Add MoveTo functionality to allow NPC to clip through walls and prevent getting stuck in the event that there are 2 or less nodes. Teleport logic fixes

Add MoveTo functionality to allow NPC to clip through walls and prevent getting stuck in the event that there are 2 or less nodes.

Changed Teleport logic; NPCs should no longer warp and instead clip thru walls / z axis on geometry when stuck or teleporting.

Added a sanity check for teleport nodes at 0,0,0 which have been observed on a few nav meshes. This is in case someone accidentally adds one.
This commit is contained in:
E Spause 2018-10-19 15:26:26 -04:00
parent 973abef1b0
commit 904bc3e004

View File

@ -623,11 +623,28 @@ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMove
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 then return
if (route.empty()) {
return;
//if route empty or only has two points, and we have los, then just force npc to move to location
if (route.size() < 3) {
auto iter = _impl->Entries.find(who);
auto &ent = (*iter);
if (zone->zonemap->CheckLoS(who->GetPosition(), glm::vec3(x, y, z)) && route.size() > 0)
{
auto &first = route.front();
auto &last = route.back();
PushMoveTo(ent.second, x, y, z, mode);
return;
}
else if(route.size() < 2)
{
PushMoveTo(ent.second, x, y, z, mode);
return;
}
}
auto &first = route.front();
auto &last = route.back();
@ -695,19 +712,21 @@ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMove
}
//move to / teleport to node + 1
if (next_node.teleport) {
if (next_node.teleport && next_node.pos.x != 0.0f && next_node.pos.y != 0.0f) {
PushTeleportTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z,
CalculateHeadingAngleBetweenPositions(current_node.pos.x, current_node.pos.y, next_node.pos.x, next_node.pos.y));
}
else {
PushMoveTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode);
if (next_node.pos.x != 0.0f && next_node.pos.y != 0.0f)
{
PushMoveTo(ent.second, next_node.pos.x, next_node.pos.y, next_node.pos.z, mode);
}
}
}
//if stuck then handle stuck
if (stuck) {
PushTeleportTo(ent.second, x, y, z,
CalculateHeadingAngleBetweenPositions(previous_pos.x, previous_pos.y, x, y));
PushMoveTo(ent.second, x, y, z, mode);
}
else {
PushStopMoving(ent.second);