Fixing minor bugs, some renaming
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@@ -0,0 +1,85 @@
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# Hostile NPC Behavior
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## Authority and update order
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Hostile NPC behavior is simulated by `LocationGameState` and
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`CharacterState`. Rendering objects do not select targets and do not change
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NPC combat state.
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During each authoritative simulation tick:
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1. The location gathers the enabled players and NPCs visible to the
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simulation.
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2. Each hostile NPC selects or retains a player target.
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3. Every character advances using the same tick-start observations.
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4. Movement reservations and attack damage are resolved deterministically.
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5. Navigation recovery events are applied by `InternalGameServer`.
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The resulting state and recovery decisions are replicated through the existing
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WebSocket lockstep stream. NPC target changes are simulation consequences, not
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client commands.
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## Eligible players and nearest selection
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An eligible target must:
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- exist in the campaign player map;
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- be enabled;
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- have positive health; and
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- be within the NPC's `visibleRange` when a new target is selected.
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Distance is measured in the X/Z plane. If two players are equally close,
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their stable player IDs are compared lexicographically. This gives every
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lockstep replica the same result regardless of hash-map iteration order.
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## Ordinary target locking
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Once a hostile NPC has a valid target, it keeps that target during ordinary
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ticks. The target remains locked even if it moves outside `visibleRange`.
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The lock ends when the player dies or becomes disabled.
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When a lock ends, the NPC selects the nearest eligible player in range. If no
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player qualifies, it clears the attack target, leaves combat state, and
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requests a route to its `homePosition`.
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## Movement blockage and target reconsideration
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NPC movement uses a retry schedule after a character blocks its path. The
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blocked NPC first stops and waits for its deterministic navigation retry
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cooldown. When the retry event emits `forceNavigationReplan`, the authoritative
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location state performs a fresh target selection across all eligible players.
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This blocked-replan selection differs from ordinary target locking:
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- the current target is not privileged;
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- the nearest eligible player may remain the target;
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- a nearer eligible player replaces the current target;
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- the route is rebuilt from the NPC's current position toward the selected
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player's current position.
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If no eligible player is in range during blocked recovery, the NPC clears its
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stale chase target and returns toward its home position instead. The blocker is
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still passed to path planning so the immediate replan does not route through
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the character that caused the recovery event.
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## Death, disconnect, and attack safety
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Dead or disabled players are excluded from target acquisition. A target that
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dies or disconnects is therefore invalidated on the next authoritative
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selection pass, and the NPC either switches to another player or returns home.
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Attack impacts are also validated at application time. Damage is ignored if
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the recorded target no longer exists, is disabled, or has already reached
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zero health. This prevents a queued animation impact from damaging a stale
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target.
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## Regression expectations
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The state and pathfinding tests should preserve these guarantees:
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- nearest in-range player selection is deterministic;
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- a valid ordinary lock is retained;
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- blocked NPC recovery can replace the target and rebuild the chase route;
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- no-target blocked recovery clears combat and routes home;
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- dead and disabled players cannot be selected or damaged;
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- retry cooldowns and blocker identity remain deterministic.
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@@ -2,7 +2,10 @@
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"campaigns": [
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"campaigns": [
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{
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{
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"id": "main",
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"id": "main",
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"title": { "ru": "Основная игра", "en": "Main Game" },
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"title": {
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"ru": "Основная игра",
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"en": "Main Game"
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},
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"locations": [
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"locations": [
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"resources/config/locations/location_dorm.json",
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"resources/config/locations/location_dorm.json",
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"resources/config/locations/uni_exterior.json",
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"resources/config/locations/uni_exterior.json",
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@@ -17,12 +20,15 @@
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},
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},
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{
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{
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"id": "battle_zone",
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"id": "battle_zone",
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"title": { "ru": "Зона боя (одиночная)", "en": "Battle Zone (Single Player)" },
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"title": {
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"ru": "Зона боя (одиночная)",
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"en": "Battle Zone (Single Player)"
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},
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"locations": [
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"locations": [
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"resources/config/locations/battle_zone_uni_exterior.json"
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"resources/config/locations/battle_zone_korea.json"
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],
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],
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"startLocation": "uni_exterior",
