moved pathing crap out of actor

- despawn actors on moving too far from spawn
- added clampy stuff (<3 devi)
This commit is contained in:
Tahir Akhlaq 2017-06-07 00:46:32 +01:00
parent bd97e72774
commit a62475e81e
12 changed files with 308 additions and 239 deletions

View file

@ -47,6 +47,7 @@ namespace FFXIVClassic_Map_Server.Actors
public bool hasMoved = false;
public bool isAtSpawn = true;
public EventList eventConditions;
public Actor(uint actorId)
@ -82,6 +83,15 @@ namespace FFXIVClassic_Map_Server.Actors
}
}
public void ResetMoveSpeedsToDefault()
{
this.moveSpeeds[0] = SetActorSpeedPacket.DEFAULT_STOP;
this.moveSpeeds[1] = SetActorSpeedPacket.DEFAULT_WALK;
this.moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
this.moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
hasMoved = true;
}
public SubPacket CreateAddActorPacket(uint playerActorId, byte val)
{
return AddActorPacket.BuildPacket(actorId, playerActorId, val);
@ -151,10 +161,6 @@ namespace FFXIVClassic_Map_Server.Actors
positionX = pos.X;
positionY = pos.Y;
positionZ = pos.Z;
if (target != null)
LookAt(target);
//Program.Server.GetInstance().mLuaEngine.OnPath(actor, position, positionUpdates)
}
lastMoveUpdate = DateTime.Now;
@ -358,108 +364,9 @@ namespace FFXIVClassic_Map_Server.Actors
public void Update(double deltaTime)
{
// todo: this is retarded
if (this is Zone || this is Area || this is Player)
return;
var diffTime = (DateTime.Now - lastAiUpdate);
// todo: this too
if (diffTime.Milliseconds >= deltaTime)
if (this is Character)
{
bool foundActor = false;
bool skipFollow = false;
// leash back to spawn
if (this.oldPositionX != 0.0f && this.oldPositionY != 0.0f && this.oldPositionZ != 0.0f)
{
var spawnDistance = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ);
if (spawnDistance >= 45)
{
skipFollow = true;
}
}
foreach (var actor in ((Area)zone).GetActorsAroundActor(this, 50))
{
if (actor is Player && actor != this)
{
var player = actor as Player;
if (skipFollow)
{
// todo: despawn self for player
continue;
}
var distance = Utils.Distance(positionX, positionY, positionZ, player.positionX, player.positionY, player.positionZ);
int maxDistance = player == target ? 25 : 15;
if (distance <= maxDistance)
{
foundActor = true;
if (!hasMoved)
{
if (distance >= 3)
{
FollowTarget(player, 2.0f);
}
// too close, spread out
else if (distance <= 0.64f)
{
var minRadius = 0.65f;
var maxRadius = 0.85f;
var angle = Program.Random.NextDouble() * Math.PI * 2;
var radius = Math.Sqrt(Program.Random.NextDouble() * (maxRadius - minRadius)) + minRadius;
float x = (float)(radius * Math.Cos(angle));
float z = (float)(radius * Math.Sin(angle));
positionUpdates.Add(new utils.Vector3(positionX + x, positionY, positionZ + z));
hasMoved = true;
}
if (target != null)
{
LookAt(target);
}
}
}
break;
}
}
var diffMove = (DateTime.Now - lastMoveUpdate);
// 5 seconds before back to spawn
if (diffMove.Seconds >= 5 && !foundActor)
{
// leash to spawn
this.isAtSpawn = Utils.Distance(positionX, positionY, positionZ, oldPositionX, oldPositionY, oldPositionZ) <= 25.0f;
if (this.target == null && skipFollow)
{
// not in spawn range
if (!this.isAtSpawn)
{
PathTo(oldPositionX, oldPositionY, oldPositionZ, 3.0f);
}
// within spawn range, find a random point
else if (diffMove.Seconds >= 15)
{
//Program.Log.Error("Picking random point to walk to! ");
PathTo(oldPositionX, oldPositionY, oldPositionZ, 2.5f, 25, 8.5f);
}
}
this.target = null;
}
lastAiUpdate = DateTime.Now;
((Character)this).Update(deltaTime);
}
}
@ -673,88 +580,6 @@ namespace FFXIVClassic_Map_Server.Actors
rotation = (float)dRot;
}
public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
{
var pos = new utils.Vector3(positionX, positionY, positionZ);
var dest = new utils.Vector3(x, y, z);
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
var path = utils.NavmeshUtils.GetPath(((Zone)GetZone()), pos, dest, stepSize, maxPath, polyRadius);
if (path != null)
{
if (oldPositionX == 0.0f && oldPositionY == 0.0f && oldPositionZ == 0.0f)
{
oldPositionX = positionX;
oldPositionY = positionY;
oldPositionZ = positionZ;
}
// todo: something went wrong
if (path.Count == 0)
{
positionX = oldPositionX;
positionY = oldPositionY;
positionZ = oldPositionZ;
}
positionUpdates = path;
this.hasMoved = true;
this.isAtSpawn = false;
sw.Stop();
((Zone)zone).pathCalls++;
((Zone)zone).pathCallTime += sw.ElapsedMilliseconds;
Program.Log.Error("[{0}][{1}] Created {2} points in {3} milliseconds", actorId, actorName, path.Count, sw.ElapsedMilliseconds);
}
}
public void FollowTarget(Actor target, float stepSize = 1.2f, int maxPath = 25)
{
if (target != null)
{
var player = target as Player;
if (this.target != target)
{
#region super important performance critical code
var chatMode = Program.Random.Next(12);
var emphasis = Program.Random.Next(9);
var drag = Program.Random.Next(7);
string oni = "ONI";
string chan = "CHA";
for(var i = 0; i < emphasis; ++i)
oni += "I";
for (var i = 0; i < drag; ++i)
chan += "A";
oni += "-";
chan += "N";
player.SendMessage((uint)chatMode, "Rowena", oni + chan);
#endregion
this.target = target;
}
this.moveState = player.moveState;
this.moveSpeeds = player.moveSpeeds;
PathTo(player.positionX, player.positionY, player.positionZ, stepSize, maxPath);
}
}
public void OnPath()
{
// todo: lua function onPath in mob script
}
}
}