khanat-opennel-code/code/ryzom/server/src/ai_service/ai_control_npc.cpp

115 lines
3.6 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "game_share/mode_and_behaviour.h"
#include "ai_control_npc.h"
#include "ai_bot_npc.h"
#include "ai_player.h"
#include "ai_profile_npc.h"
#include "ais_control.h"
using namespace std;
//////////////////////////////////////////////////////////////////////////////
// CPlayerControlNpc //
//////////////////////////////////////////////////////////////////////////////
CPlayerControlNpc::CPlayerControlNpc(CBotPlayer* player, CSpawnBotNpc* bot)
{
_Player = player;
_Bot = bot;
_LastPathUpdate = 0;
_CPlayerEntityId = player->getEntityId();
_CNpcEntityId = bot->getEntityId();
IAisControl::getInstance()->reportNpcControl(_CPlayerEntityId, _CNpcEntityId);
}
CPlayerControlNpc::~CPlayerControlNpc()
{
IAisControl::getInstance()->reportStopNpcControl(_CPlayerEntityId, _CNpcEntityId);
}
bool CPlayerControlNpc::isValid() const
{
if (_Player == NULL)
return false;
if (_Bot == NULL)
return false;
return true;
}
void CPlayerControlNpc::updateControl(uint ticks)
{
nlassert(isValid());
// static double baseDist = 1.0;
// const double wantedDist = baseDist + _Bot->radius() + _Player->radius();
const AITYPES::TVerticalPos vertPos = AITYPES::vp_auto;
RYAI_MAP_CRUNCH::CMapPosition mapPos(CAIVector(_Player->pos()));
RYAI_MAP_CRUNCH::CWorldPosition wantedWPos( mapPos.x(), mapPos.y());
//const RYAI_MAP_CRUNCH::CWorldPosition wantedWPos = _Player->wpos();
// :BUG: _Player->wpos().x() == 0 && _Player->wpos().x() == 0 where colision are wrong (like prime roots)
if (wantedWPos.x() == 0 && wantedWPos.y()==0)
{
_Player = NULL;
_Bot = NULL;
return;
}
// CBotProfileMoveTo* moveToProfile = dynamic_cast<CBotProfileMoveTo*>(_ControlProfileManager.getAIProfile());
//
// // do not path finding more than once per second
// const uint32 currentTime = CTimeInterface::gameCycle();
// const uint32 dt = currentTime - _LastPathUpdate;
// if ( moveToProfile == NULL
// || dt >= 10)
// {
// moveToProfile = new CBotProfileMoveTo(vertPos, wantedWPos, _Bot);
// _ControlProfileManager.setAIProfile(moveToProfile);
// _LastPathUpdate = currentTime;
// }
//
// breakable
// {
// if (!moveToProfile->destinationReach())
// {
// const double dist = _Bot->pos().quickDistTo( wantedWPos.toAIVector() );
// if (dist > wantedDist)
// {
// _ControlProfileManager.updateProfile(ticks);
// break;
// }
// }
_Bot->setPos(_Player->pos());
_Bot->setTheta(_Player->theta());
_Bot->setMode(_Player->getMode());
CMirrorPropValueRO<MBEHAV::CBehaviour> playerBehaviour( TheDataset, _Player->dataSetRow(), DSPropertyBEHAVIOUR );
CMirrorPropValue<MBEHAV::CBehaviour> npcBehaviour( TheDataset, _Bot->dataSetRow(), DSPropertyBEHAVIOUR );
npcBehaviour = playerBehaviour.getValue();
// }
}
CSpawnBotNpc* CPlayerControlNpc::getSpawnBot() const
{
return _Bot;
}