopNavigation(Mob *who) {
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
if (true == ent.second.Commands.empty()) {
return;
}
auto &running_cmd = ent.second.Commands.front();
if (false == running_cmd->Started()) {
ent.second.Commands.clear();
return;
}
SendCommandToClients(who, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny);
ent.second.Commands.clear();
}
void MobMovementManager::SendCommandToClients(Mob *m, float dx, float dy, float dz, float dh, int anim, ClientRange range)
{
if (range == ClientRangeNone) {
return;
}
EQApplicationPacket outapp(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
PlayerPositionUpdateServer_Struct *spu = (PlayerPositionUpdateServer_Struct*)outapp.pBuffer;
FillCommandStruct(spu, m, dx, dy, dz, dh, anim);
if (range == ClientRangeAny) {
for (auto &c : _impl->Clients) {
_impl->Stats.TotalSent++;
if (anim != 0) {
_impl->Stats.TotalSentMovement++;
}
else if (dh != 0) {
_impl->Stats.TotalSentHeading++;
}
else {
_impl->Stats.TotalSentPosition++;
}
c->QueuePacket(&outapp);
}
}
else {
for (auto &c : _impl->Clients) {
float dist = c->CalculateDistance(m->GetX(), m->GetY(), m->GetZ());
bool match = false;
if (range & ClientRangeClose) {
if (dist < 200.0f) {
match = true;
}
}
if (!match && range & ClientRangeMedium) {
if (dist >= 200.0f && dist < 1000.0f) {
match = true;
}
}
if (!match && range & ClientRangeLong) {
if (dist >= 1000.0f) {
match = true;
}
}
if (match) {
_impl->Stats.TotalSent++;
if (anim != 0) {
_impl->Stats.TotalSentMovement++;
}
else if (dh != 0) {
_impl->Stats.TotalSentHeading++;
}
else {
_impl->Stats.TotalSentPosition++;
}
c->QueuePacket(&outapp);
}
}
}
}
float MobMovementManager::FixHeading(float in)
{
auto h = in;
while (h > 512.0) {
h -= 512.0;
}
while (h < 0.0) {
h += 512.0;
}
return h;
}
void MobMovementManager::FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim)
{
memset(spu, 0x00, sizeof(PlayerPositionUpdateServer_Struct));
spu->spawn_id = m->GetID();
spu->x_pos = FloatToEQ19(m->GetX());
spu->y_pos = FloatToEQ19(m->GetY());
spu->z_pos = FloatToEQ19(m->GetZ());
spu->heading = FloatToEQ12(m->GetHeading());
spu->delta_x = FloatToEQ13(dx);
spu->delta_y = FloatToEQ13(dy);
spu->delta_z = FloatToEQ13(dz);
spu->delta_heading = FloatToEQ10(dh);
spu->animation = anim;
}
void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mode)
{
bool partial = false;
bool stuck = false;
auto route = zone->pathing->FindRoute(glm::vec3(who->GetX(), who->GetY(), who->GetZ()), glm::vec3(x, y, z), partial, stuck);
if (route.empty()) {
return;
}
auto &first = route.front();
//if who is already at the first node, then cull it
if (IsPositionEqualWithinCertainZ(glm::vec3(who->GetX(), who->GetY(), who->GetZ()), first.pos, 5.0f)) {
route.pop_front();
}
if (route.empty()) {
return;
}
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
first = route.front();
//If mode = walking then rotateto first node (if possible, live does this)
if (mode == MovementWalking) {
auto h = who->CalculateHeadingToTarget(first.pos.x, first.pos.y);
PushRotateTo(ent.second, who, h, mode);
}
//for each node create a moveto/teleport command
glm::vec3 previous_pos(who->GetX(), who->GetY(), who->GetZ());
for (auto &node : route) {
if (node.teleport) {
PushTeleportTo(ent.second, node.pos.x, node.pos.y, node.pos.z,
CalculateHeadingAngleBetweenPositions(previous_pos.x, previous_pos.y, node.pos.x, node.pos.y));
}
else {
PushMoveTo(ent.second, node.pos.x, node.pos.y, node.pos.z, mode);
}
previous_pos = node.pos;
}
if (stuck) {
PushTeleportTo(ent.second, x, y, z,
CalculateHeadingAngleBetweenPositions(previous_pos.x, previous_pos.y, x, y));
}
else {
PushStopMoving(ent.second);
}
}
void MobMovementManager::PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new TeleportToCommand(x, y, z, heading)));
}
void MobMovementManager::PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new MoveToCommand(x, y, z, mode)));
}
void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode)
{
auto from = FixHeading(who->GetHeading());
to = FixHeading(to);
float diff = to - from;
if (std::abs(diff) < 0.001f) {
return;
}
while (diff < -256.0) {
diff += 512.0;
}
while (diff > 256) {
diff -= 512.0;
}
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new RotateToCommand(to, diff > 0 ? 1.0 : -1.0, mode)));
}
void MobMovementManager::PushStopMoving(MobMovementEntry &ent)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new StopMovingCommand()));
}

