Add pathfinding interfaces, still heavily wip

This commit is contained in:
KimLS
2017-07-18 00:01:59 -07:00
parent 596e3b28b5
commit 5f1063acb9
26 changed files with 705 additions and 1181 deletions
+2 -83
View File
@@ -412,7 +412,7 @@ void NPC::SaveGuardSpot(bool iClearGuardSpot) {
}
void NPC::NextGuardPosition() {
if (!CalculateNewPosition2(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, GetMovespeed())) {
if (!CalculateNewPosition(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, GetMovespeed())) {
SetHeading(m_GuardPoint.w);
Log(Logs::Detail, Logs::AI, "Unable to move to next guard position. Probably rooted.");
}
@@ -625,89 +625,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
return true;
}
bool Mob::CalculateNewPosition2(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
return MakeNewPositionAndSendUpdate(x, y, z, speed, checkZ);
}
bool Mob::CalculateNewPosition(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
if (GetID() == 0)
return true;
float nx = m_Position.x;
float ny = m_Position.y;
float nz = m_Position.z;
// if NPC is rooted
if (speed == 0) {
SetHeading(CalculateHeadingToTarget(x, y));
if (moved) {
SetCurrentSpeed(0);
moved = false;
}
Log(Logs::Detail, Logs::AI, "Rooted while calculating new position to (%.3f, %.3f, %.3f)", x, y, z);
return true;
}
float old_test_vector = test_vector;
m_TargetV.x = x - nx;
m_TargetV.y = y - ny;
m_TargetV.z = z - nz;
if (m_TargetV.x == 0 && m_TargetV.y == 0)
return false;
SetCurrentSpeed((int8)(speed)); //*NPC_RUNANIM_RATIO);
//speed *= NPC_SPEED_MULTIPLIER;
Log(Logs::Detail, Logs::AI, "Calculating new position to (%.3f, %.3f, %.3f) vector (%.3f, %.3f, %.3f) rate %.3f RAS %d", x, y, z, m_TargetV.x, m_TargetV.y, m_TargetV.z, speed, pRunAnimSpeed);
// --------------------------------------------------------------------------
// 2: get unit vector
// --------------------------------------------------------------------------
test_vector = sqrtf(x*x + y*y + z*z);
tar_vector = speed / sqrtf(m_TargetV.x*m_TargetV.x + m_TargetV.y*m_TargetV.y + m_TargetV.z*m_TargetV.z);
m_Position.w = CalculateHeadingToTarget(x, y);
if (tar_vector >= 1.0) {
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), x, y, z);
}
m_Position.x = x;
m_Position.y = y;
m_Position.z = z;
Log(Logs::Detail, Logs::AI, "Close enough, jumping to waypoint");
}
else {
float new_x = m_Position.x + m_TargetV.x*tar_vector;
float new_y = m_Position.y + m_TargetV.y*tar_vector;
float new_z = m_Position.z + m_TargetV.z*tar_vector;
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
}
m_Position.x = new_x;
m_Position.y = new_y;
m_Position.z = new_z;
Log(Logs::Detail, Logs::AI, "Next position (%.3f, %.3f, %.3f)", m_Position.x, m_Position.y, m_Position.z);
}
if (fix_z_timer.Check())
this->FixZ();
//OP_MobUpdate
if ((old_test_vector != test_vector) || tar_ndx>20) { //send update
tar_ndx = 0;
this->SetMoving(true);
moved = true;
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
SendPositionUpdate();
}
tar_ndx++;
// now get new heading
SetAppearance(eaStanding, false); // make sure they're standing
pLastChange = Timer::GetCurrentTime();
return true;
return MakeNewPositionAndSendUpdate(x, y, z, speed, checkZ);
}
void NPC::AssignWaypoints(int32 grid)