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"startLocation": "park_korea",
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"startMusic": "music/bishkek univer day.ogg",
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"startMusic": "music/bishkek fight calm.ogg",
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"startState": "resources/config/start_state_battle_zone_singleplayer.json",
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"startState": "resources/config/start_state_battle_zone_singleplayer.json",
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"quests": "resources/config/quests_battle_zone.json",
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"quests": "resources/config/quests_battle_zone.json",
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"tutorial": false,
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"tutorial": false,
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@@ -30,16 +36,24 @@
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},
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},
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{
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{
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"id": "battle_zone_multiplayer",
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"id": "battle_zone_multiplayer",
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"title": { "ru": "Зона боя (сетевая)", "en": "Battle Zone (Multiplayer)" },
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"title": {
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"ru": "Зона боя (сетевая)",
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"en": "Battle Zone (Multiplayer)"
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},
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"locations": [
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"locations": [
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"resources/config/locations/battle_zone_uni_exterior.json"
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"resources/config/locations/battle_zone_korea.json"
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],
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],
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"startLocation": "uni_exterior",
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"startLocation": "park_korea",
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"startMusic": "music/bishkek univer day.ogg",
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"startMusic": "music/bishkek fight calm.ogg",
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"startState": "resources/config/start_state_battle_zone.json",
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"startState": "resources/config/start_state_battle_zone.json",
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"quests": "resources/config/quests_battle_zone.json",
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"quests": "resources/config/quests_battle_zone.json",
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"tutorial": false,
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"tutorial": false,
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"networkPlayerSlots": ["player", "player2"],
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"networkPlayerSlots": [
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"player1",
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"player2",
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"player3",
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"player4"
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],
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"networkCompatibility": "battle-zone-lockstep-v5",
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"networkCompatibility": "battle-zone-lockstep-v5",
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"loadingScreen": "resources/w/ui/screen_loading.json"
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"loadingScreen": "resources/w/ui/screen_loading.json"
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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{
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{
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"id": "uni_exterior",
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"id": "park_korea",
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"gameObjects": "resources/w/shelter/game_objects.json",
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"gameObjects": "resources/w/shelter/game_objects.json",
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"interactiveObjects": "resources/w/shelter/interactive_objects.json",
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"interactiveObjects": "resources/w/shelter/interactive_objects.json",
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"npcs": "resources/config/npcs_battle_zone.json",
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"npcs": "resources/config/npcs_battle_zone.json",
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@@ -161,6 +161,168 @@
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"hp": 35,
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"hp": 35,
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"visibleRange" : 6.5,
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"visibleRange" : 6.5,
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"canAttack": true
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"canAttack": true
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},
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{
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"id": "ghost_07x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -5.6,
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"positionY": 0.0,
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"positionZ": -14.0,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_08x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -6.4,
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"positionY": 0.0,
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"positionZ": -14.0,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_09x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -5.6,
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"positionY": 0.0,
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"positionZ": -14.5,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_10x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -6.4,
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"positionY": 0.0,
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"positionZ": -14.5,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_11x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -5.6,
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"positionY": 0.0,
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"positionZ": -15.0,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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},
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{
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"id": "ghost_12x",
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"name": "Тень",
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"meshTextures": {
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"Shadow_NPC_Rigged": "resources/w/shadow/Shadow_BaseColor.png"
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},
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"animationIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationWalkPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionIdlePath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionAttackPath": "resources/w/shadow/shadow_attack003.anim",
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"animationStandToActionPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToStandPath": "resources/w/shadow/shadow_idle003.anim",
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"animationActionToDeathPath": "resources/w/shadow/shadow_die003.anim",
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"animationDeathIdlePath": "resources/w/shadow/shadow_dead003.anim",
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"positionX": -6.4,
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"positionY": 0.0,
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"positionZ": -15.0,
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"walkSpeed": 1.5,
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"rotationSpeed": 8.0,
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"modelScale": 1.0,
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"modelCorrectionRotX": -90.0,
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"modelCorrectionRotY": 180.0,
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"modelCorrectionRotZ": 0.0,
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"hp": 35,
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"visibleRange" : 6.5,
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"canAttack": true
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}
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}
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]
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]
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}
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}
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+783
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Load diff
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Load diff
File diff suppressed because it is too large.