View File

@ -5,8 +5,28 @@ class Mob;
class Client;
struct RotateCommand;
struct MovementCommand;
struct MobMovementEntry;
struct PlayerPositionUpdateServer_Struct;
enum ClientRange : int
{
ClientRangeNone = 0,
ClientRangeClose = 1,
ClientRangeMedium = 2,
ClientRangeCloseMedium = 3,
ClientRangeLong = 4,
ClientRangeCloseLong = 5,
ClientRangeMediumLong = 6,
ClientRangeAny = 7
};
enum MobMovementMode : int
{
MovementWalking = 0,
MovementRunning = 1
};
class MobMovementManager
{
public:
@ -17,10 +37,12 @@ public:
void AddClient(Client *c);
void RemoveClient(Client *c);
void RotateTo(Mob *who, float to, float speed);
void RotateTo(Mob *who, float to, MobMovementMode mode = MovementRunning);
void Teleport(Mob *who, float x, float y, float z, float heading);
void NavigateTo(Mob *who, float x, float y, float z, float speed);
void NavigateTo(Mob *who, float x, float y, float z, bool force = false, MobMovementMode mode = MovementRunning);
void StopNavigation(Mob *who);
void SendCommandToClients(Mob *m, float dx, float dy, float dz, float dh, int anim, ClientRange range);
float FixHeading(float in);
//void Dump(Mob *m, Client *to);
//void DumpStats(Client *to);
//void ClearStats();
@ -35,10 +57,12 @@ private:
MobMovementManager(const MobMovementManager&);
MobMovementManager& operator=(const MobMovementManager&);
void ProcessRotateCommand(Mob *m, RotateCommand &cmd);
void SendCommandToAllClients(Mob *m, float dx, float dy, float dz, float dh, int anim);
void FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim);
float FixHeading(float in);
void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mode);
void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
void PushStopMoving(MobMovementEntry &ent);
struct Implementation;
std::unique_ptr<Implementation> _impl;

View File

@ -134,7 +134,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
glm::vec3 PathfinderNavmesh::GetRandomLocation()
{
if (!m_impl->nav_mesh) {
return glm::vec3();
return glm::vec3(0.f);
}
if (!m_impl->query) {
@ -155,7 +155,7 @@ glm::vec3 PathfinderNavmesh::GetRandomLocation()
return glm::vec3(point[0], point[2], point[1]);
}
return glm::vec3();
return glm::vec3(0.f);
}
void PathfinderNavmesh::DebugCommand(Client *c, const Seperator *sep)

