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add naive bnpc pushing behaviour

This commit is contained in:
NotAdam 2019-01-31 22:49:04 +11:00
parent f3722be358
commit 8bb5f9737d
2 changed files with 64 additions and 4 deletions

View file

@ -91,17 +91,36 @@ Sapphire::Entity::BNpc::BNpc( uint32_t id, BNpcTemplatePtr pTemplate, float posX
memcpy( m_modelEquip, pTemplate->getModelEquip(), sizeof( m_modelEquip ) );
m_lastTickTime = 0;
auto exdData = m_pFw->get< Data::ExdDataGenerated >();
assert( exdData );
auto bNpcBaseData = exdData->get< Data::BNpcBase >( m_bNpcBaseId );
assert( bNpcBaseData );
m_scale = bNpcBaseData->scale;
// todo: is this actually good?
m_naviTargetReachedDistance = m_scale * 2.f;
}
Sapphire::Entity::BNpc::~BNpc()
{
}
Sapphire::Entity::BNpc::~BNpc() = default;
uint8_t Sapphire::Entity::BNpc::getAggressionMode() const
{
return m_aggressionMode;
}
float Sapphire::Entity::BNpc::getNaviTargetReachedDistance() const
{
return m_naviTargetReachedDistance;
}
float Sapphire::Entity::BNpc::getScale() const
{
return m_scale;
}
uint8_t Sapphire::Entity::BNpc::getEnemyType() const
{
return m_enemyType;
@ -203,7 +222,11 @@ void Sapphire::Entity::BNpc::step()
bool Sapphire::Entity::BNpc::moveTo( const FFXIVARR_POSITION3& pos )
{
if( Util::distance( getPos(), pos ) <= 4 )
// do this first, this will update local actor position and the position of other actors
// and then this npc will then path from the position after pushing/being pushed
pushNearbyBNpcs();
if( Util::distance( getPos(), pos ) <= m_naviTargetReachedDistance )
{
// Reached destination
m_naviLastPath.clear();
@ -606,4 +629,33 @@ void Sapphire::Entity::BNpc::checkAggro()
aggro( pClosestChara );
}
}
}
void Sapphire::Entity::BNpc::pushNearbyBNpcs()
{
for( auto& bNpc : m_inRangeBNpc )
{
auto pos = bNpc->getPos();
auto distance = Util::distance( m_pos, bNpc->getPos() );
// too far away, ignore it
if( distance > getNaviTargetReachedDistance() )
continue;
auto angle = Util::calcAngFrom( m_pos.x, m_pos.y, pos.x, pos.y ) + PI;
auto x = ( cosf( angle ) );
auto z = ( sinf( angle ) );
// todo: not sure what's good here
auto factor = bNpc->getScale();
bNpc->setPos( pos.x + ( x * factor ),
pos.y,
pos.z + ( z * factor ) );
// setPos( m_pos.x + ( xBase * -pushDistance ),
// m_pos.y,
// m_pos.z + ( zBase * -pushDistance ) );
}
}

View file

@ -60,6 +60,9 @@ namespace Sapphire::Entity
uint8_t getAggressionMode() const;
float getScale() const;
float getNaviTargetReachedDistance() const;
// return true if it reached the position
bool moveTo( const Common::FFXIVARR_POSITION3& pos );
@ -95,6 +98,8 @@ namespace Sapphire::Entity
void checkAggro();
void pushNearbyBNpcs();
private:
uint32_t m_bNpcBaseId;
uint32_t m_bNpcNameId;
@ -108,6 +113,9 @@ namespace Sapphire::Entity
uint32_t m_displayFlags;
uint8_t m_level;
float m_scale;
float m_naviTargetReachedDistance;
uint32_t m_timeOfDeath;
uint32_t m_lastRoamTargetReached;