Load diff
@@ -194,6 +194,59 @@ int main()
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return fail("Hostile NPC did not return home after losing its target");
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return fail("Hostile NPC did not return home after losing its target");
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}
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}
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auto blocker = std::make_shared<FRG::CharacterState>();
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blocker->enabled = true;
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blocker->hp = 50.f;
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blocker->position = {0.8f, 0.f, 0.f};
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state.npcs["blocker"] = blocker;
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hostileNpc.position = Eigen::Vector3f::Zero();
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hostileNpc.homePosition = {5.f, 0.f, 0.f};
|
||||||
|
hostileNpc.attackTargetId = "player";
|
||||||
|
hostileNpc.requestedWalkTarget = playerOne->position;
|
||||||
|
hostileNpc.walkTarget = playerOne->position;
|
||||||
|
hostileNpc.pathWaypoints = {playerOne->position};
|
||||||
|
hostileNpc.currentWaypointIndex = 0;
|
||||||
|
hostileNpc.movementBlockedTicks = 0;
|
||||||
|
playerOne->enabled = true;
|
||||||
|
playerOne->hp = 75.f;
|
||||||
|
playerOne->position = {4.f, 0.f, 0.f};
|
||||||
|
playerTwo->enabled = true;
|
||||||
|
playerTwo->hp = 75.f;
|
||||||
|
playerTwo->position = {2.f, 0.f, 0.f};
|
||||||
|
|
||||||
|
bool blockedRetryRequested = false;
|
||||||
|
for (int tick = 0; tick < 10 && !blockedRetryRequested; ++tick) {
|
||||||
|
const FRG::LocationSimulationEvents events =
|
||||||
|
state.update(100, combatPlayers, false);
|
||||||
|
for (const auto& event : events.characters) {
|
||||||
|
if (event.characterId == "npc" &&
|
||||||
|
event.events.forceNavigationReplan) {
|
||||||
|
blockedRetryRequested = true;
|
||||||
|
if (!state.replanCharacter(
|
||||||
|
"npc", combatPlayers,
|
||||||
|
event.events.blockingCharacterId)) {
|
||||||
|
return fail("Blocked NPC replan was rejected");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!blockedRetryRequested ||
|
||||||
|
hostileNpc.attackTargetId != "player2" ||
|
||||||
|
(hostileNpc.requestedWalkTarget - playerTwo->position).norm() >
|
||||||
|
FRG::CharacterState::kWalkThreshold) {
|
||||||
|
return fail("Blocked NPC did not switch to the nearest player");
|
||||||
|
}
|
||||||
|
|
||||||
|
playerOne->enabled = false;
|
||||||
|
playerTwo->enabled = false;
|
||||||
|
if (!state.replanCharacter("npc", combatPlayers, "blocker") ||
|
||||||
|
!hostileNpc.attackTargetId.empty() ||
|
||||||
|
hostileNpc.battle_state != 0 ||
|
||||||
|
(hostileNpc.requestedWalkTarget - hostileNpc.homePosition).norm() >
|
||||||
|
FRG::CharacterState::kWalkThreshold) {
|
||||||
|
return fail("Blocked NPC did not return home without an eligible target");
|
||||||
|
}
|
||||||
|
|
||||||
FRG::CampaignConfig battleZone;
|
FRG::CampaignConfig battleZone;
|
||||||
battleZone.id = "battle_zone";
|
battleZone.id = "battle_zone";
|
||||||
battleZone.questsPath = "resources/config/quests_battle_zone.json";
|
battleZone.questsPath = "resources/config/quests_battle_zone.json";
|
||||||
|
|||||||
+77
-33
@@ -173,11 +173,84 @@ bool LocationGameState::replanCharacter(
|
|||||||
{
|
{
|
||||||
CharacterState* character = findCharacter(id, players);
|
CharacterState* character = findCharacter(id, players);
|
||||||
if (!character || !location) return false;
|
if (!character || !location) return false;
|
||||||
|
if (!forcedObstacleId.empty() && !character->isPlayer &&
|
||||||
|
character->canAttack && character->hp > 0.f) {
|
||||||
|
const std::string selectedTarget =
|
||||||
|
selectNpcTarget(*character, players, false);
|
||||||
|
if (selectedTarget != character->attackTargetId) {
|
||||||
|
character->stopInPlace();
|
||||||
|
character->attackTargetId = selectedTarget;
|
||||||
|