View File

@ -22,193 +22,6 @@ void AdjustRoute(std::list<IPathfinder::IPathNode> &nodes, int flymode, float of
}
}
glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &WaypointChanged, bool &NodeReached)
{
glm::vec3 To(ToX, ToY, ToZ);
if (Speed <= 0) {
return To;
}
glm::vec3 From(GetX(), GetY(), GetZ());
if (DistanceSquared(To, From) < 1.0f) {
WaypointChanged = false;
NodeReached = true;
Route.clear();
return To;
}
if (Route.empty()) {
bool partial = false;
bool stuck = false;
Route = zone->pathing->FindRoute(From, To, partial, stuck);
AdjustRoute(Route, flymode, GetZOffset());
PathingDestination = To;
WaypointChanged = true;
NodeReached = false;
if (stuck) {
return HandleStuckPath(To, From);
}
if (Route.empty()) {
return To;
}
else {
return (*Route.begin()).pos;
}
}
else {
if (PathRecalcTimer->Check()) {
bool SameDestination = DistanceSquared(To, PathingDestination) < 100.0f;
if (!SameDestination) {
//We had a route but our target position moved too much
bool partial = false;
bool stuck = false;
Route = zone->pathing->FindRoute(From, To, partial, stuck);
AdjustRoute(Route, flymode, GetZOffset());
PathingDestination = To;
WaypointChanged = true;
NodeReached = false;
if (stuck) {
return HandleStuckPath(To, From);
}
if (Route.empty()) {
return To;
}
else {
return (*Route.begin()).pos;
}
}
}
if (!IsRooted()) {
bool AtPrevNode = DistanceSquared(From, PathingLastPosition) < 1.0f;
if (AtPrevNode) {
PathingLoopCount++;
auto front = (*Route.begin()).pos;
if (PathingLoopCount > 5) {
Teleport(front); //todo new teleport
SendPosition();
Route.pop_front();
WaypointChanged = true;
NodeReached = true;
PathingLoopCount = 0;
}
return front;
}
else {
PathingLastPosition = From;
PathingLoopCount = 0;
}
}
else {
PathingLastPosition = From;
PathingLoopCount = 0;
}
bool AtNextNode = false;
if (flymode == GravityBehavior::Flying) {
AtNextNode = DistanceSquared(From, (*Route.begin()).pos) < 4.0f;
}
else {
float z_dist = From.z - (*Route.begin()).pos.z;
z_dist *= z_dist;
AtNextNode = DistanceSquaredNoZ(From, (*Route.begin()).pos) < 4.0f && z_dist < 25.0f;
}
if (AtNextNode) {
WaypointChanged = false;
NodeReached = true;
Route.pop_front();
if (Route.empty()) {
bool partial = false;
bool stuck = false;
Route = zone->pathing->FindRoute(From, To, partial, stuck);
AdjustRoute(Route, flymode, GetZOffset());
PathingDestination = To;
WaypointChanged = true;
if (stuck) {
return HandleStuckPath(To, From);
}
if(Route.empty()) {
return To;
}
else {
return (*Route.begin()).pos;
}
}
else {
auto node = *Route.begin();
if (node.teleport) {
Route.pop_front();
if (Route.empty()) {
return To;
}
auto nextNode = *Route.begin();
Teleport(nextNode.pos);
Route.pop_front();
if (Route.empty()) {
return To;
}
return (*Route.begin()).pos;
}
return node.pos;
}
}
else {
WaypointChanged = false;
NodeReached = false;
return (*Route.begin()).pos;
}
}
return To;
}
glm::vec3 Mob::HandleStuckPath(const glm::vec3 &To, const glm::vec3 &From)
{
bool partial = false;
bool stuck = false;
auto r = zone->pathing->FindRoute(To, From, partial, stuck);
Route.clear();
if (r.size() < 1) {
Teleport(To);
return To;
}
auto iter = r.rbegin();
auto final_node = (*iter);
Teleport(final_node.pos);
if (r.size() < 2) {
return final_node.pos;
}
else {
iter++;
return (*iter).pos;
}
}
void CullPoints(std::vector<FindPerson_Point> &points) {
if (!zone->HasMap()) {
return;

View File

@ -5477,18 +5477,71 @@ XS(XS_Mob_CalculateHeadingToTarget) {
XSRETURN(1);
}
XS(XS_Mob_NavigateTo); /* prototype to pass -Wmissing-prototypes */
XS(XS_Mob_NavigateTo) {
XS(XS_Mob_RunTo); /* prototype to pass -Wmissing-prototypes */
XS(XS_Mob_RunTo) {
dXSARGS;
if (items < 5 || items > 6)
if (items < 4 || items > 5)
Perl_croak(aTHX_
"Usage: Mob::NavigateTo(THIS, float x, float y, float z, float speed)");
"Usage: Mob::RunTo(THIS, float x, float y, float z)");
{
Mob *THIS;
float x = (float)SvNV(ST(1));
float y = (float)SvNV(ST(2));
float z = (float)SvNV(ST(3));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *)SvRV(ST(0)));
THIS = INT2PTR(Mob *, tmp);
}
else
Perl_croak(aTHX_ "THIS is not of type Mob");
if (THIS == nullptr)
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
THIS->RunTo(x, y, z);
}
XSRETURN_EMPTY;
}
XS(XS_Mob_WalkTo); /* prototype to pass -Wmissing-prototypes */
XS(XS_Mob_WalkTo) {
dXSARGS;
if (items < 4 || items > 5)
Perl_croak(aTHX_
"Usage: Mob::WalkTo(THIS, float x, float y, float z)");
{
Mob *THIS;
float x = (float)SvNV(ST(1));
float y = (float)SvNV(ST(2));
float z = (float)SvNV(ST(3));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *)SvRV(ST(0)));
THIS = INT2PTR(Mob *, tmp);
}
else
Perl_croak(aTHX_ "THIS is not of type Mob");
if (THIS == nullptr)
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
THIS->WalkTo(x, y, z);
}
XSRETURN_EMPTY;
}
XS(XS_Mob_NavigateTo); /* prototype to pass -Wmissing-prototypes */
XS(XS_Mob_NavigateTo) {
dXSARGS;
if (items < 4 || items > 5)
Perl_croak(aTHX_
"Usage: Mob::NavigateTo(THIS, float x, float y, float z)");
{
Mob *THIS;
float x = (float) SvNV(ST(1));
float y = (float) SvNV(ST(2));
float z = (float) SvNV(ST(3));
float speed = (float) SvNV(ST(4));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *) SvRV(ST(0)));
@ -5499,7 +5552,7 @@ XS(XS_Mob_NavigateTo) {
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
THIS->NavigateTo(x, y, z, speed);
THIS->NavigateTo(x, y, z);
}
XSRETURN_EMPTY;
}
@ -8660,7 +8713,9 @@ XS(boot_Mob) {
newXSproto(strcpy(buf, "WipeHateList"), XS_Mob_WipeHateList, file, "$");
newXSproto(strcpy(buf, "CheckAggro"), XS_Mob_CheckAggro, file, "$$");
newXSproto(strcpy(buf, "CalculateHeadingToTarget"), XS_Mob_CalculateHeadingToTarget, file, "$$$");
newXSproto(strcpy(buf, "NavigateTo"), XS_Mob_NavigateTo, file, "$$$$$");
newXSproto(strcpy(buf, "RunTo"), XS_Mob_RunTo, file, "$$$$");
newXSproto(strcpy(buf, "WalkTo"), XS_Mob_WalkTo, file, "$$$$");
newXSproto(strcpy(buf, "NavigateTo"), XS_Mob_NavigateTo, file, "$$$$");
newXSproto(strcpy(buf, "StopNavigation"), XS_Mob_StopNavigation, file, "$");
newXSproto(strcpy(buf, "CalculateDistance"), XS_Mob_CalculateDistance, file, "$$$$");
newXSproto(strcpy(buf, "SendTo"), XS_Mob_SendTo, file, "$$$$");