character->battle_state = 0;
|
||||||
|
character->attack = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!selectedTarget.empty()) {
|
||||||
|
const CharacterState* target = findCharacter(selectedTarget, players);
|
||||||
|
if (target) {
|
||||||
|
character->setTarget(
|
||||||
|
target->position, {}, *location, id,
|
||||||
|
collectPathObstacles(id, players, forcedObstacleId));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
character->attackTargetId.clear();
|
||||||
|
character->battle_state = 0;
|
||||||
|
character->attack = 0;
|
||||||
|
const Eigen::Vector3f homeTarget(
|
||||||
|
character->homePosition.x(), 0.f, character->homePosition.z());
|
||||||
|
if ((homeTarget - character->position).norm() >
|
||||||
|
CharacterState::kWalkThreshold) {
|
||||||
|
character->setTarget(
|
||||||
|
homeTarget, {}, *location, id,
|
||||||
|
collectPathObstacles(id, players, forcedObstacleId));
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
character->forceReplan(
|
character->forceReplan(
|
||||||
*location, id, collectPathObstacles(id, players, forcedObstacleId));
|
*location, id, collectPathObstacles(id, players, forcedObstacleId));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::string LocationGameState::selectNpcTarget(
|
||||||
|
const CharacterState& npc,
|
||||||
|
const PlayerStateMap& players,
|
||||||
|
bool preserveValidLock) const
|
||||||
|
{
|
||||||
|
if (preserveValidLock) {
|
||||||
|
const auto locked = players.find(npc.attackTargetId);
|
||||||
|
if (locked != players.end() && locked->second &&
|
||||||
|
locked->second->enabled && locked->second->hp > 0.f)
|
||||||
|
return npc.attackTargetId;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<std::string> playerIds;
|
||||||
|
playerIds.reserve(players.size());
|
||||||
|
for (const auto& [id, player] : players)
|
||||||
|
if (player && player->enabled && player->hp > 0.f)
|
||||||
|
playerIds.push_back(id);
|
||||||
|
std::sort(playerIds.begin(), playerIds.end());
|
||||||
|
|
||||||
|
const float visibleRangeSquared = npc.visibleRange * npc.visibleRange;
|
||||||
|
std::string selectedTarget;
|
||||||
|
float nearestDistanceSquared = visibleRangeSquared;
|
||||||
|
for (const std::string& playerId : playerIds) {
|
||||||
|
const Eigen::Vector3f delta =
|
||||||
|
players.at(playerId)->position - npc.position;
|
||||||
|
const float distanceSquared =
|
||||||
|
delta.x() * delta.x() + delta.z() * delta.z();
|
||||||
|
if (distanceSquared <= nearestDistanceSquared &&
|
||||||
|
(selectedTarget.empty() ||
|
||||||
|
distanceSquared < nearestDistanceSquared ||
|
||||||
|
(distanceSquared == nearestDistanceSquared &&
|
||||||
|
playerId < selectedTarget))) {
|
||||||
|
selectedTarget = playerId;
|
||||||
|
nearestDistanceSquared = distanceSquared;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return selectedTarget;
|
||||||
|
}
|
||||||
|
|
||||||
void LocationGameState::startTaxi()
|
void LocationGameState::startTaxi()
|
||||||
{
|
{
|
||||||
location->taxiCar.waypoints = location->taxiCarWaypoints;
|
location->taxiCar.waypoints = location->taxiCarWaypoints;
|
||||||
@@ -321,13 +394,6 @@ LocationSimulationEvents LocationGameState::update(
|
|||||||
if (player) playerIds.push_back(id);
|
if (player) playerIds.push_back(id);
|
||||||
std::sort(playerIds.begin(), playerIds.end());
|
std::sort(playerIds.begin(), playerIds.end());
|
||||||
|
|
||||||
std::vector<std::string> eligiblePlayerIds;
|
|
||||||
for (const std::string& id : playerIds) {
|
|
||||||
const auto& player = players.at(id);
|
|
||||||
if (player->enabled && player->hp > 0.f)
|
|
||||||
eligiblePlayerIds.push_back(id);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<std::string> npcIds;
|
std::vector<std::string> npcIds;
|
||||||
npcIds.reserve(npcs.size());
|
npcIds.reserve(npcs.size());
|
||||||
for (const auto& [id, npc] : npcs)
|
for (const auto& [id, npc] : npcs)
|
||||||
@@ -343,30 +409,8 @@ LocationSimulationEvents LocationGameState::update(
|
|||||||
continue;
|
continue;
|
||||||
|
|
||||||
const std::string previousTarget = npc.attackTargetId;