View File

@ -5,6 +5,8 @@
#include <cmath>
#include "../common/string_util.h"
static const float position_eps = 0.0001f;
std::string to_string(const glm::vec4 &position) {
return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w);
}
@ -161,8 +163,88 @@ float GetReciprocalHeading(const float heading)
return result;
}
bool IsPositionEqual(float x1, float y1, float z1, float x2, float y2, float z2)
bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2)
{
static const float eps = 0.0001f;
return std::abs(x1 - x2) < eps && std::abs(y1 - y2) < eps && std::abs(z1 - z2) < eps;
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps;
}
bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2)
{
float y_diff = std::abs(y1 - y2);
float x_diff = std::abs(x1 - x2);
if (y_diff < 0.0000009999999974752427)
y_diff = 0.0000009999999974752427;
float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
// return the right thing based on relative quadrant
// I'm sure this could be improved for readability, but whatever
if (y1 >= y2) {
if (x2 >= x1)
return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
if (x2 <= x1)
return (angle + 180.0f) * 511.5f * 0.0027777778f;
}
if (y1 > y2 || x2 > x1)
return angle * 511.5f * 0.0027777778f;
else
return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
}

View File

@ -50,6 +50,15 @@ float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);
float GetReciprocalHeading(const glm::vec4& point1);
float GetReciprocalHeading(const float heading);
bool IsPositionEqual(float x1, float y1, float z1, float x2, float y2, float z2);
bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);
bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);
bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);
bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);
bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);
bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height);
bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);
float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);
#endif

View File

@ -427,7 +427,7 @@ void NPC::SaveGuardSpot(bool iClearGuardSpot) {
}
void NPC::NextGuardPosition() {
NavigateTo(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, GetMovespeed());
NavigateTo(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
if ((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) && (m_Position.z == m_GuardPoint.z))
{
if (moved)
@ -442,8 +442,24 @@ float Mob::CalculateDistance(float x, float y, float z) {
return (float)sqrtf(((m_Position.x - x)*(m_Position.x - x)) + ((m_Position.y - y)*(m_Position.y - y)) + ((m_Position.z - z)*(m_Position.z - z)));
}
void Mob::NavigateTo(float x, float y, float z, float speed) {
mMovementManager->NavigateTo(this, x, y, z, speed);
void Mob::WalkTo(float x, float y, float z)
{
mMovementManager->NavigateTo(this, x, y, z, false, MovementWalking);
}
void Mob::RunTo(float x, float y, float z)
{
mMovementManager->NavigateTo(this, x, y, z, false, MovementRunning);
}
void Mob::NavigateTo(float x, float y, float z)
{
if (IsRunning()) {
mMovementManager->NavigateTo(this, x, y, z, false, MovementRunning);
}
else {
mMovementManager->NavigateTo(this, x, y, z, false, MovementWalking);
}
}
void Mob::StopNavigation() {