|
const std::string previousTarget = npc.attackTargetId;
|
||||||
const auto locked = players.find(previousTarget);
|
const std::string selectedTarget =
|
||||||
const bool lockValid =
|
selectNpcTarget(npc, players, true);
|
||||||
locked != players.end() && locked->second &&
|
|
||||||
locked->second->enabled && locked->second->hp > 0.f;
|
|
||||||
std::string selectedTarget = lockValid ? previousTarget : std::string();
|
|
||||||
|
|
||||||
if (!lockValid) {
|
|
||||||
float nearestDistanceSquared = npc.visibleRange * npc.visibleRange;
|
|
||||||
for (const std::string& playerId : eligiblePlayerIds) {
|
|
||||||
const Eigen::Vector3f delta =
|
|
||||||
players.at(playerId)->position - npc.position;
|
|
||||||
const float distanceSquared =
|
|
||||||
delta.x() * delta.x() + delta.z() * delta.z();
|
|
||||||
if (distanceSquared <= nearestDistanceSquared) {
|
|
||||||
if (selectedTarget.empty() ||
|
|
||||||
distanceSquared < nearestDistanceSquared ||
|
|
||||||
(distanceSquared == nearestDistanceSquared &&
|
|
||||||
playerId < selectedTarget)) {
|
|
||||||
selectedTarget = playerId;
|
|
||||||
nearestDistanceSquared = distanceSquared;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (selectedTarget != previousTarget) {
|
if (selectedTarget != previousTarget) {
|
||||||
npc.stopInPlace();
|
npc.stopInPlace();
|
||||||
@@ -474,7 +518,7 @@ LocationSimulationEvents LocationGameState::update(
|
|||||||
source.events.attackDirection});
|
source.events.attackDirection});
|
||||||
}
|
}
|
||||||
|
|
||||||
auto player = players.find("player");
|
auto player = players.find("player1");
|
||||||
if (!interactiveObjectsLocked &&
|
if (!interactiveObjectsLocked &&
|
||||||
!location->targetInteractiveObjectId.empty() &&
|
!location->targetInteractiveObjectId.empty() &&
|
||||||
player != players.end() && player->second && player->second->enabled) {
|
player != players.end() && player->second && player->second->enabled) {
|
||||||
@@ -502,7 +546,7 @@ LocationSimulationEvents LocationGameState::update(
|
|||||||
(player->second->position - npc->position).norm();
|
(player->second->position - npc->position).norm();
|
||||||
if (distance <= NPC_TALK_DISTANCE) {
|
if (distance <= NPC_TALK_DISTANCE) {
|
||||||
player->second->stopInPlace();
|
player->second->stopInPlace();
|
||||||
npc->faceTargetId = "player";
|
npc->faceTargetId = "player1";
|
||||||
result.npcInteractionId = location->targetInteractNpcId;
|
result.npcInteractionId = location->targetInteractNpcId;
|
||||||
location->targetInteractNpcId.clear();
|
location->targetInteractNpcId.clear();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -86,6 +86,10 @@ struct LocationGameState {
|
|||||||
void load(const nlohmann::json& in);
|
void load(const nlohmann::json& in);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
std::string selectNpcTarget(
|
||||||
|
const CharacterState& npc,
|
||||||
|
const PlayerStateMap& players,
|
||||||
|
bool preserveValidLock) const;
|
||||||
bool updateNpcCar(std::int64_t deltaMs);
|
bool updateNpcCar(std::int64_t deltaMs);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -172,7 +172,7 @@ namespace FRG {
|
|||||||
<< npcId << "'\n";
|
<< npcId << "'\n";
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
loc->faceCharacter(*npc, "player");
|
loc->faceCharacter(*npc, "player1");
|
||||||
});
|
});
|
||||||
|
|
||||||
api.set_function("player_walk_to",
|
api.set_function("player_walk_to",
|
||||||
|
|||||||
@@ -51,7 +51,7 @@ private:
|
|||||||
GameSnapshot buildSnapshot() const;
|
GameSnapshot buildSnapshot() const;
|
||||||
|
|
||||||
GameState state_;
|
GameState state_;
|
||||||
std::string localPlayerId_ = "player";
|
std::string localPlayerId_ = "player1";
|
||||||
std::string resourceZipFile_;
|
std::string resourceZipFile_;
|
||||||
std::vector<std::string> networkPlayerSlots_;
|
std::vector<std::string> networkPlayerSlots_;
|
||||||
std::int64_t battleZoneTestBotElapsedMs_ = 0;
|
std::int64_t battleZoneTestBotElapsedMs_ = 0;
|
||||||
|
|||||||
Reference in new issue
Block a user